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(+3)

v.0041

The Curved Ramps and Half Pipes in the WIP Pacific Avenue and Test Map seem to present two recurring bugs related to jumping off and landing. Releasing jump at the top of a ramp while applying any amount of steering input sometimes results in an instant wipeout. This doesn't happen consistently upon applying that input, but when it does happen it's always while that input is applied. It seems like at an angle the forward thrust of the jump crosses over the top of the ramp's hitbox more than in a purely vertical approach, causing a collision to be registered.

I've also had instances of properly aligned landings resulting in wipeouts on this map as well. I have not found an exact input which triggers this bug, and it's rare to occur. Both Bugs have been almost entirely absent within the Warehouse map. The one and only instance I encountered either bug on the warehouse map (the first bug) was on the one ramp that wasn't either parallel or perpendicular to the others (The ramp on the outside corner of the warehouse itself). Even with that ramp, it hardly ever happened. 

I don't know squat about coding, but I hope the details here might make spotting the cause easier. Best of luck adding grinding, hope that doesn't present too much malfunction and frustration! 

(+2)

An update, I have another possible culprit for what could be causing these bugs, alongside some others. I'm starting to think that the top platform of vertical ramps is being collided with at times. This is because alongside the two bugs mentioned before, I've also had bugs such as 

- A combo being performed only for the points to be indicated as just an ollie with no more than 1400 points upon landing. (Seemingly due to the game registering landing down from one platform onto another)

- Rare instances of bouncing off the top of the ramp on landing. Even getting stuck at the top upon performing a manual when landing.

(+1)

thanks for all of the feedback! i’ll try my best to fix all of the issues you’ve mentioned for v005.

i’ve recently fixed the quarterpipe bail issue (i think), which mostly had to do with a bug where the skater would detect a wall and not a floor on the steepest-most part of the quarterpipe, resulting in a bail. I also think it’s a topography issue (how the 3d shapes/polygons are put together) as the warehouse ones are the most consisent. i’m still trying to figure it out so that it could be near flawless for v005. either way, with the wall problem being cleared up, the skater can skate 360 loops now which is neat :)

the combo-counter needs an overhaul, as doing new combos while the old combo text is still up would typically result in a borked combo. i’ll fix it soon.

bugs aside, thanks for following and playing the game!