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PolyTrack

A high speed low-poly racing game. · By Kodub

Suggestions & bugs Sticky

A topic by Kodub created Jun 10, 2023 Views: 5,332 Replies: 316
Viewing posts 121 to 140 of 147 · Next page · Previous page · First page · Last page
  1. All Characters for Track Names in Unicode Can Import Tracks for the Next Update?
  2. In Emoji Characters for Track Names Can Import Tracks for the Next Update?
  3. In Whitespace Track Code Can Import Tracks for the Next Update?
  4. Click [📥 Import] to Say Goodbye to "Failed to import track" With a Track Code for the Next Update?
  5. All Track Code to be Successful to import track. Click [📥 Import] Track to Goodbye "Failed to import track" Welcome "Successful to import track" for the Next Update?
Developer

I'm looking into some problems with the track import/export.

Unicode characters should already work in track names.

Boost Pads and Effects You Added in the Next Update!

Boost Pads:

  1. Turbo
  2. Super Turbo
  3. Mega Turbo
  4. Ultra Turbo
  5. Random Booster
  6. Reactor Boost Up & Down
  7. Super Reactor Boost Up & Down
  8. Mega Reactor Boost Up & Down
  9. Ultra Reactor Boost Up & Down

Effects:

  1. Cruise Control
  2. No Brakes
  3. No Engines
  4. No Steering
  5. Slow Motion
  6. Fragile
  7. Reset
Deleted post
Developer
  1. I'm not quite sure what you mean here?
  2. Should be doable!
  3. These too!
  4. What is a ramp ramp?
  5. Being able to undo in the editor is quite an advanced feature which I still want to do nonetheless. But not a priority for now!
Deleted post

Just a Few the Road Types of Surfaces in the Next Update:

Types of Surfaces

Asphalt / Tech

This is the default terrain that will be most prominent throughout the game. There will be a lot of grip here and entering a drift will only happen at a certain speed so this will be the easiest to get used to.

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Dirt

The driving will be a lot more free flowing on dirt and drifting will almost be constant so it's advised to make decisions earlier than usual when it comes to steering inputs.

3fdc90.jpg

Grass

There will be a lot less grip here whilst drifting will happen a bit earlier than usual and braking will be a lot weaker too. It will be useful to be accustomed to smooth steering, especially on downhill surfaces.

d4742d.jpg

Plastic

The grip will be minimal here whilst also being a surface that relies heavily on smooth steering since speed loss can happen quite frequently on here. It's advised to not turn too much and set up where you want to go much earlier than you would expect. This surface can also appear in various colours.

3de4dd.jpg

Sausage / Bump

This surface can be quite frustrating to get used to since the middle of the track is at a higher elevation to the outsides so a lot of unnecessary air time can happen here. The grip will be at maximum just like it is on asphalt, but it's important to keep it by steering inwards towards the middle at times. It's also to be noted that following the curve of the track will be crucial to keeping on track, especially at faster speeds.

4be4f1.jpg

Water

The grip here will be similar to usual although steering inputs will require smooth steering at times since it can be completely lost at high speeds. There will be a short duration when exiting water, where grip will be lower than usual too.

4913b9.jpg

Ice

This is easily the most difficult terrain in the entire game and will require certain inputs to not just be fast on but to even survive itself, and a lot of practice. There will not be any grip whatsoever here and braking will have little effect as well. The car has to be directed in a way where you are almost trying to slingshot your car and you must position it facing away from where you want to go before turning towards the desired direction shortly afterwards. The left stick is useful here since you can point in the direction towards where you want to go, allowing you to have more control than usual. It is best to be mindful of throttle control as you will naturally gain a lot of momentum here. It is also recommended to try to get a bit of a feel for how this surface works by experimenting a bit too, although fortunately, there will be minimal reliance on this since there are plenty of other recommended tracks to attempt that are shown later in this guide.

0332e4.jpg

Ice Bobsleigh

This surface is similar to ice but can be a lot more consistent if approached correctly since this terrain has sweet spots to keep close to. There will be a lot of high speed on these sections, so any incorrect movements can cause your car to fly off completely into the air. The area to stick to when approaching winding corners is just around the upper red line that is visible here. The best spot to approach this will be different depending on your speed; however, with a decent amount of practice as well as trial and error, it will become clear how best to get somewhat consistent.

0cf849.jpg

Just a Few the Turbo Blocks in the Next Update:

Turbo Blocks

Turbo / Super Turbo

As the name suggests, Turbo blocks increase your speed, while Super Turbo increases it further. You want to roll on them if necessary to save time. In some occasions, you will find Turbos facing the opposite direction, which is called “Counter-Turbo”, and will slow you down instead so you would want to go fast enough before rolling on them; if not, you’ll instead go backwards and won’t be able to race further. The regular Turbo will be a yellow pad whilst the Super Turbo is a red pad.

24584f.pngfc7e73.png

Reactor Boost / Super Reactor Boost

This ability will alter how your car behaves, essentially as in low gravity mode changing its physics, going in effect for a few seconds. The first apparent change is that the car is getting faster. Rolling on a Reactor Boost Up will make any airtime much larger than usual hence the low gravity aspect, so it's common to completely fly off some surfaces. Rolling on a Reactor Boost Down that faces the opposite direction will make the car climb up steep angles easier like walls, and occasionally ceilings.
Coming in contact with a Super Reactor Boost will make the car's behavior even more pronounced. With a Super Reactor Boost Up, the wheels retract to the side and the car hovers on any surface without being affected, and airtime will be much larger, allowing a much larger air control. With a Super Reactor Boost Down having the arrow facing the opposite direction, the car will be able to roll on walls, even on ceilings, like it's nothing. It's best to approach this effect with extra attention since it the physics can be more sensitive so making an earlier decision on when to turn is recommended.

684ba1.png958135.png

Just a Few the Effect Blocks in the Next Update:

Effect Blocks

Slow-Mo

This ability slows your car down to an exceptionally low speed whilst you will still be running in real time. It's important to be going as fast as possible when entering this section to minimize the effect.
610b37.jpg

No Steering

It blocks your ability to steer the car, so make sure to steer in the right direction before rolling on it, as not doing so you will inevitably hit a wall or go off track, messing up your run.
3ef6d7.jpg

No Break

The break button is disabled, preventing you to do quick break for drifting or avoiding to hit a wall at high speed. You can still release the accelerate button to slow down.

082252.png

No Engine

Rolling on it turns off the car's engine, gaining no speed. Hitting anything, drifting, going up or other instance will make you lose significant speed, and in the worst case, be completely grounded. Any curves and slopes going downwards will help to gain some speed.
cc600e.jpg

Reset

This block nulls all effect you previously gotten.
ff7df2.jpg

Fragile

This effect will make your car vulnerable to damage so any type of hit will affect the performance of the car and at times will be completely undrivable. It's important to be extremely careful when going through these sections.
2fbbeb.jpg

Cruise Control

This effect will make the speed you roll on this block as the maximum speed you can reach.
6ed6b9.jpg
Developer

I'm not a big fan of most of the effect blocks in TrackMania.

Other than boosters, I don't think I would implement these for quite a while.

(1 edit)

Can you make it so shadows can be cast onto different blocks/tracks? It doesn't look right when an object is in a shadow and isn't darkened.


Oh and also, Ambient Occlusion? Maybe? I don't know. It might be hard and require more processing power, but it would be cool! :)

Developer

Maybe! I've been looking into some new ways of creating shadows. Some form of shadow volume algorithm might work!

I tried using post-processed ambient occlusion, but it didn't look very good in my opinion. Generating ambient occlusion maps when the track loads might be possible, but would probably use too much resources.

Ok!

Can you add this block?

Developer

Yes I can!

Please Can you Add Car Painting With a Images in Customize Menu for the Next Update?

And Upload Images from File to Paint Your Cars (Primary and Secondary Cars)

Images on Cars are Coming for the Next Update

Developer

This is not coming.

It would require too much moderation and would use too much data on the server.

It could be only client side, but I don't think that would be very fun.

Images on Cars are Coming in the Next Update!

Upload Images from File to Paint Your Cars (Primary and Secondary Cars)

this is a cool idea but like kodub said the moderation for that is too much but I think a car design competition where you can use images and the top 10 go in the game. I think that could be cool.

Let's See Your Posts for the Next Update:

Link: 

Are Coming in The Next Update is Succesful!

  • Boost Pads are Coming in the Next Update!
  • Road Branches are Coming in the Next Update!
  • PolyTrack Solo Game are Coming in the Next Update!
  • Banked Roads are Coming in the Next Update!
  • Boost Pads and Effects are Coming in the Next Update!
  • Images on Cars are Coming in the Next Update!

Can you add this block?

The New Curves is Coming in the Next Update!

Developer

I might add the larger curves, or maybe diagonal tracks.

Can you add this block?

The New S-curve Slopes is Coming in the Next Update!

Developer

Maybe!

Is it possible to add the ability to resize and copy/paste sections of tracks?

Developer(+1)

I don't think resizing would work very well, but copy/pasting should come at some point.

Can you add this block?

Boost Pads is Coming in the Next Update!

Developer

Not in the next update, but probably at some point

Yes, Boosters are coming Next Update!

  1. Next Update to Be Successful!
  2. How Many days to Until PolyTrack 0.4.0?
  3. PolyTrack 0.4.0 is out!🥳🎉

In PolyTrack 0.4.0 It has Multi-laps 🏴, an Boosters and Effects, an Road Branches or Split Curves, an Larger Curves, an Car Designs we can use Images in Customize Menu, 300+ New Track Parts, 10 new Tracks 🛣️ and more!

Developer

0.4.0 would probably come out during spring at the earliest

whenever you hit the mountains going fast or at a weird angle you go threw the map and cant get out, is this fixable?

(+1)

Don't Tell Him Our Biggest Secret

lmao

Developer

👀

Developer

The physics engine doesn't work very well with such large objects. I could split the mountains into smaller parts, but this would cause performance problems on lower end devices.

Instead I've been considering moving the mountains further away and preventing the player from reaching them altogether.

Hey, I was wondering if this will be available for Mac soon. (my school only allows Mac)

Developer

Sorry about that! I don't have a Mac myself, so that makes it a bit more difficult to develop for it.

Also Macs seem to have pretty strict requirements for running "untrusted" software.

I might still release a Mac version later, but it probably wouldn't be as well supported as the Windows & Linux versions.

Hello Kodub how Adding into the PolyTrack 0.4.0?

  1. Car Designs With a Images in Customize Menu is are coming Next Update!
  2. All Track Code from Export is Valid in the Next Update!
  3. Boosters and Effects are coming Next Update!
  4. Branching Roads are coming Next Update!
  5. More Curves are coming Next Update!
  6. Sloped Curves are coming Next Update!
  7. Banked Roads are coming Next Update!
Developer
  1. No
  2. Looking into fixing this!
  3. No
  4. Probably not
  5. Yes!
  6. Maybe
  7. Maybe
  1. Yes, Images on Cars are Coming Next Update!
  2. I'm Looking Some Import/Export is Valid
  3. Yes, Boosters and Effects are coming Next Update!
  4. Probably Yes, Branching Roads are coming Next Update!
  5. Ok!
  6. Yes!
  7. Yes!

Aw man, I was really looking forwards to having boosters, I'd love to have some extra speed. 

What if there were settings for generator tracks? 

Like you could adjust the size, complexity, height, etc.. I think it'd be really cool. 

Developer(+1)

I agree!

The current track generator is quite old by now, so I would really like to improve on it with setting like these!

The current track generator is like from 100 years ago

This setting the track generator might be setting in the version of PolyTrack in 0.16.0, 1.5.0, 1.19.0 (During World War II), 2.8.0, 3.1.0, 4.4.0, 5.0.0, 5.13.0, 6.6.0, 7.1.0, 7.19.8 (Y2K Problem), 8.14.2, 9.3.0 and 9.19.7

The current version of PolyTrack is now 10.8.0

Hello Kodub how Added In-Game For PolyTrack 0.4.0?

  1. Car Designs With a Images in Customize Menu is are coming Next Update ✓
  2. All Track Code from Export is Valid in the Next Update ✓
  3. Multi-laps are coming Next Update ✓
  4. Boosters and Effects are coming Next Update ✓
  5. Branching Roads are coming Next Update ✓
  6. More Curves are coming Next Update ✓
  7. Sloped Curves are coming Next Update ✓
  8. Checkpoint for Sloped and Banked are coming Next Update ✓
  9. Banked Roads are coming Next Update ✓
  10. Rings of Checkpoint and Finish are coming Next Update ✓

Don't Wrong to Reply, This is Yes for Looking Some In-Game for the Next Update!

Reply Your Post Here↴

  • No, Not, Probably not, Maybe or Are not Coming is Wrong
  • Yes, Probably yes, Ok or Are Coming is Correct
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