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  • Portals

    Links to Free Rider pages.

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  • Updates, questions, ideas etc.

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    NessN
    [image: cube.png] if you've used the dream machine track editor, you're likely familiar with how objects work! but here's a bit of a deep dive into the new tool option. first things first, clicking on the cube icon on either toolbar will open the "Import Object" dialog. here you can select from pre-made objects or import your own using a track code. not only can you have objects made of physics and scenery lines, but powerups as well! you can also use the select tool to select a part of your track and press "Copy Selection as Object" on the bottom toolbar to create an object. the select tool and object tool option share most features and controls, so most information here can be applied to the select tool as well! once you have your object, you can transform it (hold control to see transformation data) using the following controls: r - rotate clockwise s - scale up f - flip horizontally i - invert line type shift + r - rotate counterclockwise shift + s - scale down shift + f - flip vertically ctrl + arrow keys - move the object on the canvas shift + arrow keys - change offset (position of your object relative to your cursor and the center point for transformations) to place an object, choose any of the line tools, make sure the cube is selected on the right toolbar, and place your objects like you would place lines. the straight line tool allows you to place one object at a time, but you can also make curves, circles, or use the object as a brush! try using the segment length sliders, and press the "Options" button for the brush tool to see some cool object brush options, like rotation and scaling based on mouse movement and brush jitter. as you use the line tools, you're also able to use grid and snap options! this will snap your cursor to the grid or to the closest line endpoint. in combination with changing the object offset, this allows for more precision in placing your objects. pressing "Grid" or "Snap" on the bottom toolbar opens up their respective settings, and pressing "Object" shows you the buttons to import, export, or clear objects. with the introduction of objects, there's an opportunity for trackmakers to share assets like track parts and brushes! these could be trees, clouds, outlines, patterns, any thing you find is helpful to use as an object. if you'd like to contribute by sharing objects, just send the codes my way (give them cute/informative names!) and I'll create a folder with your username in the "Import Object" dialog. the organization of the folders is subject to change though. remember these will be available to everyone to use as they please! if you guys have any questions, feel free to ask! and any bugs you find or ideas you have, let us know! this editor is for all of you.
  • Share any Free Rider tracks here.

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    pawflixP
    @Ness yeah its a gem, it's super clean. I wish we could've seen more tracks from the guy.
  • Challenge other members.

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    JosephFRHDJ
    https://freerider.app/frhd/261112
  • Anything unrelated to Free Rider.

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    Pie42P
    @nathanpertman1 there isn't a strict limit to the number of objects that can be saved, but with them being saved to localstorage, each origin (basically website) has a strict limit of 5 MiB that it can save in total (browser limitation). most likely, when you tried to save your track as an object, the code for doing that errored silently in the background and nothing ever actually saved, meaning it's likely lost forever, and i'd recommend getting rid of or exporting to local files some of your less-used, larger objects. i can add in a temporary fix to let you know when those operations fix, but until we add more sophisticated browser storage mechanisms (and honestly even after that), the only way to be absolutely certain that something has saved is by saving it to disk (downloading it). i'm sorry for your loss, and i hope you have previous backups of the code.