Go Kart Racing

01-22-2013, 03:26 PM
#11
Count me in....looks great !
01-23-2013, 11:12 AM
#12
** removed **

Last edited by fatboxsoftware; 01-24-2013 at 12:07 PM.

01-24-2013, 12:07 PM
#13
What a pain, but I finally got the entire web site upgraded from Flash to HTML5. Had to be done! Now I have a great place where I'm going to post all of this feedback and input and put it down in a "to-do" or "bug" list.

Super Kart Racing Official Web
01-24-2013, 03:50 PM
#14
Joined: Apr 2010
Location: California, USA
Posts: 3,778
Quote:
Originally Posted by leonard_dabinski View Post
Dude, this isn't a joke. I am serious.
Really? Wow. Why not just give me a few hundred and just play Go Karting. It's already out and is a very good racer of that kind! I'll just consider it a finders' fee! Seriously.
01-25-2013, 06:42 PM
#15
@bigrand1 - The game you mention, while what you said is all true, I do have something that separates my project from that game. During my development investors (Kickstarter backers) of that level, will be able to send over a drawing or concept/design of a track and/or environment and see it become reality in this game. I am also offering as reward that individuals at a lower backing level will be allowed to have their own custom signage and banners in levels...i.e. advertise their own web site or fun park, etc. This is an opportunity to have your ideas put into a game and realized. Not only that but it creates a bit of unique in game advertising!

Right off the bat I am needing to pay Apple their $99.0 iOS fee to re-up my license with them. The Android license fee is much smaller and can be acquired once the Kickstarter was successful (assuming it will be). There are just immediate developer needs, and this kind soul would help realize that.
01-28-2013, 02:33 PM
#16
Updates: No work on visual art this week. Implemented a sound controlling system. Integrated sounds when smacking walls, other AI karts. Will play from (3) random sounds in an array. I've also included an engine sound that changes pitch based on engine RPM. Lastly I've implemented the skidding sound when sliding in turns, I've also put the trail renderer in there to leave visual marks on the track behind you. The audio is definitely placeholder (and it's not high quality stuff). It's only there at this juncture, as proof of concept that the scripts are working to produce sounds. Follow the link to the updated web player.

http://fatboxsoftware.com/super-kart-racing/4573006708
02-09-2013, 11:06 AM
#17
Hi everyone. I know some of you have seen me posting up stuff with my GoKart iOS/Android project. Well I'm finally getting a coherent funding and marketing campaign together to get this game in production full time. Here is the new URL and web site I have up for the game. I'm also finishing up an IndieGoGo funding campaign to finance the game, but the it's not live yet (so no links to it anywhere yet). Check out the web site and if you feel so inclined give the Facebook page an official like! Thank you for following me and all of the support.

Super Kart Racing Official Web
02-09-2013, 11:24 PM
#18
Joined: Oct 2010
Location: Minneapolis, USA
Posts: 3,659
Best of luck with this. I'm liking what I see a lot, and look forward to playing this on iOS and Android very soon.
02-11-2013, 01:59 PM
#19
I have a QA feedback list on the official web page. I've implemented feedback from users on the forums and it contains features and fixes that need to be implemented.

Last edited by fatboxsoftware; 02-12-2013 at 08:38 AM.
02-12-2013, 08:38 AM
#20
Finally got the funding campaign LIVE!

Super Kart Racing on IndieGoGo



Everyone I know on here, you've all been amazing supporters of my site and Unity work. I've launched my funding campaign for Super Kart Racing. If you can contribute, please do. If you cannot, please share the link with your networks and pass the word. Thank you all so much for the support!

Last edited by fatboxsoftware; 02-12-2013 at 09:04 AM.