itch.io Spring Selects Series A
On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

PolyTrack

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

Suggestions & bugs Sticky

A topic by Kodub created Jun 10, 2023 Views: 5,704 Replies: 325
Viewing posts 107 to 126 of 151 · Next page · Previous page · First page · Last page

How to Foldering Track Part in Editor Track Parts for the Next Update?

Developer

This is something which will probably be in the next update

Add Split Curves

Edit *Just released this is Split Curves in Discord*

Developer

I'm not quite sure what split curves are, but I will be adding new track parts every update!

Add Car Painting with a Images in Customize Menu:

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

Developer

Images on cars are not coming because of technical reasons, and it would be too hard to moderate what images people put on their cars.

Add Your PolyTrack Solo Game for The Next Update?

Add Tools in Editor Tracks for the Next Update?

How to Add Seasons In Editor Map for The Next Update?

  • Summer
  • Winter
  • Fall
  • Spring
Developer

I'm not quite sure how I want different biomes and time of day to work just yet

Road Branches Now Available on PolyTrack

  • Road Branches Straight Left
  • Road Branches Straight Right
  • Road Branches Curve Left
  • Road Branches Curve Right
  • Road Branches Y Shaped
  • Road Branches 3 Ways
  • Road Branches Short Curve
  • Road Branches Long Curve
  • Road Branches Y Shaped Sloped Down
  • Road Branches Y Shaped Sloped Up

    Checkpoints for Sloped and Banked for the Next Update?

    Developer

    Probably yes!

    How To Work In all Suggestions to Me for the Next Update?

    Total Track Parts is Targets 1,000+ for the Next Update?

    How to Add Banked Roads for the Next Update?

    • Banked Straight
    • Banked Up Wide
    • Banked Down Wide
    • Banked To Wide Right
    • Banked To Wide Left
    • Banked To Wide Center
    • Banked Boost Pads Right
    • Banked Boost Pads Left
    • Banked Effects
    • Banked Checkpoint
    • Banked Finish
    • Plane Banked Checkpoint
    • Plane Banked Finish
    • Banked S-Curve Left
    • Banked S-Curve Right
    Deleted post
    Developer

    Maybe sometime around spring!

    Deleted post

    Changed: All Track Code From Export can Import Tracks to Say Goodbye to "Failed to import track" in Import Track Code is Correct

    Add your More Track Parts for the Next Update?

    1. Dirt Roads
    2. Bump Roads
    3. Ice Roads
    4. Tunnel Roads
    5. Banked Roads (Road, Dirt, Bump and Ice)
    6. Boost Pads (Road, Dirt, Bump and Ice)
    7. Super Boost Pads (Road, Dirt, Bump and Ice)
    8. Mega Boost Pads (Road, Dirt, Bump and Ice)
    9. Ultra Boost Pads (Road, Dirt, Bump and Ice)
    10. Effects (Road, Dirt, Bump and Ice)
    11. Diagonal Left Roads (Road, Dirt and Bump)
    12. Diagonal Right Roads (Road, Dirt and Bump)
    13. Road Branches (Road, Dirt, Bump and Ice)
    14. Left Loop (Road, Dirt and Bump)
    15. Right Loop (Road, Dirt and Bump)
    16. Rings of Checkpoint
    17. Rings of Finish
    18. Rings of Turbo
    19. Rings of Effects
    20. More Plane Walls
    21. Sloped Checkpoint
    22. Sloped Finish
    23. Banked Checkpoint
    24. Banked Finish
    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.

    04f317.jpg

    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.

    Viewing posts 107 to 126 of 151 · Next page · Previous page · First page · Last page