N v1.5: THE INITIAL OFFICIAL THREAD

Talk about the classic version of Metanet Software's amazingly popular freeware platformer right here!
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Postby Hendor » 2010.06.13 (05:21)

Great to hear from you guys here; it's a nice surprise. I've been thinking about this, and here are some things I'd love to see happen for v1.5:

1) You talk to Unreality. I'd hate to see all the work he's put into Nreality go to waste, when most of the things he's implemented would otherwise deserve separate mention on my list (speedhack detection, NUMA integration with highscore support and a web-based top scorers list) Perhaps you could hire(?) him on a contract basis to work with you. After all, he has already coded all of that.

2) More policing of the highscore boards for hacked and cheated runs. In their current state, most of the early episodes are literally unscorable. I know you did manually delete scores a couple times, which was great, but perhaps you could enlist a trusted highscorer to do this for you. I can think of at least 10 people who would gladly volunteer for this.

3) NUMA/forum based achievements. It would be great to have little badges appear on your NUMA or forum profile that say "completed half of N columns", "created 50th map", or "highscored 100th level". Not a big deal, but it's just a flashy feature that might help grab new players.

Things I would be bummed about:

1) Any changes to the game's fundamental physics. I think everyone would be put off if the controls don't respond they way they did in 1.4. Most of us have gotten quite used to the controls as they are, and I would be disappointed if any of the quirks like corner jumps, bounceblock double/triple jumps and slope stuttering that exist now did not in the future. This doesn't apply to new tiles or units though, I'd welcome them, as long as they weren't too ridiculous.

Thanks so much for asking our opinions.
Highscorer prone to fleeting comebacks
598 Metanet top-20s in September 2007 (ranked 0th)

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Postby Universezero » 2010.06.13 (09:29)

Hendor wrote:1) You talk to Unreality.

3) NUMA/forum based achievements.

Things I would be bummed about:

1) Any changes to the game's fundamental physics.
I think that those things are amazingly key to making 1.5 fantastic.
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Postby SlappyMcGee » 2010.06.13 (15:05)

Universezero wrote:
Hendor wrote:1) You talk to Unreality.

3) NUMA/forum based achievements.

Things I would be bummed about:

1) Any changes to the game's fundamental physics.
I think that those things are amazingly key to making 1.5 fantastic.

I hate all of these ideas. -.-
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Postby Vyacheslav » 2010.06.13 (15:37)

Slaps: You want changes to the physics of the game? o_O
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Postby Zephyr » 2010.06.15 (09:15)

It's a shame that we've settled down so much on 1.4 already so that it will be hard to make a 1.5 with any big changes. I'd love to see some variety but it would destroy all that we've made.
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spoiler

Orange- N cannot be spoken, or even thought about in my household. If my parents ever found out that I have played N since the cleansing, my life would be ruined. I keep the game in a multi-passworded .rar on a USB flash drive inside a locked boron alloy container that requires two keys to open (I keep one under the 64th hammer in my piano, and the other one in a small section of removable ceiling in the corner of the attic) hidden in a wall compartment lined with aluminium foil to prevent sonar detection behind my 375 kg cupboard, which is bolted to the floor - the only way to reach it is to abseil outside the fourth floor window and use a screwdriver to unfasten the screws holding the secret brick in place on the opposite side of the wall, but the screwdriver must be a specific type like the one I own, since if any other screwdriver comes into contact with the screws, the entire building will explode, as will a seperate charge placed inside the boron alloy container, rendering the USB useless. Even once the container is retrieved, attemping to open it without the arming pin in place (which is kept inside the battery compartment of my Maglite) will cause the water reservoirs lining the container to burst and react with the caesium lining, causing the container to burst into flames - the only way to prevent this is to use the arming pins to shut off the reservoirs with a sliding steel door. The USB itself contains an accelerometer linked to an explosive charge, meaning that if the USB detects its own movement speed as being greater than 5 cm/s, it will explode - any person attempting to steal it would have to move at a uselessly slow speed. Once plugged into a computer, the USB will upload a ghost virus onto it, leaving no traces. Only the right password can deactivate this virus, and if it is left on the computer for more than six hours, it will format all drives.

As you can see, I take my N playing very seriously.

Guiseppi- I'd much rather watch animals get boned in the ass.

Yanni- If it's glad, it's not rape.

Tsukatu- I refuse to use throw-away bags for such a frequent purpose as buying groceries. Instead, I've collected the hair of my two pet dogs and have woven them together into an all-natural, 100% environmentally friendly bag that I bring with me everywhere. And when I buy products that come in glass and plastic containers, I track down the company that packages them and ship back their containers so that they don't take up space in landfills.


Yeah, I use plastic.

Tsukatu- I hear Ebony Online is great, too. Cum save your princess, my lord!

Ska- UR MUM LIKE IS SPICY

Ska- why d i get the feeling what i typed will end up in the quote depository; or worse: someone's sig.

KinGAleX- I did it on the couch a little while ago.

Zeph- I got too pissed at the knife in the end so I just broke the wood on my knee

[13:50:29] |<-- Zeph has left irc.mountai.net (Quit: Zeph)
[13:50:53] <Zeph> omfg 1950s jazz :D
[13:50:57] <WorldCupE> ZEPH
[13:51:01] <WorldCupE> WHAT
[13:51:11] <WorldCupE> hpw
[13:51:12] <WorldCupE> how
[13:51:12] <Zeph> everyone wears out halfway through the match
[13:51:15] <WorldCupE> ._.
[13:51:17] <WorldCupE> you
[13:51:19] <WorldCupE> aren't
[13:51:20] <WorldCupE> here
[13:51:24] <WorldCupikaze> I think the broadcasters lowered the volume for certain frequencies
[13:51:35] <WorldCupikaze> WOAH
[13:51:38] <WorldCupikaze> STOP IT ZEPH
[13:51:46] <WorldCupE> he's in #n
[13:51:49] <WorldCupE> but not here
[13:51:58] <Zeph> that nz guy wasn't fouled
[13:52:05] <WorldCupikaze> DUBBLE YOO. TEE. EFF.
[13:52:05] <WorldCupikaze> STOPIT
[13:52:29] <WorldCupE> I don't think Zeph can read what we say
[13:52:38] <WorldCupikaze> No
[13:52:41] <WorldCupikaze> But it still happens
[13:52:46] <WorldCupE> xD
[13:52:47] <Zeph> holy shot I'm vibrating to 1950s relaxing jazz
[13:52:58] <WorldCupE> ZEPH
[13:53:01] <WorldCupE> CAN YOYU HEAR ME
[13:53:20] <WorldCupE> donfuy
[13:53:23] <WorldCupE> have you seen this
[13:53:35] <Donfuy> i can't
[13:53:43] <WorldCupE> can't what
[13:53:47] <WorldCupE> Zeph isn't here
[13:53:48] <WorldCupikaze> WHAT's GOING ON
[13:53:51] <WorldCupE> but is speaking
[13:53:51] <WorldCupE> D:
[13:53:58] <Donfuy> can't see what huh?
[13:54:06] <WorldCupikaze> IT'S THE APOCALYPSE
[13:54:10] <Donfuy> where's zeph o_o
[13:54:18] <WorldCupE> precisely
[13:54:21] <WorldCupikaze> Exactly
[13:55:21] <WorldCupikaze> call wide
[13:55:24] <Zeph> Pooh
[13:55:28] <WorldCupikaze> EH?
[13:55:37] <WorldCupikaze> OOOOOOOOoh
[13:55:38] <Zeph> amazing slide tackle saves day
[13:55:48] <WorldCupikaze> WHY ARE YOU TALKING YOU AREN'T HERE
[13:56:53] <WorldCupikaze> call wide
[13:57:02] -->| Zeph ([email protected]) has joined #Worldcup

[13:32:33] |<-- Zeph has left irc.mountai.net (Quit: Zeph)
[13:32:43] <WorldCupE> ZEPH D:<
[13:32:44] <Zeph> fucking irc app
[13:32:47] <WorldCupE> O_O
[13:32:50] -->| Zeph ([email protected]) has joined #Worldcup

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Postby EddyMataGallos » 2010.06.15 (18:19)

Hendor wrote:Great to hear from you guys here; it's a nice surprise. I've been thinking about this, and here are some things I'd love to see happen for v1.5:

1) You talk to Unreality. I'd hate to see all the work he's put into Nreality go to waste, when most of the things he's implemented would otherwise deserve separate mention on my list (speedhack detection, NUMA integration with highscore support and a web-based top scorers list) Perhaps you could hire(?) him on a contract basis to work with you. After all, he has already coded all of that.

2) More policing of the highscore boards for hacked and cheated runs. In their current state, most of the early episodes are literally unscorable. I know you did manually delete scores a couple times, which was great, but perhaps you could enlist a trusted highscorer to do this for you. I can think of at least 10 people who would gladly volunteer for this.

3) NUMA/forum based achievements. It would be great to have little badges appear on your NUMA or forum profile that say "completed half of N columns", "created 50th map", or "highscored 100th level". Not a big deal, but it's just a flashy feature that might help grab new players.

Things I would be bummed about:

1) Any changes to the game's fundamental physics. I think everyone would be put off if the controls don't respond they way they did in 1.4. Most of us have gotten quite used to the controls as they are, and I would be disappointed if any of the quirks like corner jumps, bounceblock double/triple jumps and slope stuttering that exist now did not in the future. This doesn't apply to new tiles or units though, I'd welcome them, as long as they weren't too ridiculous.

Thanks so much for asking our opinions.
omg, yeah yeah
ImageImage
Impressive flag by ska -|- N2High - My software for N2.0 -|- Awesome sig by Hendor
About me & Stats (Spoiler)

Hi, im Eddy, a Spanish highscorer and current Grandmaster of N. I've been playing N since 2006, I beat it on the 8th September 2008, and NReality later too. Started intermittently highscoring Metanet in 2010, although serious highscoring started in late 2011.

Current Stats
• Completed N on 8th Sept. 2008
• Completed NReality on 24th Dec. 2010
0th Place on Metanet 0th Rankings with 443 0ths.
0th Place on Metanet Top20 Rankings with 599 Scores.
0th Place on Metanet Top10 Rankings with 599 Scores.
1st Place on Metanet Top5 Rankings with 595 Scores.
0th Place on Metanet Level 0th Rankings with 361 0ths.
0th Place on Metanet Episode 0th Rankings with 82 0ths.
0th Place on Metanet Total Level Score: 72142.900 (20:02:22.900)
0th Place on Metanet Total Episode Score: 35669.900 (09:54:29.900)
0th Place on Metanet Total Point Rankings with 11669 Points.
0th Place in NReality 0th Rankings with 235 0ths.
0th Place for a grand total of 676 Total 0ths.
• Winner of some contests (BUST, 100, 9000, Bounty Hunters, SOAST) and of some rounds of some contests (ROPP, NErratic, Red Ball, NReality Team Arena)

{Info as of 01/Feb/2015} The info may be outdated.

Achievements
• 6th highscorer to reach 100 Metanet 0ths
• 4th highscorer to reach 200 Metanet 0ths
• 1st and only highscorer to reach 300 Metanet 0ths
• 1st and only highscorer to reach 400 Metanet 0ths
• 8th ever Grandmaster
• 2nd* highscorer to reach 599 top-20 Scores
• 1st highscorer to reach 599 top-10 Scores
• 10th highscorer to reach 70k Level Score
• 5th highscorer to reach 71k Level Score
• 2nd highscorer to reach 71.5k Level Score
• 1st highscorer to reach 72k Level Score

Relevant Dates
• First 0th: 31-3 on 04/Oct/10
• Reached 100 Metanet 0ths on 25/Feb/12
• Reached 200 Metanet 0ths on 30/Sep/12
• Reached 300 Metanet 0ths on 16/Mar/13
• Reached 400 Metanet 0ths on 04/Sept/14
• Reached highest amount of 0ths on Jan/2013
• Became the Grandmaster on 12/Apr/2012
• Reached 70k Level Score on 25/Dec/11
• Reached 71k Level Score on 13/Jan/11
• Reached 71.5k Level Score on 01/Aug/12
• Reached 72k Level Score on 04/Jul/14
• Completed N 1.4 on 08/Sept/08
• Completed NReality on 24/Dec/10
• Reached 100 NReality 0ths on Oct/2011
• Reached 200 NReality 0ths on Nov/2011
• Reached 100 Top-20 Scores on Aug/10
• Reached 200 Top-20 Scores on Nov/11
• Reached 300 Top-20 Scores on Nov/11
• Reached 400 Top-20 Scores on Dec/11
• Reached 500 Top-20 Scores on Jan/12
• Reached 599 Top-20 Scores on 04/Apr/12
• Reached 599 Top-10 Scores on 18/Nov/12

Deds & Images (Spoiler)

Thanks to ska for dedicating this map to me
Thanks to BluePretzel for dedicating this map to me
Thanks to da_guru for dedicating this map to me
Thanks to zoasBE for dedicating this full episode to me!: 00-0 00-100-2 00-3 00-4
Thanks to zoasBE for dedicating this mappack to me
Thanks to zoasBE for partially dedicating this map to me
Thanks to VODKALOVER for dedicating this map to me
Thanks to runningninja for dedicating this map to me
Thanks to zoasBE for dedicating this map to me
Thanks to zoasBE for partially dedicating this map to me
Thanks to trance for dedicating this map to me
Thanks to zoasBE for dedicating this map to me
Thanks to zoasBE for dedicating this map to me
Thanks to llabesab for dedicating this map to me
Thanks to the23 for dedicating this map to me
Thanks to Traveleravi for dedicating this map to me
Thanks to 123leonidas321 for dedicating this map to me
Thanks to the23 for dedicating this map to me
Thanks to Uniden for dedicating this map to me
Thanks to Uniden for dedicating this map to me
Thanks to Ors_II for dedicating this map to me
Thanks to Sunset for dedicating this map to me
Thanks to blue_rocks for dedicating this map to me
Thanks to Leonhard for dedicating this map to me
Thanks to blue_rocks for dedicating this map to me
Thanks to Daggafork for dedicating this map to me
Thanks to VODKALOVER for dedicating this map to me
Thanks to blue_rocks for dedicating this map to me
Thanks to blue_rocks for dedicating this map to me
Thanks to Armaghan_Ali for dedicating this map to me
Thanks to Armaghan_Ali for dedicating this map to me
Thanks to Armaghan_Ali for dedicating this map to me
Thanks to RandomDigits/SpartaX18 for dedicating this map to me
Sorry if Im missing any ded.

Image
ImageThanks to leo.
Image


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Postby origami_alligator » 2010.06.18 (01:05)

***SUGGESTION***
Please, oh please, include Survivals into the mix: maps that have no exit and require you to survive for a certain number of frames to continue to the next map. (Say 47-3 is a survival map and you have to survive for 850 frames to continue to 47-4.) I think this would add a whole new element to how the game is played through each column.
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.,,,,,@

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<Kaglaxyclax> >>> southpaw has earned the achievement "Heartbreaker".
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Postby nevershine » 2010.06.18 (05:24)

Manus Australis wrote:***SUGGESTION***
Please, oh please, include Survivals into the mix: maps that have no exit and require you to survive for a certain number of frames to continue to the next map. (Say 47-3 is a survival map and you have to survive for 850 frames to continue to 47-4.) I think this would add a whole new element to how the game is played through each column.
amazing idea.
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Postby Gan » 2010.06.19 (08:40)

Custom Episodes and Custom Columns: this is all I need.

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Postby nevershine » 2010.06.19 (16:07)

M&R wrote:Concerning the editor, we’re not looking to change how it works, but make it more friendly, for instance adding a secondary non-hotkey-based method of interaction, adding Undo/Redo functionality, etc. We’re very productive with things as they currently are, but I think everyone who has lost a map — because e. they made a typo and cleared the level rather than saving it — would appreciate the same experience with a greater degree of friendlyness
I love you!

Also, I'd love to see the whole editor <-> NUMA translation process being simplified. Those small obstacles are what keep N from getting even more userfriendly (and popular) than it already is today.
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<~blue_tetris> First off, making a game and calling it the sequel to Tetris is like making "Butter 2: Revenge of Butter".
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Postby Rose » 2010.06.19 (23:01)

nevershine wrote:
M&R wrote:Concerning the editor, we’re not looking to change how it works, but make it more friendly, for instance adding a secondary non-hotkey-based method of interaction, adding Undo/Redo functionality, etc. We’re very productive with things as they currently are, but I think everyone who has lost a map — because e. they made a typo and cleared the level rather than saving it — would appreciate the same experience with a greater degree of friendlyness
I love you!

Also, I'd love to see the whole editor <-> NUMA translation process being simplified. Those small obstacles are what keep N from getting even more userfriendly (and popular) than it already is today.
I don't think metanet has any say over NUMA functionality.
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Postby Geti » 2010.06.19 (23:50)

Hendor wrote:slope stuttering
I agree with you on just about everything except this. What would be wrong with being able to slide to a stop on an upwards slope? You can do it in every other circumstance. The only "issue" I can see is that it'd make perp-jumping easier. (why is that bad?)
I don't think many big changes should be made, and I don't think the majority of the emergent gameplay facets (BBdoublejumps, corner kicks, etc) should be removed, but I'd love to see some bugfixes, even if they'd prevent DDAs that exploit glitches all over the place from working. v1.4 isn't going to cease existing the moment v1.5 is released, so I don't see the problem with changing things. We can have 2 separate map archives and highscore boards if incompatibility arises.
tl;dr: don't make M&R limit the game just cause you like xyz glitch. They made N into what it is now, I'm sure they can evolve it and keep it awesome (But still N, none of this N+ business ;).
spoiler

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Postby unoriginal name » 2010.06.20 (02:43)

Life247 wrote:Image
This is so brilliant out of context.

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Postby OneSevenNine » 2010.06.20 (18:46)

Yes to custom episodes/custom columns, fixing slope-stuttering, some new enemies, and survival maps as described above yes yes yes yes yes.

But no, please, no, to achievements. I hate the idea of making somebody do something boring/tedious/repetitive for the sake of an imaginary trophy. It fundamentally cheapens the game experience when you're not playing the game for its own sake.
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Postby Hendor » 2010.06.21 (03:13)

Geti wrote:
Hendor wrote:slope stuttering
I agree with you on just about everything except this. What would be wrong with being able to slide to a stop on an upwards slope?
Sorry, I wasn't clear... I agree with you that the game would be great without stuttering on slopes. I only included it on my list because of what I think must be done to get rid of it, not because I particularly want it in the game. M&R can't simply go in and flip a couple lines of code and solve everything. Stuttering on a slope is an unintended effect of the complex interactions between the player's movement and the map's tileset. Fixing it would require completely redoing the game's physics, which would mess up everything else I mentioned before. If we want the ninja to respond as it does now, I believe we might be stuck with stuttering. Perhaps Mare or Raigan could shed some light on this?
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Postby Snuggletummy » 2010.06.21 (03:26)

This might have been mentioned, but how about possibly adding multiplayer to the mix? I mean hell, it worked out brilliantly on the Xbox 360.
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Postby Geti » 2010.06.21 (06:59)

Hendor wrote:Fixing it would require completely redoing the game's physics, which would mess up everything else I mentioned before. If we want the ninja to respond as it does now, I believe we might be stuck with stuttering. Perhaps Mare or Raigan could shed some light on this?
First sentence looks like conjecture to me :)
I've done this kind of thing before (lots, collision detection is a pain in the arse if you aren't using a lib), it's very likely they'd be able to preserve the positive "glitches" whilst focusing on removing the frustrating ones. In any case, yes, it'd be nice to hear what the people with direct control think's possible or not.
DemonzLunchBreak wrote:I don't know if this has been said yet, but... speed run high scores! These can sometimes be more impressive.
This would also be nice.
spoiler

"I'd be happy for a lion if it hunted me down and ate me, but not so happy for it if it locked up me and my family, then forced us to breed so it may devour our offspring." - entwilight <3
How do you know that God didn't intend for humans to be the animals' caretakers? He might be appalled that He gave us these animals to use and we're fucking eating them. - Tsukatu
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Postby raigan » 2010.06.21 (14:16)

Hendor wrote: If we want the ninja to respond as it does now, I believe we might be stuck with stuttering. Perhaps Mare or Raigan could shed some light on this?
We mentioned this a bit in the latest blog post; we managed to fix the stuttering. We actually did end up rewriting all the collision code, but that was always the plan because over the years we've realized that there are much better and simpler ways than what we had in N -- the existing code is much more complicated than it needed to be (and also very Flash-5-centric). Plus it behaves exactly the same as the old code; from the point of view of the player code there's no difference, it just asks IsNearAWall() or GetGroundDirection() or whatever.

We're still in the process of porting all the objects over; there will definitely be small differences in how things behave, for instance floorguards now move right up to the edge of a cliff right away -- previously they would stop several pixels from the edge, and only move up to the edge later on.

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Postby Gan » 2010.06.22 (08:19)

raigan wrote:
Hendor wrote: If we want the ninja to respond as it does now, I believe we might be stuck with stuttering. Perhaps Mare or Raigan could shed some light on this?
We mentioned this a bit in the latest blog post; we managed to fix the stuttering. We actually did end up rewriting all the collision code, but that was always the plan because over the years we've realized that there are much better and simpler ways than what we had in N -- the existing code is much more complicated than it needed to be (and also very Flash-5-centric). Plus it behaves exactly the same as the old code; from the point of view of the player code there's no difference, it just asks IsNearAWall() or GetGroundDirection() or whatever.

We're still in the process of porting all the objects over; there will definitely be small differences in how things behave, for instance floorguards now move right up to the edge of a cliff right away -- previously they would stop several pixels from the edge, and only move up to the edge later on.
Sorry for the question, but You know if we could create custom episodes?
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Postby aids » 2010.06.22 (08:53)

We definitely need a thread to talk about all the changes for Ned too, since that's half the game right there. No so much for changes to the objects, but for changes to the editor itself.
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Postby Geti » 2010.06.22 (08:57)

Oh, cheers for the reminder to hit the blog again Raigan. I'm hoping double-jumping on bounce blocks will still be a part of the game, it's part of what makes them so fun, but it's good that you're A) testing it against the original simulation and B) finally making the step up two languages to AS3.
Are you considering adding any new assets or tweaking the graphics at all (lingering smoke particles etc would be lovely to see)? I love the object set, but it could be nice to see a few new challenges in there too, especially from a mapmakers perspective.
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Postby crescor » 2010.06.22 (10:23)

Snuggletummy wrote:This might have been mentioned, but how about possibly adding multiplayer to the mix? I mean hell, it worked out brilliantly on the Xbox 360.
Oh yes. That would be awesome.
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Postby ska » 2010.06.22 (13:02)

raigan wrote:
Hendor wrote: If we want the ninja to respond as it does now, I believe we might be stuck with stuttering. Perhaps Mare or Raigan could shed some light on this?
We mentioned this a bit in the latest blog post; we managed to fix the stuttering. We actually did end up rewriting all the collision code, but that was always the plan because over the years we've realized that there are much better and simpler ways than what we had in N -- the existing code is much more complicated than it needed to be (and also very Flash-5-centric). Plus it behaves exactly the same as the old code; from the point of view of the player code there's no difference, it just asks IsNearAWall() or GetGroundDirection() or whatever.

We're still in the process of porting all the objects over; there will definitely be small differences in how things behave, for instance floorguards now move right up to the edge of a cliff right away -- previously they would stop several pixels from the edge, and only move up to the edge later on.
Cool, personally, the graphical 'glitches' are the first things that need to be fixed and it's good to hear you're rectifying those. I think the current highscores setup is *fantastic* - probably the best I've seen in any game. Speed runs should remain an NReality addition only imo. I think being able to upload highscores to the metanet server for user created columns/episodes would increase user creation and competition as well as a function to transcode 1.4 data to 1.5 data. Put simply, compatibility and integration would be the next step. just some thoughts :P

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Postby PONTO » 2010.06.24 (21:34)

I have not posted anything for some years, but I've been following the blog closely and to hear that n1.5 is coming along makes me quite happy (and nostalgic, too). I still play N every once in a while, though.

I think M&R should not take the fact that we have built lots of levels and highscores based on glitches as an argument for keeping them. This game is already six years old, so if this new version is actually going to be made, then I think it would even be good for it if they implemented those slight changes. Changing once in a while is not that bad. It may even be the case that new advanced techniques are discovered.
I'm thinking about the reverse jump, the fact that you need to hold a direction to walljump from an object, but not from a tile, the collision with open doors, the machinegun drones... I wouldn't mind them all gone. The ability to save in the middle of an episode is something I would also like.

For me, what the game lacks the most is a flexible way to manage the savegame, but I remember that was a limitation of flash. I am not informed on the subject, but if there is any workaround for it, with the newer versions, it should definitely be pursued.

New unlockables would of course also be sweet. In particular, I miss something at the end of the third column (and perhaps the first too) as way to remember v1.2 and 1.1. (As happens at the end of the sixth.)

Not much more to add. Nice to see you all. :)
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Postby ska » 2010.06.27 (18:01)

CLEAR THE HACKERS FROM THE HIGHSCORES


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