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Romhacking => Personal Projects => Topic started by: gridatttack on April 21, 2020, 02:19:44 am

Title: Super Mario Kart DX [WIP] (Images & videos available)
Post by: gridatttack on April 21, 2020, 02:19:44 am
Hey there! Welcome to Super Mario Kart DX. (name not final) Today I'll like to present you this SMK hack I've been working on the past decade!

The goal of this hack is to provide a fun, challenging hack for SMK, while changing advanced things like complete new backgrounds and more.

New content includes
-Brand new themes: all themes (minus rainbow road) will be replaced.
-24 new tracks: All tracks have been designed, including the 4 battle tracks.
-New graphics: to suit with the new themes. BGs, some road tiles and palettes have been changed to accommodate the new themes. I'm also planning to edit the menu, podium, title screen, icon etc. graphics.
-Possible custom music! If the time allows for it 👀

Current Progress
-All 24 tracks have been done! For this hack, I tried my best to provide fun, challenging tracks that implements new ideas that might have never been tried/implemented before! Despite multiple tracks sharing the same theme, if you look closely, I decided to model each track with a different environment setting in order to keep tracks interesting!

For example, Sparkle Oasis 1 is a nice, simple track with a big oasis in the middle, true to it's name, while Sparkle Oasis 3 is a dried version of an oasis, with plenty of offroad mud and some small puddles left from the once sprawling body of water. (You can check them on screenshots here)

8 Brand new themes
All themes have been replaced with areas to race on! The following themes are featured in the hack:

Alpine Pass - Tackle on classic inspired raceway tracks! These tracks feature long stretches of road with curves that provide a nice chance to get a mini turbo! Located between a mountain ridge and forests, makes this a quite calm looking scenery.

Sparkle Oasis - Race in the middle of the desert over a sparkling Oasis! Be careful, as you might not see the edges of the track and you might get lost in the endless desert!

Frigid Chasm - Explore the ruins of an abandoned mine, buried beneath an icy peak! Part of the course has deteriorated over time, with even the Icicles crashes from above have destroyed the wooden platforms and become part of the racing course!

Jungle Ruins - Traverse the remains of an ancient civilization! The ruins left have stood the test of time (for the most part!), but recently, the water has turned foul to become poison! Be on the look out for multiple paths to finish your lap!

Evening Isles - Race on a beautiful sunset bathed beach! The shallow waters here connect many sandbars to form a track to race on! Just beware the jumping cheep cheeps!

Sunrise Ridge - Located high above the clouds, the sun rises over tracks located on the peaks of a mountain range. Race across the very edges of the mountains as you travel between peaks, even making some big jumps to reach the other side. Be careful to not fall into the clouds below!

Rice Terrace - Mario Kart arrives into the Chai Kingdom! Located between a ridge of mountains, the tracks are laid out over rice paddies. Be on the lookout for Mud Bricks that might get in your way! However, colliding with one will break it for the remainder of the race.

Rainbow Road - The classic theme returns with a revamped and extended color palette, to give a more rainbow-y feeling! Beware, as you need to pull all the stops to conquer this track!

Planned progress
Right now, as the tracks has been finished, the best course of action is to finish the custom backgrounds. I need to change in it's entirety Chilled Chasm & Raceway BGs. I have some plans, and I have a clear indication on where to for that theme, so I will work on that. Will make a video with the last track to be made as a showcase of the theme.

Next up should be to touch up some BGs. For example, in Rice Terrace, I need to change the doors for windows on the buildings, as well as remove the curl on the pagodas (as I feel they don't work well on such a limited resolution) Then it's up to change the front layer of Evening Isles. I want to add some islands. I have an idea where I might get the graphics for. Then it's Rainbow Road. While I guess it's fine at it is, I plan to add some planets, or different stars. The gradient background layer might go, but I'm not sure yet.

After the BGs are done, I will look into finally setting for a name(I planned to use SMK Deluxe, but the name was taken, so any ideas are welcome! I will credit you, of course 😊) Once that's done I will proceed to change the Title, Character Select, Awards, Cup selection and the credit sequence. For advanced stuff, I plan to change the music. I will leave this at last as this seems to be the most complicated aspect. Hopefully I wont take another decade... but considering the current situation and my renewed interest into this, it might be sooner than later!

Anyways, I rambled enough. Have some goodies to look at!

Videos (Click on title to view it)

Hack Trailer (https://www.youtube.com/watch?v=JI1qef5fK7Q)

Alpine Pass 1 (https://youtu.be/YEXIn4mP_pk)

Star Cup (https://youtu.be/6hBhDGfgo9c)
Since I wasn't really uploading much, have a look at an entire cup! Features Rice Terrace 1, Evening Isles 2, Frigid Chasm 3, Sunrise Ridge 2 and Raceway 3! This video serves as a checkpoint, since from that point onwards, pretty significant changes will be made to most tracks in order for them to be fully playable with the fastest character, on 150cc with 10 coins!

Sparkle Oasis 1 (http://youtu.be/y6mup5xvvYw)
This is the second track from the first cup. Changes from the video include that the first part of the second bridge is added. There's still a jump though. I based this track from a simple idea of racing around an full, standard Oasis. There's a shortcut on the island in the middle as well as an alternate path on the far right.

Raceway 1 (http://youtu.be/fbD2-kv5Y40) (outdated, see pics for current version)

No layout changes at the time of writing. This is the first track of the whole hack! It's a nice, simple, track with ample curves to get a mini turbo. Nothing much to say except I liked how it turned out (and it's definitely better than the old design!)

Jungle Ruins 1 (http://youtu.be/AsYiJj6UHJc)

Some layout changes include in adding a dirt part for the section in the middle. This is the third track in the game, and going by the theme of Jungle ruins, they are multiple paths to the finish line! One might argue that the center part is better, as it allows for mini turbos, but the other side is far more lenient.

Evening Isles 1 (http://youtu.be/5zaJZBX_D3k)

The last track of the first cup! I based this on an old sketch I had when I was drafting designs for Mario Kart DS SNES Koopa Beach themed! This one revolves racing around an atoll with exposed sandbars from the tide! There's an optional boost panel on the track, in which when mastered, can help you zip through the track!. I actually want to mirror this track, but Koopa Beach themed tracks are so hard to tile I might not do it, but I want a Koopa Beach themed track to start on the left.

Sunrise Ridge 1 (https://www.youtube.com/watch?v=L0Myh-KBzyw)

The first track of the second cup! No much layout changes, except each track that uses the colored blocks has it's own 4 themed colored blocks! (Based aroudn the track color palettes and it's complimentary colors) This track is one of my older ones, so it doesn't really fit the whole mountains above the clouds theme, but should provide it's own identities from the other 2 as there's a mud 'lake' around the track. If you managed to get a mushroom and use it on the correct slope, you can jump around through a huge portion of the track!

Jungle Ruins 3 (https://www.youtube.com/watch?v=WmRY4KQ0cWE?controls=0)

Another of my old designs! I actually painstakingly mirroed this one, but it worked in the end! While I couldn't keep the loop jump, I made a heavy emphasis on the whole different states for tracks with the same theme! This is the most decayed jungle ruin track!

Rice Terrace 2 (https://www.youtube.com/watch?v=fJQKUXr3Px0?controls=0)

The third track of the last cup! This whole theme came into fruition when I was wondering why weren't were more oriental themes in mario games. The whole racing on rice paddies comes form that this is a modified tileset of vanilla lake and I wanted to use the animation of the water. The road graphics have been ripped and retouched from Donut Plains super circuit. This layout here is one of my older designs too! The previous one didn't work as it had a sharp turn at the end, so I decided to make it go the other way instead and it worked well!

Rainbow Road (https://www.youtube.com/watch?v=eyxSoeugXeI?controls=0)

And of course, the last track of the hack! My previous design of a rainbow road was too convoluted, so I decided to to pull all the stops here while keeping the original rainbow road in mind! I also extended the tileset of the rainbow too, since there's space. I think it looks pretty nice, but playing on a TV, it might not look so great on some shades, but still the track is playable. I might change the top part after the jump junction, but not sure. Thwomp placement might change too, as it's a bit annoying (like the original!) Maybe not much, but I want to leave a path for one to follow without much problem. You might see something off, especially at the start, but don't get any ideas! There's an invisible barrier to prevent from jumping to the other side!

Jungle Ruins concept track (https://www.youtube.com/watch?v=2b0jb1weLQo?controls=0)

I was trying to make a jungle ruins 3 when I designed this track, implementing things like having pits to avoid on a wide section of the track, as well as the whole multiple path things. The jump part was interesting, but the CPU couldn't make it. Also the ruined section too: CPUs could fall. You can even see a bit of lakeside park shenanigans at the sharp turn on the ruined section!

Images
Backgrounds
(https://i.imgur.com/87wznCt.png)(https://i.imgur.com/3RBbQc0.png)(https://i.imgur.com/D4UnUYX.png)
(https://i.imgur.com/5CWajIE.png)(https://i.imgur.com/vBRd02H.png)(https://i.imgur.com/yNjOdzy.png)

Tracks (includes older images that might not reflect the current/final design)
(https://i.imgur.com/egGkIGt.png)(https://i.imgur.com/odcbVxX.png)(https://i.imgur.com/83vfCK2.png)
(https://i.imgur.com/gqUvEDa.png)(https://i.imgur.com/03SzXiy.png)(https://i.imgur.com/iyvPb27.png)
(https://i.imgur.com/X9pC07I.png)(https://i.imgur.com/KJDuWwX.png)(https://i.imgur.com/7JcwCcH.png)
(https://i.imgur.com/YpSrkhN.png)(https://i.imgur.com/wqRBSbt.png)
(https://i.imgur.com/7VuV6qc.png)(https://i.imgur.com/yXUtrLb.png)

Battle tracks
(https://i.imgur.com/64efnl1.png)
Battle track A takes place on sunrise ridge! This fills in for the smaller battle track of the bunch! Zippers have been added on each middle section of the edges for faster movement to ambush your opponents!

(https://i.imgur.com/lUZ8Tbd.png)(https://i.imgur.com/FPB3bez.png)
Battle track B is located on Chilled Chasm! Instead of taking advantage of possible layouts that the theme presents (which don't really mix well as broken parts are a hindrance on multiplayer), you can experience the beta choco island battle track!

(https://i.imgur.com/yyGl4Cr.png)(https://imgur.com/AcXMzDA.png)
Battle track C is hosted on Jungle Ruins! The main design is to have an open arena in the middle, while traversing between it on the narrow passages on the sides, along the platforms at the top and bottom. Being out in the open is dangerous for red shells, so be sure to use the jumpers to your advantage to avoid them!

(https://i.imgur.com/YsYbEwM.png)(https://i.imgur.com/Bp3oscj.png)
(https://i.imgur.com/yBIohCZ.png)(https://i.imgur.com/EHTGxXT.png)
And saving the best for last! Battle track D is located on a Rainbow road arena style map! This arena features the jumpers as the main tool. With loads of item boxes, maneuverable terrain, and a classic SMK battle track design ensure the battles taken here are a blast! Be careful when traversing between the item boxes within the borders in the middle, as you might get ambushed! A personal favorite of mine and my tester; we play a lot on this stage.

Demo?
Finally, I want to tackle on the subject of a possible demo. I've been thinking about it but making a demo on itself presents another workload in order to limit the content, to not spoil everything. Instead, if you want to play something as close as this, check out my other SMK I collaborated with, named Sour Music Kart. (http://smk.sourmusic.net/) That hack features tracks all designed by me, with an original, nice and simple SMK feel emphasis! Backgrounds were curated and enhanced by me too.

Any feedback is appreciated!
Thanks for stopping by!
Title: Re: Super Mario Kart DX [WIP] (Images & videos available)
Post by: Spud on April 21, 2020, 12:13:49 pm
Damn this hack looks awesome! Will definitely give it a download once it’s finished or you release a demo. Love the idea of new themes instead of using the vanilla ones. Makes for a whole different feel to the game
Title: Re: Super Mario Kart DX [WIP] (Images & videos available)
Post by: Vanya on April 21, 2020, 03:27:37 pm
Agreed, everything looks great.
The only thing I find off is the title.
DX implies a deluxe version of a game; which most people will associate with improved audio and visual or expanded content.
This is more akin to a sequel.
I think it would be a good idea to go with a title that better conveys that this is more than just an upgrade.
It'll stand out more with a catchier title as well.
Title: Re: Super Mario Kart DX [WIP] (Images & videos available)
Post by: gridatttack on April 21, 2020, 10:39:42 pm
Damn this hack looks awesome! Will definitely give it a download once it’s finished or you release a demo. Love the idea of new themes instead of using the vanilla ones. Makes for a whole different feel to the game

Thanks! And indeed. I was getting a bit bored of seeing the same themes, and since Epic Edit is an awesome tool I decided to give it a go!

Agreed, everything looks great.
The only thing I find off is the title.
DX implies a deluxe version of a game; which most people will associate with improved audio and visual or expanded content.
This is more akin to a sequel.
I think it would be a good idea to go with a title that better conveys that this is more than just an upgrade.
It'll stand out more with a catchier title as well.

Completely agree. I think I'm having trouble thinking what name. I tried All-Stars, but there is nothing all-star about the game. I then thought about universe but it's already been done...

I'll keep thinking of more names. Any suggestions are welcome! (one will be credited if I pick it!)

Anyways, as for an update, I wanna mention I started on making the front BG of Chilled Chasm. Once it's done I'll post a video of it with the second track that uses the theme, so stay tuned! 👀
Title: Re: Super Mario Kart DX [WIP] (Images & videos available)
Post by: Polargames on April 22, 2020, 02:50:03 am
This looks awesome!!!!!!! ;D Oh, Here is my suggestion for the title name: Super Mario Kart Refueled.  I hope that you like it. :-D
Title: Re: Super Mario Kart DX [WIP] (Images & videos available)
Post by: Heaven Piercing Man on April 22, 2020, 03:41:52 am
Super Mario Kart 2nd Mix? 2nd Tour? 2nd GP?

Pro, Turbo, Champion or Power instead of 2nd?

Mix and match, I guess.
Title: Re: Super Mario Kart DX [WIP] (Images & videos available)
Post by: NiO on April 22, 2020, 09:17:04 am
This already look awesome andn its not finished yet.

Do you plan to change the characters or the character sprites?

About names, maybe Mario Kart New Worlds, Mario Kart Battle, Super Mario Kart 2...

I dont know, it depends on what you want to say with the tittle.
Title: Re: Super Mario Kart DX [WIP] (Images & videos available)
Post by: Vanya on April 22, 2020, 03:33:00 pm
How about "Super Mario Kart IInd Lap"?
Title: Re: Super Mario Kart DX [WIP] (Images & videos available)
Post by: gridatttack on April 24, 2020, 10:25:24 pm
This looks awesome!!!!!!! ;D Oh, Here is my suggestion for the title name: Super Mario Kart Refueled.  I hope that you like it. :-D
Super Mario Kart 2nd Mix? 2nd Tour? 2nd GP?

Pro, Turbo, Champion or Power instead of 2nd?

Mix and match, I guess.
How about "Super Mario Kart IInd Lap"?
...
About names, maybe Mario Kart New Worlds, Mario Kart Battle, Super Mario Kart 2...

I dont know, it depends on what you want to say with the tittle.

Thanks for the suggestions! I'll keep it in mind. I think just adding a title to SMK could suffice? Was thinking of "New Super Mario Kart" but based on what New Super Mario Bros on the DS did, it doesn't really fit. I feel Super Mario Kart 2 could work too, but perhaps it's too safe. 🤔 I think I'll dedicate an entire brainstorming session when it's time to change the title screen. Thanks all for the suggestions! 😃

This already look awesome andn its not finished yet.

Do you plan to change the characters or the character sprites?
...

Thanks! And no, not really. Unless some else has done custom sprites that mimic the SMK (and if they are OK with letting me use them), I may do it. I'm not really that great at sprites for characters, and changing SMK sprites is really time consuming since you have a ton of frames for each driver (not to mention they are 4 palettes in total, so each driver shares some colors with another one)

I will change misc sprites though. Right now I will surely change later the sprite for the thwomp, to mimic the SMM design.

Anyways, since this is the only place where I got replies/shows interest, here's an exclusive sneak peek at the background for chilled chasm 👀:
(https://nsmbhd.net/file/J6R5Ab9B6yXCMS4W/backup_00008.png)
Yes, the waterfalls are animated! I'm in the laborious process of tiling the background BG with the stalagmites/icicles, and I don't want it to look the same, so each square is tiled by hand!

Foreground should include another set of stalagmites/icicles, as well as some wooden beams and railtracks.

Also, I know that it might look weird with the cut off, but I'll take what I can, since I tried adding a dissipating waterfall at the botton, but the animation looks weirds since there's only 3 frames of animation.

Another thing, I will change Jungle Ruins gradient colors, since it looks similar to this one and I want some variety (like I don't seem to have a red based BG). I will change it to a purplish/orange color, inspired on Yoshi's Island world 3-4.

Anyway, if you want a closer look at the track shown above, here:
(https://nsmbhd.net/file/wfL2ol4y29GiiQLO/Capture.PNG)

Tip: If you're fast enough, you can do the first jump between the broken railway, then immediatly turn left and jump off the most proyected plank to jump that gap too!
Title: Re: Super Mario Kart DX [WIP] (Images & videos available)
Post by: NiO on April 25, 2020, 09:19:24 am
If the sprites can be made in a png format or using an sprite sheet, I could try it and help you.

Years ago I wanted to change the characters adding something more like Megaman, Earthworm Jim, Sonic, Pikachu, etc.

But I dont have knowledge to do it.
Title: Re: Super Mario Kart DX [WIP] (Images & videos available)
Post by: gridatttack on April 26, 2020, 09:27:06 pm
So I actually went and changed Jungle Ruins Skybox. Here it is:

(https://i.imgur.com/0sntNxC.png)

Pretty much the colors were taken from Yoshi's Island world 3-4, since it's set on a jungle too.

If the sprites can be made in a png format or using an sprite sheet, I could try it and help you.

Years ago I wanted to change the characters adding something more like Megaman, Earthworm Jim, Sonic, Pikachu, etc.

But I dont have knowledge to do it.

Yeah, I mean you can create any sprite on any platform you want, however there's no way to import an image directly. You will have to redraw them by hand. If you want to make sprites that could work on SMK, you could download the ROM and open it in YYCHR. The driver sprites are not compressed (since if they were, the game would be very intensive to decompress every frame every time)
Title: Re: Super Mario Kart DX [WIP] (Images & videos available)
Post by: Hacker65xx on April 26, 2020, 10:57:31 pm
you can edit sprite via a png ,  in TileLayerPro it's "import PNG" , and of TileLayerPro you can convert/export a png
Title: Re: Super Mario Kart DX [WIP] (Images & videos available)
Post by: Spud on April 27, 2020, 09:44:20 pm
How did you edit the backgrounds for each track? (which look amazing btw) I would like to incorporate new backgrounds for my Super Mario Kart hack but don't know how to do it
Title: Re: Super Mario Kart DX [WIP] (Images & videos available)
Post by: gridatttack on April 28, 2020, 12:00:02 am
How did you edit the backgrounds for each track? (which look amazing btw) I would like to incorporate new backgrounds for my Super Mario Kart hack but don't know how to do it

On the background section of Epic Edit. You can import/export a PNG. Just keep in mind that each tile is 8x8, and each tile has only support for 3 colors (4 for the bottom BG if you count the main color)
You need to keep that in mind, as well that one can flip on both axis the tiles. However, with a bit of tinkering, you can do it (for example, I took the trees on Jungle Ruins from Lake Side Park from Super Circuit)
Title: Re: Super Mario Kart DX [WIP] (Images & videos available)
Post by: Spud on April 28, 2020, 06:00:22 pm
On the background section of Epic Edit. You can import/export a PNG. Just keep in mind that each tile is 8x8, and each tile has only support for 3 colors (4 for the bottom BG if you count the main color)
You need to keep that in mind, as well that one can flip on both axis the tiles. However, with a bit of tinkering, you can do it (for example, I took the trees on Jungle Ruins from Lake Side Park from Super Circuit)

Yeah I knew about editing backgrounds in EpicEdit as I tinkered with changing some colors a bit in my own hack. I just want to know how would I be able to get a png of a background from MKSC and fit it into SMK's 8x8 tiles while using the limited colors
Title: Re: Super Mario Kart DX [WIP] (Images & videos available)
Post by: gridatttack on April 28, 2020, 10:43:48 pm
Hey there! So I managed to record some footage on the above background. Here it is!

(https://i.imgur.com/8LMxBX6.gif)

I'm in the process of tiling the Front BG. I already added the stalagmites, which will be blue, and purple wooden beams. I added some attempts of a minecart and railtracks, but not sure how they will pan out. I'll post updates on it when it's done 👀
Title: Re: Super Mario Kart DX [WIP] (Images & videos available)
Post by: skull_emperor_ on May 05, 2020, 11:47:05 am
Very impressive work. I saw the videos and you also play Mario Kart much better than me.  :laugh:
Keep up with the ggod job. Definitely this hack will be on my portable emulator.
Title: Re: Super Mario Kart DX [WIP] (Images & videos available)
Post by: gridatttack on May 08, 2020, 03:05:02 am
Might be a bit late, but I didn't want to double post, but here's a new track with the finished BG shown above: (click on the track name)


Frigid Chasm 2 (https://www.youtube.com/watch?v=ZeWQPjTqQSM&feature=youtu.be)


Very impressive work. I saw the videos and you also play Mario Kart much better than me.  :laugh:
Keep up with the ggod job. Definitely this hack will be on my portable emulator.

Thanks! Nice to hear! :D
Title: Re: Super Mario Kart DX [WIP] (Images & videos available)
Post by: robg1979 on May 08, 2020, 01:17:42 pm
This looks amazing, always like a good Mario Kart Hack and this looks up there with one of the most original yet!  :thumbsup:
Title: Re: Super Mario Kart DX [WIP] (Images & videos available)
Post by: gridatttack on May 12, 2020, 01:41:31 am
To show that I'm actually working on this and all the tracks are done, let me treat you all by showing an entire cup! First time reveal for Rice Terrace 1 and Frigid Chasm 3, as well as gameplay for Sunrise Ridge 2. (Click on the cup name to go to the video)

Star Cup (https://youtu.be/6hBhDGfgo9c)

The tracks are as follow:
- Rice Terrace 1
- Evening Isles 2
- Frigid Chasm 3
- Sunrise Ridge 2
- Raceway 3

Expect some minor updates to be posted here. I'm having help from a pro SMK player reviewing the tracks, and I noted some things that could change to make the tracks better 👀

This looks amazing, always like a good Mario Kart Hack and this looks up there with one of the most original yet!  :thumbsup:

Thanks! :D And indeed. I noted the game is sorely missing more complete chocolate Mario themed hacks (As the current good chocolate hacks aren't really Mario themed or some hacks don't change almost all of the graphics) so my aim is to bring a good Mario themed SMK hack that changes a lot! (And more importantly, well designed and working tracks for all characters to race on 150cc at 10 coins)
Title: Re: Super Mario Kart DX [WIP] (Images & videos available)
Post by: NiO on May 14, 2020, 08:36:30 am
at 6:17 characters in the map get glitchy, dont know if you can replicate that problem and can see what happened, but I wanted to let you know.
Title: Re: Super Mario Kart DX [WIP] (Images & videos available)
Post by: robg1979 on May 20, 2020, 07:26:59 am
Had a dream about this hack last night and you'd called it Ultra Mario Kart. Or was it Mario Kart Ultra??

Comes to something when you're dreaming about Mario Kart Hacks. I need to play something else I think!!  :laugh:

Title: Re: Super Mario Kart DX [WIP] (Images & videos available)
Post by: gridatttack on May 27, 2020, 12:50:15 am
So I sort of forgot about this thread. Woops! Been using discord to post small updates.

Anyways, I pretty much finished the new Rainbow Road BG. here, have some pics (the first pic has the HUD disabled in order to see better, but it exposes the 3 pixels that are hidden by the black bar, so see second picture on how it looks ingame)

(https://i.imgur.com/7VuV6qc.png)
This is a solar eclipse occurring!

(https://i.imgur.com/P0GOjWe.png)
Also added some planets

(https://i.imgur.com/yXUtrLb.png)
I also changed Koopa beach sand to a pearl white sand in the sunset, for a more luxurious resort feel.

at 6:17 characters in the map get glitchy, dont know if you can replicate that problem and can see what happened, but I wanted to let you know.

Not sure about that. I bet it's ZSNES glitching out, like it does when racers are close to the top and their sprites don't update position.

Had a dream about this hack last night and you'd called it Ultra Mario Kart. Or was it Mario Kart Ultra??

Comes to something when you're dreaming about Mario Kart Hacks. I need to play something else I think!!  :laugh:
haha, I have ultra as a potential keyword too! Maybe. However I want to leave the title screen in the end so I can make it quickly since I've seen many new, random SMK hacks taking up all the keywords :/
Title: Re: Super Mario Kart DX [WIP] (Images & videos available)
Post by: MKDSmaster91 on May 28, 2020, 12:37:43 am
Both Rainbow Road and the Evening Isles look amazing!
Title: Re: Super Mario Kart DX [WIP] (Images & videos available)
Post by: PolishedTurd on May 31, 2020, 11:24:54 pm
This looks beautiful. I can tell you have put a lot of heart into the project.

I like how many of the tracks have an evening theme. It complements the sunny style of the original.

My siblings and I probably spent more time playing SMK late into the night than any other game, so it's special to me. This looks like a wonderful sequel.

One thing the N64 version improved is that question marks regenerate after just a few seconds. If I recall, they only regenerate in SMK once the last one has been picked up. There were some long, boring battle sequences as we scrambled to find that last prize. It probably applies in GP mode as well. I would humbly ask you to consider adding this feature.

Edit: And about 5-10 seconds of invincibility after getting hit with a shell in battle mode would be great. It is easy and cheap to "target that explosion and fire," as we always used to say.

Looking forward to playing this!
Title: Re: Super Mario Kart DX [WIP] (Images & videos available)
Post by: gridatttack on June 03, 2020, 12:14:53 am
So, I've been putting work into the Mario Circuit tracks and all of them have been marked as final. I noted that I didn't use some overlay tiles, such a certain item box and zippers directions, so I decided to add more to the tileset. Here are some picture on how it turned out, taken in BSNES mode 7 HD at 960p for your viewing pleasure:
(https://i.imgur.com/EETZbDT.png)

Here is how it looks on the normal resolution, which helps blend the different grass patches and to not look exactly the same tile all over the place:
(https://i.imgur.com/H7a6Pfm.png)

My main focus will be finishing the entire mario circuit new background. I have an idea on what I exactly want to add, so I'll focus into wrapping up this theme :)

Also, let's have a first look here on my new battle track 1:

(https://i.imgur.com/NPeBZea.png)

I redid the original one because it doesn't really work in this game. The main gimmick in this one is the small size, like the original map of the first game, with some zippers on the edges for faster movement!

This looks beautiful. I can tell you have put a lot of heart into the project.

I like how many of the tracks have an evening theme. It complements the sunny style of the original.

My siblings and I probably spent more time playing SMK late into the night than any other game, so it's special to me. This looks like a wonderful sequel.

One thing the N64 version improved is that question marks regenerate after just a few seconds. If I recall, they only regenerate in SMK once the last one has been picked up. There were some long, boring battle sequences as we scrambled to find that last prize. It probably applies in GP mode as well. I would humbly ask you to consider adding this feature.

Edit: And about 5-10 seconds of invincibility after getting hit with a shell in battle mode would be great. It is easy and cheap to "target that explosion and fire," as we always used to say.

Looking forward to playing this!

Nice to hear! :D And yes, I felt the original was too... bright. I didn't really thought it at first, as my goal was to try to provide unique themes (such as the rice paddies) 🤔

Thanks for the feedback on that. I've been actually looking into that subject. There's still so much unknown about how the game works, so maybe such things are not possible (for now) However, we do have some really awesome users who are taking a look into how the game works, so who knows (I think the shell invincibility is the least possible thing though)

While the whole item boxes regenerating, it may be possible to modify the behavior so they refill more quickly, however, for most of my battle tracks, I've added extra item boxes from the base game of 41 per track. Granted, these don't refill since they are laid on the track itself (but I have placed the ones that do refill evenly) so running out of items should be harder now. Same with GP. I've made sure to add at least 12 item boxes on the main section so it's fine to grab some items even in 2P modes. I also added a second section of items in certain stages (spared evenly between the first section) so it feels more in line with modern games. (I think 2 sections is the max for it to work properly. Adding more would mean despawning the existing items and it might be that the item you left on a section before might not be there on the next lap anymore)

Though, I have to admit that I'm a bit hesitant to change core functionality (like never ending item boxes on GP or more sections) since it seems there is a fine line between the games mode balancing. I've been having feedback from the awesome people at Europe who play the game at top level and explained me a bit on how the modes work at top level competition. Turns out modifying more items or infinite item boxes would make the Match Race mode really unbalanced for both players, and in GP, if we decide to go the traditional route of leaving just a row instead of a cluster, this would limit item box placement to zones where players aren't jumping for drifting, since you would pass over the item box (however, this would be a different story if the item boxes were objects like in the GBA version, but hardware limitations prevent that being a reality, due to sprite limits)

In the end of the day, I'll aim for a middle ground between the two ends :)
Title: Re: Super Mario Kart DX [WIP] (Images & videos available)
Post by: gridatttack on June 20, 2020, 02:32:41 pm
So, I finally went around a finished the new Mario Circuit theme.

For now, it's named Alpine Pass. Have a video to look at the first track of the game:


Alpine Pass 1 (https://youtu.be/YEXIn4mP_pk)

(Note, I'm aware the same track theme is used on MK7 Europe version, but this is NTSC, which was named rock rock mountain ;P)

I also started making the new BG for the beach theme. It's still far from done, but here is a volcano on the far distance:
(https://i.imgur.com/BKGlLJ7.png)

Title: Re: Super Mario Kart DX [WIP] (Images & videos available)
Post by: MKDSmaster91 on June 20, 2020, 05:27:38 pm
Very nice beach track and background!
Title: Re: Super Mario Kart DX
Post by: Ashley Alexander on June 22, 2020, 09:32:36 pm
Really like how it’s looking so far, love the graphics and colours and track designs, can’t wait to play the whole game.  :laugh: ;D :) :woot!: :angel:
Title: Re: Super Mario Kart DX [WIP] (Images & videos available)
Post by: gridatttack on June 24, 2020, 03:19:32 am
Alright, so big milestone reached! I just finished making the last custom BG for evening Isles. Have a look, fresh out of the oven:
(https://i.imgur.com/EeBVU9K.png)

Just need to tile and decorate the front and back BGs and we're done! Regarding BGs, some are still touched up a bit, as some I'm not sure about their final skybox color, like Jungle Ruins and Rice terrace, but the heavy work of custom graphics is done!

Very nice beach track and background!
Really like how it’s looking so far, love the graphics and colours and track designs, can’t wait to play the whole game.  :laugh: ;D :) :woot!: :angel:

Thanks! 😃 I estimate the hack is... ~60% completed. I need to make a new track since an old design didn't work, and the sunrise ridge tracks require the most changes as of now to make then more playable. Pretty much the only hard things left to do is change the title screen, menu, driver select and podium backgrounds. And sprites for road objects too.

I still need to revise each tileset for tracks to see if I can add some decorations to the tracks, especially the beach one since it's the most barren, so each track feels more decorated and not too empty, as well as make use of the available space
Title: Re: Super Mario Kart DX [WIP] (Images & videos available)
Post by: gridatttack on August 03, 2020, 08:42:13 pm
Alright, so, forgot to put it here too. I'm formally announcing that I'm teaming up with SMK pro player Cocatriz! He's been testing my tracks so they are fixed to the finest detail! In return, I'll help him with his SMK 20XX hack by adding new backgrounds!

You can watch both of our trailers here:

Hack Trailer (https://www.youtube.com/watch?v=JI1qef5fK7Q) (click to view on YT!)
Title: Re: Super Mario Kart DX [WIP] (Images & videos available)
Post by: Supergamerguy on August 03, 2020, 09:11:33 pm
You can watch both of our trailers here:

Hack Trailer (https://www.youtube.com/watch?v=JI1qef5fK7Q) (click to view on YT!)

Literally cannot express in words how awesome this is. The geisler has the Mega Man 3 Title screen music, the best Mega Man music track of all time mind you. The hack has awesome looking battle tracks with beautiful new layouts and new racing tracks that look hard, but fun. At there is CUSTOM EUROBEAT MUSIC, WELCOMING ME TO THE DISCO OF THE NIGHT!!!!!  :thumbsup:

I will be watching your career with great interest, my friend.  :laugh: