The Complete Index of LineRider Knowledge (Not So Complete Yet)
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Conundrumer
Sheldon
anton
JealousCloud
Rafael
Lukking
GhostY
Apple
roflmaoqwerty
efrazable
TCR
rabid squirrel
16 posters
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The Complete Index of LineRider Knowledge (Not So Complete Yet)
The bulk of my total knowledge altogether is probably all linerider, so I'll gladly explain anything you've ever wanted to know about the games mechanics or otherwise in a way that's easy to understand and reproduce. I'm hoping to build a database of linerider knowledge, all viewable from the index spoiler below, or later on in something less spoiler-based.
The index features all images published so far, with the drawn text transcribed into readible font, which also have some corrections or information that I wasn't able to fit in the image.
Red text highlights usually titles
Blue text highlights terms of interest/importance
The index features all images published so far, with the drawn text transcribed into readible font, which also have some corrections or information that I wasn't able to fit in the image.
Red text highlights usually titles
Blue text highlights terms of interest/importance
- index of total knowledge:
- Abstract Theories/Laws:
- First Law of Flow:
Text: Rotation that is preserved to a given speed and direction will always look good, given you've followed the other abstract laws. Rotation that "swings" following a preserved rotation will also always look good, again, whilst following the other abstract laws and keeping or constantly diminishing rotational directional speed.
- Theory of Infinity #1:
Text: This is all theory, until someone does it for real.
Infinite recycling, in the easiest-proposed execution, lies in the vertical kramual.
1.) Execute a vertical kramual
2.) Stop Bosh from falling with a flat line, causing his speed to stop. If you were to recycle this kramual, Bosh would fall to the same exact spot on the flat line. His recoil is what may kill this process, as his recoil when hitting the flat line will be with different speeds each time, causing any exit wells to not work the same way twice.
- Technical-Based Solutions:
- Tricky Flings #1:
Text: Weak flings are a paint to get into sometimes. The few ways to get around this are:
1.) Use other points as temporary gravity stabilizers
2.) Use smaller, more precise lines
3.) Sacrifice power and fling shape for more control
4.) Try something else
- Technology-Based Solutions:
- viewing tracks under optimal fps:
Text: The only way to better view a track without lag is to either record it, or import it temporarily into a less laggy version, like LRA. Conun's browser-sol viewer may also be an option
- Basic Tutorials:
- Georguals:
Text: Start by making a fling or chain of gwells that are angled so that they form more of a curve-shape than a saw-shape. Link them together with green lines. You can do the same thing in the opposite direction by lily-padding, and then recycling those lines as gwells.
- Manuals 1:
Text: Second most common manual, next to nose. Easiest while done backwards, and potentially great speed-gainer, in the right places.
- Manuals 2:
Text: Most common manual, potentially best "utility" trick, next to flatsledding or gwells. There are many 0-points, all sustainable infinitely.
- Manuals 3:
Text: Strongest "manual". if referred to as one. Best general-purpose trick, and can stand on it's own merits, without need for much trick-variety. Keep all curves in either position A or B for optimal-looking and performing flatsled.
- Gwells 1:
Text: Gravity wells are a known glitch, and the foundation of many styles, but most especially quirk. With near-infinite possibilities and combinations, they sit as a most useful trick.
Last edited by Chuggers on Tue Sep 22, 2015 10:28 pm; edited 11 times in total
Chuggers- Member
- villainous quirker
Re: The Complete Index of LineRider Knowledge (Not So Complete Yet)
Can I co-host this? I can help out with answering, like, history stuff and scenery stuff?
Re: The Complete Index of LineRider Knowledge (Not So Complete Yet)
How can i test out how my track looks in full speed with a crappy computer?
Is the only way to let someone else record it for me? Or is it another way?
Is the only way to let someone else record it for me? Or is it another way?
TCR- Member
Re: The Complete Index of LineRider Knowledge (Not So Complete Yet)
I'll think about it, I'm trying to keep every answer similar in aesthetic so I can fit everything into a line-pedia sort of thingrabid squirrel wrote:Can I co-host this? I can help out with answering, like, history stuff and scenery stuff?
Everyone else, I'll answer to yours when I get home.
Chuggers- Member
- villainous quirker
Re: The Complete Index of LineRider Knowledge (Not So Complete Yet)
TCR wrote:How can i test out how my track looks in full speed with a crappy computer?
Is the only way to let someone else record it for me? Or is it another way?
added to index
be less vague or ask something i can understandefrazable wrote:How do I what the butt fling
cmon people, ask away! I know you all want to know some random thing
Chuggers- Member
- villainous quirker
Re: The Complete Index of LineRider Knowledge (Not So Complete Yet)
What are your tips for smoothly getting into flings with weaker contact points (i.e. 2nd peg, butt) after a strong roll or a lot of rotation? It seems like it takes me forever to get a series of stable pulls when I try flings with any combination of uncommon contact points.
Re: The Complete Index of LineRider Knowledge (Not So Complete Yet)
what is your theory on kramual cannons in other directions than up
ScrungleBlumpkus- Member
- Interior Crocodile Alligator
Re: The Complete Index of LineRider Knowledge (Not So Complete Yet)
I made a few images for this oneroflmaoqwerty wrote:What are your tips for smoothly getting into flings with weaker contact points (i.e. 2nd peg, butt) after a strong roll or a lot of rotation? It seems like it takes me forever to get a series of stable pulls when I try flings with any combination of uncommon contact points.
first, to aid with possible rotation issues getting out of a roll and into this type of fling:
then tips to stabilize most or all flings within reason
I hope these are of aid, I might make a second bit to the fling tips part for more clarification
also, added images to index
also, keep in mind that first law of flow is like one of 10-20
also, if you cant read my handwriting, ive transcribed everything in the index into text below the corresponding image
i don't know what you mean by this, be less vagueDapianokid wrote:what is your theory on kramual cannons in other directions than up
Chuggers- Member
- villainous quirker
Re: The Complete Index of LineRider Knowledge (Not So Complete Yet)
by 'what the butt' i mean 'the butt fling that made me go 'what'".
Re: The Complete Index of LineRider Knowledge (Not So Complete Yet)
rabid squirrel wrote:Can I co-host this? I can help out with answering, like, history stuff and scenery stuff?
Why don't you open your own thread? I have some questions about trick origin.
Apple- Moderator
Re: The Complete Index of LineRider Knowledge (Not So Complete Yet)
can you please explain how people do that one thing where bosh does a granual and then flips on top the line and goes back down doing a manual or vice versa
GhostY- Member
Re: The Complete Index of LineRider Knowledge (Not So Complete Yet)
Is it possible/feasible to make an infinitely repeating track and whats the best way to make that happen?
Lukking- Member
-
Re: The Complete Index of LineRider Knowledge (Not So Complete Yet)
^ Yes. I'll leave the explanation for Chuggers
Rafael- Line Rider Legend
Re: The Complete Index of LineRider Knowledge (Not So Complete Yet)
i hope this is what youre talking aboutGhostY wrote:can you please explain how people do that one thing where bosh does a granual and then flips on top the line and goes back down doing a manual or vice versa
heres everything i can tell youLukking wrote:Is it possible/feasible to make an infinitely repeating track and whats the best way to make that happen?
I'll probably make more slides on infinity later on
my eyeeesssssssssssssss
Chuggers- Member
- villainous quirker
Re: The Complete Index of LineRider Knowledge (Not So Complete Yet)
I really like the idea; can you make a slide on how to execute certain moves, such as kramuals, gravity wells and how they work, and various manuals?
JealousCloud- Member
- see you, space cowboy...
Re: The Complete Index of LineRider Knowledge (Not So Complete Yet)
Welcome to my world, lol. This is like, everytime I update a CSP OP or write a newsletter.Chuggers wrote:my eyeeesssssssssssssss
- Spoiler:
Re: The Complete Index of LineRider Knowledge (Not So Complete Yet)
Chuggers, it's much easier to do an infinite track if you ask me! All you have to do is make a vertical kramual while going upward. Then use an X line to make him stop going upward and go downward (dead point). Then use a gwell to get him out.
https://imgur.com/xvp3cqT <- picture for illustration
If you recycle that kramual going upward again, the dead point will be at exactly the same spot, and the gwell will be recycled again, along with the entire track.
https://imgur.com/xvp3cqT <- picture for illustration
If you recycle that kramual going upward again, the dead point will be at exactly the same spot, and the gwell will be recycled again, along with the entire track.
Rafael- Line Rider Legend
Re: The Complete Index of LineRider Knowledge (Not So Complete Yet)
This suffers from the same issue as mine, the recoil will be different when he hits the horizontal line unless you match the first speed during the recycleRafael wrote:Chuggers, it's much easier to do an infinite track if you ask me! All you have to do is make a vertical kramual while going upward. Then use an X line to make him stop going upward and go downward (dead point). Then use a gwell to get him out.
https://imgur.com/xvp3cqT <- picture for illustration
If you recycle that kramual going upward again, the dead point will be at exactly the same spot, and the gwell will be recycled again, along with the entire track.
Unless i'm imagining this all wrong
Chuggers- Member
- villainous quirker
Re: The Complete Index of LineRider Knowledge (Not So Complete Yet)
I think Bosh is set to a halt, after which gravity takes over. The accelaration will be the same in both cases. Now I'm not sure anymore though.Chuggers wrote:This suffers from the same issue as mine, the recoil will be different when he hits the horizontal line unless you match the first speed during the recycleRafael wrote:Chuggers, it's much easier to do an infinite track if you ask me! All you have to do is make a vertical kramual while going upward. Then use an X line to make him stop going upward and go downward (dead point). Then use a gwell to get him out.
https://imgur.com/xvp3cqT <- picture for illustration
If you recycle that kramual going upward again, the dead point will be at exactly the same spot, and the gwell will be recycled again, along with the entire track.
Unless i'm imagining this all wrong
I guess someone needs to try this before we can say for certain.
Rafael- Line Rider Legend
Re: The Complete Index of LineRider Knowledge (Not So Complete Yet)
i tried it with a red horizontal kramual. The speed matters alot
Lukking- Member
-
Re: The Complete Index of LineRider Knowledge (Not So Complete Yet)
my theory with the horizontal line below him seems more solid in that he will always at least stop completely in the same spot, but you can never tell how exact it is with the micro-vibrations that are off sync because frames matter so much
lonevampire, im making the images for your question as i speak, ill probably edit them into this post
lonevampire, im making the images for your question as i speak, ill probably edit them into this post
Chuggers- Member
- villainous quirker
Re: The Complete Index of LineRider Knowledge (Not So Complete Yet)
There is something that hasn't been brought up yet, as far as my knowledge goes.
I've observed two different types of wells. It might be the same thing, but they seem to affect him differently. For now this is just speculation on my behalf.
1. Wells that have a visable impact on contact points. You can see the contact line is jaunted to the black part of the well.
2. Wells that do not have a visable impact on the contact points. It is a registered hit, but no contact points are visably drawn towards the well. This occurs mainly when the well is far away.
Can someone confirm or contradict? Thanks
I've observed two different types of wells. It might be the same thing, but they seem to affect him differently. For now this is just speculation on my behalf.
1. Wells that have a visable impact on contact points. You can see the contact line is jaunted to the black part of the well.
2. Wells that do not have a visable impact on the contact points. It is a registered hit, but no contact points are visably drawn towards the well. This occurs mainly when the well is far away.
Can someone confirm or contradict? Thanks
anton- Member
- cool
Re: The Complete Index of LineRider Knowledge (Not So Complete Yet)
Me and dapiano tried many methods, this one seems less practical than them. getting him
to be dead at exactly that spot seems impossible and the downward y line will only bounce him back faster on one of the occasions
to be dead at exactly that spot seems impossible and the downward y line will only bounce him back faster on one of the occasions
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