Mopolauta

Elasto Mania board
It is currently 17 Aug 2017, 18:13

All times are UTC [ DST ]




Post new topic Reply to topic  [ 261 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6  Next
Author Message
PostPosted: 24 Oct 2012, 00:45 
Offline
Kuski
User avatar

Joined: 24 Aug 2008, 19:56
Posts: 5510
Location: Southampton, UK
for fuck's sake, what's bad in leaving one version unchanged, with all the physics identical, so that stuff can be compatible both ways, and another, say "mod" version with all the stuff fixed/addeD?

_________________
Image
Team TR
Multi WR in Labyrinth with GRob
Best Internal Total Times, Pipe stats & Pipe archive
World kuski map, World Cup stats


Top
 Profile  
 
PostPosted: 24 Oct 2012, 01:37 
Offline
Kuski
User avatar

Joined: 5 Feb 2010, 00:25
Posts: 2743
Location: expensive land of dads
Pawq wrote:
for fuck's sake, what's bad in leaving one version unchanged, with all the physics identical, so that stuff can be compatible both ways, and another, say "mod" version with all the stuff fixed/addeD?
1. Calm your testicles down.

2. Who said there's something bad about that?

3. That's exactly what's happening. Did you think Ropelli would go around the world and delete every old copy of elma from existence?

_________________
then again i don't know anything
maybe easier not to think abouut alöl things thought than not things thought ... or something..=?


Top
 Profile  
 
PostPosted: 24 Oct 2012, 01:55 
Offline
Kuski
User avatar

Joined: 20 Nov 2004, 19:43
Posts: 756
Lousku wrote:
Pawq wrote:
for fuck's sake, what's bad in leaving one version unchanged, with all the physics identical, so that stuff can be compatible both ways, and another, say "mod" version with all the stuff fixed/addeD?
Calm your testicles down.

LMAO.

Ye, Pawq has grown to bear active testicles. Lots of movement inside. Testosterone outpouring. :)

Lousku wrote:
Pawq wrote:
for fuck's sake, what's bad in leaving one version unchanged, with all the physics identical, so that stuff can be compatible both ways, and another, say "mod" version with all the stuff fixed/addeD?
Who said there's something bad about that?

Well, I must say I'm with Pawq on this one. Indeed, nothing is wrong about that, although it seems some are (in a disruptive manner) eager to see fundamental changes.

While one part of the scene is having difficulty in seeing the reason for leaving physics unchanged, the rest is at great length in seeing the reason for changing them.

For it to be clear, both positions are legitimate. What is needed is, like the Buddha has put it, right communication. (Hegel has it going on.) Beatles have some disc.


Top
 Profile  
 
PostPosted: 24 Oct 2012, 02:32 
Offline
Kuski
User avatar

Joined: 24 Aug 2008, 19:56
Posts: 5510
Location: Southampton, UK
let's go to elma 1.11b and everyone will be happy ;D

_________________
Image
Team TR
Multi WR in Labyrinth with GRob
Best Internal Total Times, Pipe stats & Pipe archive
World kuski map, World Cup stats


Top
 Profile  
 
PostPosted: 24 Oct 2012, 03:20 
Offline
Kuski
User avatar

Joined: 20 Nov 2004, 19:43
Posts: 756
1.11hb for alovolt, VCR-style controls, and rec merging, although dubious secureness in relation to cheating potentials.


Top
 Profile  
 
PostPosted: 24 Oct 2012, 12:20 
Offline
35mins club
User avatar

Joined: 1 Jan 2009, 10:51
Posts: 2070
Location: London, UK
Pawq wrote:
for fuck's sake, what's bad in leaving one version unchanged, with all the physics identical, so that stuff can be compatible both ways, and another, say "mod" version with all the stuff fixed/addeD?

What's the point of having another version where it's all fixed, when the main official version would remain the same? Be that as it may, but let's not have a shitload of different versions at least.

_________________
Image

Image


Top
 Profile  
 
PostPosted: 24 Oct 2012, 12:22 
Offline
Kuski
User avatar

Joined: 5 Dec 2008, 16:19
Posts: 1013
Location: a position or point in physical space
Lousku wrote:
Is there a development consensus on fixing bug bounces and vsync effects? I've only seen a couple of players say they should be left in, and I can't see a reason for that.

There is a bit from Smibu doc

•No matter what system you're using, Elma would behave in same way; vsync and stuff like wouldn't have any effects; drawing frames independent of physics so the physics engine would always run at a constant high fps (1000 or so) while the graphics are processed as fast as the comp can handle


Madness wrote:
Pawq wrote:
for fuck's sake, what's bad in leaving one version unchanged, with all the physics identical, so that stuff can be compatible both ways, and another, say "mod" version with all the stuff fixed/addeD?

What's the point of having another version where it's all fixed when the main official version would remain the same? Be that as it may, but let's not have shitloads of different versions at least.

I totally agree. I don't know why we shouldn't fix any issues like vsync bugs etc.

_________________
Lousku wrote:
could you mayke shorter sig please :( mega annoying and also against rules :()


Top
 Profile  
 
PostPosted: 24 Oct 2012, 12:41 
Offline
Kuski
User avatar

Joined: 23 May 2002, 13:59
Posts: 6294
Location: In a northern danish city beating YOUR record.
That doc is more of a brain storm than anything else.

_________________
Kopasite ^ 39 level packs and 1193 levels for your höyling pleasure
LaMe world of Kopa ^ Team LaMe
Elma Online ^ Moposite Records ^ Upload


Top
 Profile  
 
PostPosted: 24 Oct 2012, 13:09 
Offline
Kuski
User avatar

Joined: 5 Dec 2008, 16:19
Posts: 1013
Location: a position or point in physical space
Kopaka what is the point of making new game when we leave most of bugs present? Give me a reason to leave vsync as it is now. Why we should still be bond to someones subjective judgment of what is bug bounce and what is not, while we have now unique opportunity to get rid of them? Why should Smibu and others designers use graphical engine that affects physics, while there is opportunity to provide constant experience for everyone?

Remember that nobody stops anyone from making any combined WR tables or statistics.

_________________
Lousku wrote:
could you mayke shorter sig please :( mega annoying and also against rules :()


Top
 Profile  
 
PostPosted: 24 Oct 2012, 13:15 
Offline
35mins club
User avatar

Joined: 1 Jan 2009, 10:51
Posts: 2070
Location: London, UK
There are lots of reasons. All of the current record tables would get reset, we would have to agree on some certain constant fps value, the outcome might not be perfect as some bugs could remain/appear,...

I don't think it's worth scrapping all of the current records only because of this. If something groundbreaking was to be added (like left alovolt), then it would be a slightly different story.

After all, vsync has its charm.

_________________
Image

Image


Top
 Profile  
 
PostPosted: 24 Oct 2012, 13:26 
Offline
Kuski
User avatar

Joined: 5 Dec 2008, 16:19
Posts: 1013
Location: a position or point in physical space
Madness wrote:
There are lots of reasons. All of the current record tables would get reset, we would have to agree on some certain constant fps value, the outcome might not be perfect as some bugs could remain/appear,...

I don't think it's worth scrapping all of the current records only because of this. If something groundbreaking was to be added (like left alovolt), then it would be a slightly different story.

After all, vsync has its charm.

Nobody will stop anyone from combining tables!

Vsync issue can be solved in more elegant fashion where you just adjust physics frames rate limit (or whatever is that called, so everyone would be able to achieve any physics effect without need to play elma in 320x240 resolution. That could be some kind of compromise.

About bug bounces, I guess it would be better to arbitrary adjust some limits in game, rather than still depend on px or Abula judgment. That would allow new WRs to appear automatically.



Anyway I guess it would be nice to have new offical internal levels + classic internals.

_________________
Lousku wrote:
could you mayke shorter sig please :( mega annoying and also against rules :()


Top
 Profile  
 
PostPosted: 24 Oct 2012, 13:44 
Offline
35mins club
User avatar

Joined: 1 Jan 2009, 10:51
Posts: 2070
Location: London, UK
Chris wrote:
Nobody will stop anyone from combining tables!

There are two possibilities. Currect record tables would go to some sort of archive, or there would be two record tables, two Elmas, two camps.

Chris wrote:
Vsync issue can be solved in more elegant fashion where you just adjust physics frames rate limit (or whatever is that called, so everyone would be able to achieve any physics effect without need to play elma in 320x240 resolution. That could be some kind of compromise.

Theoretically, this wouldn't change anything. It would still be dependent on your computer.

Chris wrote:
About bug bounces, I guess it would be better to arbitrary adjust some limits in game, rather than still depend on px or Abula judgment. That would allow new WRs to appear automatically.

How do you want to set limits? Removing bugs completely would be easier imho.

Chris wrote:
Anyway I guess it would be nice to have new offical internal levels + classic internals.

I disagree. It would turn out the same way as EOL pack.

_________________
Image

Image


Top
 Profile  
 
PostPosted: 24 Oct 2012, 13:59 
Offline
Kuski
User avatar

Joined: 5 Dec 2008, 16:19
Posts: 1013
Location: a position or point in physical space
Madness wrote:
Chris wrote:
Nobody will stop anyone from combining tables!

There are two possibilities. Currect record tables would go to some sort of archive, or there would be two record tables, two Elmas, two camps.

Chris wrote:
Vsync issue can be solved in more elegant fashion where you just adjust physics frames rate limit (or whatever is that called, so everyone would be able to achieve any physics effect without need to play elma in 320x240 resolution. That could be some kind of compromise.

Theoretically, this wouldn't change anything. It would still be dependent on your computer.


Physics engine would be quite efficient on any modern cpu. The problem with elma is that it uses cpu to draw frames and handle physics, instead of using gpu for drawing. CPU is highly inefficient in drawing.

About the rest I think that firstly the bug bounces indeed can be removed. Secondly if the new pack will be built in like internals in elma, with some statistics etc I don't why it shouldn't gain any traction.

_________________
Lousku wrote:
could you mayke shorter sig please :( mega annoying and also against rules :()


Top
 Profile  
 
PostPosted: 24 Oct 2012, 14:18 
Offline
35mins club
User avatar

Joined: 1 Jan 2009, 10:51
Posts: 2070
Location: London, UK
Chris wrote:
Madness wrote:
Chris wrote:
Vsync issue can be solved in more elegant fashion where you just adjust physics frames rate limit (or whatever is that called, so everyone would be able to achieve any physics effect without need to play elma in 320x240 resolution. That could be some kind of compromise.

Theoretically, this wouldn't change anything. It would still be dependent on your computer.

Physics engine would be quite efficient on any modern cpu. [...]

It already is.

_________________
Image

Image


Top
 Profile  
 
PostPosted: 24 Oct 2012, 14:26 
Offline
Kuski
User avatar

Joined: 24 Aug 2008, 19:56
Posts: 5510
Location: Southampton, UK
does setting fps constant for all times make either some low fps levs like shelf or some high fps levs impossible, or am i very very wrong?

_________________
Image
Team TR
Multi WR in Labyrinth with GRob
Best Internal Total Times, Pipe stats & Pipe archive
World kuski map, World Cup stats


Top
 Profile  
 
PostPosted: 24 Oct 2012, 14:30 
Offline
Kuski
User avatar

Joined: 5 Dec 2008, 16:19
Posts: 1013
Location: a position or point in physical space
@Madness
And your point is? Unless you set some ridiculous limit any cpu would handle it well. Since fps/vsync dependency would be reduced to absolute minimum, there shouldn't be any issues with custom physics setting that I proposed.

_________________
Lousku wrote:
could you mayke shorter sig please :( mega annoying and also against rules :()


Top
 Profile  
 
PostPosted: 24 Oct 2012, 14:36 
Offline
Kuski
User avatar

Joined: 24 Nov 2009, 20:53
Posts: 807
Location: kristiansand, norway
Chris wrote:
The problem with elma is that it uses cpu to draw frames and handle physics
wat

_________________
Image


Top
 Profile  
 
PostPosted: 24 Oct 2012, 14:39 
Offline
Kuski
User avatar

Joined: 20 Nov 2004, 19:43
Posts: 756
Madness wrote:
Chris wrote:
About bug bounces, I guess it would be better to arbitrary adjust some limits in game, rather than still depend on px or Abula judgment. That would allow new WRs to appear automatically.

How do you want to set limits? Removing bugs completely would be easier imho.

Is this the same ages-old debate in which I am the only one to consider bounces according to their legitness rather than to their buginess?

/I suck. :roll:


Top
 Profile  
 
PostPosted: 24 Oct 2012, 14:42 
Offline
35mins club
User avatar

Joined: 1 Jan 2009, 10:51
Posts: 2070
Location: London, UK
Chris wrote:
@Madness
And your point is? Unless you set some ridiculous limit any cpu would handle it well. Since fps/vsync dependency would be reduced to absolute minimum, there shouldn't be any issues with custom physics setting that I proposed.

My point is: Why would you ever consider reducing it to some minimum when it could be completely fps-independent?

_________________
Image

Image


Top
 Profile  
 
PostPosted: 24 Oct 2012, 15:01 
Offline
Kuski
User avatar

Joined: 5 Dec 2008, 16:19
Posts: 1013
Location: a position or point in physical space
jonsykkel wrote:
Chris wrote:
The problem with elma is that it uses cpu to draw frames and handle physics
wat

It doesn't make any use of hardware acceleration?

_________________
Lousku wrote:
could you mayke shorter sig please :( mega annoying and also against rules :()


Top
 Profile  
 
PostPosted: 24 Oct 2012, 15:08 
Offline
35mins club
User avatar

Joined: 28 Nov 2002, 15:54
Posts: 3693
Location: suo mesta
@smibu: My opinion is that it looks like there is no way to change only one thing about the physics and have all old rides "clean", so I guess the best is to either A) Change nothing or B) Go for full changes 1. fix that physics step to some high hz and never allow changing it ever 2. see possibility to fix bug bounces.

_________________
Image


Top
 Profile  
 
PostPosted: 24 Oct 2012, 16:20 
Offline
Kuski
User avatar

Joined: 24 Aug 2008, 19:56
Posts: 5510
Location: Southampton, UK
Smibu wrote:
About those left alo/reverse gas/one wheel brake/etc suggestions: I think the best solution (as initially proposed by Jappe) would be to have different modes. As a simple example, we could have two modes: "Classic" and "New". The "Classic" mode would have the same physics and limitations as original Elma, while the "New" mode would have those new features enabled. What exactly those new features should be is an open question.

The only possible bad side in this would be that we might be creating 2 different games: some people might play only using "Classic" mode and some other only using "New", splitting the community in two "camps".

please, oh please do that! two camps? well, i guess we could probably live with that, my guess is that one of the camps would naturally blend into the other one with time.
but by making only one of those you spoil the fun for those wishing to have it otherwise! i, and probably some other people too, would love to have all the physics, fpses and bugbounces unchanged. by making only the mod version with all the fixes you'd simply take that away from us, because, obviously, with all the online stuff moved to the new version, we'd have to go along (or be left ages earlier in the offline world).
By making two, in a way separate versions, you would satisfy everyone, as everyone could play elma just as they want to!
After all, as you're making the fixed version anyway, it wouldn't be too challenging and time consuming to just copy the old physics and set up a different mod hm?

_________________
Image
Team TR
Multi WR in Labyrinth with GRob
Best Internal Total Times, Pipe stats & Pipe archive
World kuski map, World Cup stats


Top
 Profile  
 
PostPosted: 24 Oct 2012, 16:24 
Offline
Kuski
User avatar

Joined: 5 Feb 2010, 00:25
Posts: 2743
Location: expensive land of dads
Pawq wrote:
does setting fps constant for all times make either some low fps levs like shelf or some high fps levs impossible, or am i very very wrong?
Why should it be possible to stuff your wheel through a gap smaller than the wheel? Just because it's always been that way? C'mon... That style is becoming obsolete anyway.

_________________
then again i don't know anything
maybe easier not to think abouut alöl things thought than not things thought ... or something..=?


Top
 Profile  
 
PostPosted: 24 Oct 2012, 17:11 
Offline
Kuski
User avatar

Joined: 24 Aug 2008, 19:56
Posts: 5510
Location: Southampton, UK
because it's fucking funny, that's why!

_________________
Image
Team TR
Multi WR in Labyrinth with GRob
Best Internal Total Times, Pipe stats & Pipe archive
World kuski map, World Cup stats


Top
 Profile  
 
PostPosted: 24 Oct 2012, 20:50 
Offline
Kuski
User avatar

Joined: 5 Dec 2008, 16:19
Posts: 1013
Location: a position or point in physical space
Pawq is fucking mad ;)

_________________
Lousku wrote:
could you mayke shorter sig please :( mega annoying and also against rules :()


Top
 Profile  
 
PostPosted: 24 Oct 2012, 22:10 
Offline
Kuski
User avatar

Joined: 20 Nov 2004, 19:43
Posts: 756
Shelf Life is as funnier without passing in tight holes. ;)


Top
 Profile  
 
PostPosted: 25 Oct 2012, 11:11 
Offline
39mins club
User avatar

Joined: 9 May 2003, 13:30
Posts: 4440
Location: Valmiera, Latvia
it's a nab style anyway :D but what about Animal Farm?

_________________
39:37,91


Top
 Profile  
 
PostPosted: 25 Oct 2012, 11:33 
Offline
35mins club
User avatar

Joined: 28 Nov 2002, 15:54
Posts: 3693
Location: suo mesta
anal farm would suffer dramatically, even the new john octo is damn hard with old route due to megaspeed, wr would possibly be at 1.16 or so ;)

_________________
Image


Top
 Profile  
 
PostPosted: 1 Nov 2012, 14:34 
Offline
39mins club
User avatar

Joined: 23 Nov 2004, 23:05
Posts: 4023
Location: Tórshavn, Faroe Islands
I WANT NEW ELMA! THEN NO ONE CAN COME AND SAY I'M ADDICTED TO THIS OLD STUPID GAME.
Left alo volt please. Else it is just the exact same game.

_________________
Thorze wrote:
I just wanted to make a cool topic like Juish have cool topics..


Top
 Profile  
 
PostPosted: 1 Nov 2012, 14:41 
Offline
Kuski
User avatar

Joined: 20 Nov 2004, 19:43
Posts: 756
Xiphias wrote:
Left alo volt please. Else it is just the exact same game.

Why fix it if it ain't broken. ::sadness:: :)


Top
 Profile  
 
PostPosted: 2 Nov 2012, 12:45 
Offline
Donator duck

Joined: 3 Apr 2003, 17:53
Posts: 10039
What the hell, I missed out totally on this discussion. Nice endeavour!


Top
 Profile  
 
PostPosted: 3 Nov 2012, 12:40 
Offline
Kuski
User avatar

Joined: 24 Nov 2009, 20:53
Posts: 807
Location: kristiansand, norway
nick-o-matic wrote:
Actually it would be awesome if we could make both wheels operate completely independently from each others! I mean we could have for both wheels gas and brake separately, and also we could have reverse gas! This would make turning unnecessary, as it would be equivalent just for changing the direction of gasing. With that, the amount of needed control buttons is exactly matching our amount of fingers:

-gas for right wheel
-reverse gas for right wheel
-brake for right wheel
-gas for left wheel
-reverse gas for left wheel
-brake for left wheel
-right volt
-right alo
-left volt
-left alo

have fun http://kopasite.net/up/q5ooxis9kq43k5r/elmanom.zip
start bat file to run, can also change a few settings in him
controls =
Image
+right shift = restart

note: this is not the "oficial" elma2 thing smibu and ropeli are working on, is just my litle fun project

_________________
Image


Top
 Profile  
 
PostPosted: 3 Nov 2012, 12:48 
Offline
35mins club
User avatar

Joined: 28 Nov 2002, 15:54
Posts: 3693
Location: suo mesta
i kinda like the theoretical possibilities part but it's definitely not a 'game' now :wink2:

wu: 18 or so

_________________
Image


Top
 Profile  
 
PostPosted: 3 Nov 2012, 18:55 
Offline
39mins club
User avatar

Joined: 9 May 2003, 13:30
Posts: 4440
Location: Valmiera, Latvia
all of my wat
how play other level

_________________
39:37,91


Top
 Profile  
 
PostPosted: 3 Nov 2012, 19:00 
Offline
Kuski
User avatar

Joined: 23 May 2002, 13:59
Posts: 6294
Location: In a northern danish city beating YOUR record.
edit the .bat

_________________
Kopasite ^ 39 level packs and 1193 levels for your höyling pleasure
LaMe world of Kopa ^ Team LaMe
Elma Online ^ Moposite Records ^ Upload


Top
 Profile  
 
PostPosted: 3 Nov 2012, 19:04 
Offline
35mins club
User avatar

Joined: 28 Nov 2002, 15:54
Posts: 3693
Location: suo mesta
wu 14.57 or so, ez 12 but it's a nightmare to play this game, i didnt even use brakes or alovolts, hard enough with 4 throttles and volt buttons :D

_________________
Image


Top
 Profile  
 
PostPosted: 3 Nov 2012, 19:09 
Offline
Kuski
User avatar

Joined: 24 Aug 2008, 19:56
Posts: 5510
Location: Southampton, UK
rubiccubers - do your magic
impsy game

_________________
Image
Team TR
Multi WR in Labyrinth with GRob
Best Internal Total Times, Pipe stats & Pipe archive
World kuski map, World Cup stats


Top
 Profile  
 
PostPosted: 3 Nov 2012, 19:52 
Offline
Kuski
User avatar

Joined: 20 Nov 2004, 19:43
Posts: 756
edit: nevermind. :roll:


Top
 Profile  
 
PostPosted: 19 Nov 2012, 09:44 
Offline
Kuski
User avatar

Joined: 5 Feb 2010, 00:25
Posts: 2743
Location: expensive land of dads
Offtopic: GeneRally sequel developement blog. Very similar situation. :)

_________________
then again i don't know anything
maybe easier not to think abouut alöl things thought than not things thought ... or something..=?


Top
 Profile  
 
PostPosted: 19 Nov 2012, 11:10 
Offline
39mins club
User avatar

Joined: 9 May 2003, 13:30
Posts: 4440
Location: Valmiera, Latvia
holy crap, GeneRally! i forgot about that game after i got hooked on Turbo Sliders.

sure is funny to read that post, many issues mirroring our Elma 2 issues :D

_________________
39:37,91


Top
 Profile  
 
PostPosted: 19 Nov 2012, 11:45 
Offline
39mins club
User avatar

Joined: 7 Apr 2007, 12:15
Posts: 6290
Location: Stockholm, Sweden
They even have a Markku of their own)

_________________
John: lol hittade ett popcorn i naveln
(19:52:06) (@Madnezz) The Golden Apple Award goes to.....
(19:52:36) (@Madnezz) ib9814.lev by igge!!!
Zweq wrote:
99.9999% of nabs haven't even opened the book yet and most of those that have are still on the first pages


Top
 Profile  
 
PostPosted: 19 Nov 2012, 11:48 
Offline
39mins club
User avatar

Joined: 9 May 2003, 13:30
Posts: 4440
Location: Valmiera, Latvia
every good game has a Markku!

_________________
39:37,91


Top
 Profile  
 
PostPosted: 24 Nov 2012, 02:08 
Offline
Kuski
User avatar

Joined: 26 Nov 2002, 14:44
Posts: 45
Here's my suggestion of how to handle this.

Go for a three tiered release:

1) Release a "legacy" Elastomania 2.0 to continue to support old-school hoyling and battling. This version should be 100% the same gameplay/physics as Elma 1.x. Include tweaking that emulates vsync and limited frame rate and whatever else is necessary to make it identical. Create a new interface from scratch and add whatever nice features that don't directly affect gameplay (i.e. no save/load, no left-alovolt etc.). As for bug-bounces don't change anything in the physics code, but if possible add an automatic detection mechanism that detects an illegal bug-bounce when it happens. Runs that include bug-bounces shouldn't count for high scores/records, but it should be possible to complete the run and save a replay of them. Something in the replay should indicate that this is a bugged replay.

2) Start work on a new "FreeElma" game (with a better name of course). This should be a new game in the same vein as Elastomania, but updated enough to make it feel like a new game, yet similar enough to capture the same spirit and making some player skill transfer to the new game. Something similar like the evolutionary step from Across to Elastomania. Add gameplay changes, but nothing *too* radical. Maybe left-alovolt, different timing of volts and such. Tweak/improve the physics and make it independent of frame rate. Fixing "semi buggy" bounces completely might hurt the spirit of the game too much, so find some middle ground. One solution could be to put a max on the power of these "semi bugged" bounces, so it becomes part of the gameplay that good players can hit a "max bounce" pretty consistently.

Create new levels and decide if the original levels should be included in the new version or not (just like most Across levels were included in Elastomania). One solution could be to create a brand new set of internal levels, but bundle all the Elastomania internals as a bonus pack (like OLP, but supported with WR tables from the start).

A decision would need to be made on whether to make this version open source or not, but if the goal is to create a new "hoyling" scene it might be a good idea to keep it closed source.

3) Release the source code for the Elma physics to the public. Make it open source if Balázs allows it (if necessary make the license non-commercial), otherwise just spread unofficially. If any work is done to fix bug-bouncing, then releasing that source would be preferable as well. Maybe include some library source code for loading levels, loading and saving of replays etc. If the "FreeElma" project has a closed source version of the physics, then keep that version closed source.

Releasing the source would allow others to create new third party games and keep the game genre evolving, especially if the license allows it to be used on a wide scale. These third party games wouldn't influence the "world record" scene, but might be fun in their own right.

---

Of course any details are merely suggestions, but the idea would be to cater to both old-schoolers (version 1), "normal" gamers (version 2) as well as third party game developers who might come up with crazy new features for the genre. Personally I think it would be awesome if option 2 and 3 could allow a new generation of gamers to find interest the hoyling that all of us love. :)

Sprocket


Top
 Profile  
 
PostPosted: 24 Nov 2012, 12:33 
Offline
35mins club
User avatar

Joined: 1 Jan 2009, 10:51
Posts: 2070
Location: London, UK
Yeah, let's have 50 different versions so everyone from this 50-man community can choose one!

_________________
Image

Image


Top
 Profile  
 
PostPosted: 25 Nov 2012, 21:57 
Offline
Kuski
User avatar

Joined: 26 Nov 2002, 14:44
Posts: 45
Smibu wrote:
There are also many replay players around (especially jonsykkel's replayer which is C/C++ and looks good), so it most likely would'nt take too long to put things together and make the first version.


Is that something that's available to play around with? Is it a standalone program or online-only?

Sprock


Top
 Profile  
 
PostPosted: 25 Nov 2012, 22:34 
Offline
Kuski
User avatar

Joined: 6 Jan 2009, 13:08
Posts: 1974
Location: Srdcom vychodniar
pls read chris' signature.

_________________
ImageImage


Top
 Profile  
 
PostPosted: 1 Dec 2012, 18:30 
Offline
35mins club
User avatar

Joined: 28 Nov 2002, 15:54
Posts: 3693
Location: suo mesta
i think many new lol moments would emerge if designer could set background music for lev.

_________________
Image


Top
 Profile  
 
PostPosted: 2 Dec 2012, 00:08 
Offline
Kuski
User avatar

Joined: 6 Jan 2009, 13:08
Posts: 1974
Location: Srdcom vychodniar
that would enlarge the level size by huge ammount.
or, there would be some predefined musics, and you just select which one?

_________________
ImageImage


Top
 Profile  
 
PostPosted: 2 Dec 2012, 01:23 
Offline
Kuski
User avatar

Joined: 23 May 2002, 13:59
Posts: 6294
Location: In a northern danish city beating YOUR record.
event based sounds could be nice too, like exciting music when at a difficult place, happy music when get a hard apple etc.

_________________
Kopasite ^ 39 level packs and 1193 levels for your höyling pleasure
LaMe world of Kopa ^ Team LaMe
Elma Online ^ Moposite Records ^ Upload


Top
 Profile  
 
PostPosted: 3 Dec 2012, 07:47 
Offline
Kuski
User avatar

Joined: 29 Jan 2012, 16:10
Posts: 277
Location: UK
Zweq wrote:
i think many new lol moments would emerge if designer could set background music for lev.


it this isnt implemented im quit elma

_________________
Image


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 261 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6  Next

All times are UTC [ DST ]


Who is online

Users browsing this forum: No registered users and 2 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group