Super mario racing, need help making!

we still have open spots if anyone wants to help.

i need someone to help with coding and also with Animations ( i got 1 for Animations so far) let me know if your interested in helping.

Ill help you make some of code. And materials

adding you to project

still accepting people and coders.

ill help

Ok, will add you to project.

I can do level design

ok, i got a few if you want to I want to upscale them to HD. One is Airship Fortress because its the DS version.

ok if you finally see one of these but my username is CHRISNI i thaught it was CHRISNI2009

ill try find a high poly mario online

found one

Ok, I think I added you, any Animaters I got on the team, use this site and make animations for them all: www.mixamo.com/

Apparently I forgot, I just added you.

Any spots left for me I can make a 3D model and items

also animated character

I Have a Mario kart and the items for it if you want to see them let me know.

ill try get him to add you

pc.script.attribute(“elevation”, “number”, -35);
pc.script.attribute(“distance”, “number”, 10);
pc.script.attribute(“positionFactor”, “number”, 0.2);
pc.script.attribute(“rotationFactor”, “number”, 2);

pc.script.create(‘camera’, function (context) {
// Creates a new Camera instance
var Camera = function (entity) {
this.entity = entity;

    this.target = null;
    this.model=null;
    this.type = 1;
    this.closeDistance = 2;
    this.mediumDistance = 5;
    this.farDistance = 10;
    this.tilt=0;
};

Camera.prototype = {
    
    initialize: function (player) {
        this.target = context.root.findByName("Player");
        this.model=context.root.findByName('Top').script.player_stat.pmodel;
        //this.entity.script.block_builder.player = player;
        //if(context.touch){
            //this.type = 'default'; // set to invalid value to keep default camera
        //}
    },

    // Called every frame, dt is time in seconds since last update
    postUpdate: function (dt) {
        
        if(this.target === null) return;
        
        if (this.type === 0) {
            this.updateFixedFollow(dt);
        } else if (this.type === 1) {
            this.updateTrailingFollow(dt);    
        } else if (this.type === 2) {
            this.updateLookAt();
        } else if (this.type===3) {
            this.firstperson();
        }
        pc.script.attribute("elevation", "number", -35);

pc.script.attribute(“distance”, “number”, 10);
pc.script.attribute(“positionFactor”, “number”, 0.2);
pc.script.attribute(“rotationFactor”, “number”, 2);

pc.script.create(‘camera’, function (context) {
// Creates a new Camera instance
var Camera = function (entity) {
this.entity = entity;

    this.target = null;
    this.model=null;
    this.type = 1;
    this.closeDistance = 2;
    this.mediumDistance = 5;
    this.farDistance = 10;
    this.tilt=0;
};

Camera.prototype = {
    
    initialize: function (player) {
        this.target = context.root.findByName("Player");
        this.model=context.root.findByName('Top').script.player_stat.pmodel;
        //this.entity.script.block_builder.player = player;
        //if(context.touch){
            //this.type = 'default'; // set to invalid value to keep default camera
        //}
    },

    // Called every frame, dt is time in seconds since last update
    postUpdate: function (dt) {
        
        if(this.target === null) return;
        
        if (this.type === 0) {
            this.updateFixedFollow(dt);
        } else if (this.type === 1) {
            this.updateTrailingFollow(dt);    
        } else if (this.type === 2) {
            this.updateLookAt();
        } else if (this.type===3) {
            this.firstperson();
        }
        pc.script.attribute("elevation", "number", -35);

pc.script.attribute(“distance”, “number”, 10);
pc.script.attribute(“positionFactor”, “number”, 0.2);
pc.script.attribute(“rotationFactor”, “number”, 2);

pc.script.create(‘camera’, function (context) {
// Creates a new Camera instance
var Camera = function (entity) {
this.entity = entity;

    this.target = null;
    this.model=null;
    this.type = 1;
    this.closeDistance = 2;
    this.mediumDistance = 5;
    this.farDistance = 10;
    this.tilt=0;
};

Camera.prototype = {
    
    initialize: function (player) {
        this.target = context.root.findByName("Player");
        this.model=context.root.findByName('Top').script.player_stat.pmodel;
        //this.entity.script.block_builder.player = player;
        //if(context.touch){
            //this.type = 'default'; // set to invalid value to keep default camera
        //}
    },

    // Called every frame, dt is time in seconds since last update
    postUpdate: function (dt) {
        
        if(this.target === null) return;
        
        if (this.type === 0) {
            this.updateFixedFollow(dt);
        } else if (this.type === 1) {
            this.updateTrailingFollow(dt);    
        } else if (this.type === 2) {
            this.updateLookAt();
        } else if (this.type===3) {
            this.firstperson();
        }
        pc.script.attribute("elevation", "number", -35);

pc.script.attribute(“distance”, “number”, 10);
pc.script.attribute(“positionFactor”, “number”, 0.2);
pc.script.attribute(“rotationFactor”, “number”, 2);

pc.script.create(‘camera’, function (context) {
// Creates a new Camera instance
var Camera = function (entity) {
this.entity = entity;

    this.target = null;
    this.model=null;
    this.type = 1;
    this.closeDistance = 2;
    this.mediumDistance = 5;
    this.farDistance = 10;
    this.tilt=0;
};

Camera.prototype = {
    
    initialize: function (player) {
        this.target = context.root.findByName("Player");
        this.model=context.root.findByName('Top').script.player_stat.pmodel;
        //this.entity.script.block_builder.player = player;
        //if(context.touch){
            //this.type = 'default'; // set to invalid value to keep default camera
        //}
    },

    // Called every frame, dt is time in seconds since last update
    postUpdate: function (dt) {
        
        if(this.target === null) return;
        
        if (this.type === 0) {
            this.updateFixedFollow(dt);
        } else if (this.type === 1) {
            this.updateTrailingFollow(dt);    
        } else if (this.type === 2) {
            this.updateLookAt();
        } else if (this.type===3) {
            this.firstperson();
        }
        pc.script.attribute("elevation", "number", -35);

pc.script.attribute(“distance”, “number”, 10);
pc.script.attribute(“positionFactor”, “number”, 0.2);
pc.script.attribute(“rotationFactor”, “number”, 2);

pc.script.create(‘camera’, function (context) {
// Creates a new Camera instance
var Camera = function (entity) {
this.entity = entity;

    this.target = null;
    this.model=null;
    this.type = 1;
    this.closeDistance = 2;
    this.mediumDistance = 5;
    this.farDistance = 10;
    this.tilt=0;
};

Camera.prototype = {
    
    initialize: function (player) {
        this.target = context.root.findByName("Player");
        this.model=context.root.findByName('Top').script.player_stat.pmodel;
        //this.entity.script.block_builder.player = player;
        //if(context.touch){
            //this.type = 'default'; // set to invalid value to keep default camera
        //}
    },

    // Called every frame, dt is time in seconds since last update
    postUpdate: function (dt) {
        
        if(this.target === null) return;
        
        if (this.type === 0) {
            this.updateFixedFollow(dt);
        } else if (this.type === 1) {
            this.updateTrailingFollow(dt);    
        } else if (this.type === 2) {
            this.updateLookAt();
        } else if (this.type===3) {
            this.firstperson();
        }
        pc.script.attribute("elevation", "number", -35);

pc.script.attribute(“distance”, “number”, 10);
pc.script.attribute(“positionFactor”, “number”, 0.2);
pc.script.attribute(“rotationFactor”, “number”, 2);

pc.script.create(‘camera’, function (context) {
// Creates a new Camera instance
var Camera = function (entity) {
this.entity = entity;

    this.target = null;
    this.model=null;
    this.type = 1;
    this.closeDistance = 2;
    this.mediumDistance = 5;
    this.farDistance = 10;
    this.tilt=0;
};

Camera.prototype = {
    
    initialize: function (player) {
        this.target = context.root.findByName("Player");
        this.model=context.root.findByName('Top').script.player_stat.pmodel;
        //this.entity.script.block_builder.player = player;
        //if(context.touch){
            //this.type = 'default'; // set to invalid value to keep default camera
        //}
    },

    // Called every frame, dt is time in seconds since last update
    postUpdate: function (dt) {
        
        if(this.target === null) return;
        
        if (this.type === 0) {
            this.updateFixedFollow(dt);
        } else if (this.type === 1) {
            this.updateTrailingFollow(dt);    
        } else if (this.type === 2) {
            this.updateLookAt();
        } else if (this.type===3) {
            this.firstperson();
        }

I will add you, if you can make some models, that helps, we need some Mario themed courses that as long as they are mario themed, will work, I just ask they are high poly and great as the game is a HD game, and uses HD Models. But what is your username? (On PlayCanvas)?

hello guys, I need help with Airship Fortress, the textures with transparency are showing black instead of being see through, does anyone got any fixes?

Note: everyone just runs fast, like those mario kart mods of the characters running, so no vehicles are in this game, thank you for understanding.

Hey @Shane_Everett! Are these messages only for the people working on the project, or are they generic messages to get help with a problem?