Amle2 (Elma fangame)
Moderator: Moporators
Re: Amle2 (Elma fangame)
Orcc, thx
Re: Amle2 (Elma fangame)
Recently revisited the game, it has so much potential.
Are we gonna see any changes in physics in a future version or something like controllable jump height? Could still add more skill and less luck elements (luck = rare strong bounces off sharp corners).
Also considering of making a pack on nice (not so experimental) internals.
Are we gonna see any changes in physics in a future version or something like controllable jump height? Could still add more skill and less luck elements (luck = rare strong bounces off sharp corners).
Also considering of making a pack on nice (not so experimental) internals.
39:37,91
Re: Amle2 (Elma fangame)
I say walljump
Re: Amle2 (Elma fangame)
https://dl.dropboxusercontent.com/u/833 ... ernals.rar
a few new levels (and textures) for a (maybe) future set of internals
not necessarily final versions, feedback is appreciated
a few new levels (and textures) for a (maybe) future set of internals
not necessarily final versions, feedback is appreciated
39:37,91
Re: Amle2 (Elma fangame)
Could someone re-up the .exe? Link in first post 404s
found one: http://cossades.narod.ru/Amle/Amle2.rar
found one: http://cossades.narod.ru/Amle/Amle2.rar
Re: Amle2 (Elma fangame)
What a cool game!
Played it a bit years ago.. but well.
got 16:16 on internal01
but I guess there is a much quicker style I like the levels!
lev1 I found that apple trigger but only got a 7:7x
Any known time tables apart from google docs?
Played it a bit years ago.. but well.
got 16:16 on internal01
but I guess there is a much quicker style I like the levels!
lev1 I found that apple trigger but only got a 7:7x
Any known time tables apart from google docs?
Re: Amle2 (Elma fangame)
Hmm. Could someone reupload this? The fate of the AMLE universe8-ball wrote:https://dl.dropboxusercontent.com/u/833 ... ernals.rar
a few new levels (and textures) for a (maybe) future set of internals
not necessarily final versions, feedback is appreciated
Missed these levels, are interested tl dr
All bounces are equal, but some bounces are more equal than others.
i've just made head through poly; thought i'd share:
http://mopolauta.moposite.com/download/file.php?id=323 http://mopolauta.moposite.com/download/file.php?id=324
i've just made head through poly; thought i'd share:
http://mopolauta.moposite.com/download/file.php?id=323 http://mopolauta.moposite.com/download/file.php?id=324
Re: Amle2 (Elma fangame)
This game sure is prety awesome, but it needs a bit of kick in the right direction. Go for brain storm what that is... maby centralized website for resources and somekind of battling support.
Re: Amle2 (Elma fangame)
I would like to see a bit improved physics, for example if I remember correctly you can get a boost by jumping on a very very edge of a polygon, which seems like a way too nerdy technique to hoyl with the pixelest precision possible.
Re: Amle2 (Elma fangame)
kuchitsu: exactly - I suggested to change that years back. And yesterday pm'd cossades asking to opensource the code. Slightly improved physics and a set of internal levels would be great.
39:37,91
Re: Amle2 (Elma fangame)
Thanks for the good job, sla (cannot wait to get home to download this)!
As for the AMLE2 and physics, I can say that I am a big-time fan of the game. I've created quite a bunch of levels lately, and have hoyled them, but I have not found that "bounce-on-edges" move a technique to expecially exploit. Perhaps this is because I did not find the exploit to begin with, dunno.
Sure on slopes, the momentum can be exploited and this is used for almost every level. I might upload my pack if there is some interest; there is even a 10-mins long adventure level I made last week. There can be plenty of stuff for random levels on a select few, but most of them are, and seems bound to be created, without these "lucky" moves to exploit.
With sphères (circles), there is always the issue, however: bouncing on the sidemost edge results in the fastest horizontal momentum. This is why I dislike circles, and perhaps that they should -- in some cases -- be avoided altogether.
Sure if I published my levels, if there is some interest, there could be some advance in the AMLE scene. I have spent almost three days on them, so I have been in an internal spree and have produced about 9 of them.
EDIT: what I find is great with my adventure level (a little bragging? nat...) is that Advanced players will beat it with a few tries, struggling almost on the greater part on its puzzle-like nature. Normal players (read: the average kuski, which has great gaming skills nonetheless and is used to Elma-like platformers) will struggle, since the basic grasp of the physics is best acquired through a play-through of the earlier levels (of my "pack", based on the creation date).
As for the AMLE2 and physics, I can say that I am a big-time fan of the game. I've created quite a bunch of levels lately, and have hoyled them, but I have not found that "bounce-on-edges" move a technique to expecially exploit. Perhaps this is because I did not find the exploit to begin with, dunno.
Sure on slopes, the momentum can be exploited and this is used for almost every level. I might upload my pack if there is some interest; there is even a 10-mins long adventure level I made last week. There can be plenty of stuff for random levels on a select few, but most of them are, and seems bound to be created, without these "lucky" moves to exploit.
With sphères (circles), there is always the issue, however: bouncing on the sidemost edge results in the fastest horizontal momentum. This is why I dislike circles, and perhaps that they should -- in some cases -- be avoided altogether.
Sure if I published my levels, if there is some interest, there could be some advance in the AMLE scene. I have spent almost three days on them, so I have been in an internal spree and have produced about 9 of them.
EDIT: what I find is great with my adventure level (a little bragging? nat...) is that Advanced players will beat it with a few tries, struggling almost on the greater part on its puzzle-like nature. Normal players (read: the average kuski, which has great gaming skills nonetheless and is used to Elma-like platformers) will struggle, since the basic grasp of the physics is best acquired through a play-through of the earlier levels (of my "pack", based on the creation date).
All bounces are equal, but some bounces are more equal than others.
i've just made head through poly; thought i'd share:
http://mopolauta.moposite.com/download/file.php?id=323 http://mopolauta.moposite.com/download/file.php?id=324
i've just made head through poly; thought i'd share:
http://mopolauta.moposite.com/download/file.php?id=323 http://mopolauta.moposite.com/download/file.php?id=324
Re: Amle2 (Elma fangame)
Here is a simple demonstration of the "bounce" trick. It should be applicable in most levels that have horizontal surfaces.
- Attachments
-
- amle2bounce.zip
- (1.56 KiB) Downloaded 142 times