QwertyChouskie {l Wrote}:I did a quick-and-dirty implementation of some of the driveline proposed in OzoneOne's post, and I gotta say, it's pretty awesome: https://www.youtube.com/watch?v=sKTUwnR-Ik4
I definitely would LOVE to see OzoneOne's concept track fully implemented
benau {l Wrote}:We have /installaddon command now...
QwertyChouskie {l Wrote}:- I'd like to maybe see some more anti-gravity stuff. The road that will run through the castle could be a good candidate, especially if there's lots of machinery in there..
Alayan {l Wrote}:- The ball spikes obstacles are very good. Dynamic in nature, yet fair to the player (good visibility, predictable pattern). I think Qwerty's idea of not having them all in sync has potential. A 4th ball spikes in that section could also be considered. Avoiding one or two is easy but you need to stay focused to pay attention to what's coming afterwards, so the 3rd ball ups the challenge and a 4th would even more (a lot more than it would if placed in an easy part of the track where it's alone)
QwertyChouskie {l Wrote}:- The fact that the bridge boosts you, then the track right after the bridge slows you down immediately again, feels unnatural. Having a jump with no speed boost might work better here.
Alayan {l Wrote}:- The ball spikes obstacles are very good. Dynamic in nature, yet fair to the player (good visibility, predictable pattern). I think Qwerty's idea of not having them all in sync has potential. A 4th ball spikes in that section could also be considered. Avoiding one or two is easy but you need to stay focused to pay attention to what's coming afterwards, so the 3rd ball ups the challenge and a 4th would even more (a lot more than it would if placed in an easy part of the track where it's alone)
fracture {l Wrote}:like that one mountain village addon with the extremely narrow roads and sharp turns which require the user to come to a complete stop. That addon sucks
tempAnon093 {l Wrote}:fracture {l Wrote}:like that one mountain village addon with the extremely narrow roads and sharp turns which require the user to come to a complete stop. That addon sucks
I thought that the first time I played it, but once you practice it a few times it's a pretty fun and challenging track, I'd say in the top half of addons for sure. It just needs a bit of polishing to smoothen the extremely tight corners.
There are a couple of tight corners on this track which I think is good.
fracture {l Wrote}:I'll probably post something about the best addons tracks at some point this week.
Alayan {l Wrote}:I rather like the lava music, but I agree this music derived from the SuperTux Nolok one sounds better for a final track and a final boss fight. It creates more tension and make the race feel more important.
It's nicer to get a formal authorization. But technically, this is not needed. SA stands for "Share Alike". A derivative must be shared under the same license, so by sharing a derivative it is implicitly licensed as CC-BY-SA 3 too. Some people would argue it's not, but the only way to argue there is a copyright violation involves the claimant violating copyright himself (as he would forfeit his rights to sharing the remix).
it's even nicer if whatever didn't satisfy him in the WIP version can be improved upon and the completed version released. Beyond this, some small adaptations for clean looping may be useful.
Alayan {l Wrote}:Beyond this, some small adaptations for clean looping may be useful.
Alayan {l Wrote}:- The broken bridge section is not compatible with reverse mode. Reverse mode is a cool feature, it needs to be supported. Before the "cobbles" between the start line and the spikes hall the road isn't at the same level which is causing issues too.
Worldblender {l Wrote}:I've just downloaded the Zip archive from Dropbox, but one thing I notice right away is the lack of Blender source files. Will they be released at some point, or earlier? I can always import the SPM files into Blender, but it's not as much fun as working with the original files.
Worldblender {l Wrote}:BTW, if you're willing to give it a try, I have 2.80+ versions of the scripts available. While they're in a working state now, a few edge cases may be untested. Get the scripts at https://github.com/RQWorldblender/stk-blender
SvenAndreasBelting {l Wrote}:I haven't included the Blend files because the track is still far from being finished and I don't see much reason to include the Blend file every time I upload a newer version of the track, and it would also feel a bit weird if many people would try out things on my track while it is not even finished.
SvenAndreasBelting {l Wrote}:I already tried them out but I haven't ported my track to blender 2.83 yet. But it's great that blender 2.8x is supported now, it's much better than blender 2.79 and I use it for every other of my projects besides from STK
SvenAndreasBelting {l Wrote}:BTW, do you know if the new exporter also works with the new 2.9x Blender version?
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