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Thread: Kickstarter Delayed - Play the demo today!

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  1. #1
    FLuckin Mod Demzilla's Avatar
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    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?
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  2. #2

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    Quote Originally Posted by Demzilla View Post
    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.

  3. #3
    FLuckin Mod Demzilla's Avatar
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    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.
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  4. #4
    Rollin' Gonzo saunders420's Avatar
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    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.

  5. #5
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    We need moar

  6. #6
    FLuckin Mod Demzilla's Avatar
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    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



    TLR
    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
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  7. #7
    Resident Fruitbooter Roccityroller's Avatar
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    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
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