If you could choose one new feature..
Moderator: Moporators
If you could choose one new feature..
if you were given the ability to summon one new feature to elma, what would it be? remember, only one.
it could of course be an improvement of something existing already, almost anything.
now, think carefully..
it could of course be an improvement of something existing already, almost anything.
now, think carefully..
- Ky.Jelly
- Flood to teh MAX
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if you could get something to attach to your brain waves that will automatically do wot u invision, like the bike guy is reading ur mind and doing as you ask,
that would be kool
that would be kool
[10:51:18] <skint0r> i could SACh see KyJelly working at ICA ;D
[10:51:37] <skint0r> "vad kostar denna?" "wtf ch0b0"
Thursday, March 2nd 2005, 0942 i was 3333 [4.43% of total / 3.25 posts per day]
[10:51:37] <skint0r> "vad kostar denna?" "wtf ch0b0"
Thursday, March 2nd 2005, 0942 i was 3333 [4.43% of total / 3.25 posts per day]
duh teleporter
it would be the coolest thing EVER ! a lot of new external levels ideas will come, and you could do a perfect labyrinth ...
now for my less-important features... :
new motions - super-alovolt, hanging with the body of the motorcycle (somehow), and some insane ways to get a big momentum...
moving things in levels - you know... it's kinda boring when you see the same things again and again... and it's very hard to find new styles when the conditions of the area are same. ideas for moving things : elevator (which brings you up and down), active apples (moving apples !! isn't it cool ??), moving killers and end-flower (cool too, uh ?), momentumers (kind of moving wheel, half in the ground, which pushing you forward or backward), moving polygons (THE coolest thing ! you can find at least 500 different styles if you're hoyling a level for a hour).
new objects - faked killers and end-flowers, gravity-apples that you don't must to take to finish a level), cut-time apples (cutting a second from your time !), add-time apples (looks exactly like the cut-apples, but they're doing the opposite...).
some software changes - creating a stats file for your REPLAYS and for your externarls, hundreds of editable int. levels, a much bigger selection of colors in the editor, and the most important thing in the editor category - easy grass putting ! I hate to guess how the grass will look like and playing with the polygon for h-o-u-r-s !
it would be the coolest thing EVER ! a lot of new external levels ideas will come, and you could do a perfect labyrinth ...
now for my less-important features... :
new motions - super-alovolt, hanging with the body of the motorcycle (somehow), and some insane ways to get a big momentum...
moving things in levels - you know... it's kinda boring when you see the same things again and again... and it's very hard to find new styles when the conditions of the area are same. ideas for moving things : elevator (which brings you up and down), active apples (moving apples !! isn't it cool ??), moving killers and end-flower (cool too, uh ?), momentumers (kind of moving wheel, half in the ground, which pushing you forward or backward), moving polygons (THE coolest thing ! you can find at least 500 different styles if you're hoyling a level for a hour).
new objects - faked killers and end-flowers, gravity-apples that you don't must to take to finish a level), cut-time apples (cutting a second from your time !), add-time apples (looks exactly like the cut-apples, but they're doing the opposite...).
some software changes - creating a stats file for your REPLAYS and for your externarls, hundreds of editable int. levels, a much bigger selection of colors in the editor, and the most important thing in the editor category - easy grass putting ! I hate to guess how the grass will look like and playing with the polygon for h-o-u-r-s !
TT: 43:03.93 | AVG: 47:03.65 | | Team Site [TR] || TR Forum | 1 Pro, 27 Good, 26 OK
I been thinking about some check points too that one could set in a certain lvl. Fx if u said a check point which u can only pass if u pass it under 15 sec this way u would avoid crap times if u set up more if these in the lvl.John wrote:Forget my last post...
A checkpoint-placer would be nice. You can somehow place checkpoints and when you merge two replays you'll see how much time you're leading with.....But just when you merge replays not in real game...
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I'm pretty open for new features, but I really hate this idea.WorstKuskiEver wrote:duh teleporter
it would be the coolest thing EVER ! a lot of new external levels ideas will come, and you could do a perfect labyrinth ...
Alovolt is enough.WorstKuskiEver wrote:super-alovolt
Keep the body of the motorcycle immaterial.WorstKuskiEver wrote:hanging with the body of the motorcycle (somehow)
Be more specific please. Mind you, I'm probably against it anyway.WorstKuskiEver wrote:some insane ways to get a big momentum...
Nah. It would involve more luck than skill.WorstKuskiEver wrote:elevator (which brings you up and down)
There were moving apples and killers in Across 1.0, and it wasn't very cool. Trust me.WorstKuskiEver wrote:active apples (moving apples !! isn't it cool ??), moving killers and end-flower (cool too, uh ?)
Is this really necessary?WorstKuskiEver wrote:momentumers (kind of moving wheel, half in the ground, which pushing you forward or backward)
Could be interesting, but again, more luck than skill involved.WorstKuskiEver wrote:moving polygons (THE coolest thing ! you can find at least 500 different styles if you're hoyling a level for a hour).
Nah, I don't like.WorstKuskiEver wrote:faked killers and end-flowers
Finally an idea I like. I've been thinking about the same thing. In fact, I think there should be a different object than apples to trigger gravity in the first place. It's so annoying when you have to guess if the apple is a gravity apple or not.WorstKuskiEver wrote:gravity-apples that you don't must to take to finish a level)
Jesus.................NO!WorstKuskiEver wrote:cut-time apples (cutting a second from your time !), add-time apples (looks exactly like the cut-apples, but they're doing the opposite...).
I don't think I need that.WorstKuskiEver wrote:creating a stats file for your REPLAYS and for your externarls
I'm in favor of new internals, but hundreds might be a bit overboard. By the way, you can edit the internals. Read the FAQ.WorstKuskiEver wrote:hundreds of editable int. levels
Everyone wants that of course.WorstKuskiEver wrote:a much bigger selection of colors in the editor
Grass is easy to make. Read the readme.txt, or open someone else's level in the editor and see how they made the grass.WorstKuskiEver wrote:and the most important thing in the editor category - easy grass putting ! I hate to guess how the grass will look like and playing with the polygon for h-o-u-r-s !
MagnusB wrote: I'm pretty open for new features, but I really hate this idea.
Alovolt is enough.
Keep the body of the motorcycle immaterial.
Be more specific please. Mind you, I'm probably against it anyway.
Nah. It would involve more luck than skill.
There were moving apples and killers in Across 1.0, and it wasn't very cool. Trust me.
Is this really necessary?
Could be interesting, but again, more luck than skill involved.
Nah, I don't like.
Finally an idea I like. I've been thinking about the same thing. In fact, I think there should be a different object than apples to trigger gravity in the first place. It's so annoying when you have to guess if the apple is a gravity apple or not.
Jesus.................NO!
I don't think I need that.
I'm in favor of new internals, but hundreds might be a bit overboard. By the way, you can edit the internals. Read the FAQ.
Everyone wants that of course.
Grass is easy to make. Read the readme.txt, or open someone else's level in the editor and see how they made the grass.
first of all, sorry abour my TERRIBLE english... (one language is enough for 13 years old, don't you think ? )
now, for your reply -
1. you don't like the idea of teleporters ? wow i'm surprised... i thought everybody wants it...
2. I don't have even alovolt (setup problem), so maybe this idea IS not necessary...
3. hmmm but only for hangings... pleeease.... (of course not always...)
4. ok ok so the current motions are enough
5. you need to learn when the elevator comes.... it's not randomally...
6. oh well
7. ... skipping to the idea you like... - yeah I hate to play those external-levels and suddenly to fly towards the ceiling and crack my head...
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Good argument MagnusB. No sense in cut-time apples since in maximum hoyling you must take all advantage you can get. It's same thing with putting annoying shortcuts because the hoylers will use them anyway and if it's too annoying people don't play the level.MagnusB wrote:Jesus.................NO!WorstKuskiEver wrote:cut-time apples (cutting a second from your time !), add-time apples (looks exactly like the cut-apples, but they're doing the opposite...).
Isn't this included to 1.11hb and 1.2? Also there are external programs on Moposite (Stuff - Programs).WorstKuskiEver wrote:creating a stats file for your REPLAYS and for your externarls
The rest things I agree with MagnusB.
40:02,71 (151.) | WCup4: 8. | 3x WR | 3x GAA | 11x FEM | KOM | The History of Elasto Mania (1995-2018)
yeah maybe the cut-time apples wasn't a good idea... (he he in second thought it sounds crazy...)Abula wrote:Good argument MagnusB. No sense in cut-time apples since in maximum hoyling you must take all advantage you can get. It's same thing with putting annoying shortcuts because the hoylers will use them anyway and if it's too annoying people don't play the level.MagnusB wrote:Jesus.................NO!WorstKuskiEver wrote:cut-time apples (cutting a second from your time !), add-time apples (looks exactly like the cut-apples, but they're doing the opposite...).
Isn't this included to 1.11hb and 1.2? Also there are external programs on Moposite (Stuff - Programs).WorstKuskiEver wrote:creating a stats file for your REPLAYS and for your externarls
The rest things I agree with MagnusB.
and about the stats file... I knew there is some program... but why we should download a special program for such basic thing ?
TT: 43:03.93 | AVG: 47:03.65 | | Team Site [TR] || TR Forum | 1 Pro, 27 Good, 26 OK
what about an in game clock which shows the real time and which is placed maybe in the middle at the top of screen, but smaller in size than the best time numbers. Would be really great when playing battles, at least in the last mins of battles.
I fart in your general direction. Your mother was a hamster and your father smelt of elderberries.
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- Kuski
- Posts: 672
- Joined: 30 Nov 2002, 16:57
- Location: Candy Land
This is the "If you could choose one new feature.." topic. If you have suggestions for features you should post them here.
Of course you can post it here too if it's really what you want most of all, but I'm sure for example Harald Hasch can come up with something more important than "when you go to the replays section, you should be there were you exit the last time".
Of course you can post it here too if it's really what you want most of all, but I'm sure for example Harald Hasch can come up with something more important than "when you go to the replays section, you should be there were you exit the last time".
well, magnusb wanted windowed elma, then theres a freeware small program called "always on top maker" combine these too ,stretch your elma so it has few lines from the bottom space for irc, and put windowed elastomania in ON TOP mode. well, and thats the feature that i want, windowed elasto. Netplay is 2ndjcl wrote:ability to use irc inside elma, that would be very coal
hmm being able to take graphics from one lgr to another (such as the style bikes to highq) would be awesome
easier to make lgrs (such as a sort of 'wizard' that would make one step by step)
having the option of playing lev packs in the internal style (having to complete one before the next)
being able to have several different riders (instead of just 2)
easier and better looking editor (i find the current one boring and hard to use)
i think thats all
jus a few ideas 4 anyone who is thinking of programming something like that
bye 4 now
easier to make lgrs (such as a sort of 'wizard' that would make one step by step)
having the option of playing lev packs in the internal style (having to complete one before the next)
being able to have several different riders (instead of just 2)
easier and better looking editor (i find the current one boring and hard to use)
i think thats all
jus a few ideas 4 anyone who is thinking of programming something like that
bye 4 now
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Great idea, well, maybe not so much the 'unlocking' part, but to have a 'play next' feature would be goodThe One wrote: having the option of playing lev packs in the internal style (having to complete one before the next)
I dream of a world where chickens can cross the road without their motives being questioned.
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just a few more ideas
when you open up a level pack, you should get a menu like:
Lost Internals
Play Freeplay
Play Mission
Watch Replays
i think that would do. like you could have freeplay meaning you could mess about with levels but not be able to set records. the mission one would mean completing like the internal style. also, having organized replays instead of scrolling through a massive menu would be good. (i have about 272 recs)
the idea of apples which change your stats - no go
not a good idea it would completely change elma - for the worse
also, i love (!!!!!!!!!!!) the netplay idea
when you open up a level pack, you should get a menu like:
Lost Internals
Play Freeplay
Play Mission
Watch Replays
i think that would do. like you could have freeplay meaning you could mess about with levels but not be able to set records. the mission one would mean completing like the internal style. also, having organized replays instead of scrolling through a massive menu would be good. (i have about 272 recs)
the idea of apples which change your stats - no go
not a good idea it would completely change elma - for the worse
also, i love (!!!!!!!!!!!) the netplay idea
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elmabattle.net!
better battle systems where people would hoyl until thier hands hurt...
better battle systems where people would hoyl until thier hands hurt...
team RATI www.teamrati.tk
2 things
If i could make 2 alterations in elma, or across, here they would be:
1) BIGGER LEVELS!!! them maximum posible level size is too damn small, now noone complains about this, so is there some way araound it I've missed? I got ALE (advanced Level Editor) and you can make massive levels, but you get and 'Sorry, internal error <crash>' when u try to play them - if only you could zoom out forever
2) this ones a lot to ask, but instead of bloody swishing his arms and in my view cheating, it should be all about leaning - the arm swishing was only put in because it was hard without, but i NEVER swish my arms, if i swish my arms in a level i quit and restart, it hasnt been done properly otherwise. - I guess thats why i only play a few internal levels and ones me and my bro make lol, most other levels its essential
well, what do you think? lol
Sammus
1) BIGGER LEVELS!!! them maximum posible level size is too damn small, now noone complains about this, so is there some way araound it I've missed? I got ALE (advanced Level Editor) and you can make massive levels, but you get and 'Sorry, internal error <crash>' when u try to play them - if only you could zoom out forever
2) this ones a lot to ask, but instead of bloody swishing his arms and in my view cheating, it should be all about leaning - the arm swishing was only put in because it was hard without, but i NEVER swish my arms, if i swish my arms in a level i quit and restart, it hasnt been done properly otherwise. - I guess thats why i only play a few internal levels and ones me and my bro make lol, most other levels its essential
well, what do you think? lol
Sammus
Re: 2 things
Noone complains because noone wants bigger levels. Most kuskis think an ideal level length is around 30 secs to 1:30 mins.Sammus wrote: 1) BIGGER LEVELS!!! them maximum posible level size is too damn small, now noone complains about this, so is there some way araound it I've missed?
If the <- and -> functions were taken out of the game, elma would be a hell of a lot less fun to play, and would have a much less worth of playing durability.Sammus wrote:2) instead of bloody swishing his arms and in my view cheating, it should be all about leaning - the arm swishing was only put in because it was hard without, but i NEVER swish my arms, if i swish my arms in a level i quit and restart, it hasnt been done properly otherwise.
In the current version you only see the time of your run, in the menu, if you finish the level. How about putting the time of your ride in the menu even if you don't finish. The time of the replay if it is saved that is.
It can be told just under "Failed to finish". It would be great if you had just died next to the flower and you want to know what time you had.
It can be told just under "Failed to finish". It would be great if you had just died next to the flower and you want to know what time you had.
Okay, YES elma was meant to be played without volting, if you've read the creators notes he says he put it in because the learning curve was too steep without it, and yes, every internal level is possible without volting, and yeah 30 sec to 1:30 is a good time for a level, but mine last like about 20 or 30 seconds tops and are severely limited with such tiny workspaces (remember, its basic physics, time is dependant on both distance AND speed), so my dream mods for elma are to have bigger maps and being able to turn volting on and off, or just completely remove it.
I guess this is partly due to my preferred level style and style of play, but i dont think they should be ignored because SveinR can't control the bike without volting, or enjoys those crazy ass levels people create where its impossible to get anywhere without it, or whatever reason it is (most probably the latter id say), but unlike him, i dont mind that he plays the game differently to how i do or likes different sorts of levels to me, because that is all about opinion!, but personally i think volting wrecks the game and levels are too small. and thats about all i have to say about that - and of course that i want to be able to make bigger levels.
I guess this is partly due to my preferred level style and style of play, but i dont think they should be ignored because SveinR can't control the bike without volting, or enjoys those crazy ass levels people create where its impossible to get anywhere without it, or whatever reason it is (most probably the latter id say), but unlike him, i dont mind that he plays the game differently to how i do or likes different sorts of levels to me, because that is all about opinion!, but personally i think volting wrecks the game and levels are too small. and thats about all i have to say about that - and of course that i want to be able to make bigger levels.
When reading this I wonder if you have played the game more than a few hoursSammus wrote:Okay, YES elma was meant to be played without volting, if you've read the creators notes he says he put it in because the learning curve was too steep without it, and yes, every internal level is possible without volting, and yeah 30 sec to 1:30 is a good time for a level, but mine last like about 20 or 30 seconds tops and are severely limited with such tiny workspaces (remember, its basic physics, time is dependant on both distance AND speed), so my dream mods for elma are to have bigger maps and being able to turn volting on and off, or just completely remove it.
I guess this is partly due to my preferred level style and style of play, but i dont think they should be ignored because SveinR can't control the bike without volting, or enjoys those crazy ass levels people create where its impossible to get anywhere without it, or whatever reason it is (most probably the latter id say), but unlike him, i dont mind that he plays the game differently to how i do or likes different sorts of levels to me, because that is all about opinion!, but personally i think volting wrecks the game and levels are too small. and thats about all i have to say about that - and of course that i want to be able to make bigger levels.
I don't mind how you want to play the game, I just stated my opinion. If I was a little harsh when doing it I apologize, I didn't mean to be. Being able to turn volting on/off could be a good thing, but removing it completely would destroy the game, I think.Sammus wrote:I guess this is partly due to my preferred level style and style of play, but i dont think they should be ignored because SveinR can't control the bike without volting, or enjoys those crazy ass levels people create where its impossible to get anywhere without it, or whatever reason it is (most probably the latter id say), but unlike him, i dont mind that he plays the game differently to how i do or likes different sorts of levels to me, because that is all about opinion!.
Clean Elma, not possible to cheat in that. Impossible to make, I know.
40:02,71 (151.) | WCup4: 8. | 3x WR | 3x GAA | 11x FEM | KOM | The History of Elasto Mania (1995-2018)
if i could chose one new feature it would be the ability to chose between 2 game styles:
-drive for records (like it is now)
-drive adventure
-->the second mode would be different to the one we´re used to in that case that you have three lives and checkpoints (+ stuff youre used to from every other adventure game)
then it also would make sence to have bigger levels
--> because if you get crashed just start again from the checkpoint!
thta would be what id like 2 see in "Elma 2"
-drive for records (like it is now)
-drive adventure
-->the second mode would be different to the one we´re used to in that case that you have three lives and checkpoints (+ stuff youre used to from every other adventure game)
then it also would make sence to have bigger levels
--> because if you get crashed just start again from the checkpoint!
thta would be what id like 2 see in "Elma 2"
Sure, everyone whanes mulit online elma...
But I want to see Elma Missions! not like "get 5 apples and get to flower", btu more like you start off with something to do, then when you do it it tells you to do something else...I dunno, whatever
But I want to see Elma Missions! not like "get 5 apples and get to flower", btu more like you start off with something to do, then when you do it it tells you to do something else...I dunno, whatever
I dream of a world where chickens can cross the road without their motives being questioned.
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Could be nice....but then, there's the problem of hitting your head and having to start all over again. I rather think that, instead of having to start all over again, you could start where your head hit, after, say, 5 seconds (similar to when rolling over and being unable to move on car games).chux wrote: But I want to see Elma Missions! not like "get 5 apples and get to flower", btu more like you start off with something to do, then when you do it it tells you to do something else...I dunno, whatever
example of missions:
Do the tricks they (whoever they are) yell out within the timelimit.
Collect as many apples as possible on some adventurelevel with a timelimit of mayb 5 minutes. If u collect 50 apples u unlock gravity up and down-apples in editor, if u collect 100 apples u get gravity left and right-apples in editor and if u collect 150 apples which should be like 80% of all apples u unlock next mission/level or similar.
Hillclimb
Pipelevs, get as far as u can (no timelimit)
1 on 1 race against programmed driver (which means he always drive exactly the same way), and as the game goes on these drivers gets harder and harder to beat.
Highjump and longjump event.
Do the tricks they (whoever they are) yell out within the timelimit.
Collect as many apples as possible on some adventurelevel with a timelimit of mayb 5 minutes. If u collect 50 apples u unlock gravity up and down-apples in editor, if u collect 100 apples u get gravity left and right-apples in editor and if u collect 150 apples which should be like 80% of all apples u unlock next mission/level or similar.
Hillclimb
Pipelevs, get as far as u can (no timelimit)
1 on 1 race against programmed driver (which means he always drive exactly the same way), and as the game goes on these drivers gets harder and harder to beat.
Highjump and longjump event.