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Slip Zones

PostPosted: Thu Nov 07, 2013 5:09 am
by tazinator
For some reason I get the feeling some of you shudder at slip zones? why, I like em.
(But i just discovered them.. Today)

Re: Slip Zones

PostPosted: Thu Nov 07, 2013 10:45 am
by bobdaduck
Its simply not an element conducive to competitive play.

Re: Slip Zones

PostPosted: Thu Nov 07, 2013 12:33 pm
by Quartz
They're entertaining enough, but good luck implementing them in a serious map.

Re: Slip Zones

PostPosted: Thu Nov 07, 2013 11:03 pm
by tazinator
See signature. Works beatifully:)

I actually had to find out from a level called cold storage like literally one or two days ago, and I learned the arc tool literally less than three hours ago. You guys need this stuff to be more open to us plebes

Re: Slip Zones

PostPosted: Fri Nov 08, 2013 10:25 am
by Quartz
tazinator wrote:You guys need this stuff to be more open to us plebes
Ehh ... what? What do you mean by this?

Re: Slip Zones

PostPosted: Fri Nov 08, 2013 10:42 am
by kaen
tazinator wrote:You guys need this stuff to be more open to us plebes


As wat said, this was an experiment. We try to keep experimental stuff under wraps because 99% of the time it's not actually ready for release.

In this instance, there are at least two ways to crash a server using SlipZones, due to programming errors.

Re: Slip Zones

PostPosted: Fri Nov 08, 2013 1:16 pm
by tazinator
ok,that i understand. this game Is still in alpha, isnt it? it has only crashed on me once when i messed with a level. the editor tried loading, but no dice.
nevertheless i hope development will fix the slipzone, it can work

Re: Slip Zones

PostPosted: Fri Nov 08, 2013 1:49 pm
by raptor
The game is not in alpha, we have full releases. However, since it is an open source game, it undergoes continuing, open, development.

Re: Slip Zones

PostPosted: Mon Nov 11, 2013 2:50 am
by watusimoto
it can work
But can it be fun?

Re: Slip Zones

PostPosted: Mon Nov 11, 2013 3:06 am
by tazinator
I think they can work (and do work in some levels). They seem to be really easy to mess up with from the few experiments I've done in maps though.
Can they be fun? Sure. That's the whole point of them working, isn't it?

Re: Slip Zones

PostPosted: Mon Nov 11, 2013 9:09 am
by bobdaduck
watusimoto wrote:
it can work
But can it be fun?

Asteroids work and aren't fun
Circles didn't work and were fun
Armor didn't work and was fun
Engineer doesn't work and isn't fun

Re: Slip Zones

PostPosted: Mon Nov 11, 2013 12:10 pm
by sky_lark
bobdaduck wrote:
watusimoto wrote:
it can work
But can it be fun?

Asteroids work and aren't fun
Circles didn't work and were fun
Armor didn't work and was fun
Engineer doesn't work and isn't fun

What are circles?

taz - I'm the kind of guy who supports pretty much everything because of the potential "everything" offers, but I'm yet to see slip zones implemented in a map - other than Nascar - which has actually made the map (a) more enjoyable and (b) an improved overall map.

I'm not supporting their release, but I'm not going to be upset if they disappear one version, either. I'm yet to find a need to use them.

Re: Slip Zones

PostPosted: Mon Nov 11, 2013 1:52 pm
by bobdaduck
sky_lark wrote:What are circles?


  Code:

function main()
      item = Circle.new()
      levelgen:addItem(item)
end
 

Alternatively, I think you can put circle 0 0 into the level code or something like that.

Its a fun item that's been removed in 019 for no reason.

Re: Slip Zones

PostPosted: Mon Nov 11, 2013 1:58 pm
by Little_Apple
KAAAAEEEEEEEEENNNNN

Re: Slip Zones

PostPosted: Mon Nov 11, 2013 2:35 pm
by FoOtloOse
circles<3 :c

Re: Slip Zones

PostPosted: Mon Nov 11, 2013 8:44 pm
by sky_lark
Is it just like a little pet that follows you around? Haha it's adorable, in a pixelated bit-by-bit kind of sense.

Re: Slip Zones

PostPosted: Mon Nov 11, 2013 9:11 pm
by raptor
They were removed for a few reasons:
- tendency to crash servers (bugs in the code)
- tendency to crash servers (CPU overload)
- tendency to crash servers (network overload)

In the end, despite being kind of neat, they did not meet the technical limitations of a multiplayer network game such as this. They were also never meant to be used or shared (being in heavy development) and anyone who found them was explicitly warned.

This warning stands for SlipZone, too (and maybe EnergyItem), and any item discovered. (Note that it's easy to discover items since it's an open source game - but you're still subject to the whims of the developers :) )

Edit to add: Looks like kaen has posted a full Circle history (hee hee) for the curious: viewtopic.php?f=6&t=2094