I spent eleven years working on this Line Rider track
111–120 of 163 posts
Re: I spent eleven years working on this Line Rider track
#112Hi everyone, I made this! I already told my whole story in this article (if you'd rather watch a video essay about it: https://www.youtube.com/watch?v=CikpAHiPlmQ ) so not much more to add other than I'm still (slowly) working on Line Rider! If you have any questions here I am
Re: I spent eleven years working on this Line Rider track
#113Re: I spent eleven years working on this Line Rider track
#114Not quite the same, but this reminds of defrag from various quake games (mostly quake 3 and variations). The idea of strafe jumping being in the original quake (well circle jumping more like which is kind of different) started as a bug based on how acceleration works in quake that was used to basically fly through maps and became a central part of movement in the game. Of course, in addition there was the more well k…
Re: I spent eleven years working on this Line Rider track
#115Not quite the same, but this reminds of defrag from various quake games (mostly quake 3 and variations). The idea of strafe jumping being in the original quake (well circle jumping more like which is kind of different) started as a bug based on how acceleration works in quake that was used to basically fly through maps and became a central part of movement in the game. Of course, in addition there was the more well k…
Eventually people were building line-rider style FPS maps for skiing starting around 1999.
Re: I spent eleven years working on this Line Rider track
#116This really caught me off guard. What an unexpected twist.
I have so much respect for people who take their projects this far and I love this mix of programming, art, and overall geekery!
Re: I spent eleven years working on this Line Rider track
#117TIL 11 years == 400 hours
Re: I spent eleven years working on this Line Rider track
#118When I hear about most businesses failing I think about that saying: "Quitting smoking is the easiest thing I've ever done. I've done it a thousand times!"
Temporarily giving up is like a superposition of success and failure. It hasn't collapsed into true failure until you stop working on something for the last time.
Re: I spent eleven years working on this Line Rider track
#119To appreciate the work that went into Omniverse 2, try to make a track that has the rider doing a single loop-the-loop.
Re: I spent eleven years working on this Line Rider track
#120After casually watching the progression from SWF, to Silverlight, to some overdone version on the Wii, it gives me warm fuzzy feelings that linerider.com is still hosting a down-to-earth (albeit modern) version. I remember backing up the SWF version of line rider. And then they added a STRAIGHT LINE tool. No more abusing the right click menu! How far this game has come! > After years of development, after some more c…
The history of LR is complicated! It was originally created in Flash by Boštjan Čadež who sold it to InXile. InXile made the versions in Silverlight and the overdone versions on Wii, DS, and PC, but they all flopped and they did nothing with LR for years. And that's where I came in: while I was remaking LR in Javascript (intentionally down-to-earth) I brought my friend onto the project and he had a contact at InXile…