One other thing I'm trying to accomplish is allowing the hex board to move it's position in worldspace, and having it respect that when using the HexConverter. Do you know if there is a simple way to allow this?
It seems to initialize the HexTiles to worldspace (0,0,0) as it stands
GamerBoyAdvanced
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Hey sorry for the delayed reply - I'm not exactly sure yet, I had thought it might have been a bad batch of hardware (bad tracking/speed) but it could really also just be down to player's throwing styles, everyone's different. But, some have had this issue who have been playing for a long time, or have been playing DB since the start, so there's some gray area that's coming through. Tough to pin down.
And thank you! I'm so glad you're enjoying it, I hope it brings you fun and a consistent, positive experience :)
Hey Lift, dev here. There have been reported issues with the throwing on Quest 2 from some users, but after purchasing and testing on one myself, I found no such errors or bugs - We aren't exactly sure where these stories might be cropping up from, but I can say for the majority of Quest 2 users, the experience plays as intended. If you want, you can always hop in the discord to get additional opinion on the matter from the players themselves. Let me know if there's anything else I can tend to :)
Hey Dobsy,
Thank you, glad you're enjoying it. As far as the goggles, they do look good and fine in-game, but you're right as soon as you try to record gameplay it comes out like this. I experienced this just the other day and noticed it for the first time. Possibly in this coming update this will be fixed, but no promises. And as for the controls illustration, I do mean that! I'll be sure to change this in the new update. Thanks for catching that :)
Hey shdw,
Not sure, Itch has been weird lately and I've been uploading new builds, no sweat!
You're right, there was a lot to do on the SideQuest page of things, and it should now all be updated (including the version number like you suggested). Would love to see you and your friends get in on the game together, it should all hold up. I'm not sure if you're in the discord, but we could definitely hook up for a game sometime together (you can also join in on the daily conversing about the game & DG) - https://discord.gg/YfQRmrt
Glad you're looking forward to it :)
Hey deft, sorry the page is causing you issues. The latest version of the game is indeed 11_26. You should get an .apk DiscBenders_AceRun_Quest_Full_11_26 and a .zip with the same name but _Rift_
I think you're right, these were misnamed. My apologies - I've just fixed it so let me know if it's resolved for you :)
Hey Shdw, long time no see. I've been off the grid too (moving) and just came back online. Yes, the game has full multiplayer support! Can't believe it's come all this way. Would love to have you and your friends come on board, there are lots of others too.
I'm wondering, are you still seeing an older build on Itch? The new version has been up for weeks now, so I can't imagine there should be any issues at this point...
Hey Shdw, I messaged you on SideQuest, but here might be good too - The full release of Disc Benders went live last night! Check it out - https://sidequestvr.com/app/594
Haha none of our stats will be impressive, it's technically possible, but not practically :P
For sure, it's part and parcel of creating a longer form experience that is additive to the multiplayer update. Sad news: I actually broke my first headset like a day before I uploaded the back 9, the strap snapped right off. Luckily, I have the other one I ordered, and Oculus is doing a full replacement, but that means I'll have to be waiting until that comes through until I can test with both. Until then, I'll be laying the groundwork like this and getting in multiplayer aspects where I can! :)
Hey Lynx,
So awesome to hear you're looking forward to this update, I agree adding a whole nother 9 holes is a great amount of content. I'm thinking about strategies for future content releases like this and how they will be monetized, so I hope to hear how you play with this round and will incorporate it into my release scheduling.
Yeah I tried to make it as intuitive as possible, both to DG vets and newcomers throwing a disc with these characteristics, I'm glad it comes across for you :)
Probably won't go the way you want most of the time, doesn't for me either and I know the 1's n 0's behind it :P The flight paths are for right-hand back-hand throws, and (as I'm learning now) these are only in ideal conditions at the target speed for the disc. In other words, it's highly variable! But, you can always make it work.
Hope to hear more from your experience with the new features
Hey Amra, thanks so much for the additional donation. So glad to hear you are enjoying the new updates, are things being more stable now in terms of bugs/glitches?
As for the watch, the second page is going to display stats from your most recent throw. The top left number is speed (in meters/second, although I should convert to Mph), the top right number is spin, and (once the disc lands) the bottom number will be distance (in feet).
Appreciate the appraisal and look forward to seeing the content you put out!
Hey Shdw, so glad you enjoy the concept of the watch, I hope you'll like it in-game. Great to hear you look forward to more of the course, I'm working on the back 9 as we speak!
Having actual course designers help out with fleshing more courses is actually a great idea. I think after I release this next update (which will be around 6/5), I'll look into something like that, and see if we can't get someone on board :)
It is unfortunate about the Oculus pitch, but I'm grateful there are options to apply multiple times, definitely have high hopes for this in the near future.
Also, got my second Quest in, so am looking forward to starting multiplayer development!