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Choco Kart Remake TBC
On 2023-11-13 at 20:33:36
i did a funny. working on a bg now, then I'll get to the collisions
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On 2023-10-29 at 19:05:19
Midnight Grove, idc if it puts my other stuff on hold
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In which Mario Kart track would you want to live in?
On 2023-11-19 at 18:09:01
(New color cause idk why)
then there's me without a colour
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On 2023-11-19 at 18:07:45
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MKPC OC Commissions :)
On 2023-09-25 at 08:12:05
ball ball me i
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What items or tracks should MKPC add
On 2023-11-19 at 17:54:44
Literally nothing. There's no reason for more tracks when CTs exist with more functionality that anyone can make. Items would also screw up the balance and all that would do is cause controversy.
Though theoretically, since the source code is public, someone could make a custom build of MKPC with more stuff
Though theoretically, since the source code is public, someone could make a custom build of MKPC with more stuff
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On 2023-11-18 at 17:49:16
SNES Choco Island 3
N64 Town
DS Dokan Course
Wii U WifiTest
Stop hating on this message. PLEASE.
They can find a way to add N64 and GCN tracks. New backgrounds, decor, music, looks, etc. Also THE NEW MKPC TRACKS!!!!
The unused cup can be creative!
You can literally make it yourself quite easily 💀
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On 2023-11-18 at 10:37:31
I honestly think that MKPC could fix the order of the SNES maps and change it to 5 laps.
I'm sure the people who have worked for months, even years on optimising these tracks for Time Trials wouldn't object to all of it being lost for a worse gameplay decision
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On 2023-11-18 at 00:53:51
Also, please no arguments.
arguments
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How would you rate yourself in MKPC
On 2023-10-29 at 19:18:01
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Super Mario Kart: Impossible Edition
On 2023-11-18 at 23:50:10
the most topic ever to be ever
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The entire WWMI story
On 2023-11-18 at 20:00:33
new copypasta just dropped
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What is the hardest part when creating a complete circuit in MKPC?
On 2023-11-12 at 16:52:42
Another issue is the checkpoints, for example, if you are already at checkpoint 2, if you fall into a hole before even crossing checkpoint 3, if you respawn after checkpoint 3, the lap won't count and you'll have to backtrack to checkpoint 3.
What i said. Don't make shitty holes.
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On 2023-11-11 at 17:02:17
My hardest part when creating my track is filling the track with walls, off-road, and holes
They don't really take that long, you just have to be precise
Well it depends on what type of track it is.(Like Dry Desert hole were hard🤨)
Holes.
Why?because you have to align them along with the checkpoints, and if you don't.You have a horrible hole system.
Holes.
Why?because you have to align them along with the checkpoints, and if you don't.You have a horrible hole system.
Generally, checkpoints are never an issue if you:
Always place respawns right before the hole
Have lots of individual holes
Don't have too many checkpoints
Make some checkpoints optional
For me it's the polygon outer walls, if you screw up, the track becomes the walls instead of the outer walls...
Learn to eyes
Anyway I'd personally say the art itself, that being:
The track art
Decors
Backgrounds
Music (if you're making your own, which, not many people do so eh)
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[Fanfic] ~ MKPC Archipel (2023 edition)
On 2023-09-15 at 07:46:27
IlluZhion : I heard something below the cottage... I swear I am NOT lying.
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On 2023-09-01 at 17:47:59
WHERE AM I IN THE STORY HUH?
Have you ever heard of the term "speaking up?"
CAN I JOIN PLEASE
Then give Lely your information like bro 💀
AND I ALREADY DID
Nah you didn't, as far as I know you only gave your info for MKPC Battle, so I could not tell you wanted to join this fanfic, and the criteria for both fanfics is different so stop throwing your childish tantrum because it just looks like you're seeking attention.
Yeah he isn't, when I first saw the message I checked about 3 times and he hadn't signed up. I am fairly certain it's because he signed up for battle and then saw the words [FANFIC] in the topic name and assumed that meant it was battle.
I mean even if that's right, I didn't get a line but I wasn't getting mad at anyone, I was just joking around about it. Either way YZ is at least slightly at fault
It's fucking YZ I'm not too surprised
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Holes update concept
On 2023-11-10 at 23:08:21
The burn hole is purely cosmetic, but I kind of like the freeze hole
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Suggestion: New challenge difficulties
On 2023-11-11 at 19:12:23
I actually have a slightly different idea for this!
Challenges could have 6 difficulties:
Easy - This difficulty should be easy to complete for a beginner
Medium - This difficulty should serve as a tricky challenge for a beginner, but should be relatively easy to beat after a few attempts for players of low skill levels
Difficult - This difficulty should be tricky to beat for advanced players, but completable after several attempts
Extreme - This difficulty should require advanced players to tryhard and may take several hours before completion
Impossible - This difficulty should require advanced players to tryhard and may take several days before completion
Demonic - This difficulty will be for the very few challenges that are stupidly difficult to beat, making Impossible rated challenges look like a cakewalk in comparison (+50 points)
Challenges could also have a points multiplier as an optional bonus that the challenge creator allows the option for. Multipliers can range from x1.00 to x1.50 and your point multiplier will increase depending on the level for your performance. For example, if you were to play a challenge that is to complete a track in 1:50.000, if you manage to complete the track in 1:35.000, you will get additional points from the multiplier!
Note: Challenges with harder difficulties will value your actions more than what easier challenges would (as you have less room for error), meaning that you don't have to improve as much to get a better multiplier, but it will be more difficult to improve. Once you complete a challenge, you will not gain any additional points from the multiplier (even if you improve the multiplier) if you decide to beat the challenge again. If your points from the multiplier earned from the challenge results in a decimal, your points will round up.
Challenges could have 6 difficulties:
Easy - This difficulty should be easy to complete for a beginner
Medium - This difficulty should serve as a tricky challenge for a beginner, but should be relatively easy to beat after a few attempts for players of low skill levels
Difficult - This difficulty should be tricky to beat for advanced players, but completable after several attempts
Extreme - This difficulty should require advanced players to tryhard and may take several hours before completion
Impossible - This difficulty should require advanced players to tryhard and may take several days before completion
Demonic - This difficulty will be for the very few challenges that are stupidly difficult to beat, making Impossible rated challenges look like a cakewalk in comparison (+50 points)
Challenges could also have a points multiplier as an optional bonus that the challenge creator allows the option for. Multipliers can range from x1.00 to x1.50 and your point multiplier will increase depending on the level for your performance. For example, if you were to play a challenge that is to complete a track in 1:50.000, if you manage to complete the track in 1:35.000, you will get additional points from the multiplier!
Note: Challenges with harder difficulties will value your actions more than what easier challenges would (as you have less room for error), meaning that you don't have to improve as much to get a better multiplier, but it will be more difficult to improve. Once you complete a challenge, you will not gain any additional points from the multiplier (even if you improve the multiplier) if you decide to beat the challenge again. If your points from the multiplier earned from the challenge results in a decimal, your points will round up.
I feel like calling it Demonic would be a bit impractical 💀
GD's hardest challenges are called "Demon"
So? Have you ever heard of something called style?
On 2023-11-11 at 16:51:13
I actually have a slightly different idea for this!
Challenges could have 6 difficulties:
Easy - This difficulty should be easy to complete for a beginner
Medium - This difficulty should serve as a tricky challenge for a beginner, but should be relatively easy to beat after a few attempts for players of low skill levels
Difficult - This difficulty should be tricky to beat for advanced players, but completable after several attempts
Extreme - This difficulty should require advanced players to tryhard and may take several hours before completion
Impossible - This difficulty should require advanced players to tryhard and may take several days before completion
Demonic - This difficulty will be for the very few challenges that are stupidly difficult to beat, making Impossible rated challenges look like a cakewalk in comparison (+50 points)
Challenges could also have a points multiplier as an optional bonus that the challenge creator allows the option for. Multipliers can range from x1.00 to x1.50 and your point multiplier will increase depending on the level for your performance. For example, if you were to play a challenge that is to complete a track in 1:50.000, if you manage to complete the track in 1:35.000, you will get additional points from the multiplier!
Note: Challenges with harder difficulties will value your actions more than what easier challenges would (as you have less room for error), meaning that you don't have to improve as much to get a better multiplier, but it will be more difficult to improve. Once you complete a challenge, you will not gain any additional points from the multiplier (even if you improve the multiplier) if you decide to beat the challenge again. If your points from the multiplier earned from the challenge results in a decimal, your points will round up.
Challenges could have 6 difficulties:
Easy - This difficulty should be easy to complete for a beginner
Medium - This difficulty should serve as a tricky challenge for a beginner, but should be relatively easy to beat after a few attempts for players of low skill levels
Difficult - This difficulty should be tricky to beat for advanced players, but completable after several attempts
Extreme - This difficulty should require advanced players to tryhard and may take several hours before completion
Impossible - This difficulty should require advanced players to tryhard and may take several days before completion
Demonic - This difficulty will be for the very few challenges that are stupidly difficult to beat, making Impossible rated challenges look like a cakewalk in comparison (+50 points)
Challenges could also have a points multiplier as an optional bonus that the challenge creator allows the option for. Multipliers can range from x1.00 to x1.50 and your point multiplier will increase depending on the level for your performance. For example, if you were to play a challenge that is to complete a track in 1:50.000, if you manage to complete the track in 1:35.000, you will get additional points from the multiplier!
Note: Challenges with harder difficulties will value your actions more than what easier challenges would (as you have less room for error), meaning that you don't have to improve as much to get a better multiplier, but it will be more difficult to improve. Once you complete a challenge, you will not gain any additional points from the multiplier (even if you improve the multiplier) if you decide to beat the challenge again. If your points from the multiplier earned from the challenge results in a decimal, your points will round up.
I feel like calling it Demonic would be a bit impractical 💀
On 2023-11-10 at 07:38:24
@Wargor @Nodac64 @Kapt3rion @BowserJr03 @PixelMK @Senko @SuperCop1)
(Pinging people that might be interested: J'ai une proposition à faire qui, selon moi et Nodac64, est une nécessité pour MKPC.
Alors, il y a des défis impossibles qui, comme mon Choco Pyramid RWB, prennent plusieurs heures de tryhard.
D'autres, comme mon STK Boss Battle, prennent plusieurs jours de tryhard!
Même si ces défis méritent tous les 2 d'être Impossible, il y a une grande différence de difficulté entre un défi qui nécessite 6 heures de tryhard et un qui en nécessite 60.
Alors je propose une nouvelle difficulté, "Spécial".
En gros, si cette difficulté est sélectionnée, le joueur doit CHOISIR par lui-même le nombre de points que le défi rapporte (un nombre qui doit, bien évidemment, être supérieur à 20).
Bien sûr, les validateurs de défis ont le droit de modérer le choix de nombre de points (au cas où le choix n'est pas approprié à la difficulté réelle du défi...) ou de changer la difficulté comme pour tout autre défi.
J'ai créé cette image-concept pour mon idée:
Image:
Sprite:
Le [?] à droite du "Spécial", quand cliqué, donne un pop-up qui indique au joueur le nombre de pts que le défi donne:
Bah oui car si le nombre de pts de cette difficulté est variable, le joueur a besoin d'un moyen de connaître l'enjeu, pour se faire une idée de la difficulté du défi!
Alors ça c'était l'idée qu'on juge essentielle vu l'évolution en difficulté de nos défis à moi et Nodac
Mais j'en ai une deuxième, pas aussi essentielle, mais avec laquelle Nodac reste d'accord:
Une difficultée "Nul", en-dessous de Facile, qui fait en sorte que le défi ne rapporte aucun point.
Ce serait parfait pour, par exemple, mes défis sans difficulté style "merci d'avoir joué!" (comme sur mon Arène Bataille 5) où le défi est résolu sans challenge réel rien qu'en jouant au circuit.
Même si ces défis ne sont pas des défis à proprement parler, ils sont quand même d'intérêt car ils indiquent le nombre de personnes qui ont joué au circuit, de plus ils pourraient aussi servir de récompenses honorifiques, de "médailles"!
Ce serait parfait aussi pour les défis genre sur cette arène bataille avec la map USA où il faut juste rouler sur certains États...
Le problème avec les défis Facile c'est que même s'ils ne donnent qu'un point, si je fais par exemple des défis "merci d'avoir joué!" sur disons tous les 16 circuit d'une série, je donne 16 points immérités gratuitement au joueur, quasiment autant qu'un défi Impossible!
Ou un mec qui fait tous les challenges de l'arène USA que j'ai mentionnée, il obtient 25 points gratuitement, sans faire de défi réel!
Voilà pourquoi cette difficulté est un peu nécessaire aussi, selon moi...
Image-concept:
Sprite:
Alors, il y a des défis impossibles qui, comme mon Choco Pyramid RWB, prennent plusieurs heures de tryhard.
D'autres, comme mon STK Boss Battle, prennent plusieurs jours de tryhard!
Même si ces défis méritent tous les 2 d'être Impossible, il y a une grande différence de difficulté entre un défi qui nécessite 6 heures de tryhard et un qui en nécessite 60.
Alors je propose une nouvelle difficulté, "Spécial".
En gros, si cette difficulté est sélectionnée, le joueur doit CHOISIR par lui-même le nombre de points que le défi rapporte (un nombre qui doit, bien évidemment, être supérieur à 20).
Bien sûr, les validateurs de défis ont le droit de modérer le choix de nombre de points (au cas où le choix n'est pas approprié à la difficulté réelle du défi...) ou de changer la difficulté comme pour tout autre défi.
J'ai créé cette image-concept pour mon idée:
Image:
Sprite:
Le [?] à droite du "Spécial", quand cliqué, donne un pop-up qui indique au joueur le nombre de pts que le défi donne:
Bah oui car si le nombre de pts de cette difficulté est variable, le joueur a besoin d'un moyen de connaître l'enjeu, pour se faire une idée de la difficulté du défi!
Alors ça c'était l'idée qu'on juge essentielle vu l'évolution en difficulté de nos défis à moi et Nodac
Mais j'en ai une deuxième, pas aussi essentielle, mais avec laquelle Nodac reste d'accord:
Une difficultée "Nul", en-dessous de Facile, qui fait en sorte que le défi ne rapporte aucun point.
Ce serait parfait pour, par exemple, mes défis sans difficulté style "merci d'avoir joué!" (comme sur mon Arène Bataille 5) où le défi est résolu sans challenge réel rien qu'en jouant au circuit.
Même si ces défis ne sont pas des défis à proprement parler, ils sont quand même d'intérêt car ils indiquent le nombre de personnes qui ont joué au circuit, de plus ils pourraient aussi servir de récompenses honorifiques, de "médailles"!
Ce serait parfait aussi pour les défis genre sur cette arène bataille avec la map USA où il faut juste rouler sur certains États...
Le problème avec les défis Facile c'est que même s'ils ne donnent qu'un point, si je fais par exemple des défis "merci d'avoir joué!" sur disons tous les 16 circuit d'une série, je donne 16 points immérités gratuitement au joueur, quasiment autant qu'un défi Impossible!
Ou un mec qui fait tous les challenges de l'arène USA que j'ai mentionnée, il obtient 25 points gratuitement, sans faire de défi réel!
Voilà pourquoi cette difficulté est un peu nécessaire aussi, selon moi...
Image-concept:
Sprite:
I have a suggestion to make which, in the opinions of me and Nodac64, is a necessity for MKPC.
So, there are impossible challenges that, like my Choco Pyramid RWB, take several hours of tryhard.
Others, like my STK Boss Battle, take several days of tryhard!
Even though these challenges both deserve to be Impossible, there is a big difference in difficulty between a challenge that requires 6 hours of tryhard and one that requires 60.
So I suggest a new difficulty, "Special".
Basically, if this difficulty is selected, the player must CHOOSE for themselves the number of points that the challenge rewards (a number which must, obviously, be greater than 20).
Of course, challenge validators have the right to moderate the choice of point numbers (in case the choice is not appropriate for the actual difficulty of the challenge...) or to change the difficulty as for any other challenge.
I created this concept image for my idea:
Sprite:
The [?] to the right of "Special", when clicked, gives a pop-up which tells the player the number of points the challenge gives:
Well yes, because if the number of points for this difficulty is variable, the player needs a way to know what is at stake, to get an idea of the difficulty of the challenge!
So that was the idea that me and Nodac consider essential given the difficulty evolution of our challenges
But I have a second suggestion, not as essential, but with which Nodac remains in agreement:
A "Null" difficulty, below Easy, which causes the challenge to reward no points.
This would be perfect for my non-challenging “thanks for playing!” style challenges (like the one on my Battle Arena 5, for example) where the challenge is resolved without any real challenge just by playing on the track.
Even if these challenges are not challenges strictly speaking, they are still of interest because they indicate the number of people who have played on the track, plus they could also serve as honorary rewards, or "medals"!
It would also be perfect for all of these challenges on this battle arena with the USA map where you just have to drive on certain States...
The problem with Easy challenges is that even if they only give one point, if I do for example "thanks for playing!" on say every 16 tracks in a series, I'm giving 16 undeserved points for free to the player, almost as much as an Impossible challenge!
Or a guy who does all the challenges in the USA arena that I mentioned, he gets 25 points for free, without doing any actual challenge!
This is why this difficulty is also a bit necessary, in my opinion...
Concept image:
Sprite:
So, there are impossible challenges that, like my Choco Pyramid RWB, take several hours of tryhard.
Others, like my STK Boss Battle, take several days of tryhard!
Even though these challenges both deserve to be Impossible, there is a big difference in difficulty between a challenge that requires 6 hours of tryhard and one that requires 60.
So I suggest a new difficulty, "Special".
Basically, if this difficulty is selected, the player must CHOOSE for themselves the number of points that the challenge rewards (a number which must, obviously, be greater than 20).
Of course, challenge validators have the right to moderate the choice of point numbers (in case the choice is not appropriate for the actual difficulty of the challenge...) or to change the difficulty as for any other challenge.
I created this concept image for my idea:
Sprite:
The [?] to the right of "Special", when clicked, gives a pop-up which tells the player the number of points the challenge gives:
Well yes, because if the number of points for this difficulty is variable, the player needs a way to know what is at stake, to get an idea of the difficulty of the challenge!
So that was the idea that me and Nodac consider essential given the difficulty evolution of our challenges
But I have a second suggestion, not as essential, but with which Nodac remains in agreement:
A "Null" difficulty, below Easy, which causes the challenge to reward no points.
This would be perfect for my non-challenging “thanks for playing!” style challenges (like the one on my Battle Arena 5, for example) where the challenge is resolved without any real challenge just by playing on the track.
Even if these challenges are not challenges strictly speaking, they are still of interest because they indicate the number of people who have played on the track, plus they could also serve as honorary rewards, or "medals"!
It would also be perfect for all of these challenges on this battle arena with the USA map where you just have to drive on certain States...
The problem with Easy challenges is that even if they only give one point, if I do for example "thanks for playing!" on say every 16 tracks in a series, I'm giving 16 undeserved points for free to the player, almost as much as an Impossible challenge!
Or a guy who does all the challenges in the USA arena that I mentioned, he gets 25 points for free, without doing any actual challenge!
This is why this difficulty is also a bit necessary, in my opinion...
Concept image:
Sprite:
I like the idea of Null challenges, since you could still unlock characters from them, ust not get unfair points. But I feel they should strictly be challenges where you do almost nothing. Even winning a race against Easy CPUs should still be Easy imo, since you have achieved something
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