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DE site geweest voor de thps community al die jaren terug. I haven’t played it yet, but from what I can tell, it’s a major disappointment. The mechanics seem mostly based on THPS2, but the engine doesn’t seem to accurately replicate the gameplay. The level selection is extremely questionable–two downhill levels? The online play looks atrocious. 4 players max, no free skate lobbies, slaps always on, lack of a server list, extremely weird gametype choices, no teams, and it doesn’t even tell you what color you are for graffiti.
Career mode, on the other hand, seems pretty fleshed out for the levels they’ve got.
I feel like I’d rather just go back 10 years and have THPS4-THUG2 again with every level.
hitstun
Hello, tXo! Hitstun here. I bought THPS HD today, and after some online freeskate with Rayden and Tones, I’m regretting it. This game is amazingly sloppy. It’s like they took everything bad about THPS games and put them into one game. Wallride angles are even more strict than THPS1 and you will often bail trying to wallride. The THPS1 corner wallride trick will cause you to bail high into the air. Bails are ragdoll bails with no standing up animations at all because the THP8 quick recovery happens automatically every bail. You bail, your skater probably gets stuck in some geometry, then the screen flashes white and you’re on your board again. Entering the up, down, up or down, up, down will result the game getting confused about which manual you’re trying to do. Sometimes the game will display the normal manual balance meter for a split second, then switch to the nose manual balance meter while you’re trying to balance. If you skate along near the top of a QP and ollie, you will get a zero height ollie and land right away. This jump is so short that you can manual near the top of the QP, jump, land, and it doesn’t break your manual. Skating off the top of a QP without an ollie still results in a noticeable vertical boost. You can idle back and forth in a HP doing nothing and you’ll see your skater gain more and more air, eventually getting enough air to 900 for free.
The game feels mostly like THPS2X. It controls okay on my wireless 360 controller with the twisty d-pad. The actual skating around works pretty well as long as you think of it as THPS2X. Since the movelist is based on THPS2, it’s missing useful actions like the quick powerslide and holding down to stop moving. You can’t even use the right analog stick to look around. The levels are recreated pretty well and look okay, but the lighting and shadows on your skater are totally wrong all the time, even in outdoor areas. Most of the humor of the original has been removed. The colorful, irreverent levels from THPS3 will suffer the worst. There are a couple weird collision changes, like how colliding with the floor of the Warehouse secret room from the side causes you to pass through it partially and then bail. Level objects have physics, and can get broken and kicked around by you and other players, but the glitchy physics engine makes these objects bounce around randomly by themselves. THPS2X holds up better than this.
Online play is like THPS3 on a 56k connection with collisions always on, no KotH, and no spectator mode. Games are limited to 4 players. If you are in any game mode (including freeskate!), you have to quit out to the lobby menus to allow other players to join your server or to change the level or game type. All players start in the same single player spawn point, and going out of bounds anywhere returns you to the single player spawn point with a lame message on the right side of the screen. It’s like the development team has never even played the PS2 games online. Apparently, there is no offline multiplayer at all.
I haven’t tried single player beyond a couple free skate sessions. I’ll be streaming my first attempts at single player tomorrow night on justin.tv/hitstun. Rayden and Tones tell me single player is frustrating because goals aren’t always counted the first time you complete them.
Take your $15 and buy Virtua Fighter 5 FS instead. Can we play some PS2 Tony Hawk games now? There’s just no good reason to play THPS HD.
“We intend to release the PS3 version the last week of August or early September. While the game does have a short period of exclusivity on Xbox 360 from being in Microsoft’s Summer of Arcade, that has nothing to do with the PS3 release date at this point. We want a bit more time to polish the game and want the PS3 version to be as sharp as possible. We hear your pleas on Facebook and Twitter! Thanks for your patience, we’ll have an exact PS3 (and PC) release date soon."
Nickjeuh zei:AndyTHPS (goede speler die uiteindelijk betaald werd om THPS spellen te testen) zijn opmerkingen toen hij het speelde op E3:
"If you fly off the end of a Quarter Pipe in THPSHD, and there's a rail beneathe you (but no QP), it won't let you grind it on your way down like all the THPS games did."
"the short sides of the dumpsters are grindable so if you try and grind it longways, you end up grinding the rail perpendicular and losing all of your speed. Keep the grinds on the sides, but update the logic to take trajectory into account."
"If you boneless and try to 360 on flatground you should land it clean/perfect. Right now you land it sloppy (stats may not be at perfect 10)."
"R1 and L1 spins aren't in. When they are in, they should ignore any spin input from the D-pad so you can do tricks that require pressing 'Right' on the D-pad while spinning Left using L1 and vice versa. This lets you continue to spin while triggering different tricks mid-spin."
"Wallriding is too difficult at low speeds."
"The undersides of little things sticking out from walls (billboards, boxes, AC vents etc) should have angled invisible collision so you get pushed out away from the wall instead of bonking your head into it."
"the fences in france aren't wallrideable. Some people will take that one to the grave, but when I remade it - it was a lot more fun if you could wallride it."
"if you 180 to Manual on flatground the balance meter gets flipped and is confusing."
"airing up and around hips in the warehouse and France didn't seem to work too well. It would break my vert air sometimes, and when it didn't break it, it felt like I couldn't land anything unless I landed sideways."
"There's some funky business going on with FS/BS Nose/Tailslides. If you try and to a BS Noseslide from Normal stance by pressing Left + Grind, I'm pretty sure it does a FS tailslide on the opposite side of the rail. If this is the case, all the other grinds probably have the same issue."
"Thin rails should have plane collision instead of boxes. Either that, or build triangular collision on each end of the boxes, so the user doesn't bonk, and slides or gets pushed to the side."

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