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#skateboarding

3 posts2 participants0 posts today

Added graphics options to the new settings menu. Finally able to switch full screen and windowed, set window size, use proper resolution scaling with bilinear and AMS FSR 2.2 options, and have vsync toggle.

Doesn’t save yet but I was so excited I just uploaded a new build to Steam as is.

Well that was fun. Updated some new screenshots on the store page, uploaded a new build, and set early access live. Tested with 3 other people for the most people playing together yet. The launch sale doesn’t seem to be active, should be 40% off. Regardless, I got a bunch of keys for anyone curious but not wanting to buy into early access.

Finished the first blockout pass on the new downhill level. I want to add benches and ledges with grind splines to the sidewalks, some grindable awnings on the walls, some high grindable power lines, and some streetlights for the next pass. Then I’ll block out a couple more levels before coming back to cut out paths through the buildings on this one.

Spent two days recreating the onboard air strafing state then went back to my original input / movement model and just cleaned it up and tuned it with better defined min / max constraints.

Since the game takes trick and movement input with dpad / left stick, air strafing needed a delay to allow for trick input in one direction then indented movement in another during one jump. Also, lateral force needed a min to still traverse between rails at slow speeds.

Got the diagonal input flip tricks detected and added update states to manage them (with placeholder programmatic board rotations for now). I’m going to change the rotations to be appropriate if your character is switch stance / goofy. I can see here in slow motion that the rotations are backward of what they should be for the stance of the character in the video.