@karo_harki_offical7: #ئاڤامیدیا💜 #foryou #ئاكرى_دهوک_هةولير_زاخو_کةركوک

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🔥 A BACKFLIP IN GTA VI? 🔥 I was pretty happy to see a gainer in the GTA VI extended look, but I was even more surprised by how many people reacted to it. And it’s true that this one stands out compared to the insane level of realism everywhere else in the game. Apparently, players may be able to trigger the flip after leaving the ground. That’s a pretty common design choice: it feels responsive, gives the player freedom, and is easy to understand. The trade-off is that it can make the motion feel more arcadey. As someone who has spent most of his life doing flips, this is something I wanted to avoid while designing Tricking 0. Triggering the flip before takeoff is one part of the solution. But there are other problems too. You don’t want a flip animation to finish halfway through the airtime and then have the character simply fall to the ground, so Tricking 0 predicts the airtime and adapts the speed of the trick to match it. You can still choose to throw it faster, but once you’re airborne, the angular momentum you generated at takeoff is preserved. And if you want more freedom in the air, you can trigger freefall mode, our active-ragdoll system that lets you directly control the body pose while physics takes over. Gameplay wise the game is pretty advanced already but there’s still a lot of work to do, and Tricking 0 is very much unfinished. But seeing so many people care about one flip in GTA VI genuinely makes me happy. There are clearly a lot of people out there who look at a wall, a roof or a cliff and think: “I’d love to flip off that.” Tricking 0 started as a game for flippers like me, but I’d love for it to also bring curious players into that world and let them discover why flips are so satisfying That’s what we want to keep pushing toward : a polished game for people who already love flips, and for those who are just starting to get the appeal. ⬇️ TRY THE GAME FOR FREE ⬇️ PC, Mac, Linux 💻 Xbox Series, Steam Deck 🎮 #tricking #parkour #freerunning #cliffdiving #gta6
🔥 A BACKFLIP IN GTA VI? 🔥 I was pretty happy to see a gainer in the GTA VI extended look, but I was even more surprised by how many people reacted to it. And it’s true that this one stands out compared to the insane level of realism everywhere else in the game. Apparently, players may be able to trigger the flip after leaving the ground. That’s a pretty common design choice: it feels responsive, gives the player freedom, and is easy to understand. The trade-off is that it can make the motion feel more arcadey. As someone who has spent most of his life doing flips, this is something I wanted to avoid while designing Tricking 0. Triggering the flip before takeoff is one part of the solution. But there are other problems too. You don’t want a flip animation to finish halfway through the airtime and then have the character simply fall to the ground, so Tricking 0 predicts the airtime and adapts the speed of the trick to match it. You can still choose to throw it faster, but once you’re airborne, the angular momentum you generated at takeoff is preserved. And if you want more freedom in the air, you can trigger freefall mode, our active-ragdoll system that lets you directly control the body pose while physics takes over. Gameplay wise the game is pretty advanced already but there’s still a lot of work to do, and Tricking 0 is very much unfinished. But seeing so many people care about one flip in GTA VI genuinely makes me happy. There are clearly a lot of people out there who look at a wall, a roof or a cliff and think: “I’d love to flip off that.” Tricking 0 started as a game for flippers like me, but I’d love for it to also bring curious players into that world and let them discover why flips are so satisfying That’s what we want to keep pushing toward : a polished game for people who already love flips, and for those who are just starting to get the appeal. ⬇️ TRY THE GAME FOR FREE ⬇️ PC, Mac, Linux 💻 Xbox Series, Steam Deck 🎮 #tricking #parkour #freerunning #cliffdiving #gta6

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