Here you can post suggestions for the game.
This can include new features, bugs I should fix and new track parts!
Hi, i am facing a problem and i dont know how to fix it. Im playing from https://www.kodub.com/apps/polytrack and i cant go into spectator mode and i don't know why, is there any fix?
You can clip through the randomly generated hills. whenever you are at high speeds, your car can clip through the hills. this also works when your car is airborne and the roof collides with the hills at first impact.
I made this track where you can clip through the hills easily. I started making it as a fun gimmick, but i landed, slid, and randomly clipped through the hills.
v3YA3VWayRGIjxWawBXaudGIiV3Z4p9YlBGZAEoBokBjEffffveMwEYeZFMff9fXPzOBmP7M0ATQ4zGYeZEs8AJZGgrXvAs
When you go in the regular path, slow down so that you immediately land after the ramp, and start ramming into the hill at the left of the screen, it goes in a weird (clipped through/also not so clipped through) it demonstrates the bug. Back up and ram into it at higher speed, and it will fully clip through.
I hope this is bringing the bug to your attention, but I personally think that you should keep it in the game as a weird bug for players to experiment with and make cool "kacky tracks" as some people in TrackMania call them and make other stuff that i have not even thought of yet.
that is because the steering is not instant and the wheel is still returning to it's neutral resting position, which means while you are technically not steering the car is (I believe) or at least the wheels are tilted for a bit and this result in a less potent version of the air spin described above. This might also be cause by the momentum of the cars turning not quite fully returning to normal before the jump but that's basically the same thing
Thank you Kodub for this nice little game! I wanted to create a game of this kind about 15 years ago. But you did it better than I could even imagine!
Please add:
I'm glad you like the game!
1. I think this might cause some problems. Or maybe I misunderstood what you meant?
2. Sorry! It's already been toned down a bit in the next update. It was never intentional and is just a side effect of the wheels hitting the barrier before the chassis of the car.
3. More customization in general would be really cool! Such as different spoilers and wheels. The next update miiiiiiiight have some more color patterns to choose from but most likely not since I already have a lot of stuff to do for this update. Very likely in the next update after that though!
I'm sorry if any of this sounds harsh. It is not my intention. I like the concept. It's a lot like TrackMania, but it has a lot of issues I'd like fixed before adding new features.
My main issue is the physics. Mainly the lack of gravity on the car. The 1st turn on track 1 makes you just fly off unpredictably. This ends up as just having to reset over and over on the 1st turn of the game. That combined with the lack of slowdown when hitting walls just makes the car launch into space if you hit the wall even slightly. Those physics just don't work well with the TrackMania style levels with sharp precise turns. That doesn't have to be a bad thing however.
Track 5 showcases sections where the physics are very well utilized. The long tunnel sections with obstacles are incredibly fun and it's where the game really shines. Focusing on that would be a really good idea. It also gives it a niche that's split from just being a "TM clone".
I love that you added a map editor instantly. The car color customization is also great. I also like the look of the game just wish the lighting was a bit better on some parts cause the road can get really shinny at parts.
All in all I've enjoyed the game and I see a lot of potential for it in the future. It'll just require a good amount of work to get there.
I agree that the physics are kinda strange. The bounce when hitting a wall has been toned down a bit for the next update. The reason this happens is because the wheels usually hit the wall before the chassis causing the car to be launched into the air by the suspension. This is quite hard to balance because if I make the chassis extend too far forward it will hit the ground when driving up a ramp for example. I might also experiment with making the barriers higher or a different shape.
I should definitely take some time to go through all the materials in the game. I agree it's too shinny sometimes!
I'm glad you like the game!
I don't think so.
Then I would have to somehow connect peoples' Discord profiles with their in-game profiles, which would be quite a bit of work among other reasons.
I think it would be better with some kind of voting system, where the highest voted tracks will be shown on top. I think it would be more fair as well, since good tracks are good tracks no matter who made them!
Adding Even More:
Boost Pads, Super Boost Pads, Mega Boost Pads, Ultra Boost Pads, Random Booster, Reactor Boost Up, Super Reactor Boost Up, Mega Reactor Boost Up, Ultra Reactor Boost Up, Reactor Boost Down, Super Reactor Boost Down, Mega Reactor Boost Down, Ultra Reactor Boost Down, Extra Long Slope Up, Extra Extra Long Slope Down, Extra Long Smooth Turn, Extra Extra Long Smooth Turn, Coin and Diamond Producer, Switch and Buttons, Road with Pillar at Top, Effects, Alphanumeric Signs, Sign with Text, Sign With Images, Checkpoint Rings, Finish Rings, Split Curves, Pillar with one by one side branch, Magnetic Wheels, Vertical track bottom round, middle and top round outer corner, Vertical Rotating 45°, Loops and Twists in Roller Coaster, and Lap Counter
Boost Pads now Available on PolyTrack:
Color of Normal Boost Pad | Color of Super Boost Pad | Color of Mega Boost Pad | Color of Ultra Boost Pad |
Black = +100 km/h | Black = +1000 km/h | Black = +10000 km/h | Black = +100000 km/h |
Light Gray = +200 km/h | Light Gray = +2000 km/h | Light Gray = +20000 km/h | Light Gray = +200000 km/h |
Pink = +300 km/h | Pink = +3000 km/h | Pink = +30000 km/h | Pink = +300000 km/h |
Purple = +400 km/h | Purple = +4000 km/h | Purple = +40000 km/h | Purple = +400000 km/h |
Blue = +500 km/h | Blue = +5000 km/h | Blue = +50000 km/h | Blue = +500000 km/h |
Light Blue = +600 km/h | Light Blue = +6000 km/h | Light Blue = +60000 km/h | Light Blue = +600000 km/h |
Green = +700 km/h | Green = +7000 km/h | Green = +70000 km/h | Green = +700000 km/h |
Yellow = +800 km/h | Yellow = +8000 km/h | Yellow = +80000 km/h | Yellow = +800000 km/h |
Orange = +900 km/h | Orange = +9000 km/h | Orange = +90000 km/h | Orange = +900000 km/h |
Red = +1000 km/h | Red = +10000 km/h | Red = +100000 km/h | Red = +1000000 km/h |
Sorry! I'm not sure I understand.
But building with these walls is a bit weird right now, because they take up a full tile, even though most of it is empty!
Rather than making multiple variations, there might be a better solution where overlapping tiles are allowed as long as the parts themselves don't overlap.
I Drived from Jakarta to Sumedang on Saturday, August 26 - Monday, August 28, 2023, Story of PolyTrack Variations with Rafly
Hey Kodub, I Need to Help of Starting to Working Now with Rafly
More Workers:
PolyTrack Track Editor can using same as TrackMania Map Editor:
Link Below:
Total Track Parts on TrackMania is so Many than PolyTrack
There are already names for the track pieces in the code. I'm not sure if I want to show them in the editor somewhere because I feel like they'd be hard to translate to all the languages.
Here you go:
Straight, TurnSharp, SlopeUp, SlopeDown, Slope, Start, Finish, ToWideMiddle, ToWideLeft, ToWideRight, StraightWide, InnerCornerWide, OuterCornerWide, SlopeUpLeftWide, SlopeUpRightWide, SlopeDownLeftWide, SlopeDownRightWide, SlopeLeftWide, SlopeRightWide, PillarTop, PillarMiddle, PillarBottom, PillarShort, PlanePillarBottom, PlanePillarShort, Plane, PlaneWall, PlaneWallCorner, PlaneWallInnerCorner, Block, WallTrackTop, WallTrackMiddle, WallTrackBottom, PlaneSlopeUp, PlaneSlopeDown, PlaneSlope, TurnShort, TurnLong, SlopeUpLong, SlopeDownLong, SlopePillar, TurnSLeft, TurnSRight, IntersectionT, IntersectionCross, PillarMiddleBranch1, PillarMiddleBranch2, PillarMiddleBranch3, PillarMiddleBranch4, WallTrackBottomCorner, WallTrackMiddleCorner, WallTrackTopCorner, Checkpoint, HalfBlock, QuarterBlock, HalfPlane, QuarterPlane, PlaneBridge, SignArrowLeft, SignArrowRight, SignArrowUp, SignArrowDown, SignWarning, SignWrongWay, CheckpointWide, WallTrackCeiling, WallTrackFloor, BlockSlopedDown, BlockSlopedDownInnerCorner, BlockSlopedDownOuterCorner, BlockSlopedUp, BlockSlopedUpInnerCorner, BlockSlopedUpOuterCorner, FinishWide, PlaneCheckpoint, PlaneFinish, PlaneCheckpointWide, PlaneFinishWide
PolyTrack Version History Types Every Decade:
This Game its so Exciting over 100 Years of PolyTrack by Kodub History
I need to Help I can Start Upload on Twitter now (PolyTrack 0.4.0) upload is not 265 Posts on Twitter
Can you make the older versions available especially 0.2.0 because I liked the update and it's still on speedrun.com and had some amazing glitches like corrupting tracks https://streamable.com/2hc878 and tabbing which made car zuggle and camera lock glitches i didn't really explore it and it was fun
How to Teleport Coordinates on PolyTrack Track Editor?
Coordinate -X (West) +X (East):
Coordinate -Y (Down) +Y (Up):
Coordinate -Z (North) +Z (South):
if you can get your car to spin flat you glide (watch any of the replays on this map i made using the bug) dont know if you can do it with some of the other blocks. also the bug does not work at high speeds v2EAqVXbwB4pdXP2kDCEDCG9DozcSc1s2EvCuw7U7JWX54PJWkCWWYXQeIvSfVWAhxp9reAksX1KKoxAdtKLoVAYrntqTINsPDLuRQjcDZG75I7mbzZKhfbtak96yRfPQSDwJsGpH5RBZOpPJqnzfzkogiMHbxr08MpHJd2fj21K7989JRX88vq11IfBJJZ7Dd7PiTacvv7ydSEC
say you have two of the black ramp peices next to each other and on top of the second one you place the upside down black ramp peice that you use to make the loops i am talking about a block that would go on top of the first peice to smoothly connect it to curved black ramp that is on top of the second ramp kind of like how you would use the triangle gray track peice on the gray square track peice or how you would use the gray triangle decoration peice to smoth out corners between gray block decoration pecies
Ask your 40 Questions of PolyTrack 0.4.0
PolyTrack 0.4.0 is Work From Present don't Future.
this is a track for beginners Have fun
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
How to Make a Line with a Turbo Speed and Effects?
I Can Changed And Fixed for the Next Update:
Leaderboard Ordinal Ranks has Changed to:
Let's See Your Number Ranks in PolyTrack Leaderboards:
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | 10th |
11th | 12th | 13th | 14th | 15th | 16th | 17th | 18th | 19th | 20th |
21st | 22nd | 23rd | 24th | 25th | 26th | 27th | 28th | 29th | 30th |
31st | 32nd | 33rd | 34th | 35th | 36th | 37th | 38th | 39th | 40th |
41st | 42nd | 43rd | 44th | 45th | 46th | 47th | 48th | 49th | 50th |
51st | 52nd | 53rd | 54th | 55th | 56th | 57th | 58th | 59th | 60th |
61st | 62nd | 63rd | 64th | 65th | 66th | 67th | 68th | 69th | 70th |
71st | 72nd | 73rd | 74th | 75th | 76th | 77th | 78th | 79th | 80th |
81st | 82nd | 83rd | 84th | 85th | 86th | 87th | 88th | 89th | 90th |
91st | 92nd | 93rd | 94th | 95th | 96th | 97th | 98th | 99th | 100th |
Road Branches Now Available on PolyTrack
How to Add Banked Roads for the Next Update?
Add your More Track Parts for the Next Update?
Boost Pads and Effects You Added in the Next Update!
Boost Pads:
Effects:
Just a Few the Road Types of Surfaces in the Next Update:
Asphalt / Tech
This is the default terrain that will be most prominent throughout the game. There will be a lot of grip here and entering a drift will only happen at a certain speed so this will be the easiest to get used to. |
Dirt
The driving will be a lot more free flowing on dirt and drifting will almost be constant so it's advised to make decisions earlier than usual when it comes to steering inputs. |
Grass
There will be a lot less grip here whilst drifting will happen a bit earlier than usual and braking will be a lot weaker too. It will be useful to be accustomed to smooth steering, especially on downhill surfaces. |
Plastic
The grip will be minimal here whilst also being a surface that relies heavily on smooth steering since speed loss can happen quite frequently on here. It's advised to not turn too much and set up where you want to go much earlier than you would expect. This surface can also appear in various colours. |
Sausage / Bump
This surface can be quite frustrating to get used to since the middle of the track is at a higher elevation to the outsides so a lot of unnecessary air time can happen here. The grip will be at maximum just like it is on asphalt, but it's important to keep it by steering inwards towards the middle at times. It's also to be noted that following the curve of the track will be crucial to keeping on track, especially at faster speeds. |
Water
The grip here will be similar to usual although steering inputs will require smooth steering at times since it can be completely lost at high speeds. There will be a short duration when exiting water, where grip will be lower than usual too. |
Ice
This is easily the most difficult terrain in the entire game and will require certain inputs to not just be fast on but to even survive itself, and a lot of practice. There will not be any grip whatsoever here and braking will have little effect as well. The car has to be directed in a way where you are almost trying to slingshot your car and you must position it facing away from where you want to go before turning towards the desired direction shortly afterwards. The left stick is useful here since you can point in the direction towards where you want to go, allowing you to have more control than usual. It is best to be mindful of throttle control as you will naturally gain a lot of momentum here. It is also recommended to try to get a bit of a feel for how this surface works by experimenting a bit too, although fortunately, there will be minimal reliance on this since there are plenty of other recommended tracks to attempt that are shown later in this guide. |
Ice Bobsleigh
This surface is similar to ice but can be a lot more consistent if approached correctly since this terrain has sweet spots to keep close to. There will be a lot of high speed on these sections, so any incorrect movements can cause your car to fly off completely into the air. The area to stick to when approaching winding corners is just around the upper red line that is visible here. The best spot to approach this will be different depending on your speed; however, with a decent amount of practice as well as trial and error, it will become clear how best to get somewhat consistent. |
Just a Few the Turbo Blocks in the Next Update:
Turbo / Super Turbo
As the name suggests, Turbo blocks increase your speed, while Super Turbo increases it further. You want to roll on them if necessary to save time. In some occasions, you will find Turbos facing the opposite direction, which is called “Counter-Turbo”, and will slow you down instead so you would want to go fast enough before rolling on them; if not, you’ll instead go backwards and won’t be able to race further. The regular Turbo will be a yellow pad whilst the Super Turbo is a red pad. |
Reactor Boost / Super Reactor Boost
This ability will alter how your car behaves, essentially as in low gravity mode changing its physics, going in effect for a few seconds. The first apparent change is that the car is getting faster. Rolling on a Reactor Boost Up will make any airtime much larger than usual hence the low gravity aspect, so it's common to completely fly off some surfaces. Rolling on a Reactor Boost Down that faces the opposite direction will make the car climb up steep angles easier like walls, and occasionally ceilings.
Coming in contact with a Super Reactor Boost will make the car's behavior even more pronounced. With a Super Reactor Boost Up, the wheels retract to the side and the car hovers on any surface without being affected, and airtime will be much larger, allowing a much larger air control. With a Super Reactor Boost Down having the arrow facing the opposite direction, the car will be able to roll on walls, even on ceilings, like it's nothing. It's best to approach this effect with extra attention since it the physics can be more sensitive so making an earlier decision on when to turn is recommended. |
Just a Few the Effect Blocks in the Next Update:
Slow-Mo
This ability slows your car down to an exceptionally low speed whilst you will still be running in real time. It's important to be going as fast as possible when entering this section to minimize the effect. |
No Steering
It blocks your ability to steer the car, so make sure to steer in the right direction before rolling on it, as not doing so you will inevitably hit a wall or go off track, messing up your run. |
No Break
The break button is disabled, preventing you to do quick break for drifting or avoiding to hit a wall at high speed. You can still release the accelerate button to slow down.
|
No Engine
Rolling on it turns off the car's engine, gaining no speed. Hitting anything, drifting, going up or other instance will make you lose significant speed, and in the worst case, be completely grounded. Any curves and slopes going downwards will help to gain some speed. |
Reset
This block nulls all effect you previously gotten. |
Fragile
This effect will make your car vulnerable to damage so any type of hit will affect the performance of the car and at times will be completely undrivable. It's important to be extremely careful when going through these sections. |
Cruise Control
This effect will make the speed you roll on this block as the maximum speed you can reach. |
Maybe! I've been looking into some new ways of creating shadows. Some form of shadow volume algorithm might work!
I tried using post-processed ambient occlusion, but it didn't look very good in my opinion. Generating ambient occlusion maps when the track loads might be possible, but would probably use too much resources.
Let's See Your Posts for the Next Update:
Link:
Are Coming in The Next Update is Succesful!
In PolyTrack 0.4.0 It has Multi-laps 🏴, an Boosters and Effects, an Road Branches or Split Curves, an Larger Curves, an Car Designs we can use Images in Customize Menu, 300+ New Track Parts, 10 new Tracks 🛣️ and more!
Sorry about that! I don't have a Mac myself, so that makes it a bit more difficult to develop for it.
Also Macs seem to have pretty strict requirements for running "untrusted" software.
I might still release a Mac version later, but it probably wouldn't be as well supported as the Windows & Linux versions.
Hello Kodub how Adding into the PolyTrack 0.4.0?
The current track generator is like from 100 years ago
This setting the track generator might be setting in the version of PolyTrack in 0.16.0, 1.5.0, 1.19.0 (During World War II), 2.8.0, 3.1.0, 4.4.0, 5.0.0, 5.13.0, 6.6.0, 7.1.0, 7.19.8 (Y2K Problem), 8.14.2, 9.3.0 and 9.19.7
The current version of PolyTrack is now 10.8.0
Hello Kodub how Added In-Game For PolyTrack 0.4.0?
Don't Wrong to Reply, This is Yes for Looking Some In-Game for the Next Update!
Reply Your Post Here↴
Hello Kodub how to Play PolyTrack Made in the Future:
Play PolyTrack Made in the Future Here: https://beta-polytrack.kodub.com/
Hey Kodub how to add Suggestions for a PolyTrack Websites?
Check your website here: https://polytrack.fun/
Can you add this block?
Road Branches is Coming in the Next Update!
Hey Kodub How to Setting the Fixed Games on PolyTrack?
Hey Kodub can be Added and Changed to PolyTrack 0.4.0?
hi Kodub,
Thanks for making this game, it's nice and I'm really happy I found it because I can't play trackmania on my MacBook.
Here are some suggestions for the next update (it's been quite a while since v0.3.0)
1. V10 engine noise (it’ll make the cars sound nicer)
2. Advanced editor where you can clip parts together, with more precise track placement, and adjustable bank angle/width/checkpoint gate height/ etc.
3. Props in the editor to make tracks look nicer (ie. Fences, trees, buildings, bridges, viewing stands etc.)
4. REPLAYS!
5. Multi-lap checkpoints
6. Ring checkpoints for aerobatic tracks
Also, may you rate my tracks? (be as brutal as you like, I want to improve my track making skills)
https://docs.google.com/document/d/1Pwtjtj399zo1BK6K4lsiyTL4vv7Bl6YqTl1nUl1a1f8/...
Anyway, nice game and I hope the next update will be soon,
~BlueHat,
Nice game! I hope full controller support is on roadmap, altough I was able to play with my DS4 just fine.
A little annoyance: if I reset the race while accelerating, the game exits fullscreen. This happens to me a lot on controller because I remapped acceleration to RB and when I reset it's because I screwed up going too fast in a sharp turn (ouch!)
I don't know if it affects everyone because one of the levels I had the bug on I beat originally
but here is one of them
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(from a form on Speedrun.com)
How to Adding New Track Parts in the Next Update!
Link: Added New Track Parts
I really love your game Kodub!!!
Here are some ideas:
- a counter for total time on a map (just to know)
- respawnable checkpoints (to make hard maps easier)
- watchable ghosts: you click on the ghost and you can watch it drive. (If you get a good time but didn't record, you can use this to watch your ghost again)
Another idea:
Accounts have passwords. I mean so you can access your account on other computers and your progress is saved. And so if your laptop logs out, not your whole account is deleted (this happened to me already 2 times and that's very frustrating cause all your times and custom tracks are gone).
So I would love it if this will be added.
Btw no offense, but it's just annoying.
I can't wait for 0.4.0! In the update, could you add more scenery blocks? There wouldn't need to be too many, but just a couple to spice up maps or even some that could double as driving surfaces. In addition to scenery blocks, could you add the option to change the colors of objects in the editor? Thanks for your hard work!
I believe free-placing blocks or at least a bit more flexibility with block placement would really expand the polytrack mapping world into a different dimension. I understand if this is really hard but if you could do it sometime in the future it would be amazing! I feel it would make the game more flexible and also prevent you from having to add in a plethora of different block types of every map.
Old web versions are available at the following links:
https://www.kodub.com/apps/polytrack/0.1.1
https://www.kodub.com/apps/polytrack/0.2.0
https://www.kodub.com/apps/polytrack/0.3.1
Older versions are not able to be downloaded though.
2 things:
1. I just entered the level editor and this showed up for some reason
2. The checkpoints have a bug where you can go on the outside of the checkpoint and still count as crossing it, as seen by the run I made (Not Anonymous) on this track. v3TADhWZjtGcvlmb0BiY1dG4p9YlBGZAEoBokeGMfMCmff7frHIp5MwEcV8fff6ZEicfLQ5kEJ1CSGLAznJ461HkMbgqnRAwkHK4A
It would be possible to add, but I think the community is against adding incremental steering to the game since it could provide an unfair advantage.
Different cars might come in the far future. The vehicle would probably be selected by the track, since otherwise there would always be an optimal vehicle which everyone would pick.
play this map. then redo it, but edit it so the checkpoint is a normal block and look at what changes (it is press forward so play it like that)
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