I just had to redo it... Yes, another Mario Kart DS version! This time I'm going for a version that remains uploadable to Scratch, and more detail to the original game. Use Turbowarp if you have wits, or this will blow your computer to bits! https://turbowarp.org/1268685350 Features: More responsive player controls Better collisions (same as MK7 with a few tweaks) BOTTOM SCREEN MINIMAP! WASD to drive, M to drift. K to switch from standard kart to B dasher, or vice versa. R to switch resolution. SPACE to edit keymap. Some keys cannot be remapped.
Thanks to the Scratch team for the SDS which made this my most viewed project ever! STOP COMPLAINING ABOUT LONG LOADING TIMES, GO PLAY ON TURBOWARP WITH TURBO MODE! GAME CREDITS: Shroom Ridge, players and their karts are from models resource "mario kart ds yellow car" (https://skfb.ly/pA6to) by Thewhat is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/). Car red and blue textures from the textures resource @raucket for the atan2 function Use Turbo mode for texture loading @Geotale for helping fix the rotation of the bottom screen sprite! @Costc075202 for the face normal code (makes more accurate wall vs. slope detection) @CodingBio for the sphere tri collision used, found in Appel 3D (unfinished, abandoned, and reshared). All Mario Kart DS sprites from Spriters-Resource Thanks to @Geotale for fixing the minimap rotation. 3D ENGINE CREDITS: Special thanks to @Eliguy12 for fixing an error in the find color of texture part of the filler. Transform point, add 3D triangle, set pen color to RGB, and set p to xyz blocks are by @CodingBio. 3D projection blocks are by . I looked at 's engine to find how to detect points behind camera. FPS counter inspired by the one in by . The rotation functions used are by . The textured triangle filler that includes z buffer is by , shared by . for the Z-clipping case blocks from 's tutorials. Thanks to for letting me know that UVs are clipped in the same way as X and Y. I followed 's tutorial for sorting here. Big thanks to . CodingBio's tutorials on 3D really helped me learn about 3D, as well as looking at the code in the last demo in part 5 of the series (This helped with putting some blocks in). Backface culling uses matrices as I found here: https://math.stackexchange.com/questions/1324179/how-to-tell-if-3-connected-points-are-connected-clockwise-or-counter-clockwise N for mushroom!