1. #1

    A couple of general questions

    Hey everyone,

    These are more general questions about the editor and publishing rather than specific situations, any advice would be greatly appreciated.

    1) Is it possible to have someone test your track (Beta test) without publishing it?

    2) Any advice on how to get a shot and your track actually being tried and rated rather than just slipping by unnoticed? I saw someone just left Fusion after having 4 tracks go completely unnoticed. I did wonder if a group of us here could get together and all positively rate each others tracks on launch. Say 10 ratings would hopefully get you up in the top of the 'new' tracks for attention and public judgement, but will have a relatively insignificant affect on your final rating down the line after full public scrutiny.

    3) Where do we go to make suggestions to Redlynx for updates to the editor? Personally I would love to see the 'Triggers and Events' and the 'Effects' categories moved over to the second and third slots from the left. Just makes sense to me that you would want those things close to the physics joints, lighting and sounds.

    4) Is it worth creating different difficulty levels of your tracks? Mine seems to be falling into the Hard range, though I would be interested in making an Easy version for those wishing to enjoy the 'theatrical' elements and an 'Insane' difficulty for those who enjoy a bit of punishment.
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  2. #2
    Lukeyy19's Avatar Member
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    1. Without online multiplayer, only on the same console.

    2. An appealing thumbnail and name is the best way to get plays

    3. Perhaps start a 'Level Editor Feedback and Suggestions' thread.

    4. I've never made different difficulty levels of each track, but it's nice to make a range of tracks so everyone can see what you're up to rather than just the more skilled players, but how you do that (different tracks, or multiple versions) is up to you.
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  3. #3
    Originally Posted by MonkyCMonkeyDo Go to original post
    Hey everyone,

    These are more general questions about the editor and publishing rather than specific situations, any advice would be greatly appreciated.

    1) Is it possible to have someone test your track (Beta test) without publishing it?
    Locally only until RL sorts out multiplayer.

    2) Any advice on how to get a shot and your track actually being tried and rated rather than just slipping by unnoticed? I saw someone just left Fusion after having 4 tracks go completely unnoticed. I did wonder if a group of us here could get together and all positively rate each others tracks on launch. Say 10 ratings would hopefully get you up in the top of the 'new' tracks for attention and public judgement, but will have a relatively insignificant affect on your final rating down the line after full public scrutiny.
    Advice: deal with it. TC is a mess. I have been working on my skill game every day since release. It's almost ready, and it will be quite special I believe, but every track suffers the same fate on Fusion's TC.
    However, due to no limitations with track spamming you can re-upload your track to TC once they sort it out, but I don't encourage doing this unless your track is a overlooked masterpiece, or close enough.

    3) Where do we go to make suggestions to Redlynx for updates to the editor? Personally I would love to see the 'Triggers and Events' and the 'Effects' categories moved over to the second and third slots from the left. Just makes sense to me that you would want those things close to the physics joints, lighting and sound
    s.

    There are threads for feedback all over the place. I assume this very sub forum is ideal though.

    4) Is it worth creating different difficulty levels of your tracks? Mine seems to be falling into the Hard range, though I would be interested in making an Easy version for those wishing to enjoy the 'theatrical' elements and an 'Insane' difficulty for those who enjoy a bit of punishment.
    Yes and no. Most games have multiple difficulty modes and choice is good, but for Trials tracks it may arguably be a little different; your track is a hard and was designed as such originally, your original vision. Whereas most games simply change health values, or some other aspects, with Trials you change the driving line, which is ALL of the gameplay and some visuals too, and there is not much else Trials has other than those two things.

    Edit: Lukkey beat me to it/
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  4. #4
    Originally Posted by MonkyCMonkeyDo Go to original post
    4) Is it worth creating different difficulty levels of your tracks? Mine seems to be falling into the Hard range, though I would be interested in making an Easy version for those wishing to enjoy the 'theatrical' elements and an 'Insane' difficulty for those who enjoy a bit of punishment.
    You could have a simple menu at the start which, depending on difficulty selected, sets certain values i.e. player health, enemy health, fuel % etc I'm thinking of skill games mostly but this could apply to trials tracks too i.e. time limits or obstacle sets etc
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  5. #5
    Thanks for the responses everyone, answered all of my questions and queries, many thanks
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