TGB Mode7 Kart Kit
by Chris Jorgensen · in Torque Game Builder · 02/18/2009 (10:03 pm) · 25 replies
I thought I'd start a new thread up for the mode7 kit. Right now I'm in the polish phase. The code review is complete. The documentation is undergoing review. And I'm just trying to come up with a demo that will get folks' imaginations sparked. Here's a short video with a couple different track concepts that I've quickly cranked out.
About the author
Owner of Cascadia Games LLC
#2
02/19/2009 (9:16 am)
that looks like fun!
#3
Does this require engine mods (i.e. can the standard license use this, or only pro with some C++ knowledge)?
02/19/2009 (6:59 pm)
Holy cow! Very nice. Does this require engine mods (i.e. can the standard license use this, or only pro with some C++ knowledge)?
#4
Right now, I'm just tying up loose ends: proper rotation, ripping out extraneous features, catching any bugs, etc...
02/20/2009 (2:56 pm)
It does require engine mods. My hope is to include a pre-compiled binary with the kit, such that non-pro users could still play around with it. But I haven't gotten to that point yet!Right now, I'm just tying up loose ends: proper rotation, ripping out extraneous features, catching any bugs, etc...
#5
02/20/2009 (11:44 pm)
Docs are looking good by me so far. I'll send a final e-mail out over the weekend about them. Definitely going to get the "roll in" treatment the other starter kits are getting.
#6
Update, here's a video to the tune of some horribly cheesy country music:
Update 2: And this morning I've added in some obstacle avoidance and AI fixes. That way, the little NPC kart can at least finish the course without getting stuck!
02/25/2009 (7:50 pm)
Cool. I've got a few tweaks / additions to the docs. But nothing major. I've also added in splashes / grass fluff animations when the kart drives over water / grass, as well as a proper jumping animation. Lots of little bits of polish. :)Update, here's a video to the tune of some horribly cheesy country music:
Update 2: And this morning I've added in some obstacle avoidance and AI fixes. That way, the little NPC kart can at least finish the course without getting stuck!
#7
02/27/2009 (11:45 am)
The anticipation is killing some of us.
#8
03/02/2009 (7:32 am)
I love this kit! I would love to see someone make a 2D RPG with this kit...
#9
@David: You're the second person I know of to mention an RPG built with this kit. I think it would be a cool use for it. In my opinion, there is a lot more than racing that one could do. But I felt kart racing was likely to be the most popular use, so I went with that.
03/02/2009 (10:35 am)
@Chris: Thanks! I'm currently still just cleaning things up and pushing toward the final build.@David: You're the second person I know of to mention an RPG built with this kit. I think it would be a cool use for it. In my opinion, there is a lot more than racing that one could do. But I felt kart racing was likely to be the most popular use, so I went with that.
#10
03/02/2009 (4:08 pm)
How's the iTGB portability? :)
#11
03/02/2009 (6:07 pm)
iTGB is definitely the direction I've been planning to go. But no testing in that avenue yet. :)
#12
Update: Dang, looks like Crazy Kart 2 uses a pretty similar render style. The battle is on! I'm very anxious to port this to iPhone this week. :)
03/09/2009 (2:06 pm)
Ha! Well, my timing might just end up being awesome. I just discovered this Popular Mechanics article. The guy laments that he wants F-Zero and Pilotwings for his iPhone. Looks like I'm not the only one who misses mode7!Update: Dang, looks like Crazy Kart 2 uses a pretty similar render style. The battle is on! I'm very anxious to port this to iPhone this week. :)
#13
You know what is also sweet, besides iPhone, coding in C# instead of C++, sometimes I forget that game devolpment does not revolve around this language.
Any Torque X plans??
03/10/2009 (1:26 pm)
That game doesn't even look as good as the TGBM7KK Preview.You know what is also sweet, besides iPhone, coding in C# instead of C++, sometimes I forget that game devolpment does not revolve around this language.
Any Torque X plans??
#14
Port to iPhone is underway currently. I've got it running in its Windows prototype. Next step is to figure out how on earth to load it onto the iPod. Apple does not make that intuitive!
03/11/2009 (3:52 pm)
I'd like to do Torque-X as well. Presumably at some point XNA will go mobile on a new Zune device. So having a PC-Xbox-Zune compatible version seems to make sense.Port to iPhone is underway currently. I've got it running in its Windows prototype. Next step is to figure out how on earth to load it onto the iPod. Apple does not make that intuitive!
#17
05/04/2009 (8:48 pm)
Congrats! I remember when I first saw this thinking how clever it was. :D
#18
This is a great addition to the Dev Store.
edit - ooooooooooooooo, I just watched the iPhone port. Dude...rockin'!
05/04/2009 (10:15 pm)
w00t! Congrats Chris! =)This is a great addition to the Dev Store.
edit - ooooooooooooooo, I just watched the iPhone port. Dude...rockin'!
#19
05/04/2009 (10:45 pm)
Very nice Chris!
#20
05/05/2009 (8:35 am)
Great kit…any possibilities of tutorials?
Torque Owner Clint Herron
I think there's a lot of potential for making quick racing games with this kit, and I love how you've built it with the simple-to-use paradigms of TGB.
Looks great!
--clint