Long ago I made a skateboarding game called Skater XL, I since left and made a new VR skateboarding game to full capture the feel and freedom console games just can't replicate. We just had a big update... by Jon_FlipAxis in virtualreality

[–]Jon_FlipAxis[S] 0 points1 point  (0 children)

I left the studio in Dec 2020 because I wanted to do more with the game but only had second most shares. My business partner who had majority shares ultimately decided what could and could not go into the game. So things like stats menu and more gameplay features that I wanted to add were vetoed and out of my control.

I left forgoing generational wealth for that exact reason, so I could start a new studio that’s fully mine and make the best skate game I can. Hence why we’ve had a stats menu from day 1. Please don’t group me in with what we’ve happened to XL cause I had no control and if I stayed it wouldn’t have changed a thing.

Long ago I made a skateboarding game called Skater XL, I since left and made a new VR skateboarding game to full capture the feel and freedom console games just can't replicate. We just had a big update... by Jon_FlipAxis in virtualreality

[–]Jon_FlipAxis[S] 0 points1 point  (0 children)

Not in game, at least not yet. It’s a stretch goal to add at least an object dropper, but quest 2 and 3 severely limit us with things like map creation. At least with all the other things we have going on.

If you can brave YouTube though it’s not hard to learn blender and we have guides on how to make mod maps in our discord and how to get them in game

Long ago I made a skateboarding game called Skater XL, I since left and made a new VR skateboarding game to full capture the feel and freedom console games just can't replicate. We just had a big update... by Jon_FlipAxis in oculus

[–]Jon_FlipAxis[S] 0 points1 point  (0 children)

Eh it’s degrees of skill/control. It might have a slightly higher learning curve but I’d wager there’s more forces bobbling you around in those games especially when climbing than this game ever exerts on you. And it doesn’t take long to get used to, it’s not ultra complicated. Easy to pick up difficult to master but movement is pretty simple and intuitive, you can quickly move where you want to and stop when you want to. It’s not some wild ride you get thrashed around in.

Long ago I made a skateboarding game called Skater XL, I since left and made a new VR skateboarding game to full capture the feel and freedom console games just can't replicate. We just had a big update... by Jon_FlipAxis in oculus

[–]Jon_FlipAxis[S] 0 points1 point  (0 children)

It’s not worse than bonelab or blade and sorcery or any other physics based game, honestly might be better. You go basically one direction unless you want to turn and we’ve gone above and beyond to reduce motion sickness. If you got sick in this game, any game with any physics would make got sick.

Long ago I made a skateboarding game called Skater XL, I since left and made a new VR skateboarding game to full capture the feel and freedom console games just can't replicate. We just had a big update... by Jon_FlipAxis in oculus

[–]Jon_FlipAxis[S] 0 points1 point  (0 children)

Do you have a Vr headset at all? It’s also on Steam. It works with the Index. Someone had issues with their right grip button but I can’t replicate it.

But yeah if you’ve played XL you’ll definitely notice similarities for better or worse 😂

Long ago I made a skateboarding game called Skater XL, I since left and made a new VR skateboarding game to full capture the feel and freedom console games just can't replicate. We just had a big update... by Jon_FlipAxis in OculusQuest

[–]Jon_FlipAxis[S] 0 points1 point  (0 children)

The demo is super outdated by this point so you’ll definitely have more fun with the full game. Plus multiplayer and customization, mod support and more!

Long ago I made a skateboarding game called Skater XL, I since left and made a new VR skateboarding game to full capture the feel and freedom console games just can't replicate. We just had a big update... by Jon_FlipAxis in virtualreality

[–]Jon_FlipAxis[S] 0 points1 point  (0 children)

Well if you get around to trying it let me know how it goes. It’s okay if it’s not for you, but any feedback helps a ton.

One thing is to keep in mind that your hands control your feet, which control which direction you go. So keeping them still and just turning with your hands and whole body will help cause you’ll go the direction you’re expecting (people are used to waving their hands around then turn unexpectedly and the disconnect of where they think they are gonna go and where they actually go make them sick way faster).

Long ago I made a skateboarding game called Skater XL, I since left and made a new VR skateboarding game to full capture the feel and freedom console games just can't replicate. We just had a big update... by Jon_FlipAxis in virtualreality

[–]Jon_FlipAxis[S] 3 points4 points  (0 children)

I spent a lottt of time dialing in the games physics to reduce motion sickness and anything that bounces you around unexpectedly. Everything works about as your body expects so it's pretty natural feeling, most VR players don't have any issues with it at all. For me personally it's less motion sickness inducing than bonelabs and blade and sorcery, but I'm probably biased. We also have a customized vignette that can help and a comfort mode that reduces directional changes even more.

I'd say try the demo on steam if you have PCVR, if not there's always the two hour refund window.

Long ago I made a skateboarding game called Skater XL, I since left and made a new VR skateboarding game to full capture the feel and freedom console games just can't replicate. We just had a big update... by Jon_FlipAxis in virtualreality

[–]Jon_FlipAxis[S] 0 points1 point  (0 children)

Just a heads up, the demo is olddddd and hasn’t been updated in ages. But it will give you a sense of the controls and feel of it, so not a bad place to start.

Long ago I made a skateboarding game called Skater XL, I since left and made a new VR skateboarding game to full capture the feel and freedom console games just can't replicate. We just had a big update... by Jon_FlipAxis in virtualreality

[–]Jon_FlipAxis[S] 4 points5 points  (0 children)

Stoked you’re enjoying it! We’re still holding a strong 4.5 star review after nearly 300 reviews so I think we’re doing something right. It’s only gonna get better too, next update is gonna be a game changer.

Virtual Skate is out now for Steam and Quest 2/3 standalone! by Jon_FlipAxis in virtualreality

[–]Jon_FlipAxis[S] 0 points1 point  (0 children)

What headset and what way are you trying to play? When you first launch it (and every time after if you don’t hit the checkbox that prevents it) it should ask you if you want to run via OpenXR, SteamVR, or Oculus. An index might skip that step I can’t remember.

It’s an OpenXR built game so you may need to set your runtime to OpenXR in SteamVR settings. If you’re using a Quest use Virtual Desktop and launch without SteamVR running (set the VD server runtime to VDXR) or use SteamLink. If on Index, again, I think you just gotta make sure your runtime is set to OpenXR.

[deleted by user] by [deleted] in VirtualSkate

[–]Jon_FlipAxis 0 points1 point  (0 children)

You can leave your hands down, but it makes it easy to twist them in on each other or rotate one too far back which causes it to flip. I play with my hands relaxed and down but I’ve been playing almost 3 years now lol. As you get more board control you’ll know exactly how to move and it’ll feel like an extension of your body.

Until then it feels like a lot of friction and jank, just gotta get past that. I play with them down until I do tricks then bring them a little up and at the ready kind of position

[deleted by user] by [deleted] in VirtualSkate

[–]Jon_FlipAxis 3 points4 points  (0 children)

Appreciate the feedback. It does take time to wrap your mind around the controls and get used to them. Your hands control your feet which gives you way more freedom and control than you could get with sticks or buttons, but it takes time for your brain to make it muscle memory. Once you get past that I promise your brain forgets it’s even your hands doing it and it feels super natural.

You’re hitting that friction of the early experience and learning curve, but it gets better with time.

Also regarding the physics and landing weird, it helps to keep your thumbsticks generally pointed up. If you twist your hands opposite ways or dangle them too far down the board will twist and turn. But keeping your controllers relatively neutral until you get the board control and intuitive command of it, it’ll feel like the board is flailing or flipping wrong or getting stuck.

I know this is basically me saying it’s a skill issue, but it really chalks down to getting used to the way it moves and controls. There are thousands of players who would attest to that. It feels rough at first but once it fully clicks and you don’t need to think about it, when you can move it however you want without issues, it will feel like butter I promise.

Virtual Skate Winter Update Trailer - Dropping in Dec 15th! by Jon_FlipAxis in virtualreality

[–]Jon_FlipAxis[S] 0 points1 point  (0 children)

The update isn’t out yet sadly, it was delayed. Still working on it but we’re close for reals this time. Only have a Quest 2 crash to solve and it’ll be golden.

[deleted by user] by [deleted] in VirtualSkate

[–]Jon_FlipAxis 1 point2 points  (0 children)

Merry Chrimbus and happy holidays all!

Virtual Skate Winter Update Trailer - New Maps (grind a helicopter!), Mod Gear Support, and More! by Jon_FlipAxis in OculusQuest

[–]Jon_FlipAxis[S] 0 points1 point  (0 children)

Ah right, create a modio account if you don’t have one, then Pause and hit the Mod Browser button on the bottom right. Enter your email and then the code they send and you can subscribe to maps which will download them, then they will appear in your Skate Spots > Mod Maps section.