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Cart #starkart-5 | 2025-02-14 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Update 1.2: Now Stark Kart is really an Star Kart! this update adds 5 new characters: Strx in hd (replacing Therapist), Scar (replacing Car), M.C. Strx (replacing Ceo) G.D. Strx (replacing Boid) and Evil Strx (replacing Robo spider). So well, enjoy this "big" update!!!!

P.D.: I also want to add 2 more characters: Yoshi Strx and English Strx. (In case of English Strx that name is because really im not english, im spanish. In case of Yoshi Strx it's because... Well.. Im a fan of Yoshi.) But im not a good drawer digitally and i don't understand lua code, so help will be good! So well, now bye!

Cart #starkart-4 | 2025-02-14 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Update 1.1: Now Starlyax is a little low of op (because i changed their statistics) but don't worry! It continues being the more op character in the game. So well, enjoy this update!!!

Cart #starkart-0 | 2025-02-14 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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My new cartridge!!! It's the first Stretchy Kart mod, and it replaces Stretchy Buoy with my oc, Starlyax!!!!!!! Also, Starlyax is the most op character in the game!!!! So well, enjoy!
P.D.: Also, the tires of the karts are changed!!! (Their form is different.)

-Starlyax

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This is awesome! Thanks for modding, hope you had fun. Let me know if you have any questions about how anything works.


Thanks @HerringboneGames ! I had so fun playing your game i that's the reason why i created this mod. About questions... ¿How i add more characters on the game? because for now the only way to add other characters is replacing an existent character :/ . And, ¿How i add more tracks? i want to add between 1 or 3 tracks but it's the same problem that adding more characters have .-. . So well, ¡Thx for playing! ;)


Yeah, it's tough becasue the cart is pretty packed, I recommend replacing my stuff with your own custom stuff to avoid going over the symbol limit, kind of like you did with the racer sprites/names.
First get everything unlocked so you don't have to use passcodes:
-Find addRacer() functions calls, for the two of the racers that have a parameter that says dcheck([some number]), replace that with true instead. This basically says they start unlocked
-Find lines in iniTrackData() function that say trackData[someNumber] = true. Copy and paste a couple of these and make them say trackData[2] = true and trackData[4] = true, this will make the two locked tracks unlocked at the start of the game
-If you are feeling brave, delete a bunch of the code related to passcodes to get the symbols back so you have some extra head room (unless you like this feature)

To mod the racers, replace their sprites in the sprite sheet and their names stats in the addRace() calls, which I think you already figured out.

Tracks are much trickier, they are constructed procedurally by reading sprites in pico-8's map editor.
To work with editing tracks like I did:
-Find "debugTrack" and set to true. When you enter the game you will see a drawing of the track you are working on. Remember to put this back to false to play the game normally again.
-Find "trackSelected" and set this to a number 1-6. This determines which track you are editing in debugTrack mode. For instance, 1 is LeapLoop in the original game.
-Use the pico-8 map editor to modify the track:

-The track is constructed by 3 rows of elements drawn in the map view, ready left to right with the elements aligning to each other along the race:
--A) The road constructed of straightaways, turns, and sand pits. Only use the vertical sprites in the map (41-46) NOT the horizontal (57 through 61) which WON'T WORK. If you place the 001 sprite after a turning road (starred in picture) this is what flips it to be a left turn instead of a right.
--B) The boosts. Use different sprites to place boosts on left middle or right of side of road.
--C) The hot dogs. Use different sprites to place hot dogs in a row, column or aerial square to jump through.
-Tracks end by finishing with a gap (no sprite int he road drawn).
-Where a track starts is determined by createTrackFromMap() calls. Each has a vector(x,y) passed in, this is the starting point on the map where the track begins (top left corner). For instance Leap Loop is at 0,0; big phone is at 17,0; and key is as 23,3. If you change the length of tracks or move them around you'll need to update these values.
-I recommend just playing with boosts, hotdogs, and turns on leap loop and see how it updates until you get the hang of it.

I know it's complicated and not user friendly, but hope this helps! Even just modding the look of the game and the racers is cool.



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