Suggestion: Invisible Lines
+12
shiny
theacp127
OTDE
Sheldon
Conundrumer
mmtunligit
Opal Rider
Lukking
JealousCloud
Rafael
rabid squirrel
Fauxfyre
16 posters
Page 1 of 2
Page 1 of 2 • 1, 2
Suggestion: Invisible Lines
I don't have much else to add than what's in the chat, other than I think it's a decent idea and would only affect the game positively as a form of art.
Fauxfyre- Member
-
Re: Suggestion: Invisible Lines
The potential for aesthetic is interesting. It would be a big thing to adjust to though.
Basically you could make Bosh move any way you wanted through any visual space you created with lines.
Basically you could make Bosh move any way you wanted through any visual space you created with lines.
Re: Suggestion: Invisible Lines
I don't like the idea, it changes the validity of the game. You could also use opacity to get shades of gray in scenery (which would change scenery drastically), and honestly removing stabilizers this way is pretty stupid. It removes the impressiveness factor of recyling, since you can clog the track with stabilizers if you want to .-. If you really don't want them, don't use them.
Rafael- Line Rider Legend
Re: Suggestion: Invisible Lines
This is why I don't support SLAGwells. If I ever were to support them it'd be through invisible lines. I've considered it a couple of times but I'm afraid of a couple things that might ruin the track economy.
JealousCloud- Member
- see you, space cowboy...
Re: Suggestion: Invisible Lines
In scenery, I'm not sure it'd make much sense. Maybe a few circumstances would make it cool, but oftentimes, especially with the people interested in scenery today, everyone's interested in creating an immersive world where everything makes sense. Floating on air doesn't quite hit that mark.
As for in naked tracks, I could only see it being used as a gimmick, or for hiding stabilizers, in which I side with Rafael's post.
As for in naked tracks, I could only see it being used as a gimmick, or for hiding stabilizers, in which I side with Rafael's post.
Opal Rider- Moderator
- Aestetikally appealing
Re: Suggestion: Invisible Lines
LV, where are the sprites located?
mmtunligit- Member
- Nerds like me rule
Re: Suggestion: Invisible Lines
What sprites?mmtunligit12 wrote:LV, where are the sprites located?
JealousCloud- Member
- see you, space cowboy...
Re: Suggestion: Invisible Lines
The lines don't have sprites.
Also, we already have g-wells. The original appeal of Line Rider was its physicality: This guy is riding these lines. Lines that feel solid because of the way bosh collides against them. I think g-wells are already a huge stretch into intangibility, invisible lines would make things even more intangible and would make Line Rider a wiggle-in-a-void simulator.
If you want to experiment with Line Rider beyond the track, start with the camera.
Also, we already have g-wells. The original appeal of Line Rider was its physicality: This guy is riding these lines. Lines that feel solid because of the way bosh collides against them. I think g-wells are already a huge stretch into intangibility, invisible lines would make things even more intangible and would make Line Rider a wiggle-in-a-void simulator.
If you want to experiment with Line Rider beyond the track, start with the camera.
Conundrumer- Line Rider Legend
- actually working on OII
Re: Suggestion: Invisible Lines
I'm not really a fan. However, slagwells are actually a pretty huge part of LR history, IMO, and I'd like to be able to work with them in a platform like LRA if possible.
OTDE- Administrator
- the postham mindset
Re: Suggestion: Invisible Lines
Theyre a big part of the history but it's not a bug to intentionally support. It is incredibly bad to watch from a prediction standpoint because it can't even be _explained_ to a random viewer. You cant even say "oh it's invisible lines, theyre trying to mislead you"OTDE wrote:I'm not really a fan. However, slagwells are actually a pretty huge part of LR history, IMO, and I'd like to be able to work with them in a platform like LRA if possible.
nope.
It's just a random bug that has some confusing implications.
though im aware similar can be said for gwells
JealousCloud- Member
- see you, space cowboy...
Re: Suggestion: Invisible Lines
So is Line Rider a game or an art? If LR is art, why not have lines you can't see that Bosh can interact with?Rafael wrote:I don't like the idea, it changes the validity of the game.
I know people here are scared of change but seriously everyone deals with it anyways and ends up loving it eventually. I don't see how this is more controversial than hit test, contact points, and live-editing.
Maybe people just need to think a bit more about it? I mean, I won't use it really so I don't care, but I'm trying to help here by adding something that would add a lot of depth to trackmaking without honestly taking anything away.
Fauxfyre- Member
-
Re: Suggestion: Invisible Lines
LINE RIDER IS ARTFauxfyre wrote:So is Line Rider a game or an art? If LR is art, why not have lines you can't see that Bosh can interact with?Rafael wrote:I don't like the idea, it changes the validity of the game.
I know people here are scared of change but seriously everyone deals with it anyways and ends up loving it eventually. I don't see how this is more controversial than hit test, contact points, and live-editing.
Maybe people just need to think a bit more about it? I mean, I won't use it really so I don't care, but I'm trying to help here by adding something that would add a lot of depth to trackmaking without honestly taking anything away.
That's the whole point of LRA! I personally may add invisible lines but there are many more things that I'd rather add at the point and like I said, scared of breaking the track economy. But absolutely, I disagree with anyone who says it breaks the validity.
JealousCloud- Member
- see you, space cowboy...
Re: Suggestion: Invisible Lines
I feel that invisible lines would be something that would create confusion. It would make track watching misleading since you couldn't tell what is actually going on. Part of the art form is making these complex movements out of a limited tool of lines. If you make lines that can't be seen the fullness that makes a track wouldn't be there. The game is a visible experience and making invisible lines, I think, would reduce this effect.
theacp127- Member
- trying real hard
Re: Suggestion: Invisible Lines
In cases where bosh is going decently fast, it's the lines that give him context. You can tell how fast he's going based on how he's moving relative to the lines around him. It anchors him in a way and allows the track to have a sense of scale. As for hiding stabilizers, that would just encourage messy flings, and this would also be taking a small community and making it more inaccessible to those who used to play linerider. I think its an interesting idea that could be used in a handful of tracks in a neat way, but as for an overall shift I have to vote no.
shiny- Member
Re: Suggestion: Invisible Lines
Fauxfyre wrote:I don't see how this is more controversial than hit test, contact points, and live-editing
Those tools assist with making the track. They don't add new elements to the universe of Line Rider. The tracks can still be played in Flash versions.
Invisible lines would be a new element. Something to think about as one of +3 line types to use. It directly changes the way the track is seen.
Fauxfyre wrote:[...]I'm trying to help here by adding something that would add a lot of depth to trackmaking without honestly taking anything away.
Currently, in order to influence Bosh, you need to use solid physical lines. This is a constraint: Use physical things to affect physical things. Physical effects have physical causes. Invisible lines would remove that constraint, and break down causality. It's frustrating when there is no apparent cause to things that are happening. Hiding lines in scenery still requires using scenery lines (existing elements!), at least giving an indication that there are solid lines behind that black scenery, not hiding in the white void.
Line Rider is not a game, but a highly constrained animation tool. These constraints are valuable, because that's what distinguishes Line Rider from other animated 2d digital graphics.
This isn't an argument that we should oppose any and all change. We need to really understand how we perceive and interpret tracks, what value we find in them, in order to see what constraints are appropriate to loosen.
That being said, I'm considering lines toggled by trigger lines.
Conundrumer- Line Rider Legend
- actually working on OII
Re: Suggestion: Invisible Lines
shotoku you've done it again
ScrungleBlumpkus- Member
- Interior Crocodile Alligator
Re: Suggestion: Invisible Lines
Dapianokid wrote:shotoku you've done it again
What are you talking about? If you're making a criticism, we're having a constructive discussion.
Conundrumer- Line Rider Legend
- actually working on OII
Re: Suggestion: Invisible Lines
Thank you everyone for actually providing constructive arguments against the idea. Last cool thing that could come from it that I want to share though (2nd image is lamely extended in paint to make the point more clear):
You can have 3D scenery where Bosh isn't always riding on the edge of lines, and can actually ride on top of things.
I don't have anything further to add. I respect your feedback.
You can have 3D scenery where Bosh isn't always riding on the edge of lines, and can actually ride on top of things.
I don't have anything further to add. I respect your feedback.
Fauxfyre- Member
-
Re: Suggestion: Invisible Lines
you sexy animal, keeping us thinking and growing.
ScrungleBlumpkus- Member
- Interior Crocodile Alligator
Re: Suggestion: Invisible Lines
Maybe you could have an invisible line _within_ a radius of a visible line. I don't know. Hmm. A good point though.
JealousCloud- Member
- see you, space cowboy...
Re: Suggestion: Invisible Lines
The best option we have for that use case is to cleverly hide lines as shading. Otherwise, where does the "3d" surface begin and end? What if the white void is a giant tilted plane? If you draw a trapezoid, is it a trapezoid or a tilted square? I appreciate efforts in 3d scenery but it's really hard when you only have 2 dimensions with no parallax.
Conundrumer- Line Rider Legend
- actually working on OII
Page 1 of 2 • 1, 2
Similar topics
» Kevansevans - Invisible Rush
» Invisible Rush (Previously "Terminal Velocity")
» 3.4 Fully finished, I promise all bugs that were there before are gone including freezing the glitch and UI being invisible and stuff
» Suggestion: Tracks
» SUGGESTION: Ditch TD
» Invisible Rush (Previously "Terminal Velocity")
» 3.4 Fully finished, I promise all bugs that were there before are gone including freezing the glitch and UI being invisible and stuff
» Suggestion: Tracks
» SUGGESTION: Ditch TD
Page 1 of 2
Permissions in this forum:
You cannot reply to topics in this forum
|
|
Mon Mar 18, 2024 11:03 am by alpha leonis
» bubblegum - Pure5152
Thu Nov 23, 2023 4:36 am by Rafael
» Started in 2020 - thoughts?
Mon Jul 24, 2023 1:21 pm by cvang
» Hypersonic Motion - Preview and explanation
Mon Jul 24, 2023 12:15 pm by alpha leonis
» Track question
Mon Jul 24, 2023 12:14 pm by alpha leonis
» Line Rider Pointy Wobbly Italian Rat ~ Leonis
Mon Jul 24, 2023 12:12 pm by alpha leonis
» Line Rider Prism ~ Leonis
Mon Jul 24, 2023 12:11 pm by alpha leonis
» Playtime - pure5152
Tue May 16, 2023 4:05 pm by Sheldon
» I coded today!
Mon Mar 20, 2023 6:53 am by jimmysanders