Spark the Electric Jester 2

Spark the Electric Jester 2

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LakeFeperd  [developer] May 18, 2019 @ 7:05pm
On The Controls And Falling Off Loops
All analog sticks are different and the game performs better on some controllers more than others. Experiment with smooth turning and try your best to get good at that mechanic, loops were meant to be a challenge.

To make this easier, however, I will trying my best to come up with some options for analog sticks which aren't very good or very sensitive in future updates, expect it in the coming week.

I don't know if there's a game that has tried doing something of this sort in the past so I'm reaching new territory here, I ask that you guys give the game more of a chance if you wish, thank you in advance.
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Showing 1-12 of 12 comments
⸸ Neon Dog ⛧ May 19, 2019 @ 1:36am 
The controls on loops feels great! I really appreciate that you didn't make those to be automated
ZylpheRenuis May 19, 2019 @ 3:30am 
The game itself is solid. It needs some tweaks and while that may be the case. I would recommend testing from various groups of players as to *what* Controller they use and the settings on the *SMOOTH TURNING*. Active tests are needed and if we can gather more data about this. That would be suitable.

I for one use a Xbox 1 S Elite Controller and while using the short Joystick pad for the LS. I have encountered the later stages that are filled with long streches of corkscrews to be quite daunting to traverse as somehow I often fly off the course. Trying to use the camera itself to steer Fark is a bit daunting at first but that seems to *somewhat* fix some of the problems that I encounter.
Gnidex May 19, 2019 @ 3:52am 
The problems are not loops or turning themselves. It's having to turn suddenly after them where there's not enough time to react, as loops limit visibility. It's especially big in Titanic Tower where Fark can't double jump and dash to correct himself after falling off track.

I didn't have any problems with it and I played on 2 joypads: Xbox 360 in perfect condition and cheap Bluetooth controller that has a problem with dead zone when moving slightly right and up and doesn't have smooth analog sticks. With that one my only issue was inability to swap D-pad and analog stick controls, but loops weren't an issue without any tweaks to smooth turning.
Jonochrome May 19, 2019 @ 4:26am 
The main issue for me is how unforgiving it is to fall off (or slow down too much on) any path that isn't a horizontal plane. In Titanic Tower and parts of the Hyperath Fleet, one misstep on the vertical sections sets you back a lot because there's no way to recover.

Apocalypse Thruster is also kinda frustrating because it has a lot of sharp turns and, again, no good way to bounce back and continue running on them if you fall off, since a lot of the roads are sideways. You can land on the thin sides of the road, at least, but I'd personally have more fun if those sections of the game weren't so punishing.
Doki May 19, 2019 @ 6:42am 
Originally posted by Gnidex:
The problems are not loops or turning themselves. It's having to turn suddenly after them where there's not enough time to react, as loops limit visibility.
I wonder if zooming the camera out a bit during loops would help, or slightly increasing fov at high speeds.
mattheinsane May 19, 2019 @ 12:09pm 
Originally posted by Gnidex:
The problems are not loops or turning themselves. It's having to turn suddenly after them where there's not enough time to react, as loops limit visibility. It's especially big in Titanic Tower where Fark can't double jump and dash to correct himself after falling off track.

I didn't have any problems with it and I played on 2 joypads: Xbox 360 in perfect condition and cheap Bluetooth controller that has a problem with dead zone when moving slightly right and up and doesn't have smooth analog sticks. With that one my only issue was inability to swap D-pad and analog stick controls, but loops weren't an issue without any tweaks to smooth turning.

This was my biggest problem, too. When you're in the middle of a loop or curve and you can't see what's in front of you there's almost no time to react if you're not in a good position to move to the correct area.

Admittedly, I did suffer far less falling off ledges when I turned the smooth turning all the way down, for me at least. I've been replaying stages and have noticed far better controlling on Fark now that I turned that setting down.

Thanks to the dev though for posting this and talking bout finding ways to improve things.
Yasha May 19, 2019 @ 1:28pm 
There are so few loops in this game without guardrails or with turns that I'm surprised people have this issue.



Originally posted by mattheinsane:
Originally posted by Gnidex:
The problems are not loops or turning themselves. It's having to turn suddenly after them where there's not enough time to react, as loops limit visibility. It's especially big in Titanic Tower where Fark can't double jump and dash to correct himself after falling off track.

I didn't have any problems with it and I played on 2 joypads: Xbox 360 in perfect condition and cheap Bluetooth controller that has a problem with dead zone when moving slightly right and up and doesn't have smooth analog sticks. With that one my only issue was inability to swap D-pad and analog stick controls, but loops weren't an issue without any tweaks to smooth turning.

This was my biggest problem, too. When you're in the middle of a loop or curve and you can't see what's in front of you there's almost no time to react if you're not in a good position to move to the correct area.

Admittedly, I did suffer far less falling off ledges when I turned the smooth turning all the way down, for me at least. I've been replaying stages and have noticed far better controlling on Fark now that I turned that setting down.

Thanks to the dev though for posting this and talking bout finding ways to improve things.
What exactly does smooth turning do? I haven't touched that setting, I just have it on the default (all the way up)
TheComboAddict May 19, 2019 @ 5:51pm 
Actually, one crazy thing I found is while loops can get you speed (combine that with the charge up scooter attack and the speed gets crazier since you can retain it going up), but if you already have a really high speed, you can bypass loops that head straight downward from further off and just retain that speed. Such a thing is very possible with FM City stage 1. Been trying to find where I can cut down on time for time attack stuff.
Doki May 20, 2019 @ 1:01pm 
Just a note for people who don't know, Steam's Big Picture mode can allow to adjust the analog sticks and deadzones on a software level. It can help you if your controller feels cheap or finicky, although it can't fix physical issues with the controller.
Gnidex May 25, 2019 @ 11:58am 
Originally posted by Vadara:
There are so few loops in this game without guardrails or with turns that I'm surprised people have this issue.



Originally posted by mattheinsane:

This was my biggest problem, too. When you're in the middle of a loop or curve and you can't see what's in front of you there's almost no time to react if you're not in a good position to move to the correct area.

Admittedly, I did suffer far less falling off ledges when I turned the smooth turning all the way down, for me at least. I've been replaying stages and have noticed far better controlling on Fark now that I turned that setting down.

Thanks to the dev though for posting this and talking bout finding ways to improve things.
What exactly does smooth turning do? I haven't touched that setting, I just have it on the default (all the way up)
Basically it prevents zig-zaging when you suddenly change direction (and it can happen because your dead zones are off or your analog is not very fluid) by changing direction slower. If it's off, you can turn almost instantly.

Personally I have it disabled. This way I can use left analog stick for sudden movements and right analog stick (camera) for smooth turning. My controller is Xbox 360.
DeathAdder May 25, 2019 @ 12:02pm 
1
Fertix43 Aug 28, 2022 @ 10:33am 
Just using a regular xbox 360 controller, and yeah, I had to turn smooth turning completely off actually in order to not fall off of loops, especially in later stages. It made it MUCH touchier to not throw myself off through my own inputs, but with smooth turning on, I actually COULDN'T adjust course enough to stay on the path, period. If I pushed far enough left or right, I'd immediately lose all momentum and fall, but the turning radius of smooth turning wasn't tight enough to match the curve of the tracks. Perhaps a little more gentle aim assist on loops would go a long way towards making them feel better (and prevent so many bad feeling deaths due to just getting flung into the void).
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