1. #11
    Nytmair's Avatar Senior Member
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    Originally Posted by SparkierJoNESZ Go to original post
    well if you readed this you would have seen "also some mod please fix my title to "concerns about fusion"
    because i can't edit title

    also i would like if more people commented on the speedrunning mode to see what they think about it
    Sorry dude. Just being a jerk (like usual)
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  2. #12
    Originally Posted by IFTHISTHENTHAT Go to original post
    I like the idea, and often think about it.

    I was actually just hoping for something like this playing Fusion like 5 minutes ago. Here's what I came up with.

    A special menu (in settings?) called Advanced Rider Menu (or something) where it would allow both back (or select or whatever that button is) and B to to serve the same purpose.

    To restart the race. BUT (and that's a big but ) also, I'd like the countdown removed. I get it, 3 2 1 ready set go, but in speedrunning, I'm ready. I was ready as soon as I saw that last jump not clear properly. I wasn't just born ready, in my last life I died ready. And when you're rushing to overcome that mid track or later obstacle, the "ready... go" can seem like an eternity.

    Okay, well that was a tad over exaggerated. But trying to top your best time has it's own little things that get in the way. I'd like to activate a menu item that allows me to restart a track treating the start as just another checkpoint, with out a countdown (just like when you hit B at the start of a track) coupled with an optional binding of B to do the same as BACK.

    I can't voice anything on the other editor aspect other than it would be nice to have more freedom in the editor.... as amazing as it (presumably) is already.
    they way i see it it should be easy accesible, like if you are playing a track, you press start, scroll down, activate speedrunning checkbox and done
    after that it should stay active till you deactivate it,

    not too many menu's so it can be done and undone very easily incase you decide to play another track
    also permanent so you don't have to activate it in every track you play
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  3. #13
    Blastergamer's Avatar Senior Member
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    I totally agree with you, spark!

    Usually I don't speedrun, but when I do, it can be a big pain (uncomfy) having to stretch my left thumb to the 'back' button every restart. I agree with IFTHISTHENTHAT, just a simple option to enable/disable speedrun mode, maybe even right in the pause menu pressing "X".

    The no-B-disable is the most ridiculous thing. Disable gas? Yes. Disable brake? Yes. Disable lean & bailout? Yes. Disable checkpoint restart? DAMN NO. You must do the hard way!
    Having the A/RT X/LT not split is for the editor's sake a death for skill games. We have so big projects but those most useful buttons useless is a deal-breaker for us all. Who uses A and X for driving anyway for speedrunning and technicals?

    Originally Posted by "xzamplez
    I, and many others, agree about the speedrunning mode as it's been suggested since Trials HD. Redlynx doesn't care.
    I can agree with that. RedLynx is far too much concentrating on casual stuff and features which gets used a few times only. If RedLynx only would fix those issues and add these little changes the longevity would rise much more. The restricting Evo editor really ruined my great ideas for mini-games, and I fear that Fusion becomes the same bane of ideas again.
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  4. #14
    What's up with this 'Speed-running' thing? You could just uhh.. not include any checkpoints while building the map? And these SR tracks I've been seeing don't feel very speedy at all, they're just Trials maps to me. When I think of 'Speed' and 'Run' I think of only allowing the Scorpion with a smooth-flowing track like those where the author uses the awkward-looking characters in the titles.

    As for separating the trigger and buttons, it can already be done if you know the trick .

    The gas trigger has a threshold of 7 and the brake goes to 3. The X and A buttons set these straight to max when pressed. Use a Generic Filter to detect if the value of the trigger is Less/Equals 6 or 2 (and maybe Greater than 0 for just-in-case) and you've got yourself new buttons. of course, you cannot use both commands together, but you could for instance set A to jump and RT to crouch. There is also the issue with pressing the trigger all the way and getting the other command but that can be fixed with another filter (which I am not fluent in). More work but not totally blocked out .

    Reset on B
    If your track doesn't have platforms over other platforms, you can set up Checkpoint restart to activate reset to Driving Line. Might enable a save-anywhere instance unless you placed Triggers that enabled the feature, I dunno. Haven't messed with that one either but again, it is possible.

    - Jolan
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  5. #15
    Originally Posted by JolanXBL Go to original post
    What's up with this 'Speed-running' thing? You could just uhh.. not include any checkpoints while building the map? And these SR tracks I've been seeing don't feel very speedy at all, they're just Trials maps to me. When I think of 'Speed' and 'Run' I think of only allowing the Scorpion with a smooth-flowing track like those where the author uses the awkward-looking characters in the titles.
    Speed running in terms of games just means seeing how fast you can complete something, generally it refers to the speed in which you can reach the end of a game. In trials terms speed running is just referring to trying to get the fastest time you can on any track.

    The checkpoint thing can be done on user tracks although I'd say not an ideal way to make a track. What is being asked for here is the ability for this mode to work on official tracks, and allow an easier and faster way to restart.
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  6. #16
    Blastergamer's Avatar Senior Member
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    Originally Posted by JolanXBL Go to original post
    What's up with this 'Speed-running' thing? You could just uhh.. not include any checkpoints while building the map? And these SR tracks I've been seeing don't feel very speedy at all, they're just Trials maps to me. When I think of 'Speed' and 'Run' I think of only allowing the Scorpion with a smooth-flowing track like those where the author uses the awkward-looking characters in the titles.

    As for separating the trigger and buttons, it can already be done if you know the trick .

    The gas trigger has a threshold of 7 and the brake goes to 3. The X and A buttons set these straight to max when pressed. Use a Generic Filter to detect if the value of the trigger is Less/Equals 6 or 2 (and maybe Greater than 0 for just-in-case) and you've got yourself new buttons. of course, you cannot use both commands together, but you could for instance set A to jump and RT to crouch. There is also the issue with pressing the trigger all the way and getting the other command but that can be fixed with another filter (which I am not fluent in). More work but not totally blocked out .

    Reset on B
    If your track doesn't have platforms over other platforms, you can set up Checkpoint restart to activate reset to Driving Line. Might enable a save-anywhere instance unless you placed Triggers that enabled the feature, I dunno. Haven't messed with that one either but again, it is possible.

    - Jolan
    This is not our point, and these methods are way too a hassle.

    Speedruns is a term, that someone's running over a level or game straightforward without doing other stuff or retrying in the middle of the game. And that means in Trials riding over tracks without checkpoint restart, and re-run the track if unsuccessful (aka. no faster time). Trials tracks still need to have checkpoints for non-speed-runners.
    Edit: Damn, Toboe Ninja'd

    The method to differentiate triggers and face buttons is Interesting, but that's not the point either. We just want face buttons and triggers split up. No need to be more complex.

    We editor geeks all know how to have disabled-like checkpoint restart so we can use B button for something, BUT when gets pressed 500 times the game ends and still need to restart. The even worst thing is you have to uncheck "reset on checkpoint restart" in hundreds of yellow tiles for big projects, and even when you can do that the screen freezes 0.3 seconds when pressing B and the logic cards can still fail and restart, which makes the game go flawed and unplayable.

    Now RedLynx read this post, no more excuses not adding these 3 options to Trials Fusion.
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  7. #17
    Guys, I can understand your strife with the speedrun mode however with the game being so late I'm development it doesn't seem reasonable to expect it at launch. You need to remember the amount of work adding something like this would really take. They'd have to create a function in the pause menu that disables or delete EVERY checkpoint. Having a function like this would be especially hard to create flawless when the player is attempting a tournament. The game would have to single out any checkpoint that isn't the start or finish, presumably before you're even on the course, that way it's ready for your liking. Maybe as DLC they'll add it, but complaining before launch for a feature like this you expect at launch isn't going to help.

    Even though I don't build a lot I know how to split the gas A/RT and brake X/LT functions, so I know any experienced builder can as well. This wouldn't be a necessary change for you guys as it's more for ease than playability. Again, something like this might be added as DLC but probably won't at launch.
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  8. #18
    Originally Posted by Carmine9437 Go to original post
    but complaining before launch for a feature like this you expect at launch isn't going to help.
    The squeaky wheel gets the grease. We're just squeakin'.
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  9. #19
    Originally Posted by Carmine9437 Go to original post
    Even though I don't build a lot I know how to split the gas A/RT and brake X/LT functions, so I know any experienced builder can as well. This wouldn't be a necessary change for you guys as it's more for ease than playability. Again, something like this might be added as DLC but probably won't at launch.
    it isn't just for ease of use, like i said before a simple game like supermeatboy can't be remade properly because you use rt and a at the same time and that is in a game where you can only do 4 things(go left, go right, run and jump)

    and all these things have been requested several times before
    and unlike some other flaws this game has( for example the rating system in tc) these things have clear solution and fixes
    while these suggestion might take some work rewriting their engine they are objectively bad and have a negative impact on the experience

    the speedrunmode wouldn't even be that hard to add its already posible to make on custom tracks only we have to use a different button than b, several people even use it for testing tracks in mp before they release it
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  10. #20
    xzamplez's Avatar Senior Member
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    Originally Posted by Carmine9437 Go to original post
    Guys, I can understand your strife with the speedrun mode however with the game being so late I'm development it doesn't seem reasonable to expect it at launch. You need to remember the amount of work adding something like this would really take.

    Originally Posted by "xzamplez
    I, and many others, agree about the speedrunning mode as it's been suggested since Trials HD. Redlynx doesn't care.
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