N v1.5 Poll: Small Changes

Talk about the classic version of Metanet Software's amazingly popular freeware platformer right here!

I think that making small adjustments for N v1.5 is:

A Good Idea
129
72%
A Bad Idea
44
24%
Don't Care
7
4%
 
Total votes: 180

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Postby 乳头的早餐谷物 » 2010.06.13 (02:45)

MAXXXON wrote:
but v1.5 is probably going to be a brand new game
I would seriously quit N if that turned out to be the case ;_;
If what exactly turned out to be the case?
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Postby otters~1 » 2010.06.13 (03:52)

MAXXXON wrote:
but v1.5 is probably going to be a brand new game
I would seriously quit N if that turned out to be the case ;_;
I quit the Smash Bros community over that, but then they were a bunch of pricks. And anyway, v1.5 couldn't possibly be as bad as Brawl.
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Postby origami_alligator » 2010.06.13 (08:31)

MAXXXON wrote:
but v1.5 is probably going to be a brand new game
I would seriously quit N if that turned out to be the case ;_;
As far as I'm concerned, new tiles//enemies is all for the better and fixing physics glitches would be so pro. The game would expand tenfold and if you're going to complain about that then you should probably leave now. I meant "new game" as in "same game with awesome new stuff that includes new levels, enemies and tiles."
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Postby Universezero » 2010.06.13 (09:26)

Everyone here seems to think N is perfect. It isn't, in that there is so many things that could be added to make in even more addicting and fun.
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Postby origami_alligator » 2010.06.13 (13:56)

Universezero wrote:Everyone here seems to think N is perfect. It isn't, in that there is so many things that could be added to make in even more addicting and fun.
Dude, what if we made it 3D?!
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[20:05] <southpaw> 8:05pm, Wednesday, 29 April, 2009, southpaw completed N.
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Postby Rose » 2010.06.13 (19:31)

ghoulash wrote:
MAXXXON wrote:
but v1.5 is probably going to be a brand new game
I would seriously quit N if that turned out to be the case ;_;
I quit the Smash Bros community over that, but then they were a bunch of pricks. And anyway, v1.5 couldn't possibly be as bad as Brawl.
Brawl is by far the best Smash Bros game. Then again, you hate Elf too. (Yes I went there. Again. ;D)

See, at first I didn't care whether huge changes were made, because I could just stick to v 1.4. Then I realized that if everyone else is making maps in 1.5 then they're probably going to be broken in 1.4.

And yeah, I'm against any new tiles or enemies. The simplicity of N is what's kept me interested :(
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Postby Luminaflare » 2010.06.14 (00:43)

Manus Australis wrote:
Universezero wrote:Everyone here seems to think N is perfect. It isn't, in that there is so many things that could be added to make in even more addicting and fun.
Dude, what if we made it 3D?!
A new game genre, platformer-horror. Seriously imagine running down a closed in corridor while zap drones and floor guards chase you mercilessly.

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Postby mintnut » 2010.06.14 (09:45)

Universezero wrote:Everyone here seems to think N is perfect. It isn't, in that there is so many things that could be added to make in even more addicting and fun.
There really isn't. Whenever people suggest new gameplay elements they are invariably terrible ideas. The game is currently at a delicate balance and very many 'this'd be soooo cool!' ideas ruin aspects of the game that many of us love.

For instance, if you look at all of the new enemies that were made possible by nreality, how many of them actually stuck? None of them offered gameplay drastically better than what was already on offer.

Obviously there are going to be differing opinions and a compromise will feature somewhere down the line, but for me, v1.5 should be all about usability and infrastructure. Iron out a few glitches, and then make the game as fun and easy to use as it is to play.

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Postby EddyMataGallos » 2010.06.14 (13:15)

What we really need is to clean the original metanet leaderboards.... apart from N 1.5.
I think a/some moderator/s or administrator/s should be chosen by M&R and the communnity to administrate the original metanet leaderboards, that would be great, but very great.
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
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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
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Thanks to zoasBE for dedicating this map to me
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Thanks to RandomDigits/SpartaX18 for dedicating this map to me
Sorry if Im missing any ded.

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Postby TheRealOne » 2010.06.14 (17:25)

EddyMataGallos wrote:What we really need is to clean the original metanet leaderboards.... apart from N 1.5.
I think a/some moderator/s or administrator/s should be chosen by M&R and the communnity to administrate the original metanet leaderboards, that would be great, but very great.
I would rather see the boards not be separate, but if v1.5 breaks all of the existing demos then I think there needs to be two separate boards because losing all of the runs in v1.4 would be a travesty. I email M&R a few days before they came out with this announcement asking if they would clear the boards of all of the hackers with impossible scores. I offered to be that moderator of the boards. I offered based on the fact that I think all of the current highscorers trust me and would like to see me in that position, but should there be someone else that either M&R or the community think would fit this position better obviously they should get it.
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Postby origami_alligator » 2010.06.14 (18:21)

One glitch I remember that should definitely be fixed is the "invincibility glitch". It happens when you hit a jump pad and would otherwise die in the same frame. What happens is that your ninja is no longer effected by objects and can only die by pressing the Kill button or falling to your death.
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Postby EddyMataGallos » 2010.06.14 (22:21)

TheRealOne wrote:
EddyMataGallos wrote:What we really need is to clean the original metanet leaderboards.... apart from N 1.5.
I think a/some moderator/s or administrator/s should be chosen by M&R and the communnity to administrate the original metanet leaderboards, that would be great, but very great.
I would rather see the boards not be separate, but if v1.5 breaks all of the existing demos then I think there needs to be two separate boards because losing all of the runs in v1.4 would be a travesty. I email M&R a few days before they came out with this announcement asking if they would clear the boards of all of the hackers with impossible scores. I offered to be that moderator of the boards. I offered based on the fact that I think all of the current highscorers trust me and would like to see me in that position, but should there be someone else that either M&R or the community think would fit this position better obviously they should get it.
Yeah, i think the same, as i said on the Small Changes thread, i dont know what is going to happen with v1.5, im afraid :)
BTW what did they answered you?
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.

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Postby kkstrong » 2010.06.15 (01:34)

I would like to see half-snapping or z-snapping of floorguard and drones.
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Postby Rose » 2010.06.16 (15:46)

kkstrong wrote:I would like to see half-snapping or z-snapping of floorguard and drones.
Actually, I would like this, at least for floorguards. I hate how sometimes I want to use a floorguard but OOPS! THE SURFACE IS MADE OF 5-TILES, NOT E-TILES, SO TOO BAD. For drones, it would ruin the way they work (how they can only enter a D-tile space).
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Postby raigan » 2010.06.17 (01:12)

kkstrong wrote:I would like to see half-snapping or z-snapping of floorguard and drones.
Today we just implemented the navigation grid (which enemies use to figure out how to move around), the original used the tile grid but now we're using a grid that's twice the resolution, so that e.g floorguards and drones can be snapped to half-tiles instead of whole tiles.

We don't know what we're going to do with drones yet though -- as maxxxon pointed out, it will ruin some "patterns". Then again, you can in most cases recreate the same sort of movement patterns in different ways (i.e if you want drones that move back and forth over flat ground, 1/2 a tile above the ground, currently you need to use half-tiles; instead, if drones move with 2x the resolution, then you could e.g put low triangles on the sides so that they bump into them and stay 1/2 tile from the ground.. hopefully this is somewhat comprehensible, I don't have time to make a nice diagram which would explain it better :(

We're trying to figure out if this could be useful as a per-drone configurable option; the problem with this is that it will make it that much more confusing to know where a drone will move in the future. So possibly it's better to just force all drones to move on the 2x resolution grid, for the sake of simplicity/uniformness and ease of predicting their paths.

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Postby aids » 2010.06.17 (01:38)

raigan wrote:
kkstrong wrote:I would like to see half-snapping or z-snapping of floorguard and drones.
Today we just implemented the navigation grid (which enemies use to figure out how to move around), the original used the tile grid but now we're using a grid that's twice the resolution, so that e.g floorguards and drones can be snapped to half-tiles instead of whole tiles.

We don't know what we're going to do with drones yet though -- as maxxxon pointed out, it will ruin some "patterns". Then again, you can in most cases recreate the same sort of movement patterns in different ways (i.e if you want drones that move back and forth over flat ground, 1/2 a tile above the ground, currently you need to use half-tiles; instead, if drones move with 2x the resolution, then you could e.g put low triangles on the sides so that they bump into them and stay 1/2 tile from the ground.. hopefully this is somewhat comprehensible, I don't have time to make a nice diagram which would explain it better :(

We're trying to figure out if this could be useful as a per-drone configurable option; the problem with this is that it will make it that much more confusing to know where a drone will move in the future. So possibly it's better to just force all drones to move on the 2x resolution grid, for the sake of simplicity/uniformness and ease of predicting their paths.
I like it when I make a 5-tile tunnel to get away from a chaser drone, or walk on a 5 tile tile and don't set off the drones. I think you should keep the drones at the full-tile alignment, not the 1/2 you want to add. Floorguards should be able to be placed like rockets, so that if they are floating they don't move to the left off the screen as before. But they should not be able to fit in a 5-tile space, so that if you have a tunnel of two five tiles on top of each other, it won't go through. Being able to place them on floating 2 tiles would be nice though.

Also, integration of visible drone paths would help with your dilemma. I thought of a lot more things wrong with NED, but I'll wait until you get there. Keep up the good work guys.
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Postby origami_alligator » 2010.06.17 (15:25)

Except for the obvious coding aspect, it could be simpler to just add an extra step to placing a drone. That is hold E + mouseclick for the new 2x resolution grid or hold D + mouseclick for the original pathing. Drones that will fit in half-grid spaces could conceivably have a smaller eye in addition to the eye already present in their sprite.
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Postby RandomDigits » 2010.06.17 (19:04)

Omygod! this is so exciting!!
:D I would really like to still be able to use full-tile-snap drones if it fits the map better.I think the confusing aspect would only be until we see the drone make a turn, or the first few times the map is played. I don't know if that's good or not...
I remember reading that you had originally intended for surface-follow drones to follow the surface at the surface's angle, is that something you're still considering for 1.5?
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Postby Rose » 2010.06.17 (21:15)

I remember reading that you had originally intended for surface-follow drones to follow the surface at the surface's angle, is that something you're still considering for 1.5?
The option for this would be cool, but definitely don't take out the option of the current way!
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Postby TheRealOne » 2010.06.18 (05:56)

MAXXXON wrote:
I remember reading that you had originally intended for surface-follow drones to follow the surface at the surface's angle, is that something you're still considering for 1.5?
The option for this would be cool, but definitely don't take out the option of the current way!
That is actually a very cool idea. I am surprised I didn't think of that, but yes I agree there should be an option for a drone to follow and slanted sruface smoothly, but please don't get rid of the old option because it makes for so many cool moments when you run full speed under a drone as it does 90 degree turns up or down a slant.
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Postby RandomDigits » 2010.06.18 (19:55)

TheRealOne wrote:
That is actually a very cool idea. I am surprised I didn't think of that, but yes I agree there should be an option for a drone to follow and slanted sruface smoothly, but please don't get rid of the old option because it makes for so many cool moments when you run full speed under a drone as it does 90 degree turns up or down a slant.
I bet that would give rise to new cool dodges though!
I hope Mare and Raigan aren't compromising n v1.5 too too much for all our unrealistic demands!
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Postby raigan » 2010.06.18 (21:27)

RandomDigits wrote:
TheRealOne wrote:
That is actually a very cool idea. I am surprised I didn't think of that, but yes I agree there should be an option for a drone to follow and slanted sruface smoothly, but please don't get rid of the old option because it makes for so many cool moments when you run full speed under a drone as it does 90 degree turns up or down a slant.
I bet that would give rise to new cool dodges though!
I hope Mare and Raigan aren't compromising n v1.5 too too much for all our unrealistic demands!
Thanks everyone!

We don't really know yet whether this will be in the next version; definitely it's possible and we're going to try it, but we don't know if it will work or not. Also we don't know if we should be trying to keep things "as close as possible" to v1.4, or changing things drastically; maybe we should do both and release them as v1.5 and v2.0, who knows.

Definitely we wouldn't replace the old movement styles though!

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Postby Rose » 2010.06.18 (22:22)

maybe we should do both and release them as v1.5 and v2.0, who knows.
This would be absolutely genius.
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Postby TheRealOne » 2010.06.18 (22:25)

raigan wrote:
RandomDigits wrote:
TheRealOne wrote:
That is actually a very cool idea. I am surprised I didn't think of that, but yes I agree there should be an option for a drone to follow and slanted sruface smoothly, but please don't get rid of the old option because it makes for so many cool moments when you run full speed under a drone as it does 90 degree turns up or down a slant.
I bet that would give rise to new cool dodges though!
I hope Mare and Raigan aren't compromising n v1.5 too too much for all our unrealistic demands!
Thanks everyone!

We don't really know yet whether this will be in the next version; definitely it's possible and we're going to try it, but we don't know if it will work or not. Also we don't know if we should be trying to keep things "as close as possible" to v1.4, or changing things drastically; maybe we should do both and release them as v1.5 and v2.0, who knows.

Definitely we wouldn't replace the old movement styles though!
I am glad to hear that you are trying to keep things as much the same as you can, while still adding new stuff. I was worried about losing all of the great physics that is in the game already. Although I do have one question about something you did change already.

"We also figured out why bounceblocks launch you so much further if you “waggle” back and forth on them when moving downward: for some reason, we were applying drag to both vertical and horizontal movement when the player is standing. This makes no sense, because if the player is moving vertically then they can’t actually be in a “standing” state…except of course in the case where they’re standing still relative to a bounceblock which is traveling upwards."

I read that in the metablog and I know exactly what you are talking about.

With out moving on the bounceblock.


With moving on the bounceblock.


The question is; you made it so that when you don't move on the bounceblock like in the first demo, you will reach the same low point that you do when you move on the bounceblock, correct?
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Postby vankusss » 2010.06.18 (22:41)

TheRealOne wrote:I am glad to hear that you are trying to keep things as much the same as you can, while still adding new stuff.
...
The question is; you made it so that when you don't move on the bounceblock like in the first demo, you will reach the same low point that you do when you move on the bounceblock, correct?
I don't really like that being changed, i mean it's something that can be learned and that makes the diversity or something. But well, with my approach 1.5 would be just official NReality, so I guess my opinion doesn't take much part in this :P As the stuttering 'bug' (as i don't consider it a bug) was removed, 1.5 will be completely new game, so is there any reason to highscore current boards? :O Unless all highscorers stuck with Nreality/1.4, I don't think there is any reason to.
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