Hello Alex, Thanks for playing, I’m glad you enjoy it. I do plan to update the game sometime in the future but I don’t know when. It needs a lot of work before I feel comfortable with releasing another update, but I’ll be sure to announce it here whenever I begin to make headway with it.
SpaceDimSum
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According to your specs, the minigame controls should be working. However, PS controllers I have two possible fixes:
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If you have any additional input devices (besides keyboard and mouse) plugged into your pc, it may be messing with the game’s ability to properly read inputs. This shouldn’t be the culprit of the issue but it’s worth a try.
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Although PS4+ controllers are considered generic “DirectInput” devices recognized properly in windows, some inputs may not work properly in certain situations whereas a device using the alternative “XInput” API will (xbox gamepads, most 3rd party non-Sony gamepads). I know for a fact that Xinput works with the godot engine. To utilize XInput on a non-X device, you can create a DInput-to-XInput wrapper using Steam:
-Add morgan_skate_club_v005.exe to your Steam library
-Right click morgan_skate_club_v005.exe and select “Properties”
-Select “Controller” and select the dropdown option listed “Enable Steam Input”
-connect ps4 controller and ensure Steam recognizes it
-close menu and launch game through Steam.
Let me know if that works!
Hello Sleepee,
That’s odd. Does your X button normally work when walking/skating? If not, you may need to check your gamepad input drivers. Most XInput-compatible computers and devices should work with the game.
The minigame works using xb360, ps3, and ps5 controller on Linux, and xb360 and ps5 controller on Win 11. Although I wouldn’t rule out a game bug to be the issue yet, I wasn’t able to replicate the issue using these combinations. If you can, please let me know what you tried and if the issue persists.
No issues caused, only issues fixed. I appreciate that you’ve come forth to point out the problem, as this is all fresh news to me. I’m pretty sure there’s a problem on itch.io’s serverside that borks everything. I’ve just tested the Linux download and that seem’s broken too. If it happens agian, let me know as soon as possible so that I can sort everything out.
To everyone: All biulds have been reuploaded, so please let me know if your respective OS zip/tar works. Thank you!
That’s odd…apologies for the issues, but I could’ve sworn everything was working the day I uploaded it. Hopefully Itch.io isn’t corrupting the zip somehow. Either way, I’ve reuploaded “MSCv005_Windows.zip” on the downloads page. Please let me know if the new zip works. To any other Windows users that see this, have you been experiencing this problem too?
gotta be a troll, hahah…
My Fang model was made as a tribute to the fans of Snoot Game as well as a thank you for their kind hospitality on Fang Friday (if you know, you know). I shared the model with everyone there and it seems to have made its way around the web, which is fine. It is a gift from me to whoever. To make this available again, I have reuploaded the original invloved models to my Gitlab here, which you can download as well: https://gitlab.com/spacedimsum/snoot
Thanks for reaching out, I hope you have a good one. Enjoy the models!
thanks for all of the feedback! i’ll try my best to fix all of the issues you’ve mentioned for v005.
i’ve recently fixed the quarterpipe bail issue (i think), which mostly had to do with a bug where the skater would detect a wall and not a floor on the steepest-most part of the quarterpipe, resulting in a bail. I also think it’s a topography issue (how the 3d shapes/polygons are put together) as the warehouse ones are the most consisent. i’m still trying to figure it out so that it could be near flawless for v005. either way, with the wall problem being cleared up, the skater can skate 360 loops now which is neat :)
the combo-counter needs an overhaul, as doing new combos while the old combo text is still up would typically result in a borked combo. i’ll fix it soon.
bugs aside, thanks for following and playing the game!
that is intentional. the windows are transparent because the texture is too. the warehouse walls of include what’s called an “occulder”, which “unrenders” things that are behind it to save on computer performance. i never took the time to snip out all the windows so that wouldn’t happen hahah. i’ll try to fix it for v005. thanks for playing!
Hello Skiibee, thanks for the heads up. I just fixed the game over screen, which was a silly error on my part; i forgot to re-enable the visibility for the button UI. I'll look further into the manual bug in the mean time. It should be an easy fix. All of these fixes will be present in v005.
ps: cool youtube, thanks for taking the time to play and make MSC videos! Awesome job with the Fang models! hahah
>steam's controller configuration
Steam overlay (or whatever Steam thingy you have going on) is probably the root cause your issue, however, I've gotten feedback from some players that do fine if not better with it on. It mostly depends on your driver setup. I recommend launching the .exe on it's own using your graphics processor if possible. Generally, the game should recognize any hardware that can use an XInput interface. Thanks for playing!
That's odd...it's probably activating from a gamepad doublefire (the controller outputs more than one signal on a single button press), however there is a set delay in the code that should prevent repeated interactions upon exiting a conversation. Are you able to re-create the bug with only the keyboard or the with the gamepad disconnected?
Hey there! Further research allowed me to figure out your problem: As I do not have a Macintosh or any way to "sign and notarize" Apple applications, I cannot provide software that'll simply and immediately run on MacOS due to a literal computer gatekeeper called "Gatekeeper". However, this can be overridden as according to the official Godot engine documents:
https://docs.godotengine.org/en/stable/tutorials/export/running_on_macos.html#doc-running-on-macos
This fix will also work for any future versions of MSC.
Thanks for playing. At the time of programming the button logos, two seperate layers are used which will appear/disappear depending on the gampad hardware that's connected. I'll fix this issue in the next update with a more efficent logo loading system instead. I developed v004 using a Dualshock so some of those UI elements might peek through on accident.
Hello. Sorry about the bugs. I am aware of them. As of late, I've currently been adding a few fixes and features to the game, including but not limited to a re-worked and very efficient character select screen. All of the double hover problems and such will be gone soon. Not sure about it's exact ETA but youre more than free to follow to keep track. Thanks for playing!
Hello. After testing the game on a thinkpad t420 with an nvs 4200, I can confirm that the warehouse does not run well, however, test park was playable with at least a halfed sized window. The warehouse has many trees so your computer is probably having a hard time processing all of the polys. Most objects in the game are already low poly, but I'll look into optimization for the warehouse trees instances and future levels. Low to moderately beefy hardware is the minimum recommendation. I'm currently in the works on a few bug fixes that I can hopefully deliver soon. Sorry about the time being, but thanks for playing!