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EW!!! Bad! See that jitter? There should be no jitter if the ground is not moving...





Just for a moment I'd also like to show off some of the SDK capabilities, using a Vampire Survivors skeleton as an example! (We have no association with those devs, but I'm a big fan. (poncle if you ever hear about KART please let me make a Vampire Survivors track(s)...)) Also, sorry in advance about some of the gif compression on these. Someone once mistook it for an artistic choice.

Here's something fun too: when playing local split screen, your icon at the bottom of the screen is interactive. This way, you can show all your friends how impatient you are by mashing buttons.
"Me and my friends only have enough money for one copy of KART..." no problem bro, maybe get a job, but otherwise just invite up to 7 friends over to play.
You wouldn't believe how hard it is to get audio working for 8 players. A lot of time was poured into that over the last couple months. I tried a lot of stuff, and eventually wound up with something pretty good here. That said, it's still a lot on the processing end, not sure if all systems will be able to handle it, but you're welcome to try.
You can perform a taunt by pressing jump while you're at the peak of your midair time. If you keep mashing it, you can drop coins as a flex on your haters.


Still gotta work on some splashy effects when dipping in and out of water, but I think this is a good start.
Another thing I've been working on is a track creating tool! I know I said I won't have an in-game editor, but this thing is pretty wacky. You'll be able to access it from the modding SDK I'll be releasing with the demo. Basically it will allow you to drive freely in all three dimensions, and place track behind you. You can tilt, pitch, and change the width of the road. There's also lots of navigation tools like toggling the platform, warping to the start of a segment, and exporting to a file that you can modify in other modeling tools, like Blender. Or, if you aren't satisfied with the mesh it outputs, you can also just export the path data and edit that.

There's also two drive modes in the track editor. You start in Anchored Mode, which is a lot like ModNation Racers' track creation controls. You can toggle Free Mode which allows you to lay track in any way you like. There's also two acceleration modes! First is True Acceleration Mode, which means you're basically just moving around as you would in-game. Alternatively, is Time Acceleration Mode, which you're always travelling at max speed, but the acceleration button controls time rather than your kart's speed. This means you're always laying track as if you were at max speed. This is also based on ModNation Racers' track creation tool.
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