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September 19, 2026, 03:08:48 AM

News:

MX Bikes beta19 available! :)


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Messages - 22Ryann

1
Paints / Re: Upcoming paints
September 25, 2014, 04:29:27 PM
Quote from: Snappe on September 25, 2014, 02:32:57 PM
Btw, you should leave the number plates blank!

Blank option would be nice, to paint numbers. Just a thought
2
Track Editing / Re: Pictures of the tracks!
April 21, 2014, 08:12:41 AM
This is the track created for the example, previewed in map viewer.
3
Suggestions and wishlist / Re: Head ducking
April 14, 2014, 07:29:34 AM
I think this would be cool if it was auto, when you cross through roost at a certain distance behind the rider in front. Toggle on and off in options.
4
Ima let you finish but...

MotoRogers499: I'm Tanner, and I live in Ontario, Canada, and I am 15 y/o
moto28: Im Connor im 15.

This explains the spam bots.
5
Quote from: MotoRogers499 on March 04, 2014, 11:08:05 PM
Heres a wish: no 3rd person. I dont care how many people want it, if its a simulator, you shouldnt have the choice of a 3rd person view. If you use 3rd person in other simulators, suck it up and learn 1st person for MXB.
Let the hate begin.

Silly idea considering it's simply a camera view with no detriment to actual game play. I play solely in 3rd person.
6
Suggestions and wishlist / Re: Realistic Risks.
February 20, 2014, 01:38:43 AM
Quote from: moto28 on February 20, 2014, 01:36:27 AM
Yea, This game looks alot more stable though. So it wont be easy to crash thus meaning you can more than likely run a clean race somewhat easily. Thus giving you a fear of having a necessarily " Didnt have to be this way " Crash if you try and go above and beyond. Sorry if that dosnt make sense trying to explain haha :D

Your making rather large assumptions in this post.
7
Suggestions and wishlist / Re: Realistic Risks.
February 20, 2014, 01:33:57 AM
That's why i mentioned it all depends on how easy it is to crash moto48,

MXS for instance, you really don't risk it at all.. and still can crash big time. Its super easy to crash.

Ryann,
8
Suggestions and wishlist / Re: Realistic Risks.
February 20, 2014, 01:29:11 AM
I like the concept but..

In my opinion it depends on how easy it is to crash, generally a crash in the real world means no chance of winning, or close too. So if someone is really good and never crashes well its going to get frustrating and not really fun, if its kinda hard to crash then maybe this would work better, running back to the bike is always a great idea but i think its too time consuming.
9
Quote from: Snappe on February 18, 2014, 10:26:16 PM
Kinda like this?

I hear what you are saying 22Ryann, in fact we're already working on it.

Snappe,

Say no more! I'm glad i brought this topic up and it seems we are on the same line of thinking, Great work guys!

Ryann,
10
Ok i hope i can explain this well, i do understand rider movements have been discussed but i wanted to maybe bring this opinion to light about rider movements. Hopefully i can explain it properly and take from it what you will

In most previous MX titles the riders movements forward & backward on the bike have usually been pretty standard looking and worked as they should i guess. But the one thing that has always stuck in my mind is how much the game would benefit from more realistic reactive movements, to help give that feel of it being more dynamic than maybe it really is. Almost fooling the sense of reacting to the track.

Now the one thing i think would be great to try and implement into MX-Bikes would be more than one way to lean forward and backward, and i don't mean taking up more buttons on the keypad either. See, the way a rider leans forward and backward on the ground in my opinion is VERY different in the air. On the ground its more a sense of the rider moving up on the bike or back on the rear fender, with the bike driving forward as it usually does.

BUT, in the air when a rider moves back or forward it usually slightly effects what the bike is doing, and the positioning of the rider in the air when he leans back and forward is generally much different. When a rider leans forward in the air he is usually "stretching" and pulling the bike to gain length on the jump, and when a guy leans back he is usually dropping the front slightly and straightening the arms, the latter is normally more common in every jump as a standard position.

I have attached a few images and further descriptions of what i mean.

Forward, pulling the bike into the torso, this one is very much extended but used to show as an example:

Also forward pulling up on the bars but a little more common look:

Very much the same as what im talking about but off a small whoop, were the rider is up forward as hes in the air, in this pic you can also see James on the Yamaha doing what id call more of a leaned back straight back look, And RV in a more traditional lean forward look on the ground:

Chad doing a more neutral look on the bike, centred but much different from the looks on the ground in the central positon:

This is more a lean back look in the air, with straight arms, usually bum on the seat, compared to when would be high off the seat through whoops on the ground:

Jake in a more leaned back look in the air, with straight arms dipping the bike in:

In a way It almost seems there should be different way of leaning forward and backward depending on the trajectory of the jump, like on the upward motion of a jump, (as in the time from the lip to the hight point in the trajectory), and then from the high point to when you land.

It could be implemented were you use an additional button press or special key to enable different leaning motions, so in times when you would be maybe endo'ing you could use a special key and lean back to drop the front of the bike, panic rev and ride position lean back, or perhaps if you are trying to make some extra distance you can use the special key to lean back and stretch it out. To me this is a much more realistic look.

Even if there was no change to how far or short you jumped when you did this. The improved way to lean forward and back in the air aesthetically would look so much better then previous titles and feel a lot more dynamic and realistic.

Hope people understand where i'm coming from and we can get some conversation going about this. I think this is a great idea that i haven't seen implemented into game previous game.

But to summarise it would be nice to have different leaning animations/movements when the bike is off the ground, and in addition it move the bike whilst leaning each way, as you can see in the images above this is how a lot of motocross and supercross is ridden. Would be awesome to scrub off a single and stretch up towards the bars and drop the rear wheel to make it look much more realistic. Also even change the way it looks if your in the up-stroke of your air-time or the down-stroke of your airtime.

Thanks for reading guys.

11
Suggestions and wishlist / Re: Folder Organization
February 12, 2014, 10:20:00 AM
Quote from: bearded4glory on February 12, 2014, 06:22:29 AMSome kind of compression is nice because there is no way for less computer savvy users to screw the track file up by accidentally dragging something in/out.

Agreed! +
12
Suggestions and wishlist / Re: Folder Organization
February 12, 2014, 10:09:37 AM
Quote from: MX181 on February 12, 2014, 03:26:04 AM
Quote from: 22Ryann on February 12, 2014, 12:01:21 AM
I'd like to see tracks have there own simple file compression.  So tracks are not a million files in a folder. I have not check out the GP game yet so maybe its already implemented. Simply a .ter file or .trk or something. this makes life way easier. Then people can upload objects and textures to websites for people to download and use on there tracks, not simply molest there folders. Just ends up messy.

Folders are the best way for a track to be compiled and is easy for everyone and there is really no massive impacts from this

I disagree immensely with you MX181, It's not a security thing, it's a simplicity thing. Considering i have been around since the days of simple folder arrangements like MCM1 had and MCM2 had, it makes the learning curve of understanding the game much easier. Those two games in themselves had bigger communities then anything since, i believe it helped that it was simple track downloads, and skin downloads that helped draw in people and continued for years

When i got into MXsim and the way it had files and folders all over the place it really makes no sense. I'm really looking in the direction of the community and have purchased the domain MXBempire.com and hopefully build a content site for MX Bikes, this was a project i had originally planned for MXsim but the dis-function of files and the way skins and models are implemented along with the immature scene that it seemed like at the time i folded that idea. but seeing MXbikes looks to have a great future i plan on doing the content site, more a personal project to code the project from ground up. Built around the game and what files it needs.

Anyway that's just my opinion.

Ryann,
13
Suggestions and wishlist / Re: Folder Organization
February 12, 2014, 12:01:21 AM
I'd like to see tracks have there own simple file compression.  So tracks are not a million files in a folder. I have not check out the GP game yet so maybe its already implemented. Simply a .ter file or .trk or something. this makes life way easier. Then people can upload objects and textures to websites for people to download and use on there tracks, not simply molest there folders. Just ends up messy.