LADIES AND GENTLEMEN, N 2.0 BETA

Discuss aspects of the community itself and talk about the people and ideas that make this place work.
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Postby ska » 2012.01.04 (16:07)

noisℯtte wrote:
ska wrote:
Universezero wrote: OH SKA, YOU ARE SUCH A VIRILE BEAST OF A MAN. I WISH I GOT HALF AS MUCH VAGINA AS YOU GOT.
YOU COULDN'T HANDLE THAT MUCH, YOU'D STROKE OUT BRO!
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his cock
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just got laid tonight. TRUTH.

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Postby Universezero » 2012.01.05 (04:33)

The caring... there is not enough of it to go around, m'lord.
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Postby ska » 2012.01.05 (08:54)

SHUT UP AND STROKE MY MASSIVE E-PENE, BITCH!

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Postby Universezero » 2012.01.06 (03:59)

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Postby Fdaniel » 2012.01.06 (20:06)

WOW, WHAT (!!) A FIGHT!

No, seriously, that´s just classic entertaiment, guys.
We really appreciate it. (wtf?)

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Postby ska » 2012.01.07 (14:16)

Rap diss on UniverseZero
In case anyone was confused, this is tongue-in-cheek, I don't actually hate UniverseZero

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Postby bobaganuesh_2 » 2012.01.10 (22:28)

Re: N 2.0 Beta

Good stuff.
SampsonHammerjack wrote:I strongly dislike the new timer system. It puts a much heavier emphasis on first completion than excellence and precision. I also strongly dislike the last level on hard
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Postby Brocerius » 2012.01.12 (07:15)

Phew. That was fucking difficult.

I like this new style. Basically a 64-level episode, that you have to do in as few deaths as possible. Epic, epic challenge, truly appreciated. Only thing I would say, if I may, even though it might sound a little ridiculous since it was so damn hard already, is: it seems a bit silly that the high-scores are so high. Once again the time-challenge aspect of the game is only a factor at the begginer level -- I understand the the game needs to be playable, but could, say, the 'hardest' levels be timed such that only an expert could even complete them? It's not like you have to worry about putting people off with difficulty -- you are preaching to the choir here, with this beta at least.

Anyway, looking forward to the final release. I hope not too many of the glitches are removed -- I'm already missing a few of the features you've taken out, such as the downwards acceleration you [no longer] get jumping into the roof at corners. But I guess its only fair to make it more accessible to the uninitiated. Really, really hoping I bump into an N arcade somewhere, sometime in the future.

Thanks v. much,

And happy 2012 everyone!
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Postby ska » 2012.01.12 (08:57)

Brocerius wrote:Phew. That was fucking difficult.

I like this new style. Basically a 64-level episode, that you have to do in as few deaths as possible. Epic, epic challenge, truly appreciated. Only thing I would say, if I may, even though it might sound a little ridiculous since it was so damn hard already, is: it seems a bit silly that the high-scores are so high. Once again the time-challenge aspect of the game is only a factor at the begginer level -- I understand the the game needs to be playable, but could, say, the 'hardest' levels be timed such that only an expert could even complete them? It's not like you have to worry about putting people off with difficulty -- you are preaching to the choir here, with this beta at least.

Anyway, looking forward to the final release. I hope not too many of the glitches are removed -- I'm already missing a few of the features you've taken out, such as the downwards acceleration you [no longer] get jumping into the roof at corners. But I guess its only fair to make it more accessible to the uninitiated. Really, really hoping I bump into an N arcade somewhere, sometime in the future.

Thanks v. much,

And happy 2012 everyone!
I wholeheartedly agree with your sentiments, Brocerius.

Personally, as a highscorer, the omission of the downward push was immediately evident, however, as I wrote on the blog, it is a small price to pay to eliminate glaring glitches such as the ones that allow players to bypass one-way platforms which are by far the biggest glitch magnets in the N1.x engine.

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Postby Brocerius » 2012.01.13 (06:46)

Ah, of course, the one way glitch. That makes sense. I'm still not sure where I sit on the issue of glitch removal however -- many of the glitches can be counteracted by an intelligent mapmaker, and their inclusion makes the game more variable, leaves more options.

So, um, a little off-topic, but what happened here? Everyone done gone and left? It'll be sweet when 2.0 is finally released, I'm sure a whole bunch of the old crew will crawl out of the woodwork, for a little while at least. Nice to see you gents who are still here :). Miss you guys x
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Postby ska » 2012.01.13 (12:12)

Brocerius wrote:Ah, of course, the one way glitch. That makes sense. I'm still not sure where I sit on the issue of glitch removal however -- many of the glitches can be counteracted by an intelligent mapmaker, and their inclusion makes the game more variable, leaves more options.

So, um, a little off-topic, but what happened here? Everyone done gone and left? It'll be sweet when 2.0 is finally released, I'm sure a whole bunch of the old crew will crawl out of the woodwork, for a little while at least. Nice to see you gents who are still here :). Miss you guys x
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Postby 999_Springs » 2012.01.14 (22:56)

Brocerius wrote:I like this new style. Basically a 64-level episode, that you have to do in as few deaths as possible. Epic, epic challenge, truly appreciated. Only thing I would say, if I may, even though it might sound a little ridiculous since it was so damn hard already, is: it seems a bit silly that the high-scores are so high. Once again the time-challenge aspect of the game is only a factor at the begginer level -- I understand the the game needs to be playable, but could, say, the 'hardest' levels be timed such that only an expert could even complete them? It's not like you have to worry about putting people off with difficulty -- you are preaching to the choir here, with this beta at least.
Agreed. The difficulty curve is a bit shallow when moving along from hard to harder/hardest. It would be great if, say, the hard column stays as it is, but the difficulty progression is obvious and the hardest column would only beatable by accomplished players. That way there'd still be something for everyone. (The highscore boards would still be dominated by the same names, but the whole point is that just a completion on hardest mode should be worthy in itself.) And besides, they messed up the difficulty a bit; hardest is most certainly easier than harder, having played both like a zillion times, although harder has more linear maps.

As far as glitch fixing goes, I really want the triple jumps off a slope and wall to be fixed - even though it won't matter a great deal in this beta because of the nature of the non-reset-timer, they're a versatile trick for highscoring (e.g. 89-2) and it would be a great shame to lose them. (They're still doable, I checked, but with far less consistency.)

Random observation: Perhaps this is due to the framerate being erratic on some versions, but I noticed on my current harder run that my score on a level is far more likely to end in .x00 or .x50 than .x25 or .x75; my first 13 levels all do that. Kind of strange.
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Postby ENT474 » 2012.01.15 (01:50)

999_Springs wrote: Agreed. The difficulty curve is a bit shallow when moving along from hard to harder/hardest. It would be great if, say, the hard column stays as it is, but the difficulty progression is obvious and the hardest column would only beatable by accomplished players. That way there'd still be something for everyone.
Eh, I'm not so sure. It depends on what you think "accomplished" means. Unlike highscorers (points to various players), I only have decent competency skills, with little time to hone them, and, that being said, I think the difficulty progression is steep enough. I can barely get past 15 on hardest, yet I can easily get to ~40 with a couple tries. 64 is a lot.
I'm going to play some more and write what I think later.
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Postby Equilibrium » 2012.01.19 (22:56)

One very disturbing thing that i found out was that the jump button did not work, like while running and pressing jump you suddenly realize, hey i´m still running. Of course this is just a BETA version of the new N but still it felt as like that you were pressing the button but command did not get through!!!
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Postby Universezero » 2012.01.21 (09:15)

Epic4ever wrote:One very disturbing thing that i found out was that the jump button did not work, like while running and pressing jump you suddenly realize, hey i´m still running. Of course this is just a BETA version of the new N but still it felt as like that you were pressing the button but command did not get through!!!
I'm fairly sure this is a problem on your end. Older keyboards can often have trouble with multiple button pushes.
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Postby Mr_M » 2012.01.24 (06:55)

Hey guys,

I don't suppose - since the duration has been completed - there is any way for me to play this now?

Shame :~(

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Postby Raif » 2012.01.24 (08:54)

Mr_M wrote:Hey guys,

I don't suppose - since the duration has been completed - there is any way for me to play this now?

Shame :~(
You can.
http://www.metanetsoftware.com/blog/?p=824
http://harveycartel.org/metanet/n/data1 ... final.html

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Postby NPLUS » 2012.01.27 (05:39)

So, all 2.0 have added/changed is the timer system and added new maps?
Why did you guy not update NReality instead?
As far as I am concerned, I rather use NReality over this, as this feel limited just as 1.4 was.
However, making an map that uses the NReality features is really time consuming(because the editor sucks)...

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Postby golf » 2012.02.01 (00:31)

They haven't updated NReality because its not theirs to update. A user called Unreality created that program, but he hasn't been as active in the last year or year and a half.
[16:24] <@golfkid> I'm pretty sure I will literally scream if I die on the last column of 78-4 at this point
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[16:30] <@golfkid> It looks so simple
[16:30] <@golfkid> But it says "NO! I will rape your sanity!"
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Completed N; Completed Nreality on 4/11/08
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current episode score: 34276.650 (4th position all time); 100k seconds total level score (Metanet and NReality) on 2/4/08

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Postby 乳头的早餐谷物 » 2012.02.01 (02:28)

NPLUS wrote:So, all 2.0 have added/changed is the timer system and added new maps?
Why did you guy not update NReality instead?
As far as I am concerned, I rather use NReality over this, as this feel limited just as 1.4 was.
However, making an map that uses the NReality features is really time consuming(because the editor sucks)...
This wasn't 2.0. It was just a little preview.

Secondly... I would be more than happy if new maps, an interesting new gameplay mode, and a freshly polished codebase were pretty much all we got from 2.0. This isn't necessarily the case, since as I said, this wasn't actually the release of 2.0, but you know? I wonder exactly what about N 1.4 makes you call it 'limited'—it is, but in a good way—and what you expect to get out of 2.0.
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Postby jasdanu » 2012.02.03 (18:00)

i agree with Izzy. i had a problem playing this cuz i culdnt jump with the 'up' key.
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Postby Rhekatou » 2012.03.10 (07:05)

I know I'm kinda a month late, but do M&R have any plans for an anti-cheat? If it's as much of a hit as 1.3 (and initial 1.4 before the decline of staleness) it's going to attract more highscoreboardwhores.

Maybe they could talk with unreality and make an efficient one?
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Postby golf » 2012.03.12 (19:05)

From what I heard from Raif back when the contesque was still going on, they already have in the Beta. He took a look at the .sol for the demo code, and found out that the format is completely changed. That's not my point, however. He also found that when he tried to edit the .sol to do some mbd's (as there's no userlevels or NED in the Beta to watch demos in), the .sol completely wiped itself. So assuming they keep that in, if you try and hack your .sol, you will lose all your progress and will be unable to submit anything that you just hacked.
[16:24] <@golfkid> I'm pretty sure I will literally scream if I die on the last column of 78-4 at this point
[16:25] <trance> Oh, yeah. That level.
[16:29] <@golfkid> lol
[16:30] <@golfkid> It looks so simple
[16:30] <@golfkid> But it says "NO! I will rape your sanity!"
spoiler

Image
My Accomplishments:
Completed N; Completed Nreality on 4/11/08
598 top 20 scores in N 1.4 as of 6/28/14 (498 level scores, 100 episode scores, 2nd position in top 20 rankings); reached 100 on 12/14/2008; 300 (half of all possible :D) on 11/9/2009; 400 on 12/2/2011; max of 598 on 2/3/2013; tied for 0th in top 20 rankings on 2/26-27/13

4 current v1.4 0ths (9th position in 0th rankings); First v1.4 0th: 63-3 at 1:20 pm, 3/24/2008

current level score: 71079.200 (6th position all time); 60k seconds on v1.4 6/17/08; 12th to 70k at 11:30pm EST, 12/24/2011; 6th to 71k at 5:50 pm EST, 9/29/2012

current episode score: 34276.650 (4th position all time); 100k seconds total level score (Metanet and NReality) on 2/4/08

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[quote="ska on my 129-1 innovation"]I thought about that but couldn't chimeny fast enough when trying. Congrats[/quote]

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Postby Rhekatou » 2012.03.12 (23:26)

golf wrote:From what I heard from Raif back when the contesque was still going on, they already have in the Beta. He took a look at the .sol for the demo code, and found out that the format is completely changed. That's not my point, however. He also found that when he tried to edit the .sol to do some mbd's (as there's no userlevels or NED in the Beta to watch demos in), the .sol completely wiped itself. So assuming they keep that in, if you try and hack your .sol, you will lose all your progress and will be unable to submit anything that you just hacked.
I was more talking about memory editing. I guess it's pretty obvious when someone does it though; you just need to check the time against the replay, and overall an anticheat would be more trouble than the few episodes worth of cheaters it would stop.
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