Race, joust, and play CTF on hoverbikes. No punching, kicking or weapons allowed, though. (Yes that complicates things, but don't worry. The riders can't seem to stay on their bikes anyway.)
This is the second free alpha of Hoverbike Joust. X-box 360 controllers or equivalents are recommended, but you can play with a keyboard and other controllers too (see readme.txt for details).
WOOHOO!!! YEAH, THAT'S WHAT I'M TALKIN' ABOUT!! I'm very glad you took my suggestion for the air control! Now it's actually possible to turn it in the air! Also, the graphics settings were a must, the special effects were what made the game laggy, now it's smooth! Good job!
Oh lel, I just noticed the character in this screenshot has the same colors as Enigma! XD
I really like the improvement on the in-air controls, it allows for more precise movement as opposed to the helpless feeling you would get in the previous build. One thing I would like to point out, on the menu I prefer using the D-Pad over the analog stick. Very minor detail, but I find my self attempting to use the D-Pad every time I launch the game only to realize I need to use the stick. I notice you are using Unity so it shouldn't be a challenge to add some more buttons to be used on the menu screen. Great work thus far and I'm glad to see you are not the type who uploads a teaser build and leaves it there for a year before updating.
Hey Eli, I had to think about it for a second, but you should be able to map the d-pad for menus while still keeping the left stick in tact for steering. Scroll down near the bottom of the input config and reconfigure "P1 Lean Forward (Key/Button)" etc (the ones mapped to WASD and arrow keys) to use the dpad in the menus. I'm not able to test it right now, so let me know if that works.
I tried setting the keyboard bindings (WASD keys) to use the controller's d-pad, but it doesn't recognize any input. I am able to remap the controller buttons at the top to the d-pad, so I am not sure what the problem could be. I have only worked with game pad controls in unity once, I only scratched the surface though. It could have to do with the type of input that you have selected for those buttons, it may not allow for game pad buttons to be bound to them.
Dude, I made a gameplay video! I'm totally dominating the race! The AIs should have a higher difficulty mode! This is literally as easy as professional difficulty in Jet Moto 2! This also shows how good I can get with the Jet Moto controls : Youtube.com