It has been set as live everywhere, but it takes a while for it to propagate through everywhere, and might appear in some places before others, but should be live everywhere in a couple hours or so max.
The anticipation is killing me! Update has to show up on the Canadian store! When did you guys even release the update?
The update is live on the Canadian app store but the app is not free! Weird, the new app icon shows up but when I click on it, it shows the old app icon and says $1.99!
It was been set to go free on the 26th, which was time zone dependent. I've just set it to be free now. Lets see if that has an effect. As for the icon, I've heard of some odd things happening when changing icons before. Hopefully that will sort its self out soon.
It's 9:55 PM here and I keep checking the app store! Do you have a idea when the new update officially gets released in this time(Atlantic Time)?
The performance issue from the last update appears to be gone, and I love the wheel colors. Will buy the new park in a bit, want to check it on Youtube first. Thanks for the great update!
I tested on an iPod 3rd gen running iOS5, and it worked for me, although, iOS5 did cause quite a few icon issues for me as we added the iOS 7 icons. I had a different issue though, it kept showing me the new iOS7 icon. However, I had assumed all that was fixed. There is a possibility that a re-install will fix it. It is possible that if the old icon wasn't deleted, it might chose the wrong one on iOS 5. Maybe we could take a better look into that possibility our selves. It might be something we could fix. Apple changed how all the icon stuff worked and it wasn't really clear what should be done for iOS 5 devices to work in all cases.
Yeah, GC has been broken for about a year now. It's low on the priority list apparently. Still an awesome game without it.
I thought that might have been fixed, although, we've been so busy adding all these new parks, and other features. We just always have so many things on the to do list.
We are actually starting to look seriously at adding grab cam I was talking about a few pages back. Until a couple days ago, it was just a hack that only I had seen in action, but I've had James having a look at integrating it properly, and it sounds like he has been having fun using it. As long as it doesn't make you too dizzy or motion sick, I'm starting to think that it really does add another dimension to the game. It does feel quite cool, and you can do things like landing fakie that don't make sense otherwise. There is a chance it might make the next update, but, it for now it will be a purely visual affect where if you press the grab cam button the camera looks down at the board and follows its horizontal rotations while it spins. I don't think we with bother considering making it have an affect on trick names until we put it out there and get some feed back. I am not sure grab cam is the best name, it is more like a body spin cam.
Hi there, I bought one skate park but it doesn't work, I tried rebooting my iPhone, I tried deleting the game and reinstalling, I tried deleting the skate park too and restoring it, but it just won't appear.... What should I do?
Luke, just call it spin cam. It really should be how you do spins as well. Right now, it's just pure luck whether it registers as a backside 360 or a 360 shove. We should really be able to differentiate. Also, I'm not sure I understand how to get more height on certain tricks in realistic mode. For example, shove its. Those can be popped really high in reality. But they just spin right above the ground for me in realistic mode. Am I missing something?
Perfect! Much better then my other idea of Puke cam. It is meant to detect if you did the trick on a transition when you jump up and land back in the same transition, however, even though I have tried to fix it a couple times, I've noticed it goes wrong. If you swipe down more you might pop higher. This was disused before. It is possible to get extra height on any trick by swiping forward but we didn't intend that. It was meant to only really be for ollies. Although the pop shov it may not look that high, I did manage to pop shove it up the 6 small stairs in Inbound which is reasonably high. Still we might tweak this a little at some point. It is something we are experimenting with. It will make the camera look down and spin with you when you do spins, although, we are worried it might cause motion sickness in sensitive people.
WARNING. Massive post below.. (Also, I apologize in advance for this seeming negative-ish. I promise it's just constructive criticism!) Hey Luke. Did you happen to experiment with my idea of having a second finger on the board as you pop to determine whether you spin your body or your board? I'm having a little trouble understanding how a separate button on the screen for spinning will be a good idea. Using my suggested method, the direction of the tail swipe would determine the direction and speed your body would spin, and it would happen the instant you popped, giving you time to realistically flip and spin the board in any direction as your body is spinning. If you had a separate spin cam button wouldn't you need two buttons (left and right) to determine which direction the body should spin? And how would you determine how fast you spin? It just seems more complicated and unrealistic to have to juggle popping and flipping your board AND hitting a separate button to start spinning your body. Or would it just be a toggle? A toggle that just told the camera to spin instead of the board when you popped would mean a lot of tricks would still be impossible, right? (big flips, bigger flips, sex changes, hardflip 180s, anything where the board rotates more or less than the body) And it seems like it would get tedious having to take fingers off the board to hit the button in between or during tricks. I don't know. Not trying to float my own boat, but I just think my suggested method, if possible to implement, would be a lot more like real skateboarding. On a real skateboard, when doing a 180 or 360 your front foot would be on the board anyway whereas with a shuv your front foot would come off to let the board spin. Also, this method would be easier than taking your focus off the board to hit the cam button, would give much finer control, and would open up a lot more trick possibilities. I do think that a spin cam (body rotation) would possibly be the best thing to happen to this game since bluntslides on ledges but I just think that, as realistic as True Skate is, implementing it as a random button seems like a bit of a step back. I know you guys can come up with a more natural, realistic method. Replays: So I never used to use the replay feature cause I always just recorded my True Skate footage by sending my iphone screen to my PC with Reflector, but lately I've been wanting to record footage on the go. I tried to find apps or tweaks to record my iphone screen, but they all record at around 15 fps which looks too terrible for me to use. So I checked out your replay feature just to see if I could do a line, view it as a replay, and just keep the app in the background so that when I got home I could just play it back when I had Reflector going. But I just noticed that replays don't actually save the audio. So that cancels that option for me. Do you have future intentions to support audio and the ability to save replays for later viewing? That would open up the ability to actually save my footage without being stuck near my PC which would rule considering I work 55 hours a week. Performance Issues: So I noticed I'm still having the slow down issue I mentioned before. This always kind of sucked because it slows down so much that it's not really acceptable for viewing. It seriously cuts the frame rate to around 12-15fps. So if I'm in the middle of a long run and the slow down happens, it basically ruins the whole run. This has actually been a huge huge pain the past couple days. I've been trying to recreate the Nyjah Kansas City run and I'm a bit of a perfectionist. It's a 45 second run so I want to do every trick pretty much at the exact time of the real run so if you played them side by side it would be almost identical. I won't accept any tricks if they're different or not as clean as the actual tricks he did (Aside from 50-50 stalls which just aren't worth the risk and I don't think people will care anyway). And it's a little weird pretending I'm goofy footed after playing True Skate regular footed for so long. Nyjah does a kickflip front blunt, which I can normally do 9 out of 10 times regular, but I basically have to pretend to do a heelflip back blunt and it's just so much harder for some reason. So basically I've spent hours and hours on this one run and almost every single time I've got the run completely perfect, the slow-down happens right at the end and completely ruins it. If I weren't so scared of going bald I probably would've pulled my hair out by now. It's definitely made me wonder what I'm doing with my life. Ha ha ha. I've actually got some of the runs saved if you want to see what the slow down looks like and just how frustrating it can be after doing every trick up to that point perfectly. I'm wondering if it has something to do with the fact that I'm using Airplay at the same time. Maybe Airplay is just too much for True Skate? Cause I've noticed that it happens way more often when I'm actually recording. Like I said before, if I go back to the home screen and back to True Skate about 4-5 times it'll fix itself and go back to 60fps. But it doesn't last long. It's weird, but it hit a point where it was slowing down around the exact same time multiple times in a row. Around 30 seconds, right after the kickflip blunt, if you've seen the run. And I'm on an iPhone 5 with iOS 7 by the way. Again, sorry for this seemingly negative post. You know I got love for y'all and only want to see True Skate continue being the best of the best. And I've honestly only slept for 3 hours the past couple nights and I currently feel insane. I swear this Nyjah run is going to be the death of me. I hope it's worth it.