Hi. I've been making this holdup track on an already released one. I've completed the the track it was ready to upload and for some reason I couldn't upload it that day. On the next day i tried to upload it but it broke from that marked flag. I fixed it, rode again, it was fine. To test it, I saved the track, restarted browser, imported code and it broke again on that same point. I tried to fix it like 6 times and it all broke. Why is this. Should I try again or is it broken forever? Someone please shed some light.
autos tend to break themselves in editor. It's very unfortunate. I absolutely love what you have there, by the way, and i think that you should continue it. the only real solution i can think of is polygons mod. And continually refreshing the browser if not. Good luck!
Sigh. Its alr 700KB+ and I think Im gonna continue until its not broken anymore. thanks for the quick reply
I'm not sure what you mean by "fixed it" because usually autos can't be fixed, so I assume you mean "fix" as in "remake". If the auto keeps on breaking at the same exact point for some reason, that could be because something went wrong before the rider reached the checkpoint. The break in any of the strokes from before might just be very slight, so you might not notice and the auto might seem clean. To combat this, usually I open up a new tab and switch between the two editors to check for any differences in the rider's position at the exact same frame. Here's a video demonstrating this process. Make sure to turn on captions, and if you have any questions, see if they're answered in the description. If not, feel free to ask.
Hey so I'm glad you asked b/c I've always had thoughts about this when making tracks Ok I don't have much help for an interesting ride b/c the rides I enjoy aren't anything too crazy/what some people would consider interesting. Since I like simpler rides that don't need a whole lot of technical skill and can carry me through most the detail in the track. So a lot of the rides I've made and enjoyed are heavily tied/dependent on the visuals of the track. Coming up w/ a ride and meshing it w/ the detail and have it appear pretty seamless is tough and I think requires a lot of creativity. Specifically when you plan on detailing heavier and what you're drawing is more actual. Gotta just brainstorm and see possible platforms and ramps in objects, and then through those objects make up a significant portion of the ride. It's almost like hiding a ride into the detail and just so happening to stumble across it as you play the track, I find that can really tie the look and feel of a track together. Also, I know that people often do this but don't make the whole ride first and then detail based off of the ride(unless the main focus of the track is the ride and detail is secondary or incorporating it isn't important), b/c it's gonna look awkward and disjointed. I go back and forth between detailing and making the ride, w/ a vision in mind for the look and feel of the whole track, I might not quite meet that vision but that does a good job at finding a decent balance. BTW you should know the quality of the ride will suffer eventually whenever you try to incorporate the detail into the ride. So it'll be a matter of balancing between how much you're willing to sacrificing/limit the ride for detail and vice versa. And more abstract ideas, environments can get away w/ more focus on the rides but still having it be incorporated well with the detail. And some examples about what I mean: Overgrown by Mr.Lemon does a great job at incorporating ride and detail together, uses a lot of environmental objects in the scene at diff. positions and angles to form much of the ride. The beginning of Sahara by Cata does a great job of hiding the ride by incorporating it into the natural silhouette of things, almost as if conveniently there's a ride that just so happens to be in the drawing. The three boxes to the left don't add much to the ride(prob make it a bit worse) but they do a lot in terms of the visual appearance of the track since they break up the monotony of the smooth silhouette of the ride and landscape(more visual interest, variety). This is an old track by me and it's a bad example of incorporating detail into the track, the ride sticks out so much since it's forcing everything to conform to it. I'm compromising too much of the shapes of rocks/cliffs to accommodate for the curvature of the ride. It takes you out of the detail/scene and the detail was bad anyways so it just looks amateur. Now a case like bolaside II by Shep wouldn't really apply since it's pretty abstract and they're not trying to depict anything real. So the detail itself could really be whatever since it serves more as a means to just add visual interest. You couldn't really say it looks off or could be done some other way b/c there isn't anything to compare it to.
Bruh, this is exactly what I wanted. But you are late. After trying for 2 more days, I deleted that track. sigh again
Man, that's a really unfortunate waste. I suppose since you thought the track was permanently broken the code wouldn't need to be sitting around anymore, but yeah, I agree with Innominate, better safe than sorry. I've neglected to save tracks before and that would sometimes result in a sizeable loss in progress. But deleting a whole track is pretty big in general and I'd advise against that, no matter how screwed up something might seem. At least you can apply your new experience to your next track now. I just hope you only deleted the auto and not the detail.
Still have the detail tho. After these replies, I'm gonna give it one more try, this time with all the tips you guys gave. Start afresh
An easy way to test autos or holdups is just open up a new editor and test it out there. Also brush and curve tool make tracks break easier Idk if a_drain already said this in the video because I didn’t watch it
Yeah, I didn't put any of that information into that specific video, since that process is covered in a different one. In my signature is a thread that has some videos that cover some basics of making autos, but I didn't refer Starkid to it, since it seemed that he was familiar with how to check for auto breaks, as he said he tested the auto multiple times in the process of trying to fix it.
Not bad. If you want to make it look a little better, working on the birds at the top would be a good start. As for waterfalls, I'm not the greatest at that kind of water physics, so you may want to check out Maple or I think Fluffysmack for some good references