So I noticed in v1.5.7 of the map (the Minecraft 1.12 version), the chaogarden trophy stand is improperly placed so the Chao Garden Battle Arena does not properly load when selected
Patched. That bug was in there for over a year... that's embarrassing.
Hey i have some maps i made i was just wondering could you add them i have 4 of them
Sorry, I'm no longer accepting map submissions for Mario Kart! Public submissions closed around a year ago. Development on Mario Kart is over, and I can't add new tracks anyway due to the new world format post-1.13 Minecraft.
Feel free to show off your tracks here, though-- I'd love to see them!
Okay so Sprint Racer is basically done now. All I need to do at this point is program the AI for battle mode. I'll probably end up throwing out a lot of the prototype stuff I did before, I have a good idea of how I can make it work better than before. The map is also gonna need a second round of testing before release.
The AI for battle mode is mostly being worked on because playing battle mode in single-player would be completely pointless without an opponent. It would also be super novel for a Minecraft map, this AI would be among the first of its kind.
If the AI thing doesn't pan out at all, I'll probably just make battle mode switch to a "Break the Targets" minigame (like in Smash Bros) when battle tracks are played in singleplayer.
You have been working on this map since 2013 and you are always motivated!
I have a lot of admiration for you
I can not test the map in multiplayer because of technical problems (no, I'm kidding, in fact I have no friends to test)
But I'm to translating the map into French;)
In any case, it must have been a huge job to redo everything in Datapack.
Are you planning to add the map to GitHub?
French :
Oh mon dieu, tu es incroyable!!
Tu travailles sur cette map depuis 2013 et tu es toujours aussi motivé!
J'ai beaucoup d'admiration pour toi
Je ne peux pas tester la map en multijoueur à cause de problèmes techniques (non je rigole, en fait j'ai pas d'amis pour tester)
Mais je suis en train de traduire la map en Français
En tout cas, c'étais un énorme travail de tout refaire en datapack.
Comptes-tu ajouter la map sur GitHub ?
I'm planning to put the datapack on HitHub once the map releases... also I need to learn how to use GitHub lol
More text elements are still going to be added as the map gets closer to releasing so I'm holding off for now on putting it on GitHub. Glad you're interested in translating! If you open your world file right now and dig into the datapack you'll find the language folder containing everything you want, just be warned that it's subject to change and more stuff will be added!
I patched the latest release (v1.6.2) to improve chunk loading and fix a few bugs I had missed before, such as bananas not working and chicken mines not having the proper movement speed in MInecraft 1.14.
From the creator of Mario Kart in Minecraft comes the same thing-- again!
Free of copyright sin this time and trying to get accepted onto Realms.
I'm taking my map, Mario Kart in Minecraft, re-branding it to avoid copyright problems (no more references to Mario or tracks from existing games). It's currently under the working title "Sprint Racer".
The commands/programming/whatever is being entirely rewritten as a datapack. Everything is going to be more efficient, responsive, and mechanically refined. The track count will be significantly trimmed down, though, mostly because of copyright... and I also don't want to drive the Realms QA team insane with like 70 tracks.
New features post-Mario-Kart-in-Minecraft:
New items, improvements to old ones, cuts to dumb items like arrows
An enchanted variant of every single item which is more powerful
New "Item Container" Types (not just chests anymore, there are now ender chests, enchanting tables, glass capsules, specialized wool things).
Improvements to old tracks
A few new tracks
The map can easily be translated since everything that handles in-game text is located in its own dedicated folder, and this folder can be swapped out
AI opponents who can compete like a player, use items, act intelligently, take shortcuts, etc... this one is really ambitious and could really set this map apart from the crowd.
This version is a bit old, a new one is coming in a few days! It'll have everything except the AI included. I've decided to scrap the soundtrack functionality for the Realms release, both to avoid any copyright issues and to keep things simple. Getting servers to host the map with the resource pack included and functioning has always been a nightmare and it might be best to just leave it out for now... so no resource packs required!
I played the updated 1.14 version with my brother a bit and this is what I found:
The lightning item doesn't seem to do anything, however the upgraded varient works fine.
Cool, so the position calculator in race mode and ranking system in battle mode worked okay in multiplayer? Tbh that's what I'm most concerned about since those have a high likelihood of messing up... they're really weird and complicated and I did some wacky stuff while programming them lol. Also did the sprinting, item usage, and checkpoints work properly in the newer 1.14 version or were those bugs still present?
I'll see about the other bugs you brought up, like the lightning (also lightning only strikes players on the ground or in water, so that may have been why nothing happened?). Again, thanks for helping test!
I tested out the "Sprint Racer" map in singleplayer already, and when I first loaded up the map nothing initally worked. The sprinting, items, etc. However after a couple minutes it decided to kick in...
A few specific things (Bugs):
On "Crash Course" for some reason the pressure plate doesn't work. Like, as if the pressure plate is stuck somehow. I wonder if this is just a game bug but idk...
When I played Dead Canyon, the item boxes were made of glass and you could see what was in them. Sometimes it would break though, and the items would just fall out.
I don't know for sure if this is a bug but in case it is: The electric snowball item doesn't travel in a straight line like it does in MKMC.
Battle mode wouldn't end when I ran out of lives.
Another time I played on Dead Canyon it decided that I missed a checkpoint. Except no matter what checkpoint I hit it didn't want to work
What I like:
I really like the new item system, the different types of blocks, the new items, upgradable items, that's cool
The redesign of the tracks like Walrus Cove and other such tracks that couldn't be included is neat.
Even things that are coming soon sound cool (Especially the AI)
Thanks for the reports! Alright, regarding those bugs:
So by "nothing worked", do you mean you weren't sent to the lobby and the timer didn't start, or was it just the sprinting and items not working? I think the sprinting bug happens if the player is missing their "hp" score, which can only be initialized by damaging the player for some weird reason, I may have forgotten to do that.
Haven't heard of that checkpoint glitch before. Was it the finish line that was telling you you missed a checkpoint? Also, were you in creative mode (Editor Mode), by chance?
The glass item containers are intentional. For this test version I have a different chest type for each of the five rounds to see which one players enjoy most (also having every variant active at once is a bit overwhelming in race mode where players need to choose what item they want quickly). I had to make the glass capsules break when an explosion happens nearby, otherwise the explosion would cause the items inside to fly away with their anti-gravity, leaving behind an empty glass capsule that does nothing.
Gravity is intentional for snowballs. I didn't want them to overlap with the Missile Launcher too much and players usually expect snowballs to have gravity if they're playing for the first time.
Battle mode is no longer survival-based but point-based (mostly to encourage more aggressive play and discourage winning by hiding and doing nothing). With the datapack I was able to create a playerID system that properly gives credit to players who kill another player with a projectile/trap/whatever. I might add an option later to let players play the classic balloon-battle type format if they so wish.
I suppose I may as well announce that I'm making a new version of Mario Kart intended to be an early 1.14 Realms map. It's being re-branded to avoid copyright problems (no more references to Mario or tracks from existing games). It's currently under the working title "Sprint Racer".
The commands/programming/whatever is being entirely rewritten as a datapack. Everything is going to be more efficient, responsive, and mechanically refined. The track count will be significantly trimmed down, though, mostly because of copyright... and I also don't want to drive the Realms QA team insane with like 70 tracks.
As far as I know, the reason that there are two seperate versions like this in the first place is because MCEdit doesn't currently support 1.13 (Thanks to 1.13's new save format, MCEdit can't read 1.13 worlds), thus making it impossible to add the bonus stages in 1.5.7 (Minecraft 1.12) into 1.6.1 (Minecraft 1.13). What I have also heard, unfortunately, is that there may never be 1.13 support for MCEdit, which is obviously making it a TAD difficult to update the 1.13 version of the map with the new bonus stages (By tad, I mean... completely impossible, hehe...)
Basically what I am saying is, as of right now, the bonus stages in 1.5.7 will not be added to 1.6.1 due to the inability to import them...
Yeah, Mantis pretty much explained it. I currently can't add the bonus tracks to v1.6.1... unless I wanted to convert the 1.12 world to 1.13 and re-do the redstone again (which is a ton of work and probably not worth it just for a few extra tracks).
Some of the developers behind older MCEdit versions are working on a new editor called "Amulet" which will have the ability to edit 1.13 worlds, but I have no idea when that'll be available. Here's to hoping that releases soon!
ALSO:
I've been working on a new version of MKMC to be an official Realms map (re-branded to avoid any and all copyright stuff) which runs entirely on datapacks. Prior to this a friend of mine asked me to write him a datapack for a parkour/sprint-type map. I immediately fell in love with datapacks, and after finishing it I realized the datapack I made would be a good fit for Mario Kart (with some modifications!).
The Realms release will be a more refined, but significantly trimmed down version of the map (trimmed down to take the heat off both myself and the poor saps who would have to QA test it for Realms). If that works out, I might end up transferring the full 1.12 world (with every track EVER included) over to 1.13+ since it would then easily run on the new datapack "game engine" I'm writing as opposed to the wacky mess of command blocks sitting at world spawn. Don't quote me on this, though! This may or may not happen since there isn't much time I can dedicate to it.
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Patched. That bug was in there for over a year... that's embarrassing.
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Released. https://www.planetminecraft.com/project/sprint-racer-upcoming-realms-minigame/
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Sorry, I'm no longer accepting map submissions for Mario Kart! Public submissions closed around a year ago. Development on Mario Kart is over, and I can't add new tracks anyway due to the new world format post-1.13 Minecraft.
Feel free to show off your tracks here, though-- I'd love to see them!
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6/22 update:
Okay so Sprint Racer is basically done now. All I need to do at this point is program the AI for battle mode. I'll probably end up throwing out a lot of the prototype stuff I did before, I have a good idea of how I can make it work better than before. The map is also gonna need a second round of testing before release.
The AI for battle mode is mostly being worked on because playing battle mode in single-player would be completely pointless without an opponent. It would also be super novel for a Minecraft map, this AI would be among the first of its kind.
If the AI thing doesn't pan out at all, I'll probably just make battle mode switch to a "Break the Targets" minigame (like in Smash Bros) when battle tracks are played in singleplayer.
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E
1
I'm planning to put the datapack on HitHub once the map releases... also I need to learn how to use GitHub lol
More text elements are still going to be added as the map gets closer to releasing so I'm holding off for now on putting it on GitHub. Glad you're interested in translating! If you open your world file right now and dig into the datapack you'll find the language folder containing everything you want, just be warned that it's subject to change and more stuff will be added!
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FIRST TEST SESSION:
Replay:
https://www.twitch.tv/videos/416691945
Current confirmed bugs:
Unknown status or server-side bugs:
Suggestions and things to address:
Of all things, the race position calculator worked perfectly. That really surprised me.
SECOND TEST SESSION:
Coming soon???
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I patched the latest release (v1.6.2) to improve chunk loading and fix a few bugs I had missed before, such as bananas not working and chicken mines not having the proper movement speed in MInecraft 1.14.
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SPRINT RACER
From the creator of Mario Kart in Minecraft comes the same thing-- again!
Free of copyright sin this time and trying to get accepted onto Realms.
I'm taking my map, Mario Kart in Minecraft, re-branding it to avoid copyright problems (no more references to Mario or tracks from existing games). It's currently under the working title "Sprint Racer".
The commands/programming/whatever is being entirely rewritten as a datapack. Everything is going to be more efficient, responsive, and mechanically refined. The track count will be significantly trimmed down, though, mostly because of copyright... and I also don't want to drive the Realms QA team insane with like 70 tracks.
New features post-Mario-Kart-in-Minecraft:
Want to help test?
Here's a version that's ready for testing, play it in 1.14
This version is a bit old, a new one is coming in a few days! It'll have everything except the AI included. I've decided to scrap the soundtrack functionality for the Realms release, both to avoid any copyright issues and to keep things simple. Getting servers to host the map with the resource pack included and functioning has always been a nightmare and it might be best to just leave it out for now... so no resource packs required!
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Cool, so the position calculator in race mode and ranking system in battle mode worked okay in multiplayer? Tbh that's what I'm most concerned about since those have a high likelihood of messing up... they're really weird and complicated and I did some wacky stuff while programming them lol. Also did the sprinting, item usage, and checkpoints work properly in the newer 1.14 version or were those bugs still present?
I'll see about the other bugs you brought up, like the lightning (also lightning only strikes players on the ground or in water, so that may have been why nothing happened?). Again, thanks for helping test!
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Quote from ReflectedMantis >>
I tested out the "Sprint Racer" map in singleplayer already, and when I first loaded up the map nothing initally worked. The sprinting, items, etc. However after a couple minutes it decided to kick in...
A few specific things (Bugs):
On "Crash Course" for some reason the pressure plate doesn't work. Like, as if the pressure plate is stuck somehow. I wonder if this is just a game bug but idk...
When I played Dead Canyon, the item boxes were made of glass and you could see what was in them. Sometimes it would break though, and the items would just fall out.
I don't know for sure if this is a bug but in case it is: The electric snowball item doesn't travel in a straight line like it does in MKMC.
Battle mode wouldn't end when I ran out of lives.
Another time I played on Dead Canyon it decided that I missed a checkpoint. Except no matter what checkpoint I hit it didn't want to work
What I like:
I really like the new item system, the different types of blocks, the new items, upgradable items, that's cool
The redesign of the tracks like Walrus Cove and other such tracks that couldn't be included is neat.
Even things that are coming soon sound cool (Especially the AI)
Thanks for the reports! Alright, regarding those bugs:
So by "nothing worked", do you mean you weren't sent to the lobby and the timer didn't start, or was it just the sprinting and items not working? I think the sprinting bug happens if the player is missing their "hp" score, which can only be initialized by damaging the player for some weird reason, I may have forgotten to do that.
Haven't heard of that checkpoint glitch before. Was it the finish line that was telling you you missed a checkpoint? Also, were you in creative mode (Editor Mode), by chance?
The glass item containers are intentional. For this test version I have a different chest type for each of the five rounds to see which one players enjoy most (also having every variant active at once is a bit overwhelming in race mode where players need to choose what item they want quickly). I had to make the glass capsules break when an explosion happens nearby, otherwise the explosion would cause the items inside to fly away with their anti-gravity, leaving behind an empty glass capsule that does nothing.
Gravity is intentional for snowballs. I didn't want them to overlap with the Missile Launcher too much and players usually expect snowballs to have gravity if they're playing for the first time.
Battle mode is no longer survival-based but point-based (mostly to encourage more aggressive play and discourage winning by hiding and doing nothing). With the datapack I was able to create a playerID system that properly gives credit to players who kill another player with a projectile/trap/whatever. I might add an option later to let players play the classic balloon-battle type format if they so wish.
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Happy 1.14 everyone!
v1.6.2 is now available, MKMC now supports Minecraft Java 1.14. I didn't test it very thoroughly so let me know if there are any issues.
Update process was very easy this time around (thank god).
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Also, if you're testing "Sprint Racer", here are some fun/useful commands...
/function sprint_racer:random/item_presets/ ... (let it auto-complete, this controls what "container types" you'll see in-game)
/function sprint_racer_language:gameplay/give_item/ ... (let it auto-complete, gives you any of the 40 items in the game)
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I suppose I may as well announce that I'm making a new version of Mario Kart intended to be an early 1.14 Realms map. It's being re-branded to avoid copyright problems (no more references to Mario or tracks from existing games). It's currently under the working title "Sprint Racer".
The commands/programming/whatever is being entirely rewritten as a datapack. Everything is going to be more efficient, responsive, and mechanically refined. The track count will be significantly trimmed down, though, mostly because of copyright... and I also don't want to drive the Realms QA team insane with like 70 tracks.
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Yeah, Mantis pretty much explained it. I currently can't add the bonus tracks to v1.6.1... unless I wanted to convert the 1.12 world to 1.13 and re-do the redstone again (which is a ton of work and probably not worth it just for a few extra tracks).
Some of the developers behind older MCEdit versions are working on a new editor called "Amulet" which will have the ability to edit 1.13 worlds, but I have no idea when that'll be available. Here's to hoping that releases soon!
ALSO:
I've been working on a new version of MKMC to be an official Realms map (re-branded to avoid any and all copyright stuff) which runs entirely on datapacks. Prior to this a friend of mine asked me to write him a datapack for a parkour/sprint-type map. I immediately fell in love with datapacks, and after finishing it I realized the datapack I made would be a good fit for Mario Kart (with some modifications!).
The Realms release will be a more refined, but significantly trimmed down version of the map (trimmed down to take the heat off both myself and the poor saps who would have to QA test it for Realms). If that works out, I might end up transferring the full 1.12 world (with every track EVER included) over to 1.13+ since it would then easily run on the new datapack "game engine" I'm writing as opposed to the wacky mess of command blocks sitting at world spawn. Don't quote me on this, though! This may or may not happen since there isn't much time I can dedicate to it.