You can play against or with friends in Double Dash. Multiplayer is fun, but should have been a lot more fun. Unfortunately it won't be long until you've burned through all of the single player levels and you turn to the multiplayer mode to fill your time. Each of the maps are themed around a different character in the game, my favorite is the Daisy Cruiser which has you racing through a cruise ship dodging coasting table and inviting swimming pools as you try to beat out your opponent. The tracks in Double Dash are just as fun as the original, going far to capture the essence of Nintendo play with colorful fully animated backgrounds that can actually reach out and grab you when you race by. When you push the Z button, or what I like to call the mini shoulder, your characters switch places. The extra character can also steal items when you start smacking into each other in a race. The way this works is that one character drives while the other hangs onto the back tossing things at your opponents with the push of a button. This also means that you can now hold two power-ups at a time. Each one has their own special power-ups, activated when you pick up power-up cubes during a race. When you start a game you get to pick two characters with which to race.
#MARIO KART 64 WAD MOD#
ZScript is something I especially reccomend looking into as it could help your stomping mechanics feel a lot less janky and more Mario-ish.Īside from that, If there is anything that I think may help: I just want to say you can use resources or code from an old player replacement mod I was making.The other major addition to Double Dash is the inclusion of a second character on each cart.
#MARIO KART 64 WAD MODS#
the latest ZDoom and GZDoom allow for true color PNGs which is pretty much the norm for most modern mods these days. I think you may be using either an outdated editor (which in this case, You are better off upgrading to SLADE) just because all the assets seem to be converted to Doom Pallete. Thought I'd give you a bit of advice as a friend brought up how you seem to be mostly using resources (I presume as placeholders) from his old SDM remaster: First off, I'm not sure what version of G/ZDoom you are testing this with, But GZDoom has advanced a lot further with the usage of ZScript and a few other trinkets. Hey, cute little tech demo! It's very janky but also very impressive, Especially with how you have the health system and triple jump working. Fixed player standing animation duration. Fixed player standing animation being stuck after pain state until shooting weapon. Fixed Kart Yoshi's Boost special's thrust angle not being straight at high speed. Fixed Luigi Long Jump special's thrust angle not being straight at high speed. Lowered Blue / Red Magikoopa projectile damage to 2. Changed Mario head graphics in status bar. Changed Big Bullet Bill Launcher weapon sprites. Fixed Red Piranha Plant Weapon (Shotgun), Green Piranha Plant Weapon (Super Shotgun) sprites. Added the SM64 style health HUD graphic. Updated maps 01 and 05 with new sectors.
Set player corpses to stay instead of disappear. Final super star moments now translate special player sprites. Added player character specific powerup sounds. Now the player can pickup coins and items while on the Player Spiny Shell
Fixed Super Star Powerup sometimes not giving player invulnerability effect. Added unique wall press and falling sounds for player characters (falling Player standing animation changer now checks if player is off of ground
Fixed Luigi Long Jump special double jumping in mid air. Now first person mode view is less obstructed by the player Player jump, pain and special attack sprite thingsĪre now positioned correctly onto the player's movement,Īnd also added the NOBLOCKMONST flag to them so now theyĭo not get stuck on monster block lines nor go off the screen.