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TGB Kart Kit Now in Developer Store!

by Chris Jorgensen · 05/05/2009 (2:59 pm) · 18 comments

Huzzah! That's what I say today. For the TGB Kart Kit has been released unto the masses!


www.cascadiagames.com/images/thumb_kartkit_pic1.jpg www.cascadiagames.com/images/thumb_kartkit_pic2.jpg www.cascadiagames.com/images/thumb_kartkit_pic3.jpg www.cascadiagames.com/images/thumb_kartkit_pic4.jpg

In all seriousness, I am super happy to see this kit out and ready to get into developers' hands. First and foremost, it's easily the fastest way to get a racing game onto the iPhone (or PC or Mac) now. From prototype to art to polish, I don't think there's a faster alternative. Considering that a kart racing game, Crash Bandicoot Nitro Kart, is the highest selling app of all time, I think there's a lot of potential for this little kit.

To take a step back, many folks don't know where the "mode7" term comes from. If you're like me and in your late 20s or early 30s and owned an SNES, however, odds are you saw it in marketing material for F-Zero, Super Mario Kart, NCAA Basketball, Pilot Wings, etc.

www.xenoclone.com/images/mode7/fzero.jpg

In short, mode7 makes 2D games look 3D. You get depth, scaling, a skyline, and so forth while still avoiding the added work of doing true 3D: modeling, texturing, lighting, et al. In fact, in the Kart Kit, the entire track is just a single scroller. How can making a racetrack be simpler than that?

Mode7, however, applies to more than just racing. It can be used to add some variety to an otherwise typical 2D game. For example, Turtles in Time for the SNES was a port of a 2D arcade beat-em-up. Multiple levels used mode7 to mix up the play and keep the game from feeling too repetitive. In the pic below, the arcade version is on the left, the mode7 version on the right.

www.xenoclone.com/images/mode7/turtles_in_time.png

See how a little depth makes the game more interesting? I decided on a kart racing example because I felt it exercised the new functionality the most: "3D" objects, powerups, looping track, etc, etc. You can read about it on the product page. Point being, with the kit you're now setup to make a wide variety of games with a little cleverness.

I've got a bunch of ideas I'd like to implement and share. I'm looking forward to seeing what people come up with!

#1
05/05/2009 (5:44 pm)
Awesome work Chris! I love it!
#2
05/05/2009 (5:47 pm)
Looks fantastic!
#3
05/05/2009 (8:02 pm)
Awesome Chris! I've been waiting for this to get released! I think the $50 price tag is definitely worth it!
#4
05/06/2009 (6:05 am)
Wow man, looks super sweet. We can make a racing game with it for the PC as well right not only iTGB right? I want to make something like that for the PC and Windows users. I'm working on a new racing game idea both for small scale and a huge monster that I want to make in T3D in the coming months as well... Let me know and GREAT work man, looks awesome. Thanks for making such a kit, it was needed.

Sincerely,

Will Zettler
Digital Lightstorm
www.dlsstudio.com
Will_Zettler@dlsstudio.com

#5
05/06/2009 (7:04 am)
It definitely works on the PC. I've played a level or two while it was in development.
#6
05/06/2009 (8:32 am)
Thanks for responding, Lance. Yes, it absolutely works on PC and Mac in addition to the iPhone. In fact, it works on all three out-of-box, no coding changes to the script required. Unless things have changed, it comes with pre-built TGB 1.7.4 binaries for you to play with. :)

@Phil: Someone totally needs to take the PSK plus this kit and remake Turtles in Time.... one of my favorites!
#7
05/06/2009 (2:52 pm)
Awesome work. And no this isn't only for racing games. I believe a few RPG's have used mode7.
#8
05/06/2009 (3:51 pm)
Are you planning a Torque X 2D Port of this? I would buy it in a heartbeat.

Brian
#9
05/06/2009 (7:42 pm)
I need a iPhone :'(
#10
05/06/2009 (8:11 pm)
Hi Chris, Congratulations on getting the Kit out!

Also, I was curious, is there a way to simulate hills when using mode 7?
#11
05/06/2009 (8:30 pm)
Yup, RPGs would be pretty cool as well.

@Brian - I've thought about it. It would require doing a whole new kit, however, so it depends on how well this kit does!

@Jon - I didn't implement anything like that. I wanted to stick to the "core" of mode7 to start. If you Google Atari Karts you'll see an effect they did. I've been thinking about how to do something similar, but haven't come up with something at this point.
#12
05/06/2009 (9:20 pm)
@Chris - Sweet. Will cross my fingers and hope it does well for you. :)

Brian
#13
05/07/2009 (1:15 pm)
awesome
#14
05/08/2009 (6:34 am)
Hi Chris,

wow -- looks great

but I'm getting the following when trying to compile.

I am very new to compiling stuff and have probably just missed a step

8>Linking...
8>t2dParticleEffect.obj : error LNK2019: unresolved external symbol "bool __cdecl mode7AddParticle(class t2dParticleEffect *)" (?mode7AddParticle@@YA_NPAVt2dParticleEffect@@@Z) referenced in function "bool __cdecl ct2dParticleEffectmode7AddObject(class t2dParticleEffect *,int,char const * *)" (?ct2dParticleEffectmode7AddObject@@YA_NPAVt2dParticleEffect@@HPAPBD@Z)


8>t2dScroller.obj : error LNK2019: unresolved external symbol "bool __cdecl mode7AddScroller(class t2dScroller *)" (?mode7AddScroller@@YA_NPAVt2dScroller@@@Z) referenced in function "bool __cdecl ct2dScrollermode7AddObject(class t2dScroller *,int,char const * *)" (?ct2dScrollermode7AddObject@@YA_NPAVt2dScroller@@HPAPBD@Z)


8>t2dStaticSprite.obj : error LNK2019: unresolved external symbol "bool __cdecl mode7AddSprite(class t2dStaticSprite *)" (?mode7AddSprite@@YA_NPAVt2dStaticSprite@@@Z) referenced in function "bool __cdecl ct2dStaticSpritemode7AddObject(class t2dStaticSprite *,int,char const * *)" (?ct2dStaticSpritemode7AddObject@@YA_NPAVt2dStaticSprite@@HPAPBD@Z)
8>../../../tgb/TorqueGameBuilder_DEBUG.exe : fatal error LNK1120: 3 unresolved externals

#15
05/08/2009 (11:40 am)
amusing!!
#16
05/08/2009 (11:57 am)
@Tony:

We should probably start a forum thread for this sort of thing. But it sounds like you haven't added in the mode7.cc file into your project? Let's follow up on that in the forums. :)
#17
05/09/2009 (5:10 am)
Hi Chris,

I have added my question to the following thread.

http://www.garagegames.com/community/forums/viewthread/91187

I'm still having problems.

#18
05/09/2009 (12:30 pm)
Thanks Tony. I responded in that thread. But from hereon, let's use the newly created Kart Kit Forum.