What makes a good fling quirk?
+6
Rafael
Fauxfyre
Helios Pavonine
Chuggers
[senpai] kevans
LineMagiX
10 posters
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What makes a good fling quirk?
Question for two reasons. One, curiosity. Two, because I'm making one.
I know the most popular style is probably SCG-continuous fluid flinging and rolling, but what other kinds are there? I can't really think of anything. Maybe ride liner/leomur/STP/anomaly/wtb gravity play and misdirectional quirk?
I know the most popular style is probably SCG-continuous fluid flinging and rolling, but what other kinds are there? I can't really think of anything. Maybe ride liner/leomur/STP/anomaly/wtb gravity play and misdirectional quirk?
LineMagiX- Member
- The ghost of LR
Re: What makes a good fling quirk?
Extremely broken and pulling a contact point for only 2 frames before awkwardly moving to the next like I do.
Re: What makes a good fling quirk?
People seem to like it when you drag out a trick long enough to identify what it is, or at least that's what some people liked about cursive
Chuggers- Member
- villainous quirker
Re: What makes a good fling quirk?
One of my big problems is that I find it hard to get a 'loose' feeling to my quirks. I guess you could describe the first 1/3 of Eden (see signature) as static compared to the rest, due to the fact I forgot to add enough rotation and I'm just a perfectionist like that...
So take it easy and overall have fun! That's the best advice I can give you
So take it easy and overall have fun! That's the best advice I can give you
Helios Pavonine- Member
Re: What makes a good fling quirk?
trick variation and flow. Complexity of a particular trick is not as important as having good flow, but make sure you don't do the same thing too many times in a row, even if it does go with the flow.
Also, everybody loves a little bit of music sync
Also, everybody loves a little bit of music sync
Fauxfyre- Member
-
Re: What makes a good fling quirk?
Haha, have you seen infinite? That's pretty much all it was. i would have an asdf that only lasted for 15 frames before it evolved and switched to another one and so on. Maybe it'd be cool if it was like 80 frames and kept switching. :o :o :o like an asdf that alternated between different flings. I gotta try that sometime!kevansevans wrote:Extremely broken and pulling a contact point for only 2 frames before awkwardly moving to the next like I do.
Agreed. I've always that this mindstate is important. Especially in modern fast paced quirk. What sucks about it though is that sometimes you have to put hours into a second of track, even if after the first few wells it get's automatic like most flings. hahaChuggers wrote:People seem to like it when you drag out a trick long enough to identify what it is, or at least that's what some people liked about cursive
Yea, but this works for every style/genre.shotoku wrote:trick variation and flow. Complexity of a particular trick is not as important as having good flow, but make sure you don't do the same thing too many times in a row, even if it does go with the flow.
Also, everybody loves a little bit of music sync
LineMagiX- Member
- The ghost of LR
Re: What makes a good fling quirk?
Fling quirk is often very fastpaced and fast, simply because most gravitational tricks speed Bosh up, and the ones that slow down slow down so much they're often considered flow killers.
You can, however, make slow faced fling quirk. Think of the grolling in Omniverse 2 Beta. It's slow (both in speed and pace), yet very entertaining. You can make more tricks in such manner. You can also vary. This is done very well in Levitation.
Players nowadays want to make their wells as strong as possible with stacking and all, but I'd love to see players experiment with weak wells. They don't have to be bad, as long as the wells are consistently weak, and I think they can be used in a really entertaining and surprising way.
You can, however, make slow faced fling quirk. Think of the grolling in Omniverse 2 Beta. It's slow (both in speed and pace), yet very entertaining. You can make more tricks in such manner. You can also vary. This is done very well in Levitation.
Players nowadays want to make their wells as strong as possible with stacking and all, but I'd love to see players experiment with weak wells. They don't have to be bad, as long as the wells are consistently weak, and I think they can be used in a really entertaining and surprising way.
Rafael- Line Rider Legend
Re: What makes a good fling quirk?
Chuggers wrote:drag out a trick long enough to identify what it is
I approve of all of these thingsshotoku wrote:make sure you don't do the same thing too many times in a row, even if it does go with the flow.
Also, everybody loves a little bit of music sync
Re: What makes a good fling quirk?
Probably one of the most important things for a solid fling quirk for me is keeping everything clean as it's much more pleasing to the eye. especially with the tricks you use. For instance, I see many tracks come out these days where they experiment with using several lines per frame. The danger with that is it will quickly come to a point where there are so many lines you can't tell what's going on and it starts to look messier than say a simpler version of the trick you're doing.
It's also important to be mindful of how you chain your tricks together so that each trick flows nicely together while keeping enough variety to make it unpredictable.
It's also important to be mindful of how you chain your tricks together so that each trick flows nicely together while keeping enough variety to make it unpredictable.
SethComposerGuy- Line Rider Legend
Re: What makes a good fling quirk?
Lankher wrote:~boo wrote:What makes a good fling quirk?
Me.
I'll fling your quirk.
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