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New Web site live for Super Kart Racing

Discussion in 'Made With Unity' started by JamesArndt, Feb 9, 2013.

  1. JamesArndt

    JamesArndt

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    Updates incoming.
     
    Last edited: Apr 11, 2013
  2. JamesArndt

    JamesArndt

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  3. JamesArndt

    JamesArndt

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    Time lapse video of me setting up blueprints to model another racing kart. I will be doing an entire series of these all through the modeling, animation, rigging and texturing process. Basically up until it gets into Unity and is implemented in game.

     
  4. JamesArndt

    JamesArndt

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    Completed the layouts for a new outdoor track called "Taybor's Field". This is going to be one challenging track and should be pretty fun to race.

     
  5. JamesArndt

    JamesArndt

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    I've got a new forum up for discussion on my current game project. It's nothing too fancy right now, but it's functional.
    It's got a Unity section in it as well as various other sections for discussion.


    Check it out, join in and post something :)

    http://www.superkartracing.com/forum/
     
  6. JamesArndt

    JamesArndt

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  7. JamesArndt

    JamesArndt

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    Well after much struggle I finally made the goal. Only 10 hours to spare.

     
  8. MikeUpchat

    MikeUpchat

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    Thats a major leap in one day, did you top up yourself to get through the goal?
     
  9. JamesArndt

    JamesArndt

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    Actually Kickstarter doesn't allow you to top up or pledge to your own campaign this was from an investor.
     
  10. JamesArndt

    JamesArndt

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    Proud to announce a partnership with the Commercial Point Racing Foundation, featuring the track for their annual event in Commercial Point, Ohio. This is a real world location for an annual Kart Racing Event that's taken place since 1968.

     
  11. JamesArndt

    JamesArndt

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    Latest concept: As you can see this track will have two events. It could become more if I decide to do night/day variations for the track.

     
    Last edited: May 8, 2013
  12. JamesArndt

    JamesArndt

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    NGUI tweening functioning, button sounds functioning and menu switching is working. Good progress on the menu. Tested on a Samsung Galaxy S2. Other test devices will include iPad2, iPhone 5, iPhone 3GS.

     
  13. JamesArndt

    JamesArndt

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    An updated look at the menus for Super Kart Racing. In this video you'll get a look into how I'm setting up events (races) and how you'd progress through them.

     
  14. JamesArndt

    JamesArndt

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    Development continues: You'll notice updated menus in this update. Local leaderboards are working, Settings menu sliders and buttons are all returning values and saving them. Credits menus is now implemented and awaiting being filled out with backer names from the crowdfunding campaigns.



    http://www.superkartracing.com/sponsor-advertising/
     
    Last edited: May 19, 2013
  15. JamesArndt

    JamesArndt

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    This is the new final kart model for the game (it's still in progress). There will be several variations choosable in the menu, but this is the base model. It's inspired by a Birel model kart and is not 100% accurate. The current polygon count is around 2,800 polygons. The old test model was sitting around 7,800 polygons, so I've managed to gain more fine detail on the kart and massively drop the performance overhead for the asset in game.

    As you'll notice the kart is still missing some key components: exhaust, engine, foot pedals, etc.
     
  16. JamesArndt

    JamesArndt

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    High detail view of completed Kart Model for Super Kart Racing.

     
  17. JamesArndt

    JamesArndt

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    Getting ready to start the final illustration for the game's cover art and I would like to poll what you guys think. Which one of these is the most compelling image (contrast-wise, color-wise, composition, etc)? Just comment the number of the image! Thank you :)

     
  18. emergki

    emergki

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    Number 3 I think!
     
  19. JamesArndt

    JamesArndt

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    Almost there (as you'll see I opted to work on #3 based on overwhelming response to that image). The base vector illustration is completed. Now to polish up with some paint scheme/decals overlaid. Have to pay special attention to this part of the illustration as I don't want to infringe by reproducing real world logos, etc. They will all have to be alternate or modified versions.

     
  20. Shigidy

    Shigidy

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    Just so you don't feel bad, I've been following this project for awhile now (overwhelming response thing). Probably more people like me out here and waiting for your game so I can download. I also have a question do you know anything about debug mode with android? I'm trying to upload my game too, but it says it can't because of this.

    $debug.png
     
  21. JamesArndt

    JamesArndt

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  22. Shigidy

    Shigidy

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    You sir are awesome!!!!!!! Thanks so much :)
     
  23. JamesArndt

    JamesArndt

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    No problem, glad to help.
     
  24. Shigidy

    Shigidy

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    Dude I just saw all of your tutorials on youtube, there so good. I"m trying to set up the buttons for my android game, but I'm using unitycar package. Could I follow your tutorial GUI Textrues for Mobile and it would work fine? Unity car has some mobile controller settings here http://unitypackages.net/unitycar/wiki/index.php?title=UnityCarPro:Mobile_Car_Controller Basically the only thing I was like I wasn't sure about was the player car script, since I was using unity car.

    Again thanks for the help.
     
    Last edited: Sep 12, 2013
  25. JamesArndt

    JamesArndt

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    @Shigidy - Well looking over the site there, it appears it uses the same exact method I do in my tutorial... I pulled this from their site.

    "Throttle Button GUITexture relative to throttle input. " So it appears they use GUITextures for throttle, brakes, gears, etc. Basically same exact thing I do in my tutorial. You'll just have to dig into that site documentation a bit more and see what functions they're calling based on GUITexture touching.

    Sounds to me like the script for this car will have slots in it for the GUITextures to be plugged in for stuff, so no need to do my tutorial at all, it appears to be completely set up on their end.
     
  26. JamesArndt

    JamesArndt

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    I've finally got around to capturing some gameplay images and video. I've neglected updates far too long, but I have been working on the game quite a bit lately.













    And lastly some low res gameplay video. Please forgive the framerate issues, they are a result of the screen capture software.



     
  27. JamesArndt

    JamesArndt

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    Working on the garage area for kart selection. I had a really tough design constraint to try to work around with the decals. The karts can be painted several different colors and when I first used full color decals, some of the decals didn't match with the paint color currently selected. I am thinking I will be going back to simpler black and white decals.


    [video=youtube_share;ml0GU0G4-eo]http://youtu.be/ml0GU0G4-eo
     
  28. JamesArndt

    JamesArndt

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    Hi everyone. I've put a forum up on Super Kart Racing's main web site for folks to follow the progress of this game in one place. If you have interest in this game, go on over and create a discussion!

    http://www.superkartracing.com/forum/4582525184

    Latest update on a WIP track called Sandy Beach Speedway.

    [video=youtube_share;2PWv74zcpVk]http://youtu.be/2PWv74zcpVk
     
  29. JamesArndt

    JamesArndt

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    Still in a rough beta state. I'm not happy with the look of the "starting" light graphics. The camera follow also has issues when I drive up onto the banked oval.