1. #421

    Re: Trials Evolution - Guide to the Editor

    hahahahah " while you wernt paying attention i set up the logic for this skill game"

    so check points are always in order like THD?
    1 being the start, 6 finish.
    123456

    you cant have it like this?
    213465?

    2 being behind the start and 5 infront of the finish.
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  2. #422
    sebastianaalton's Avatar Trials Developer
    Join Date
    Mar 2014
    Posts
    2,455

    Re: Trials Evolution - Guide to the Editor

    Originally Posted by bobozilla
    No worries. All lanes are equal. It compensates for extra distance by believe) making the riders on the outer lanes go slightly faster on turns.
    In our official track all lanes are equal. But if you make curved paths, you have to compensate it yourself in your own track. The checkpoint tool shows how far each line is at it's location. If you make a turn to the opposite direction, the distance will even up before the finish line. Alternatively you can of course make the inner lane slower by any other means you like (slower obstacles for example).

    Supercross tracks are designed to be short, and they are always played several times in a row (you can adjust the heat count). The players are rotated in the driving lines (so that you always end up being at the next driving line in the next heat). If you play full 4 heats, everyone will play on each driving line one time. This is useful if you accidentally (or purposefully) made some driving line easier or faster than the other ones. As everyone plays every driving line once, the difference is evened out at the end.
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  3. #423

    Re: Trials Evolution - Guide to the Editor

    Ahhhh ok... I may stick to making straight supercross tracks then.
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  4. #424

    Re: Trials Evolution - Guide to the Editor

    Is it possible to create an online multiplayer skill game?

    Also, whate are the differences- If any- between playing as the bike and playing as the rider?
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  5. #425

    Re: Trials Evolution - Guide to the Editor

    The last 2 videos really helped to show the use of data sources at the most basic level and compared it to things we already know which was awesome!
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  6. #426

    Re: Trials Evolution - Guide to the Editor

    I am so going to build a Bioshock remake, your left hand (Plasmids) will have throwable squirrels and your right hand (Weapons) will have a MINIGUN YEAAAAAAAAAAAH!





    If I can lolololololololololol
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  7. #427

    Re: Trials Evolution - Guide to the Editor

    These tutorials have been amazing. Thank you to all who made them possible. can't wait to see whats made once its let loose.
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  8. #428
    Happyflow's Avatar Senior Member
    Join Date
    Apr 2014
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    1,001

    Re: Trials Evolution - Guide to the Editor

    Btw. shogun can you combine all those videos into one?
    I'd love to have the entire video directly on my xbox.
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  9. #429

    Re: Trials Evolution - Guide to the Editor

    So what's the character limit in the skill game track instructions?

    And can we use code for symbols like (A) and (RT) or something...?
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  10. #430

    Re: Trials Evolution - Guide to the Editor

    Wuv you guys!
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