Mopolauta

Elasto Mania board
It is currently 17 Aug 2017, 20:10

All times are UTC [ DST ]




Post new topic Reply to topic  [ 282 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6  Next
Author Message
PostPosted: 10 Jan 2013, 10:09 
Offline
Kuski

Joined: 15 Jun 2007, 13:17
Posts: 446
Location: Finland
Updated wiki. Added the flicker bug also although I still couldn't reproduce it.

For everyone: you can create an account in the wiki yourself and add any new bugs directly in the wiki page. It saves some work.

Xiphias wrote:
Is it on purpose that the terminology has been changed in the options menu?
Not really, but they don't have to be exactly the same either.

Madness wrote:
it sometimes crashes when I try to enter a level
Does the debug version crash randomly too? If so, what are the error messages?

Same for Orcc: Run the debug version and paste error messages here. The latest error message you posted is not from debug version and that's why it's not very detailed.


Top
 Profile  
 
PostPosted: 10 Jan 2013, 11:09 
Offline
35mins club
User avatar

Joined: 1 Jan 2009, 10:51
Posts: 2070
Location: London, UK
Smibu wrote:
Madness wrote:
it sometimes crashes when I try to enter a level
Does the debug version crash randomly too? If so, what are the error messages?

It doesn't show any error messages, it just turns off.

Today again, no crashes at all ._.

_________________
Image

Image


Top
 Profile  
 
PostPosted: 10 Jan 2013, 12:03 
Offline
37mins club
User avatar

Joined: 22 Apr 2005, 05:12
Posts: 2197
Location: New Zealand
Maybe set a limit to how far you can zoom in/out. Currently it seems that I can zoom in/out forever.

Bug:
This one is pretty fun.
To reproduce it: Enter any level. Press and hold the 'Zoom Out' button. Whilst holding that button press and hold any other button on your keyboard (except the 'Zoom In' button). The view then rotates 180 and proceeds to zoom in.
Image
Exit the game and run it again. The view is still 180'd until you reverse it (by using the same method).
Image
I tried the same thing with holding the 'Zoom In' button, but all that happens is it zooms in slower than normal (no flipsy).

_________________
Image Image


Top
 Profile  
 
PostPosted: 10 Jan 2013, 13:01 
Offline
35mins club
User avatar

Joined: 1 Jan 2009, 10:51
Posts: 2070
Location: London, UK
Madness wrote:
Today again, no crashes at all ._.

2 hours later...
Now it crashes about every second try.

_________________
Image

Image


Top
 Profile  
 
PostPosted: 10 Jan 2013, 13:07 
Offline
35mins club
User avatar

Joined: 25 Apr 2007, 14:23
Posts: 2227
Location: Östersund, Sweden
Madness wrote:
Madness wrote:
Today again, no crashes at all ._.

2 hours later...
Now it crashes about every second try.

Your computer probably starts some service or other shit that elma 2 makes a conflict with. Look in event viewer the time your problems started, and try figure out what your computer did at this moment. Check both system and program logs.

_________________
Image | Team EF | YouTube
<kazan> real men fucks country
Image


Top
 Profile  
 
PostPosted: 10 Jan 2013, 14:06 
Offline
39mins club
User avatar

Joined: 23 Nov 2004, 23:05
Posts: 4023
Location: Tórshavn, Faroe Islands
Lee wrote:
Maybe set a limit to how far you can zoom in/out. Currently it seems that I can zoom in/out forever.

Bug:
This one is pretty fun.
To reproduce it: Enter any level. Press and hold the 'Zoom Out' button. Whilst holding that button press and hold any other button on your keyboard (except the 'Zoom In' button). The view then rotates 180 and proceeds to zoom in.

Exit the game and run it again. The view is still 180'd until you reverse it (by using the same method).

I tried the same thing with holding the 'Zoom In' button, but all that happens is it zooms in slower than normal (no flipsy).
Omg this is the best :D

There is another bug with holding the keys down and entering a level.
Hold down the alovolt key, right volt (or left volt) and brake (or throttle) keys before entering a level. Then when you have entered the level release the Right/left volt key and the Throttle/Brake, so you only hold down Alovolt. The bike will stop alovolting and start doing the left/right volt instead. With still holding the Alo key down and you enter other levels the bike is still doing normal Volts.

---
I recorded the bug Leeland found. http://youtu.be/F-HOn21dtk0
Sorry for the shit frame rate :P

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


Top
 Profile  
 
PostPosted: 11 Jan 2013, 17:20 
Offline
35mins club
User avatar

Joined: 1 Jan 2009, 10:51
Posts: 2070
Location: London, UK
I managed to record the window in the background when it turns off.

This is when I'm in the menu.
Image

This goes on after trying to enter a level.
Image

_________________
Image

Image


Top
 Profile  
 
PostPosted: 11 Jan 2013, 17:38 
Offline
Kuski

Joined: 30 Apr 2007, 13:20
Posts: 114
Oh, it's just an exception that occurs probably while trying to save the options. I don't know why it's not handled properly, last time I wrote the code it handled exceptions aswell. If it happens in some other event, then it's certainly a bug.


Top
 Profile  
 
PostPosted: 21 Jan 2013, 21:50 
Offline
Kuski

Joined: 29 May 2002, 08:03
Posts: 114
OMG nice, didn't know about this project. Do you have more information to share? What is planned to do, what is done and skipped? What about linux, osx, other OS's?


Top
 Profile  
 
PostPosted: 21 Jan 2013, 22:17 
Offline
Kuski

Joined: 15 Jun 2007, 13:17
Posts: 446
Location: Finland
@klisse: I added a link to the feature document in the wiki page. As for "what has been done so far", read this topic :) we try to list all the new features/bug fixes after each release.

The project is cross-platform, but so far we've only compiled binaries for Windows (should work on XP/Vista/7/8). Other supported platforms should be Linux and Mac OS X at least.

@Madness: That is hopefully fixed for next version now.


Top
 Profile  
 
PostPosted: 29 Jan 2013, 21:28 
Offline
Kuski
User avatar

Joined: 6 Jan 2009, 13:08
Posts: 1974
Location: Srdcom vychodniar
Smibu was saying something about a velocity arrow showed in one-life battles at start (in level format thread). That reminded me of one suggestion here: Is it possible to make an arrow displayed on the top of the screen in flagtag battles, which will point to the kuski with a flag? (maybe showing distance to kuski as well..)

_________________
ImageImage


Top
 Profile  
 
PostPosted: 30 Jan 2013, 01:18 
Offline
37mins club
User avatar

Joined: 22 Apr 2005, 05:12
Posts: 2197
Location: New Zealand
Or big arrow means farther away, small arrow means closer or just off the screen.
That way you wouldn't have to read anything to know the distance.

_________________
Image Image


Top
 Profile  
 
PostPosted: 30 Jan 2013, 22:24 
Offline
Kuski
User avatar

Joined: 6 Jan 2009, 13:08
Posts: 1974
Location: Srdcom vychodniar
yes, i was wondering something similar..
because it sucks when you have to zoom out before each FT balle, and to look closely to minimap to spot the green dot.

_________________
ImageImage


Top
 Profile  
 
PostPosted: 8 Feb 2013, 16:13 
Offline
39mins club
User avatar

Joined: 23 Nov 2004, 23:05
Posts: 4023
Location: Tórshavn, Faroe Islands
When new version for testing? Don't want to seem pushy/intolerant. I'm just wondering =)

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


Top
 Profile  
 
PostPosted: 9 Feb 2013, 14:16 
Offline
Kuski

Joined: 15 Jun 2007, 13:17
Posts: 446
Location: Finland
About arrows in flag tags: yes, good idea.

@Xiphias: When some more of the current bugs are fixed and some new features added. It's just useless to release a new version if there's not much new to test.


Top
 Profile  
 
PostPosted: 16 Mar 2013, 00:18 
Offline
Kuski
User avatar

Joined: 5 Apr 2007, 12:30
Posts: 1157
Location: Norway, Sandnes
Think Rocket launcher is needed in flag tag, when someone is on a impsy place. After 1 min its enabled so you can shoot them down and get the flag

_________________
TT:39.59.86|| AvgTT:41.49.24 || Multi TT:27:43:82 || Team [TR]


Top
 Profile  
 
PostPosted: 16 Mar 2013, 07:06 
Offline
Kuski
User avatar

Joined: 7 Dec 2010, 12:54
Posts: 393
Location: anal
where's new version with boobs

_________________
Image Image
Image


Top
 Profile  
 
PostPosted: 23 Mar 2013, 10:47 
Offline
Kuski

Joined: 10 Jun 2010, 17:02
Posts: 398
Rocker launcher idea actually sounds interesting to some degree. Ok yes it fundamentally changes elma into something else, im just thining destructible polygons could be fun to try once, but no more.

Dont really want regular balles to be replaced with 10 different "death match" modes (Worms armageddon with motorcycles)


Top
 Profile  
 
PostPosted: 29 Mar 2013, 08:01 
Offline
Kuski

Joined: 15 Jun 2007, 13:17
Posts: 446
Location: Finland
IRC channel has been changed (again) because of lost ops. It's now #new_elma. The new channel has a re-opping mode in case everyone loses op, so it shouldn't be necessary to switch channel anymore.

So leave the old channels (#new-elma and #newelma) and join the new one.


Top
 Profile  
 
PostPosted: 20 Apr 2013, 04:09 
Offline
38mins club
User avatar

Joined: 4 Apr 2008, 23:46
Posts: 885
Im totally lost in this elma2 thing, no idea what happend in 2012. Anyway wanted to leave an idea but dunno where.

After you die or finish a ride you get the Play again, Replay, Save rec, Best times options. Something i would use like crazy, at least in battles (if this has something to do with new eol version dunno) is a Merge option; to instantly merge my ride (probably a fail ride) with my actually saved pr ride. This would substitute saving every ride i want to quickly merge into a "trash" replay, going on merge and selecting both replays.

Probably a non generic option or important as the others, so it might be not useful every time, Im thinking more in eol and playing battles (in that case it does help imo). Of course you can add the option to hidde Merge option or show as elma does with Menu stuff.

Ok thats it, ty for reading.

_________________
My Youtube Channel Level Stats Maker Battle Notifier!

Image
Image
Signatür ruined by SveinR - smaller plz :*


Top
 Profile  
 
PostPosted: 20 Apr 2013, 10:40 
Offline
Kuski
User avatar

Joined: 24 Aug 2008, 19:56
Posts: 5510
Location: Southampton, UK
It would be great, indeed!

_________________
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: 20 Apr 2013, 12:11 
Offline
39mins club
User avatar

Joined: 23 Nov 2004, 23:05
Posts: 4023
Location: Tórshavn, Faroe Islands
Before I forget about it:

In original elma - When merging replays apples do not reappear if you rewind. Animation of the arms also does not replay after rewinding.
I think apples are more important than the arm animation.

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


Top
 Profile  
 
PostPosted: 27 Apr 2013, 21:35 
Offline
Kuski

Joined: 15 Jun 2007, 13:17
Posts: 446
Location: Finland
It has been about 4 months since the previous version. Many bugs have been fixed and some new features added, so it's time for a new version. Download here.

NOTE: You need to delete the options.dat file because the options format has been changed. It will crash otherwise. This is a bit annoying bug so it'll be fixed in the future of course.

List of fixed and unfixed bugs is here, so I won't repeat them in this post.

New features:
  • Arrow displays the direction of gravity in gravity apples.
  • Time is shown after ride (and whether it was finished or not).
  • Reset defaults -button for keys.
  • Toggle show/hide button for multiplayer mode (hides/shows the player's view).
  • Grass is shown.

All files are now in one zip to make things simple (elma2.exe, elma2_d.exe, datafiles folder, elma2_log.bat).

If elma2.exe isn't working for you, run elma2_log.bat. It will run elma2_d.exe and create a file called elma2log.txt where everything is logged, including possible exception messages.


Top
 Profile  
 
PostPosted: 30 Apr 2013, 16:07 
Offline
Kuski
User avatar

Joined: 15 Apr 2007, 01:05
Posts: 3299
all these files crash when starting them
elma2.exe
elma2_d.exe
elma2_log.bat

_________________
Website || TT:41:45:64 || Team Image
ImageImage


Top
 Profile  
 
PostPosted: 1 May 2013, 13:12 
Offline
39mins club
User avatar

Joined: 23 Nov 2004, 23:05
Posts: 4023
Location: Tórshavn, Faroe Islands
Got it to work on my machine by following Smibu's instructions. Nice fixes you made. Not many new features though so not many changes to test but I will try to test a bit later this week.

Keep up the good job guys. :)


Top
 Profile  
 
PostPosted: 1 May 2013, 22:27 
Offline
38mins club
User avatar

Joined: 2 May 2005, 14:20
Posts: 904
Location: Hungary
http://kopasite.net/up/165xt6v5eu8jhnq/shitma2.PNG
http://kopasite.net/up/pqk65b64z3qxxi2/elma2log.txt

This happens all time i start it, same in debug version, same in old versions.

_________________
Team SPEED

Image

Q: Which number Bjenn plays on roulette?
A: 29.


Top
 Profile  
 
PostPosted: 2 May 2013, 01:13 
Offline
39mins club
User avatar

Joined: 23 Nov 2004, 23:05
Posts: 4023
Location: Tórshavn, Faroe Islands
I found two issues:

Bug 1: - Doubled gravity arrows when toggling map off
Steps to reproduce:
1. Elma -> Play -> Open Gravity Ride
2. Press O key to toggle map on/off

Map ON
Image
Map OFF
Image


Bug 2: - Possible to disable screen with Hide/Show feature both in Multi Player and in Single Player
Steps to reproduce:
1. Elma -> Play -> Start any level
2. Press "1" on the keyboard

In-game while playing
Image

When dead
Image


Top
 Profile  
 
PostPosted: 2 May 2013, 18:58 
Offline
Kuski

Joined: 15 Jun 2007, 13:17
Posts: 446
Location: Finland
Mawane wrote:
all these files crash when starting them
elma2.exe
elma2_d.exe
elma2_log.bat
This got resolved already (he forgot to delete options.dat).

Labs: very strange bug... hopefully we can reproduce that so it could be fixed.

Xiph: Bug 2 was kinda known, I agree that it doesn't make sense to hide the player if the other is already hidden. And bug 1 - nice find, I couldn't reproduce it yet. It might be some undefined behaviour.

About Pab's and Xiph's earlier suggestions: ye, those are good ideas.


Top
 Profile  
 
PostPosted: 27 May 2013, 10:39 
Offline
Kuski
User avatar

Joined: 7 Dec 2010, 12:54
Posts: 393
Location: anal
i absolutely want the linux version asap

_________________
Image Image
Image


Top
 Profile  
 
PostPosted: 8 Jun 2013, 22:58 
Offline
Kuski
User avatar

Joined: 30 Aug 2009, 20:55
Posts: 1602
Location: Uppsala, Sweden.
I just thought of an idea I have not stumbled upon before on this forum, might've missed it but I'll give it a shot.

I was thinking if it would be possible, or even wise to do this.
If EOL2Chat would be linked with #across chat.
Would be nice since we could all talk together even if you're not playing and if nobody can't abort in-game maybe someone on #across sees it and aborts. idk probably impsy anyways bye

'anyway, instead of #across, it could simpy be #eolchat' -Markku
better idea than #across

Edit: hmm I came up with something else since this would maybe be too messy and hard.
What about a command in EOL like '!abortplz' '!stopplz' or such that sends a message to #across that you want current balle aborted. or just add a feature in elma2 that let's ballestarter abort his own levels o.o

_________________
Image
kartoffel


Top
 Profile  
 
PostPosted: 9 Jun 2013, 05:15 
Offline
39mins club
User avatar

Joined: 7 Apr 2007, 12:15
Posts: 6290
Location: Stockholm, Sweden
Ye I suggested in belma days that there should be an irc channel in which a bot repeated all belma chat, and in EOL there should be a bot which repeated all chat from that channel (other than what the bots are saying). I guess that would serve pretty much the same purpose, but would be a somewhat uglier solution.

_________________
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: 14 Jun 2013, 19:10 
Offline
Kuski

Joined: 15 Jun 2007, 13:17
Posts: 446
Location: Finland
analcactus wrote:
i absolutely want the linux version asap
Good news is that Elma 2 really works on Linux :) Joey managed to compile Elma 2 for Arch Linux about two months ago: http://users.jyu.fi/~mikkalle/Elma/elma2_archlinux.png

We haven't released any Linux version yet because we don't have a proper build system.

Hosp wrote:
What about a command in EOL like '!abortplz' '!stopplz' or such that sends a message to #across that you want current balle aborted.
Instead of spamming #across with such messages, I think the best way to handle level abortions (if moderators are absent) would be to let the players vote for/against aborting the current level. The questions would be - how many votes are needed to abort the level, how much do counter votes weigh, what is the deadline for aborting a level, etc... it would easily become quite complex.

Hosp wrote:
or just add a feature in elma2 that let's ballestarter abort his own levels
At least he could be allowed to remove it from the queue if it's not yet started. Not sure about abortion.

Btw, when something is asked in the IRC channel, it would be nice to get answers (=feedback). I'll repeat my question:
Quote:
23:30 <Smibu> is it just me or is there a very slight keypress delay in elma 2 compared to elma (when vsync off)?
23:32 <Smibu> pls test that


Top
 Profile  
 
PostPosted: 16 Jun 2013, 17:44 
Offline
Kuski
User avatar

Joined: 24 Aug 2008, 19:56
Posts: 5510
Location: Southampton, UK
There has been a voting system in belma, no? And to be honest I can't see why a designer couldn't abort his own lev :< After all mistakes happen.

Also, what about the lag after dying which has been fixed before by Smibu's patch, but brought back by mila? It was some bongo sorting right?

_________________
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: 17 Jun 2013, 06:37 
Offline
38mins club
User avatar

Joined: 6 Nov 2003, 06:04
Posts: 918
Location: Russia
Can't really test anything since the latest build doesn't work for me, just puts out a black screen. Was lazy to fiddle with settings to see if i can fix that, will try today.


Top
 Profile  
 
PostPosted: 17 Jun 2013, 10:19 
Offline
Kuski
User avatar

Joined: 5 Feb 2010, 00:25
Posts: 2743
Location: expensive land of dads
idé: running chart in each battle where x is battletime, y is best time and theers a line for each batler. and maybe pasibility to save any rec and then could donga any by cliking points on teh chart. combined with realtime apple counts in standings of ff balles, might be very fun to analyze chart =D sry if too early to be talking about online things. also smibu when will you give us ponies?

_________________
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 Jun 2013, 21:55 
Offline
Kuski
User avatar

Joined: 7 Dec 2010, 12:54
Posts: 393
Location: anal
if that's possible, i'd request you to send me the version compiled for linux :)
just i have a low amount of games here so elma would help

_________________
Image Image
Image


Top
 Profile  
 
PostPosted: 28 Jul 2013, 21:05 
Offline
Kuski

Joined: 15 Jun 2007, 13:17
Posts: 446
Location: Finland
Pawq wrote:
There has been a voting system in belma, no? And to be honest I can't see why a designer couldn't abort his own lev :< After all mistakes happen.

Voting system in Belma? No, as far as I can remember.

About aborting own lev - maybe this could be a separate privilege that could be revoked if someone abuses it. So by default, it could be enabled.

Pawq wrote:
Also, what about the lag after dying which has been fixed before by Smibu's patch, but brought back by mila? It was some bongo sorting right?

That was never a bug, but a feature in original Elma. Probably because Balazs thought that you might want to see how you died before the game went back to the menu.

anpdad wrote:
Can't really test anything since the latest build doesn't work for me, just puts out a black screen. Was lazy to fiddle with settings to see if i can fix that, will try today.

Well, did you get it to work?

Lousku wrote:
idé: running chart in each battle where x is battletime, y is best time and theers a line for each batler. and maybe pasibility to save any rec and then could donga any by cliking points on teh chart. combined with realtime apple counts in standings of ff balles, might be very fun to analyze chart =D sry if too early to be talking about online things.

Yea, not bad ideas at all. It's early, ye, but any ideas are still welcome.

Lousku wrote:
also smibu when will you give us ponies?

http://businessblog.winweb.com/wp-conte ... k-pony.jpg

analcactus wrote:
if that's possible, i'd request you to send me the version compiled for linux :)

Patience please :) there will be a Linux version eventually, although I can't say any exact dates.

Another thing: Realtime channel log for #new_elma is here. It has a basic search feature. Clicking a line after searching will show the surrounding lines so you get some context.


Top
 Profile  
 
PostPosted: 30 Jul 2013, 05:51 
Offline
Kuski
User avatar

Joined: 30 Aug 2009, 20:55
Posts: 1602
Location: Uppsala, Sweden.
Dunno if more suitable topic than this one but just wanted to tell which of the ideas I like (from here and possibly some comments on them, since for some reason I cannot upvote/downvote them o.o (says this: sorry, this has been archived and can no longer be voted on)

Xarthok wrote:
All-around improvements to the in-game level editor to match and improve upon current popular external editors such as ALE. Undo button, draw shapes, text, import images, copy, split, transform polygons, open several levels at the same time, etc.

This is a good idea but would be cool to have the normal one to choose from in-game too, sach used to teh and ye also if this I would like it to be same kind of style on the design of all those new buttons/options.
Lousku wrote:
Levels without a flower.

Imo this is a must. It is possible to create levels with the same concept already, but this would be better, and when you have taken all the apples except the last one the last apple always turns in to a flower the instant you take the second last apple.
Xarthok wrote:
Option to select any replay to use as a ghost bike.

I always missed this but in some way I feel like it would change the game too much. Not quite sure how I feel about this.
Pingywings wrote:
have greatest amount of apples collected in level similar to shift f5 best times. would be good for really long first finishes like cp080ff and other levs like wat2 so you could see how far people got

This is a must imo.
Purvillo a.k.a. Leeland I guess wrote:
Fully customizable biker shown to other players instead of just the shirt.

This sounds nice, but then would be nice with some easy built in thing in elma where you can create those pretty simply.
Xarthok wrote:
Left alovolt as an option with either separate flagged record tables or only useable in brand new levels that explicitly allow it.

I think at least some kind of way to use left alo would be cool. like shift f6 or something for best times with left alo :P (some kind of mode has to be activation from menu when want to be able to use it)
Xarthok wrote:
Possibility to make moving and otherwise interactive (scripted?) objects in levels, such as switches that open doors, button push puzzles, etc.

This idea was used in some elma video on youtube don't remember who it was but not active kuski I think. Could be interesting.

pingys hat comment also nice but the way I interpret it is that you can change just colours and such on helmet, maybe skin colour too if people want to be niggers or latinos (for pab)
other ideas seemed bit fun too but didn't orka comment on them and also many seems just too big change and much work.
Would be nice to be able to have a cup of tea in some lev with friends and not ride the bike all the time. :) (from Xarthoks idea: The possibility to leave your bike and continue on foot)

ok very long post bye

_________________
Image
kartoffel


Top
 Profile  
 
PostPosted: 31 Jul 2013, 01:09 
Offline
Kuski
User avatar

Joined: 29 Jan 2012, 16:10
Posts: 277
Location: UK
my hat comment was more of a cheap joke at TF2's hat "updates" :D i think the changing of helmet colour and skin ect would come with the fully customizable bike idea, which should definitely be used imo. its a pretty useless update i guess but come on everybody wants to vroom along in a sick custom bike 8D

_________________
Image


Top
 Profile  
 
PostPosted: 10 Aug 2013, 23:12 
Offline
Kuski
User avatar

Joined: 5 Feb 2010, 00:25
Posts: 2743
Location: expensive land of dads
Polygon objects?

_________________
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: 20 Sep 2013, 02:44 
Offline
Kuski
User avatar

Joined: 30 Aug 2009, 20:55
Posts: 1602
Location: Uppsala, Sweden.
I think this would be a nice option for elma2: Ability to use Shift F5 to show Best Times in a lev, when watching a replay.
Maybe been suggested before dunno.

_________________
Image
kartoffel


Top
 Profile  
 
PostPosted: 4 Jan 2014, 06:27 
Offline
37mins club
User avatar

Joined: 22 Apr 2005, 05:12
Posts: 2197
Location: New Zealand
Could we get a quick update on how Elma 2 is coming along? Something like "still making it" is a fine response.

_________________
Image Image


Top
 Profile  
 
PostPosted: 4 Jan 2014, 08:28 
Offline
Kuski

Joined: 15 Jun 2007, 13:17
Posts: 446
Location: Finland
Elma 2 is still being worked on :)

Most of the changes lately have been refactoring (organizing code better), and most of this refactoring has happened in November/December (but there has been some activity every month since April, except October). So from the user's perspective, not much has changed and that's why there's no new version yet.

Another goal is to have a Linux version for the next release.


Top
 Profile  
 
PostPosted: 4 Jan 2014, 14:06 
Offline
36mins club
User avatar

Joined: 4 Jul 2004, 12:10
Posts: 5167
linux version would be much appreciated.

_________________
TT: 36:59:53 || Avg TT: 38:09:65


Top
 Profile  
 
PostPosted: 4 Jan 2014, 14:55 
Offline
Kuski
User avatar

Joined: 7 Dec 2010, 12:54
Posts: 393
Location: anal
and ondroed and ipone

_________________
Image Image
Image


Top
 Profile  
 
PostPosted: 15 Jan 2014, 19:43 
Offline
35mins club
User avatar

Joined: 28 Nov 2002, 15:54
Posts: 3693
Location: suo mesta
i found this image on the internets, might be interesting... I also might be in danger for posting it, but imo mans deserve to know the truth
Image

_________________
Image


Top
 Profile  
 
PostPosted: 15 Jan 2014, 20:24 
Offline
Kuski

Joined: 10 Jun 2010, 17:02
Posts: 398
Sounds like a lot of bullshit from the cock of my ass


Top
 Profile  
 
PostPosted: 21 Jan 2014, 08:12 
Offline
Kuski
User avatar

Joined: 10 Dec 2005, 11:12
Posts: 4022
Location: Brisbane
Sounds legitimate to me gentalmen.

_________________
FinMan wrote:
I prefer AKB:s topics to Xratios ones :)

33TT - 54 World Records - is not jaytea
1 Golden Apple Award: Rookie of the Year


Top
 Profile  
 
PostPosted: 23 Jan 2014, 02:29 
Offline
Not banned
User avatar

Joined: 19 May 2002, 16:20
Posts: 2140
Location: omnipresent fractal hologram
It would be interesting to know about how the bugs work. Most probably the bounce works, but how about other vsync wheel thru ground stuff?

Here are some ideas for features:
    Any of 360 degrees direction gravity, with an arrow both in editor and visible on apple while playing
    Optional instant turn screen so that gravity will always be down on screen
    Optional instant turn bike
    Option to play with across bike physics
    Include level generators in game
    Allowing for thousands of vertices per polygon, in order to reproduce quantum physics bugs in the ground
    Availability for crossing polygons, and drawing lines in levels - I don't see why not
    Breaking with one wheel at a time
    Make svg into levels
    Follow flag owner in flagtag, see the flag during F1+enter
    Having more custom looks than just the shirt
    Make chat not autoscroll and not disappear when dying
    Don't crash game and lose data on internal errors, don't even exit game
    Allow more apples
    Show how many apples are in the level
    Delete levels from inside the game
    Autojump to current battle level
    Display bounce strength and add bounce strength battle type
    Bubbles coming out from the mouth of elma dude
    A story for each internal
    Optional lines indicating position of each remaining apple and flower
    Optional Elma player's nick[team] shown with letters next to the bike; as well as chat in a bubble, and a label with the player's current battle status, such as time, starter, leader, winning streak; bike speed, bounce force
    Counter of successful zweq spins, and other impsy tricks
    Indicator of skill level on internal times, such as whether the user's time is pro, world class, etc
    !lev !rec system
    ability to see all current level's recs from the level's menu, instead of separate rec menu, with rec mergin
    rec merging showed with rec file label, to easily see who is who
    seeing online info about level in the game, such as comments for example
    intelligible private chat system
    ghost bike from selected rec file
    helmets indicating GAA, administrator, chat banned :D
    copy-pastability in chat, to be able to copy and paste links

_________________

Elma RPG 3D HD Torrent:
magnet:?xt=urn:btih:ED2E24476F41DC9ED313B2593D95CF5259650587&dn=elma3dhd.zip&tr=udp%3a%2f%2ftracker.openbittorrent.com%3a80%2fannounce&tr=udp%3a%2f%2ftracker.publicbt.com%3a80%2fannounce&tr=udp%3a%2f%2ftracker.ccc.de%3a80%2fannounce


Top
 Profile  
 
PostPosted: 23 Jan 2014, 15:24 
Offline
39mins club
User avatar

Joined: 1 Sep 2002, 16:48
Posts: 833
those are some really really good ideas. i agree with most of them. braking with seperate wheels i feel should be optional though.


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 282 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 1 guest


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