Universal True Skate - (by True Axis)

Discussion in 'iPhone and iPad Games' started by Sanuku, Oct 17, 2012.

  1. oooooomonkey

    oooooomonkey Well-Known Member

    Jan 15, 2011
    6,307
    0
    0
    Forge World
    I'd love to see some of the old parks or locations from tony hawk 1&2 :Dnot sure about the legal issues involved but it'd be cool.
     
  2. Dusk1983

    Dusk1983 New Member

    Mar 11, 2013
    2
    0
    0
    Hi True Axis

    Speaking as a skater - you've implemented an amazingly lifelike physics system but it's completely let down by the floating ollie. The standard pop is approx the height of the ramps. This is silly - yes big ollies should be possible, but as in real life they should be the exception and not the norm.

    In other words the calibration is back to front - the extreme sensitivity should be at the top end of the height range rather than at the low end, as it is now meaning its very difficult to reliably do a 'normal' ollie.

    Worse than that, adding spin almost removes that calibration all together - i.e. doing a normal height shuvit is virtually impossible. Worse still, add a flip to the spin I.e. rotating on both axes and there's no calibration whatsoever. It's a ten foot jump or nothing.

    Yes its good fun to do ridiculous Tony Hawk-esque stuff for high points but that's a waste IMO of the concept and physics system. When it's harder to do a single 360 flip than a triple one, something has gone very wrong and the 'credibility' of that physics system is shot.
     
  3. riggysmalls

    riggysmalls Well-Known Member

    Jun 27, 2010
    372
    0
    16
    Oregon
    Skater here too. I hear what you're saying. Just like in Tony Hawk it is more difficult to make it look real than it is to do unrealistic crazy tricks. I remember in THPS games turning all my skaters stats down to 1 so it would be more realistic. I do like the challenge of sticking realistic tricks in this game though. Doing a blunt kickflip to Fakie on a quarterpipe can feel so damn good lol.
     
  4. Scorpion008

    Scorpion008 Well-Known Member

    Jun 18, 2011
    602
    0
    0
    Anyone found any secret places in the new park? Other than the "roof" of course.
     
  5. riggysmalls

    riggysmalls Well-Known Member

    Jun 27, 2010
    372
    0
    16
    Oregon
    The roof?
     
  6. Scorpion008

    Scorpion008 Well-Known Member

    Jun 18, 2011
    602
    0
    0
    Maybe the ceiling? Pump up and down the huge halfpipe in the new park and you can break through the ceiling.
     
  7. luketrueaxis

    luketrueaxis Well-Known Member

    Oct 14, 2009
    980
    0
    16
    Game Development (Managing Director of True Axis)
    Melbourne, Australia
    They will all need to be downloaded in order to keep the original download size small. We don't have plans for any free levels yet, but we will probably have some kind of discount purchase for a bunch of levels at some point.

    I actually agree with this to some extent. I think we got something a little wrong with the scale when rushing for the final release, and the jump hight is a little higher then intended and the physics a little more floaty. We can't change it now because it would break the missions, and might upset users who like the physics as the are, however, we are considering adding a realistic mode, or a realistic deck, or some kind of option to counter this.

    On the other hand, there isn't such a thing as a standard ollie. The harder you flick, the higher it will go. During early testing, I didn't actually flick partially hard by habit and didn't realise how high you could really ollie. I don't have too much trouble flicking slowly and olling small if I like. The problem is, how do you let somebody do an huge ollie and make it difficult to do, when flicking your finger really fast is super easy.

    Actually, that isn't completely true. It sounds like you that realise that if you want to do a low pop shove-it then you can just swipe as close to horizontal as possible, swipe more vertical for extra height. You can do a very low pop shove-it if you want.

    For adding a flip to the spin and keeping the deck low, it makes sense to use a second finger like you would use your front foot in real life.
     
  8. Quantum Apocalypse

    Quantum Apocalypse Well-Known Member

    Mar 23, 2011
    795
    0
    16
    Melbourne, Australia
    You don't even need to pump :p Just hold your finger and the game automatically does it, though you might need an olly to kick you the final bit into the air. Wonder if you can do the same on the halfpipe in Underpass :D
     
  9. Scorpion008

    Scorpion008 Well-Known Member

    Jun 18, 2011
    602
    0
    0
    That's what I meant by pumping. Luke, want any ideas for future skateparks?
     
  10. Dusk1983

    Dusk1983 New Member

    Mar 11, 2013
    2
    0
    0
    That would be great. I think the excellent physics system deserves it.

    A standard ollie is one that most of your users do most of the time. After playing for many hours I'd say I can intentionally pull off a small pop only a fraction of the time. As I say, I think the calibration should be reversed. Have greater sensitivity at the upper end of possible flick speed values, not at the bottom. Invert the current logarithmic response curve.

    I think most of us use two fingers. It's *sometimes* possible to do a low shuvit, but the most problematic thing is adding a flip to that *increases* the height of the pop, regardless of how well you try to control it (in reality, flips actually reduce height due to aerodynamic spin and vortex effects.) Hence triple flips are the norm when they should be the exception, almost like special moves. To change this shouldn't have to effect the scoring and challenges, surely it can just all be scaled down.

    i realise I'm complaining about a video game but you called it True Skate, and the general physics on the ground and sensitivity to flick angle are incredibly convincing so I don't understand why all that has to go out of the window once the board is in the air.
     
  11. Nullroar

    Nullroar Well-Known Member

    Jan 6, 2010
    1,138
    0
    36
    Software Rep, Rhyme Guru, Game Editor
    Munich
    The control is supremely intuitive. So happy there's more to skate on. Still, the wish remains: a jump off a mountain or something - metric tons of air. That's really why I played something like THPS - so I could do some lame combos, build up speed and make an insane jump that would likely split my head open in real life : P
     
  12. luketrueaxis

    luketrueaxis Well-Known Member

    Oct 14, 2009
    980
    0
    16
    Game Development (Managing Director of True Axis)
    Melbourne, Australia
    Your welcome to give me some, although, I've already been given quite a lot, and have the next couple planned already.

    There is already a logarithmic response curve that makes it easier to do a small ollie and harder to do a big one. I'm not actually sure how far that can be tweaked though, it might actually be the case that it is very easy to swipe your finger down to ollie faster then the iPhone can detect, however, the might be some room to move there. At least it would be easy to put some sensitivity setting in the options menu.

    Again, it is not that hard to do a low pop shove-it. You just need to swipe horizontally to put all the force into the spin and not the height. you can do one so low, that even if it spins fast, it can't get the entire way around. Perhaps it is just a bit hard to move your finger that fast horizontally while not accidentally adding some fast vertical component

    Actually, I think the main thing that would make tripple flips extra hard in real life would be that fact that you have to push back down with the second foot quite hard which would cause the board to rotate, but also push it back towards the ground at the same time.

    In true skate, you can flick the board to rotate it with out pushing it down at all, however, adding the extra spin component with the second finger will not give you extra height. However, more so then the ollie floatyness being a little too much, I think the spin flick sensitivity some how ended up too high, especially on the iPad. I remember originally trying to make the game so that it was easy to do a single flip, but hard to do a double flip. But now to me it some how seems to be easier to do a double flip, (Unless I use my finger to stop the spin) Again, I think some of the problem is that it can be easier to flick your finger fast then slow, but we will probably add a new deck or sensitivity options for this in the future too.
     
  13. Scorpion008

    Scorpion008 Well-Known Member

    Jun 18, 2011
    602
    0
    0
    #713 Scorpion008, Mar 12, 2013
    Last edited: Mar 12, 2013
    Luke, what is your eta for the next update? You were the first dev I ever knew that met your late February deadline for "Inbound" (compared to other devs deadlines for other things). So now you have my trust. What can we expect and when?

    Btw, I am a non-skater. I tried, and didn't have the patience. Also the board was $20 from walmart. :rolleyes: I don't do the missions, just skate around. That is rewarding enough. To the other Players: Did anyone get 100% on most of/all of the missions?

    Edit: Don't feel the need to promise anything too soon. I realize that you have other things that may be higher on the priority list. Just say when you think you can get the next update out by.
     
  14. luketrueaxis

    luketrueaxis Well-Known Member

    Oct 14, 2009
    980
    0
    16
    Game Development (Managing Director of True Axis)
    Melbourne, Australia
    The next update will only be bug fixes. It should be very soon.

    After that, I really am not sure when the next update after that will be yet. We might be focusing more on JCS2 for a little while, but we have a few things already in the works for True Skate so will try to keep the updates ticking along.

    I wouldn't trust us on our reported deadlines though. Space Tripper was a couple years late, and JCS2 is long long overdue already.
     
  15. Scorpion008

    Scorpion008 Well-Known Member

    Jun 18, 2011
    602
    0
    0
    I understand. Could you post a teaser of what you are working on for True Skate? Like a park?

    As well, does anyone use two fingers? When is that useful?
     
  16. riggysmalls

    riggysmalls Well-Known Member

    Jun 27, 2010
    372
    0
    16
    Oregon
    I always use one finger from each hand if that's what you mean. I actually skate though so it feels much better that way!
     
  17. oooooomonkey

    oooooomonkey Well-Known Member

    Jan 15, 2011
    6,307
    0
    0
    Forge World
    I just play with my left index finger.
     
  18. Scorpion008

    Scorpion008 Well-Known Member

    Jun 18, 2011
    602
    0
    0
    Do either of you guys do the missions? How many do you have gold on?
     
  19. riggysmalls

    riggysmalls Well-Known Member

    Jun 27, 2010
    372
    0
    16
    Oregon
    I play the game almost exclusively for the physics engine and to land tricks that actually feel like I'm skating. Kind of like how a car guy would play forza just to build and test drive cars. So I don't really play the missions or care about points. This game does an awesome job of allowing realistic skating when you get the controls down!
     
  20. Scorpion008

    Scorpion008 Well-Known Member

    Jun 18, 2011
    602
    0
    0
    That's basically all I use it for too. I just wondered if getting gold on all missions was possible (not too hard) because of my OCD.
     

Share This Page