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View Full Version : Kickstarter Delayed - Play the demo today!



crea-turestudios
11-08-2017, 04:02 PM
Hey!

We decided to take an extra week to tighten the screws on our Kickstarter page so we can really stick the landing for you guys when we launch on November 21st.

SO! We decided to give you guys the demo a week earlier!

Have a blast, knock yourself out and more than anything...

Spread this shit like it is a disease!

Cheers folks and thanks again for your patience!

www.crea-turestudios.com

https://youtu.be/GGwpXozmtB4

Demzilla
11-08-2017, 04:09 PM
AAAAYYYYYYYYYYYYYYYYY

WE ON MOTHER FLUCKERS


AAYYYYYYYYYYYYYYY

bless you beautiful sommammammamm bishes ha!

durrik
11-08-2017, 04:23 PM
Hell yeah, downloading and checking out the build, super stoked and I will continue to show and tell everyone I know :)

Demzilla
11-08-2017, 05:11 PM
cavman graphics at 1200x720 and im above 60 fps on my lenovo z70 i7.


also 180 to grinds are hilariously bringing back so many thrasher skate an destroy memories.


we lit!

saunders420
11-08-2017, 05:25 PM
Sweett baby jesus!

emericaridr11
11-08-2017, 05:42 PM
Dear Crea-ture Studios, you fucking rock!!
once I saw the demo was released, my motivation for getting my video review out went down.... HOWEVER that doesnt mean I dont plan to do one, just why not use demo footage now too (postponed haha, whatever right)... anyways, I have lots of thoughts but everything is feeling AWESOME!!! Not AMAZING but AWESOME, super fun but could of course use some work (granted it is just a early build alpha thing at the moment)

here are some of my meaningless thoughts with the alpha/demo.. they mean NOTHING, and Im aware the game isnt in a polished state (and believe me this is just shit off the top of my head Im sure Im missing tons of things I wanted to mention, too much to discuss here its funny)


-


1. I just want you guys to know.... everyone here at fluckit who has been paying attention knows where you guys came from and how far it has come. The fact that you went from a single path to free roam, bravo! You will get a lot of comments from people who dont know that and even more they are going to compare your game to Skate. "Well skate has this and does it this way which worked fine".... fuck them!! but at the same time thats the demographic hahahaha

2. I will mention things that will seem like a no brainer, dont mind that... just want to give as good as feedback as possible and I do take into account this is a early build with no motion capture animations and blah blah

3. Overall Control Feel - honestly, Im loving the controls in a grand scope of things. Everything flicks nicely, the timing on the scoops is fine and not too delayed feeling, turning is ok, feeling good overall the 2 feet setup is amazing

4. Pushing - the spam to push faster is great, but the first couple pushes should be more powerful (I did find a way to be able to push fast almost as soon as you throw your board down)

5. Spinning - feels stiff still, but understandable. The velocity is nice, the softer you have the triggers held the slower you spin

6. Grinds - while most work fine and look good even right now, they work as buttons and less like body position and weight. I think most of us expected it to be like, Ollie, Turn into a boardslide and your boardsliding. Or turn slightly into a smith, touch the back foot down to establish a weight foot, then let go really quickly to drop the nose... or something like that, but instead its more like use the analogs as buttons which causes THPS looking grind locks.... even though your guy does slightly turn into say a noseslide before you touch the ledge, it still looks like you snap into anything you want. Good example is to do a 270 to a boardslide that snaps you the opposite way, it looks like Thrasher or THPS at this point (and feels like it to, grinding that is).... I feel like I have to use the triggers some to make say a lipslide look decent

7. Tailslides - some people will think tailslides and bluntslides should be switched, but to me it makes sense because thats the direction your bringing your back foot (which is what the right analog controls, back foot)... I like it

8. Grinding Pressure - I can see on tailslides and such that you can slightly drop the nose if you let go of left/right while grinding, wish this was something that could be done with smiths & crooks (and even more with tailslides)... but I think that also has to do with the grinds work as buttons thing, and not as the turn and use weight with the feet

9. Grinding Popout - it would be nice to be able to decide which side of the rail we want to pop out of... Overcrook PopOut, OHHWEE!

10. Grind to Flipout - it seems like you have to reset to flipout of some grinds, would be nice to just pop out where your analogs are when you get on the grind. Say I want to noseslide nollieflip out I have to press "ollie, left on left analog (bs noseslide) then instead of just flipping out of that position I have to let go then reset into the normal nollie flip position. Just more finger movements when I feel like Im already there with pressure down

11. Grind Tail Touch/Turning Sensitivity - I love 5-0s where the tail doesnt touch, then sometimes I dig when they do, the option is key, more variation between analog pressure all the way down compared to like a manual pressure (manny pressure is no tail touch, full pressure it tail all the way down on the ledge). Then Sensitivity, say going from a 5-0 to a salad in the same grind, it works now but is rather slow for even longer rails, quicker sensitivity would be cool

12. Crook to Noseslide - is this even going to be possible, and even better question is the opposite going to be possible... like "double grinds"?, something a lot will be curious about

13. too much to talk about when it comes to grinds, the grind snap lock look, grind controls... I feel thats your toughest part right now

14. Manuals - I love how mannys feel like a finesse thing just like in real life. Its going to be frustrating to get those heavy tech mannys with spins and spins out, and it should be that way... Just need to get some proper manny reverts working and mannys up then down ramps (which Im sure most of these things Im mentioning are being talked about and possibly worked on)

15. Height of Ollies and Tricks - depends on how long you crouch for right? well sometimes it doesnt look very realistic to crouch for that long, a mix of crouch and flick hardness/speed would be great

16. Fliptricks - pretty proper as is, feels great but I do have 1 suggestion... more a dream cause Im not sure how to manipulate mocap stuff this way... but, right now you press left and it does a kickflip, you press left-ish up it kickflips, and if you press left-ish down it kickflips all at the same level (even level, no rocket flip or ninja flip)... now how cool would it be if you flick more left-ish up it does a Pimp Out Ninja Flip, or if you flick more left-ish down it does a rocket kickflip, and of course the flick left flat in the middle is a perfect level kickflip (now apply that to all fliptricks, hahahaha, some of the coolest looking treflips and things could happen)

17. Feet Set-Up Animation - this would be cool just for the sake of video making, which is going to be HUGE with this game if you allow some good recording options to go along with it. I know his feet kind of setup now, but more exagerated and sometimes does that wiggle... oh man I would lose it haha

18. Missing Tricks - WHY on earth are skate games continuing to miss Impossibles? Surely we could find a control that works for it... shame, also double flips and hippy jumps... at all possible?

19. again this is things that came up the last few days, I have tons and tons of other thoughts but cant write it all down forever... Im sure I missed many things I wanted to talk about, and again its all just my personal opinions here....



-


The game is SO FUN to play, has INSANE Potential!!!! the game is rad even in this state
CHEERS SO MUCH, thanks for being so cool to Fluckit and everyone really

Hitmanx123
11-08-2017, 11:14 PM
YAAAAAS

Minagon
11-08-2017, 11:52 PM
Demo looks fantastic. So sad, that my PC canĀ“t run this shit :-/

pawnluvguitarist
11-09-2017, 02:04 AM
getting an error message:

"Sorry, you can't view or download this file at this time.

Too many users have viewed or downloaded this file recently. Please try accessing the file again later. If the file you are trying to access is particularly large or is shared with many people, it may take up to 24 hours to be able to view or download the file. If you still can't access a file after 24 hours, contact your domain administrator."

Not sure if its gonna be playable on a Mac anyway, anyone know?

DaaGooN
11-09-2017, 02:36 AM
IF ANYONE IS HAVING ISSUES DOWNLOADING THE KICKSTARTER DEMO HERE IS A FIX!!!

On the link, add the file to your google drive,
In your Google Drive, make a copy of the demo
Download the copy
Shred

From reddit..
Works :)

SK8ERatWAR
11-09-2017, 04:20 AM
IF ANYONE IS HAVING ISSUES DOWNLOADING THE KICKSTARTER DEMO HERE IS A FIX!!!

On the link, add the file to your google drive,
In your Google Drive, make a copy of the demo
Download the copy
Shred

From reddit..
Works :)
this worked, thanks

Nelson
11-09-2017, 05:31 AM
https://www.youtube.com/watch?v=x6yS5LO0MdA


https://go.twitch.tv/bodiebroadcasts/

xfreeZe
11-09-2017, 05:41 AM
https://www.youtube.com/watch?v=x6yS5LO0MdA
Raaad, How Do You nollie??

Jebotek
11-09-2017, 05:49 AM
Not sure if its gonna be playable on a Mac anyway, anyone know?

Think they said not atm, you still could run it through bootcamp like i do though...

Nelson
11-09-2017, 05:49 AM
Raaad, How Do You nollie??

left stick to pop right stick to flip, just the opposite of regular tricks

Demzilla
11-09-2017, 05:56 AM
^ lolol nelson like THE OTHER FOOT lolol


all these tre flip grinds....
once again im the only idiot doing hurricanes....
so butter...


edit..

fluckers need to tell people what stance they are...
somebody is going to get butthurt real fast trying to do goofy shit regular footed lololol...

crea-turestudios
11-09-2017, 06:16 AM
Sup guys! quick words to let you know we are working on this damn download limit thing.. the kickstarter demo is being downloaded at a way faster pace than expected! which is a good thing I imagine...

Roccityroller
11-09-2017, 06:23 AM
Sup guys! quick words to let you know we are working on this damn download limit thing.. the kickstarter demo is being downloaded at a way faster pace than expected! which is a good thing I imagine...

LOL

the fakeboarding community is hungry.

crea-turestudios
11-09-2017, 07:30 AM
hehe it's back online, let's hope this time it holds on!

crea-turestudios
11-09-2017, 08:23 AM
Hey Demz,
you are bringing lots of good points out there!
Quckly, the major points I can bring are these:

Getting on Grinds: Right now the first pass is purely input driven, meaning no mather what angle you attack a rail won't change your grinds. on grinds 2nd pass we will integrate the fact you can for exemple turn 90degrees and do a boardslide that way. this is a huge task and the first past needed to be recognizing the grinds and inputs ;)

Flip out: right now the trick out orientation is always the same. (which doesnt make sens for any slides) this is going to be happening later down the road too but quite soon too because this is really important to nail this early

Height of Ollies and Tricks: we'll have another pass on the flick speed as well and on top of that we have a feature that will be explained in our KS campaign related to your skater progress ;)

Fliptricks: this will change a lot and what you guys have in term of feel is going to go become a on/off switch to edit your experience. E.G.: control flip speed (on) the default mode will allow you to play with the speed of your flips.

Manuals: Thanks, glad to hear you like it! reverts are in the list and if I'm right it's the next thing we attack (reverts on landings and manuals)

No Impossibles?: this will appear in our bag of trick 2nd pass, same for no complies, handplants fast bean egg whatever plants haha ;) (even maybe some pressure flips!? :P) we already have all the inputs set to call those tricks

Feet Set-Up Animation: Unfortunately, with the controls we decided to go with, there is not lots of ways to predict the foot placement other than nollie or ollie (eventually we'll have proper switch anim that will affect a bit your pose but this is much later)

Let's start with this, I imagine there's enough food for toughts!

cheers and sick line Nelson!

Demzilla
11-09-2017, 08:29 AM
beautiful...


please bookmarck / fallow melsons twitch..

its gonna get a lot of work in lolol

i am a snail
11-09-2017, 08:47 AM
christmas came early this year

enjoying my time with the demo so far, getting used to turning with triggers has been the biggest struggle so far but other than that it feels nice. im playing on simplified mode because im a wuss and it makes much more sense to my tiny dumb brain but ive been able to do a line or two with it. might record might not, it'll depend on if i can get my capture software working

i AM noticing a problem though, and that's that midway through playing the demo, the game seems to not want to accept any more input from the analog sticks. i can turn, and push, and brake and everything but no ollies. it goes away upon reload but it's still a bit of a nuisance

crea-turestudios
11-09-2017, 09:12 AM
yeah we hve this weird and nasty bug that seems to happen even more often on simplified mode.. you lose the inputs feedback. you must go back to the menu and relaunch the level
sorry bout that, this bitchy bug is a hard one to find/fix

Valley
11-09-2017, 10:37 AM
I just keep getting a message that says "DX11 feature level 10.0 is required to run the engine" I guess my PC just cant run the demo ��

Demzilla
11-09-2017, 11:57 AM
weird...

anybody have a solution

momadaddy
11-09-2017, 01:00 PM
installed! thoughts incoming later. thanks again it was super nice to post it for everyone

Hitmanx123
11-09-2017, 01:10 PM
as a fellow innovator of skate, i pledge to trick the fuck outta this game and get as tech as possible. i only wish i could sesh with the homies but i know thats a ways off from now. thank you crea-ture for re-invigorating the small spark of creativity i lost years ago.

i will also come through with small suggestions one i have fully mastered flat ground and can promtply beat everybody and their mom in s.k.a.t.e

emericaridr11
11-09-2017, 04:38 PM
found this out like 10 mins in on the alpha.....


https://www.youtube.com/watch?v=_ptkMgEBZBM&feature=youtu.be
https://www.youtube.com/watch?v=_ptkMgEBZBM&feature=youtu.be

crea-turestudios
11-09-2017, 04:52 PM
Wow haha good one! how'd you come up to this? I'm literally impressed btw!

emericaridr11
11-09-2017, 05:27 PM
Wow haha good one! how'd you come up to this? I'm literally impressed btw!

haha just messing around with the controls... shit we good like that here

Nelson
11-09-2017, 06:29 PM
why dont we have this area?


https://www.youtube.com/watch?v=oB5F1vlmhnM

this looks way more fun to skate

emericaridr11
11-09-2017, 06:44 PM
why dont we have this area?


https://www.youtube.com/watch?v=oB5F1vlmhnM

this looks way more fun to skate

that was a alpha test level, and it is more fun haha

PoppinSuds
11-09-2017, 07:12 PM
https://www.youtube.com/watch?v=4GS9rQAqBJk
first day's clips,
film burns and the while nine. :cool:

shoutout to demz on those hurricanes

Valley
11-10-2017, 12:30 AM
I managed to get it working, I just had to update my graphic card drivers lol, gonna take me a long time to get used to controls but loving it. Cant wait to start taking photos once full game comes out

Nelson
11-10-2017, 03:45 AM
that was a alpha test level, and it is more fun haha

I just got the DL link, hopefully it doesn't play too differently

Demzilla
11-10-2017, 09:54 AM
having fun...
sometime i even get exactly what i want...
still not quite sure how different landing animations are programmed into it.
I also think so 180 to grind stuff has interesting outcomes that are left to right on thumbs confusion.

its a demo...

WE OUT HERE KILLING IT!



have a "timing" question...

it feels like the timing of some tricks, using the thumbs to perform the trick, is different for certain trick pop height.
it feels like some high pop flip tricks can be performed slower or much faster than other.
i was wondering if that was a decision yall made?
i like it.
some feel much longer than others.
some are much faster.
wondering if it was by design.


lolol im offffff


note:
sometimes in lines i dont have enough time to get the high pop...feels like the engine just says "you dont have enough time for that trick sir"
odd

SK8ERatWAR
11-10-2017, 11:35 AM
https://www.youtube.com/watch?v=4GS9rQAqBJk
first day's clips,
film burns and the while nine. :cool:

shoutout to demz on those hurricanes

Man I've been trying those hurricanes, they're hard..

I gotta say, it's so much fun relearning all the controls.. feels like og skate demo allover

MackBoogie
11-10-2017, 02:22 PM
I know this will eventually be fixed but im having fun with it.


https://www.youtube.com/watch?v=b1b_CgoNKoY

i am a snail
11-10-2017, 03:29 PM
holy shit mack what

NotedDerk
11-10-2017, 04:19 PM
I can't get 270s into blunt/tail/nose/noseblunts in this demo. It is too confusing on my brain, and you doing it backwards, what the fuck man.

Hitmanx123
11-10-2017, 10:33 PM
put together this little line of bullshit


https://www.youtube.com/watch?v=jR0PLj0uqPI

Calliam
11-11-2017, 03:16 AM
that 50-noseblunt was sick!!

Hitmanx123
11-11-2017, 04:09 AM
Last one for now

definitely feel the responsiveness could be better but im enjoying this shit to the fullest so far.


https://www.youtube.com/watch?v=hfM1cH2QR94

Hitmanx123
11-11-2017, 04:59 AM
I lied..


https://www.youtube.com/watch?v=i9IbTFJhn7Q

Demzilla
11-11-2017, 11:29 AM
PLEASE JUST POST VIDEOS IN VIDEO THREAD...
LABEL THEM SESSION for now....



notes..

it takes 8/9 pushes to get mega push...thats a lot
if i hold up on the push foot when i push does it speed up faster?...feels like it..
the shifty from the grind animation/analogs moving in air can be used to help rotate. landing is weird / board glitchy
do wind up animations matter in grinds for 180s out?,,sometimes i can 180 out super easy/ auto...cant recreate every time..
i cant land at a 90degree angle at any speed, sometimes less than 90...using banks with little speed i fall alot on 180 tricks

Hitmanx123
11-11-2017, 01:24 PM
PLEASE JUST POST VIDEOS IN VIDEO THREAD...
LABEL THEM SESSION for now....



notes..

it takes 8/9 pushes to get mega push...thats a lot
if i hold up on the push foot when i push does it speed up faster?...feels like it..
the shifty from the grind animation/analogs moving in air can be used to help rotate. landing is weird / board glitchy
do wind up animations matter in grinds for 180s out?,,sometimes i can 180 out super easy/ auto...cant recreate every time..
i cant land at a 90degree angle at any speed, sometimes less than 90...using banks with little speed i fall alot on 180 tricks

was thinking about that actually, 90 degree spins are definitely going to have to some how work, but i think its all in the final product for now.

also sorry for the spam, nobody made a thread but wasnt sure what to do with it all

Demzilla
11-13-2017, 12:41 PM
always think about what we cant do currently and the future and it hit me..

what didnt skate do?
cant grind and wallride back into wall/ledge.
no idea how that would work right this moment but god damn it i can dream right?...

saunders420
11-13-2017, 01:25 PM
if you use the carve feature in the air with a 90 degree air turning, you can land the trick, with the carve acting as the second part of the rotation.

To carve is basically what a boardslide on the rail is with the triggers fyi, but while riding around.

this also helped me land 360's on flat.

Demzilla
11-13-2017, 01:57 PM
saunders...

why do you say "powerslide"

i can get the same but i only have to use one analog stick...


it sounds liek your using both analogs to rotate the lil 90 degree...
this true?

durrik
11-13-2017, 05:28 PM
saunders...

why do you say "powerslide"

i can get the same but i only have to use one analog stick...


it sounds liek your using both analogs to rotate the lil 90 degree...
this true?

Sticks in towards each other or away from each other depending if you want a backside or frontside powerslide.

Demzilla
11-13-2017, 08:05 PM
I know the powerslide...

Im saying, why use both sticks to turn the last bit of the 180 when you can get the same results only using one analog.

Also note.
Each analog twists frontaide and backside differently.
So that's two different shifts or rotation animations to choose from.

saunders420
11-13-2017, 08:55 PM
Ive got it in my head that its keeping my feet level, but you are right. I didnt try using just the proper direction on a single stick til now.

Shit once the game is flowing better and we can see the manipulations more, its seems like the left/right foot in air is controlled by toe/heel and/or bs/fs however you wanna look at it.


also called it powerslide because I wasnt sure what to call it either or a carve or speedcheck could do too xD, but if not mistaken I think it would be a mechanic to utilize on flush ledges to simply(lol) maneuver into the tail or nose, like in skate. I havent tested this thoroughly(literally one spot I've eyed in the demo to try it) but definitely might be getting a head of myself. something to figure out down the road.

Nelson
11-14-2017, 04:45 AM
We need moar

Demzilla
11-14-2017, 06:01 AM
i think turning should be pressure sensitive...
when i hold triggers i get to a point where he no longer turns...hes just stuck in a turning motion....not turning sharper..


i was trying to go from the top platform in the demo to the top of the bank to ledge manual pad...
i can line up if i go slow.
if i go fast i cant turn sharp enough to turn around the lil bench and ollie....

its a special problem of not being able to turn sharp enough and the high pop taking too much time to perform on the analogs...



also in demo...
i want to ollie over the barrier from the top platform.
i turn right after the rail while im hugging the wall.
i just barely get the speed and angle.
some tricks wont pop high with that little amount of time for set up.
if i go slower it doesnt matter because the wall is only so far from the edge of the platform



TL:DR
i feel like the turning and the time it takes to high pop is going to be a huge problem...
there are already a few spots i cant get to work even though i know i can ollie high enough and go fast enough....

sidenote...

if you do not want to adjust the turning and set up time maybe try to space things out a little more.
i remember in skate we had to adjust the create a park obstacles to each of our individual styles with the engine.
the final straw for the main city was allowing us to drop quarter pipes and plywood to help us get speed when we couldnt...

food for though

Roccityroller
11-21-2017, 05:03 AM
One thing i noticed trying a couple clips last night. The ability to wind up is really cool, but it eliminates my ability to turn and ollie crouch at the same time. I think this is going to limit what we can do at certain spots with this engine. Maybe a way to rethink what triggers the wind up?

Example, I was trying to build speed, carve around the flat rail on the upper section and flip over the barrier, but i was being limited by the amount of pop i could get after being able to turn enough

Demzilla
11-21-2017, 05:28 AM
lol me and roc talking about the same spot set up lolol

over barrier from top platform...
turning around the rail sucks haha