some ideas for elma 2

Feature requests and ideas for the new unofficial versions of Elma and general talk related to those.

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FinMan
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Post by FinMan »

[Johnny] wrote:checkpoint times...
Sounds good! It's good idea!
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Post by simon_labroue »

8-ball wrote:would be funny if balazs stole mila's patches, made a new intro pic and called it elma 2 and sold it.
lol. that would be funniest shiet!
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Post by umiz »

some ideas for elma 2 :

DO IT!
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Post by Kale »

Igge wrote: Maybe a ghost too, but only like a dot in the navigator, not "in the game".
Ghost would be SO useful.. Damn.
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Post by Xratio »

Moving polygons would be gay to the power of 1,000,000,000,000,000,000,000,000. Image
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Post by 8-ball »

spaceships
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Igge
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Post by Igge »

elastic arms, so you can grap apples from a distance
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Post by Kale »

Moving apples, just like in across!
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Post by A.K.B. »

I second Igge's idea; however unattractive it may be misinterpreted as upon a primary examination, it's applications are rather incredibly helpful and desirable.
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Post by Xratio »

Igge wrote:elastic arms, so you can grap apples from a distance
Clever, but it would make the game a bit complicated.

And it would also make arms killer prone so you can't fly through e'm
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Post by Kale »

Xratio wrote:
Igge wrote:elastic arms, so you can grap apples from a distance
Clever, but it would make the game a bit complicated.

And it would also make arms killer prone so you can't fly through e'm
Yeah you're SO right
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Post by Igge »

Also! I think you should be able to, if facing for example a too steep uphill to drive up, get off your bike and climb, with like the bike on your back. then when you're up you get back on and start driving again. This would make some pretty sick styles possible.
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Post by Kale »

I think you should be able to grow wings to the kuski and then fly away if theres a too damn hard part - would be useful too. Now shut the spam :)
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Post by Xratio »

Igge wrote:Also! I think you should be able to, if facing for example a too steep uphill to drive up, get off your bike and climb, with like the bike on your back. then when you're up you get back on and start driving again. This would make some pretty sick styles possible.
Lmfao.


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Its Instant trick buttons!
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Re: some ideas for elma 2

Post by Ithal »

Most in few words: Scriptable levels and mods :) Could be super cool... xMoto has it but the gameplay sucks..
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Re: some ideas for elma 2

Post by Volt »

What about some kind of career mode? Win titles, upgrades?

Cheers!
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Re: some ideas for elma 2

Post by Igge »

yeaaaaaaaaa and there should be secret items with überspeedz and freeze taym foar 10seconds, and theer should be instand bauns and brutalx, and theer shoald be upgrades for yuor bike, and u shoald advance in level and get new upgrades for each faking apple yuo take, and there shoald be banana teleports, and there shoald be moaving invisible polys, and there shoald be 2394 new internals, and there will be no elma, no more.

med dystert eftertryck på det sista där
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Re: some ideas for elma 2

Post by Volt »

With that said... I'd like to create an Elma-team whose mission in life is to create Elma 2.0, with another name like Moppe 1.0. Any1 up for the task?

I may speek with some irony... but wouldn't it be fun? :)

// Volt
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Re: some ideas for elma 2

Post by totem »

Igge wrote:and there shoald be banana teleports

lol at this
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Re: some ideas for elma 2

Post by niN »

this topic rules! Remember having this discussion in belma, fucking funny :D. We decided, killer flowers, and killerapples would be cool!
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Re: some ideas for elma 2

Post by FinMan »

and jumping marios everywhere!
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Re: some ideas for elma 2

Post by Mats »

and of course choosable apple locations on every lev
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Re: some ideas for elma 2

Post by niN »

A serious opinion though:

When you make a level, you should be able to select in what order an apple should be taken. For instance; place an apple, right click and: " > 3", to force the kuski to take at least two apples before taking that one.
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Re: some ideas for elma 2

Post by The_BoneLESS »

niN wrote:A serious opinion though:

When you make a level, you should be able to select in what order an apple should be taken. For instance; place an apple, right click and: " > 3", to force the kuski to take at least two apples before taking that one.
would be annoying as hell, and might seriously restrain the number of styles for a level (though that might be the goal here)

i think the gameplay shouldn't be modified as long as the name elma (belma) remains. Only multiplayer and statistics seem important . Teleports, speed boosts, moving polygons... all those ideas are bad. It would, in my opinion, ruin the playability of the game in general.

One thing i would like would be more textures (color schemes), and a few more pictures could diversify the game a bit.
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Re: some ideas for elma 2

Post by niN »

Well boneless, it would only be an optional thing so it really wouldn't restrain anything.
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Re: some ideas for elma 2

Post by The_BoneLESS »

niN wrote:Well boneless, it would only be an optional thing so it really wouldn't restrain anything.
well, it would restrain something in the levels where the option is used. Obviously, it would be nice in levels where it is put to good use but, as i see it, it would more often be used to follow one exact style in a level (and that would be bad).
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Re: some ideas for elma 2

Post by niN »

The_BoneLESS wrote:
niN wrote:Well boneless, it would only be an optional thing so it really wouldn't restrain anything.
well, it would restrain something in the levels where the option is used. Obviously, it would be nice in levels where it is put to good use but, as i see it, it would more often be used to follow one exact style in a level (and that would be bad).
Ok, but I still think that when this option would be handled by a proffessional designer it would be nice as a change.
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Re: some ideas for elma 2

Post by The_BoneLESS »

niN wrote:
The_BoneLESS wrote:
niN wrote:Well boneless, it would only be an optional thing so it really wouldn't restrain anything.
well, it would restrain something in the levels where the option is used. Obviously, it would be nice in levels where it is put to good use but, as i see it, it would more often be used to follow one exact style in a level (and that would be bad).
Ok, but I still think that when this option would be handled by a proffessional designer it would be nice as a change.
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Re: some ideas for elma 2

Post by niN »

The_BoneLESS wrote:
niN wrote:
The_BoneLESS wrote:
niN wrote:Well boneless, it would only be an optional thing so it really wouldn't restrain anything.
well, it would restrain something in the levels where the option is used. Obviously, it would be nice in levels where it is put to good use but, as i see it, it would more often be used to follow one exact style in a level (and that would be bad).
Ok, but I still think that when this option would be handled by a proffessional designer it would be nice as a change.
argument over,
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:wink:
Indeed they are-
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Re: some ideas for elma 2

Post by Xratio »

niN wrote:
The_BoneLESS wrote:
niN wrote:
The_BoneLESS wrote:
niN wrote:Well boneless, it would only be an optional thing so it really wouldn't restrain anything.
well, it would restrain something in the levels where the option is used. Obviously, it would be nice in levels where it is put to good use but, as i see it, it would more often be used to follow one exact style in a level (and that would be bad).
Ok, but I still think that when this option would be handled by a proffessional designer it would be nice as a change.
argument over,
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Re: some ideas for elma 2

Post by Eizon »

Suggestions noted ^^
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Re: some ideas for elma 2

Post by Bludek »

Have a little idea for battle type. Dunno where to write it, so I choose this topic.

Time Challenge:
Levelmaker will add "dream time" to level. If someone crosses it, battle is over and guy who crossed it wins. Otherwise the best time wins like in normal balle.
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Re: some ideas for elma 2

Post by Madness »

omg why

What's so bad on normal battles with normal battle time available ?
It wouldn't be fair at all, if someone get the "dreamtime" and others don't have a chance to improve that after.
In addiction, most of levmakers can't even predict what time should be the "dreamtime", there can be many of unplanned styles, etc.. So it can pretty spoil the level, if it was badly estimated.

I don't see any advantage in these shits. Sorry.
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Re: some ideas for elma 2

Post by Bludek »

Nothing's bad on normal balles, I love them, but I also like other balle types, coz they give different feeling from level.
I dont say it should be in every level (that would be madness ( :) )), but in some one-style levels it could be fun to chase after that "dreamtime", which can or can not be possible to do. And it gives another chance to levelmaker how to differentiate his lev.
But w/e, maybe its not good idea. You're right at some points too.
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