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Suggestion: New challenge difficulties
On 2023-11-11 at 16:51:13
I actually have a slightly different idea for this!
Challenges could have 6 difficulties:
Easy - This difficulty should be easy to complete for a beginner
Medium - This difficulty should serve as a tricky challenge for a beginner, but should be relatively easy to beat after a few attempts for players of low skill levels
Difficult - This difficulty should be tricky to beat for advanced players, but completable after several attempts
Extreme - This difficulty should require advanced players to tryhard and may take several hours before completion
Impossible - This difficulty should require advanced players to tryhard and may take several days before completion
Demonic - This difficulty will be for the very few challenges that are stupidly difficult to beat, making Impossible rated challenges look like a cakewalk in comparison (+50 points)
Challenges could also have a points multiplier as an optional bonus that the challenge creator allows the option for. Multipliers can range from x1.00 to x1.50 and your point multiplier will increase depending on the level for your performance. For example, if you were to play a challenge that is to complete a track in 1:50.000, if you manage to complete the track in 1:35.000, you will get additional points from the multiplier!
Note: Challenges with harder difficulties will value your actions more than what easier challenges would (as you have less room for error), meaning that you don't have to improve as much to get a better multiplier, but it will be more difficult to improve. Once you complete a challenge, you will not gain any additional points from the multiplier (even if you improve the multiplier) if you decide to beat the challenge again. If your points from the multiplier earned from the challenge results in a decimal, your points will round up.
Challenges could have 6 difficulties:
Easy - This difficulty should be easy to complete for a beginner
Medium - This difficulty should serve as a tricky challenge for a beginner, but should be relatively easy to beat after a few attempts for players of low skill levels
Difficult - This difficulty should be tricky to beat for advanced players, but completable after several attempts
Extreme - This difficulty should require advanced players to tryhard and may take several hours before completion
Impossible - This difficulty should require advanced players to tryhard and may take several days before completion
Demonic - This difficulty will be for the very few challenges that are stupidly difficult to beat, making Impossible rated challenges look like a cakewalk in comparison (+50 points)
Challenges could also have a points multiplier as an optional bonus that the challenge creator allows the option for. Multipliers can range from x1.00 to x1.50 and your point multiplier will increase depending on the level for your performance. For example, if you were to play a challenge that is to complete a track in 1:50.000, if you manage to complete the track in 1:35.000, you will get additional points from the multiplier!
Note: Challenges with harder difficulties will value your actions more than what easier challenges would (as you have less room for error), meaning that you don't have to improve as much to get a better multiplier, but it will be more difficult to improve. Once you complete a challenge, you will not gain any additional points from the multiplier (even if you improve the multiplier) if you decide to beat the challenge again. If your points from the multiplier earned from the challenge results in a decimal, your points will round up.
I feel like calling it Demonic would be a bit impractical đź’€
On 2023-11-10 at 07:38:24
@Wargor @Nodac64 @Kapt3rion @BowserJr03 @PixelMK @Senko @SuperCop1)
(Pinging people that might be interested: J'ai une proposition à faire qui, selon moi et Nodac64, est une nécessité pour MKPC.
Alors, il y a des défis impossibles qui, comme mon Choco Pyramid RWB, prennent plusieurs heures de tryhard.
D'autres, comme mon STK Boss Battle, prennent plusieurs jours de tryhard!
Même si ces défis méritent tous les 2 d'être Impossible, il y a une grande différence de difficulté entre un défi qui nécessite 6 heures de tryhard et un qui en nécessite 60.
Alors je propose une nouvelle difficulté, "Spécial".
En gros, si cette difficulté est sélectionnée, le joueur doit CHOISIR par lui-même le nombre de points que le défi rapporte (un nombre qui doit, bien évidemment, être supérieur à 20).
Bien sûr, les validateurs de défis ont le droit de modérer le choix de nombre de points (au cas où le choix n'est pas approprié à la difficulté réelle du défi...) ou de changer la difficulté comme pour tout autre défi.
J'ai créé cette image-concept pour mon idée:
Image:
Sprite:
Le [?] à droite du "Spécial", quand cliqué, donne un pop-up qui indique au joueur le nombre de pts que le défi donne:
Bah oui car si le nombre de pts de cette difficulté est variable, le joueur a besoin d'un moyen de connaître l'enjeu, pour se faire une idée de la difficulté du défi!
Alors ça c'était l'idée qu'on juge essentielle vu l'évolution en difficulté de nos défis à moi et Nodac
Mais j'en ai une deuxième, pas aussi essentielle, mais avec laquelle Nodac reste d'accord:
Une difficultée "Nul", en-dessous de Facile, qui fait en sorte que le défi ne rapporte aucun point.
Ce serait parfait pour, par exemple, mes défis sans difficulté style "merci d'avoir joué!" (comme sur mon Arène Bataille 5) où le défi est résolu sans challenge réel rien qu'en jouant au circuit.
Même si ces défis ne sont pas des défis à proprement parler, ils sont quand même d'intérêt car ils indiquent le nombre de personnes qui ont joué au circuit, de plus ils pourraient aussi servir de récompenses honorifiques, de "médailles"!
Ce serait parfait aussi pour les défis genre sur cette arène bataille avec la map USA où il faut juste rouler sur certains États...
Le problème avec les défis Facile c'est que même s'ils ne donnent qu'un point, si je fais par exemple des défis "merci d'avoir joué!" sur disons tous les 16 circuit d'une série, je donne 16 points immérités gratuitement au joueur, quasiment autant qu'un défi Impossible!
Ou un mec qui fait tous les challenges de l'arène USA que j'ai mentionnée, il obtient 25 points gratuitement, sans faire de défi réel!
Voilà pourquoi cette difficulté est un peu nécessaire aussi, selon moi...
Image-concept:
Sprite:
Alors, il y a des défis impossibles qui, comme mon Choco Pyramid RWB, prennent plusieurs heures de tryhard.
D'autres, comme mon STK Boss Battle, prennent plusieurs jours de tryhard!
Même si ces défis méritent tous les 2 d'être Impossible, il y a une grande différence de difficulté entre un défi qui nécessite 6 heures de tryhard et un qui en nécessite 60.
Alors je propose une nouvelle difficulté, "Spécial".
En gros, si cette difficulté est sélectionnée, le joueur doit CHOISIR par lui-même le nombre de points que le défi rapporte (un nombre qui doit, bien évidemment, être supérieur à 20).
Bien sûr, les validateurs de défis ont le droit de modérer le choix de nombre de points (au cas où le choix n'est pas approprié à la difficulté réelle du défi...) ou de changer la difficulté comme pour tout autre défi.
J'ai créé cette image-concept pour mon idée:
Image:
Sprite:
Le [?] à droite du "Spécial", quand cliqué, donne un pop-up qui indique au joueur le nombre de pts que le défi donne:
Bah oui car si le nombre de pts de cette difficulté est variable, le joueur a besoin d'un moyen de connaître l'enjeu, pour se faire une idée de la difficulté du défi!
Alors ça c'était l'idée qu'on juge essentielle vu l'évolution en difficulté de nos défis à moi et Nodac
Mais j'en ai une deuxième, pas aussi essentielle, mais avec laquelle Nodac reste d'accord:
Une difficultée "Nul", en-dessous de Facile, qui fait en sorte que le défi ne rapporte aucun point.
Ce serait parfait pour, par exemple, mes défis sans difficulté style "merci d'avoir joué!" (comme sur mon Arène Bataille 5) où le défi est résolu sans challenge réel rien qu'en jouant au circuit.
Même si ces défis ne sont pas des défis à proprement parler, ils sont quand même d'intérêt car ils indiquent le nombre de personnes qui ont joué au circuit, de plus ils pourraient aussi servir de récompenses honorifiques, de "médailles"!
Ce serait parfait aussi pour les défis genre sur cette arène bataille avec la map USA où il faut juste rouler sur certains États...
Le problème avec les défis Facile c'est que même s'ils ne donnent qu'un point, si je fais par exemple des défis "merci d'avoir joué!" sur disons tous les 16 circuit d'une série, je donne 16 points immérités gratuitement au joueur, quasiment autant qu'un défi Impossible!
Ou un mec qui fait tous les challenges de l'arène USA que j'ai mentionnée, il obtient 25 points gratuitement, sans faire de défi réel!
Voilà pourquoi cette difficulté est un peu nécessaire aussi, selon moi...
Image-concept:
Sprite:
I have a suggestion to make which, in the opinions of me and Nodac64, is a necessity for MKPC.
So, there are impossible challenges that, like my Choco Pyramid RWB, take several hours of tryhard.
Others, like my STK Boss Battle, take several days of tryhard!
Even though these challenges both deserve to be Impossible, there is a big difference in difficulty between a challenge that requires 6 hours of tryhard and one that requires 60.
So I suggest a new difficulty, "Special".
Basically, if this difficulty is selected, the player must CHOOSE for themselves the number of points that the challenge rewards (a number which must, obviously, be greater than 20).
Of course, challenge validators have the right to moderate the choice of point numbers (in case the choice is not appropriate for the actual difficulty of the challenge...) or to change the difficulty as for any other challenge.
I created this concept image for my idea:
Sprite:
The [?] to the right of "Special", when clicked, gives a pop-up which tells the player the number of points the challenge gives:
Well yes, because if the number of points for this difficulty is variable, the player needs a way to know what is at stake, to get an idea of the difficulty of the challenge!
So that was the idea that me and Nodac consider essential given the difficulty evolution of our challenges
But I have a second suggestion, not as essential, but with which Nodac remains in agreement:
A "Null" difficulty, below Easy, which causes the challenge to reward no points.
This would be perfect for my non-challenging “thanks for playing!” style challenges (like the one on my Battle Arena 5, for example) where the challenge is resolved without any real challenge just by playing on the track.
Even if these challenges are not challenges strictly speaking, they are still of interest because they indicate the number of people who have played on the track, plus they could also serve as honorary rewards, or "medals"!
It would also be perfect for all of these challenges on this battle arena with the USA map where you just have to drive on certain States...
The problem with Easy challenges is that even if they only give one point, if I do for example "thanks for playing!" on say every 16 tracks in a series, I'm giving 16 undeserved points for free to the player, almost as much as an Impossible challenge!
Or a guy who does all the challenges in the USA arena that I mentioned, he gets 25 points for free, without doing any actual challenge!
This is why this difficulty is also a bit necessary, in my opinion...
Concept image:
Sprite:
So, there are impossible challenges that, like my Choco Pyramid RWB, take several hours of tryhard.
Others, like my STK Boss Battle, take several days of tryhard!
Even though these challenges both deserve to be Impossible, there is a big difference in difficulty between a challenge that requires 6 hours of tryhard and one that requires 60.
So I suggest a new difficulty, "Special".
Basically, if this difficulty is selected, the player must CHOOSE for themselves the number of points that the challenge rewards (a number which must, obviously, be greater than 20).
Of course, challenge validators have the right to moderate the choice of point numbers (in case the choice is not appropriate for the actual difficulty of the challenge...) or to change the difficulty as for any other challenge.
I created this concept image for my idea:
Sprite:
The [?] to the right of "Special", when clicked, gives a pop-up which tells the player the number of points the challenge gives:
Well yes, because if the number of points for this difficulty is variable, the player needs a way to know what is at stake, to get an idea of the difficulty of the challenge!
So that was the idea that me and Nodac consider essential given the difficulty evolution of our challenges
But I have a second suggestion, not as essential, but with which Nodac remains in agreement:
A "Null" difficulty, below Easy, which causes the challenge to reward no points.
This would be perfect for my non-challenging “thanks for playing!” style challenges (like the one on my Battle Arena 5, for example) where the challenge is resolved without any real challenge just by playing on the track.
Even if these challenges are not challenges strictly speaking, they are still of interest because they indicate the number of people who have played on the track, plus they could also serve as honorary rewards, or "medals"!
It would also be perfect for all of these challenges on this battle arena with the USA map where you just have to drive on certain States...
The problem with Easy challenges is that even if they only give one point, if I do for example "thanks for playing!" on say every 16 tracks in a series, I'm giving 16 undeserved points for free to the player, almost as much as an Impossible challenge!
Or a guy who does all the challenges in the USA arena that I mentioned, he gets 25 points for free, without doing any actual challenge!
This is why this difficulty is also a bit necessary, in my opinion...
Concept image:
Sprite:
I like the idea of Null challenges, since you could still unlock characters from them, ust not get unfair points. But I feel they should strictly be challenges where you do almost nothing. Even winning a race against Easy CPUs should still be Easy imo, since you have achieved something
1
I don't know what is happening to my (Left) Foot...
On 2023-11-12 at 13:26:46
Not much a Mario Kart forum can do about that
4
Can I remove something's minimap icon?
On 2023-10-14 at 18:37:35
Do exactly what you did and send an image that's nothing
5
i did it
On 2023-09-10 at 04:13:10
You unlocked...
Uh...
Uh.
HMMMMMMMMMMMMMMM WHO DID I UNLOCK
You unlocked Uh.
was it hmmmm a character with a sword by any chance?
Maybe someone linked to another series?
hmmmm were they in mk8?
he jok
T e
Your head
On 2023-08-29 at 09:52:16
Good job!
You unlocked...
Uh...
Uh.
You unlocked...
Uh...
Uh.
Idée contrainte défis
On 2023-09-04 at 08:31:02
I already asked for an option to modify the number of laps. I have one idea, modify the number of laps, or remove the lap counter
Hiding the lap counter would be useless in my opinion...
Hide? R e a d
On 2023-09-03 at 18:46:40
I have one idea, modify the number of laps, or remove the lap counter
1
On 2023-08-26 at 18:22:15
Vraiment ? Mais pourquoi tu voudrais une position minimale ? Du coup si je finis dernier je valide le défi ? Où est la difficulté ?
You could make a gimmick track where you have to help the CPUs to the finish
1
On 2023-06-25 at 22:56:52
add a wall in special conditions. tree/pipe spam is ugly
Well you can put bumpers you know
We really need to have the ability to add walls from the setup options, because right now the only option is pipe spam (which can cause lag)
Yes but an invisible wall would look ugly too
There are TONS of official games with invisible walls to avoid cheesing and nobody ever complained about it.
It would be really ugly and disturbing to just have
a piece of land and then bam, a wall
At least put 4 or 5 pipes but it would look so bad if there's nothing to indicate it
it would just be a stop sign like mkds that's what I meant to start with đź’€
On 2023-06-18 at 22:47:17
add a wall in special conditions. tree/pipe spam is ugly
What’s your favorite nickname someone has given you and how did you get it?
On 2023-11-10 at 07:28:54
my parents still call me pob, they have since I was very young, and we have all forgot why
1
2
1
A weird new item I found
On 2023-11-10 at 20:56:03
There is no evidence of this in the source code ...
That isn't, to my knowledge, updated in real time.
On 2023-11-10 at 17:49:00
Is this an arg
6
1
2
1
1
All of My Courses I've Made that Were Uploaded through Postimg Won't Load.
On 2023-11-10 at 17:46:23
then don't use postimg đź’€
It's the only Website I Know of that Makes Things into Links.
Then know of more by googling
On 2023-11-10 at 16:39:26
then don't use postimg đź’€
I found some SBOK3 concept art
On 2023-11-10 at 08:29:26
If you've watched my SBOK6 dev commentary video, you'd know that I mentioned drawing some track layouts. I could only recall actually doing this for SBOK6 and later, until recently.
A few months ago, probably a lot more now đź’€ I was clearing my room and found some WarioWare notebook. I believe it came with the game on the switch as a preorder bonus? Either way, I was looking through it and found drafts of some SBOK3 courses. I sent some of these to IlluZhion and I was going to make a topic or a video then I never did.
Looking at the contents of this, I probably made all this around after YL2 was done. That makes even more sense as the Lost SMK Hack ended there. Though it still contained PP1, which is why that isn't here.
(Also, I took these images on my phone so they'll probably look shit.)
The track order. It remains the same, although Hot Highway 3 was not changed to Bowser's Castle yet. Honestly though, I imagine a HH styled track with the layout of the final BC would've been much different.
YL2 and RR3. These both ended up quite different.
CBC1 and HH2. CBC1 remained the same, but HH2 didn't feature the area on the right yet.
RR4 and MS2 (with the wrong acronym here. MTS2????) Both are a lot different, especially MS2. This looks like a different track. It might have even gone the other way!
YL3 and CBC2. YL3 is way different. CBC2 is surprisingly close though, only missing a shortcut in the bottom right.
PP2 (haha funny) and LL3. PP2 is a mess, holy shit. Like more than the final version. LL3 is practically the same though, with the only missing thing being the alt routes and shortcuts.
This is where the SBOK3 stuff ends, as I most likely improvised RR and BC. But I did find a plan for unlockables in SBOK4 in this same book.
A Chain Chomp boss? I don't know how I'd do that. And, it looks like I hadn't given Petey Piranha its proper name. But one thing interesting is Rosalina Peaks Summit. As you could guess, this was an early concept for Hailing Heights. I have to say, HH probably was the most planned out SBOK4 track. I spent a WHILE coming up with ideas, and I didn't make a plan document for SBOK4 - I only started doing that midway through SBOK5's development. So this is the one track that wasn't completely improvised.
Finally, this isn't in the same book but I still found it and thought it was worth noting.
A battle arena, most likely meant for SBOK4 (would make sense as it probably became BSD after there were two donut tracks planned) called "Bonbon Bleachers". Goofy ass name. But still, it's cool. And Bowser Munch (???). Feel free to make a real arena out of this, because I sure as hell won't! Unless I run out of arena ideas, but uh, I don't see that happening.
Thanks for wasting like 20 minutes you'll never get back reading this!
A few months ago, probably a lot more now đź’€ I was clearing my room and found some WarioWare notebook. I believe it came with the game on the switch as a preorder bonus? Either way, I was looking through it and found drafts of some SBOK3 courses. I sent some of these to IlluZhion and I was going to make a topic or a video then I never did.
Looking at the contents of this, I probably made all this around after YL2 was done. That makes even more sense as the Lost SMK Hack ended there. Though it still contained PP1, which is why that isn't here.
(Also, I took these images on my phone so they'll probably look shit.)
The track order. It remains the same, although Hot Highway 3 was not changed to Bowser's Castle yet. Honestly though, I imagine a HH styled track with the layout of the final BC would've been much different.
YL2 and RR3. These both ended up quite different.
CBC1 and HH2. CBC1 remained the same, but HH2 didn't feature the area on the right yet.
RR4 and MS2 (with the wrong acronym here. MTS2????) Both are a lot different, especially MS2. This looks like a different track. It might have even gone the other way!
YL3 and CBC2. YL3 is way different. CBC2 is surprisingly close though, only missing a shortcut in the bottom right.
PP2 (haha funny) and LL3. PP2 is a mess, holy shit. Like more than the final version. LL3 is practically the same though, with the only missing thing being the alt routes and shortcuts.
This is where the SBOK3 stuff ends, as I most likely improvised RR and BC. But I did find a plan for unlockables in SBOK4 in this same book.
A Chain Chomp boss? I don't know how I'd do that. And, it looks like I hadn't given Petey Piranha its proper name. But one thing interesting is Rosalina Peaks Summit. As you could guess, this was an early concept for Hailing Heights. I have to say, HH probably was the most planned out SBOK4 track. I spent a WHILE coming up with ideas, and I didn't make a plan document for SBOK4 - I only started doing that midway through SBOK5's development. So this is the one track that wasn't completely improvised.
Finally, this isn't in the same book but I still found it and thought it was worth noting.
A battle arena, most likely meant for SBOK4 (would make sense as it probably became BSD after there were two donut tracks planned) called "Bonbon Bleachers". Goofy ass name. But still, it's cool. And Bowser Munch (???). Feel free to make a real arena out of this, because I sure as hell won't! Unless I run out of arena ideas, but uh, I don't see that happening.
Thanks for wasting like 20 minutes you'll never get back reading this!
2
Statistiques/Statistics MKPC
On 2023-11-10 at 07:23:44
Hey salut à tous, j'ai décidé de réaliser des statistiques de MKPC en tout genre, ceux qui veulent également publier leurs impressions et leurs statistiques peuvent. Pour le moment je regarde les défis mais j'attend encore pour quelques données. Pour le moment voici des statistiques qui concerne la création d'arènes/Circuits:
Nous pouvons constater que la majorité des créations MKPC sont des circuits et représentent 94,17% comparés aux arènes qui elles représentent que 5,83% des créations.
En d'autre termes les gens préfères largement les circuits et ça je n'en doute pas. Et si nous revalorisons les arènes ? Seul les mkpciens peuvent changer le cour des statistique...
Nous pouvons constater que la majorité des créations MKPC sont des circuits et représentent 94,17% comparés aux arènes qui elles représentent que 5,83% des créations.
En d'autre termes les gens préfères largement les circuits et ça je n'en doute pas. Et si nous revalorisons les arènes ? Seul les mkpciens peuvent changer le cour des statistique...
Hey everyone, I've decided to make MKPC stats of all kinds, those who also want to publish their impressions and stats can. For the moment I'm looking at the challenges but I'm still waiting for some data. For now, here are some stats about arena/circuit creation:
We can see that the majority of MKPC creations are circuits and represent 94.17% compared to arenas which only represent 5.83% of creations.
In other words, people largely prefer circuits, and I have no doubt about that. What if we were to enhance the value of arenas? Only the mkpcians can change statistics way...
Sorry English, I am a very bad translator but if errors were made in sentences come back to deepl.com to translate this.
We can see that the majority of MKPC creations are circuits and represent 94.17% compared to arenas which only represent 5.83% of creations.
In other words, people largely prefer circuits, and I have no doubt about that. What if we were to enhance the value of arenas? Only the mkpcians can change statistics way...
Sorry English, I am a very bad translator but if errors were made in sentences come back to deepl.com to translate this.
Yep. I see where this is coming from. Just sucks that some people will only make QM tracks
Toad-al Drama Inferno
On 2023-08-08 at 22:57:40
Well, I have two LGBT characters on this season, who have a very strong friendship over being a part of the community. I'm 16, so if this law gets passed, I may need to rewrite their bond, or just outright remove it. (It started back in episode 1, and I'm already in the middle of episode 3.)
I know I might be overreacting, but I don't wanna get in the way of the law.
fuck America
4
/!\ Advent Calendar / Calendrier de l'avent !
On 2023-11-05 at 10:18:19
I am interested too. Instead of being a gay teddy bear spammer, I'll be a gay Mariah Carey spammer.
I'll be a bisexual Mariah Carey spammer. We can be cock sucking Mariah army. @Noob68 you in?
Will there be femboys?? Cuz I’ll be in if there is! Maybe they’ll share their clothes with me so I can be cute like them!!!
I have this guy