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I spent eleven years working on this Line Rider track

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Re: I spent eleven years working on this Line Rider track

#141
post #122

Earlier quoted context omitted.

Damn, how greatly?! Why do they leave us hanging? What were the natural causes they died of?

Some of the octopus are still alive today.

For anyone looking for a serious answer, the 1977 experiment seems to have extended life for several months (which is almost double the lifespan in some species), before they died for another reason which was not explained.

What I gather is that the optic gland controls all hormone secretion, and although they were able to prevent the digestive system from being blocked by removing it, the same gland likely is necessary in other areas.

Re: I spent eleven years working on this Line Rider track

#142

Earlier quoted context omitted.

I remember the day Line Rider actually came out. I remember seeing it on Digg, and this was before Youtube but people were theorizing if a loopty loop would be possible (oh simpler line rider times!). I remember hacking something together into a (flash) video back then. I think I may still have it laying around somewhere. EDIT: Yep, here it is, "Date Created: 9/23/2006" which is the day Line Rider came out according…

Youtube existed back then and for me line rider was a phenomenon that increased my use of it, one of my first liked videos was line rider jumps the shark, from 25sep2006. I remember watching many line rider videos back then.

Seems like you're right. Though Google acquired it around November 2006 which is when it really started to rise.

Re: I spent eleven years working on this Line Rider track

#144
post #91
post #20

Hi 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

It's always amazing to see what creative people can do with what is very likely a bug in the game engine. I suspect that the developpers of Line Rider didn't originally intend for people to be able to do the majority of the tricks on this track, but we could argue that it would be a lesser game if it didn't allow these techniques. It reminds me of bunny hopping and similar "bugs" in old FPS engines that turned out so…

> It reminds me of bunny hopping and similar "bugs" in old FPS engines that turned out so popular that they sometimes ended up being purposefully implemented in subsequent engines.

Skiing in Starsiege: TRIBES immediately sprang to mind--and the wailing and gnashing of teeth that followed when they tried to reduce/limit it in Tribes 2 (only to add it back in with the "classic" mod).

Re: I spent eleven years working on this Line Rider track

#145
post #107

Earlier quoted context omitted.

Hats off for this masterpiece, David — and my congratulations for not letting this dream escape but working your way through to see it bloom to fruitition. I had immediate flashbacks to my old modder days for Jedi Knight and DN3D, I was reminded of the endless fun we had creating worlds out of the puzzle pieces we were handed on our underpowered machines. Playing with GTA3 config settings, cheating physics engines in…

> cheating physics engines in Stunts You mean this one? http://www.ibiblio.org/GameBytes/issue20/misc/stunts.html Oh, the hours I played creating the craziest tracks in the undocumented editor barely hidden away behind Shift+F1, reliably making the car hit the ground at a certain angle and speed, triggering a bug (probably an unchecked signed wraparound) that would make it accelerate infinitely into orbit.

Oh wow, Stunts! This game rocked. Best Loop de Loop physics ever!

Re: I spent eleven years working on this Line Rider track

#147
post #127

Earlier quoted context omitted.

Is this track also available as a download somewhere to try it in linerider.com itself, rather than as a video? Never heard of the game before, but now I want to try it with this track

Here it is: https://www.linerider.com/?layers&track=https://www.dropbox.... It's a big track so might take a while to load. The ending animation doesn't work properly at the moment

Thanks so much for that! The ending worked except for the credits

Re: I spent eleven years working on this Line Rider track

#148

Some other amazing line rider tracks synced with music: Super Flu - Selee: https://youtu.be/mpuSi6YooAo (this one's my favorite) This Will Destroy You full album: https://youtu.be/qasxqKScOfY Brain Power: https://youtu.be/IMHWsJEG5-0

I made the moving backgrounds in Selee!

Re: I spent eleven years working on this Line Rider track

#149
post #132

I quite like DoodleChaos' work on Line Rider. It's less of a visual masterpiece and more of an audio one. Line Rider in general just puts a smile on my face. https://www.youtube.com/watch?v=WmLh6UvLo14

I collaborated on that project! I implemented the remounting feature and tuned it to be suitable for making this track

That's awesome! Line rider reminds me of a past internet where things were a bit more creative and joyful.

I'm so glad to see that people like you are still spreading that love of the creation.

Re: I spent eleven years working on this Line Rider track

#150

Not 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…

Starsiege: Tribes is even closer to line rider in spirit. It came out just before Quake 3. It has massive (many km^2) outdoor maps with rolling hills and jetpacks. Early in the alpha the devs and the users figured out that by spamming jump while going down a hill you could "ski" and pick up speed the jet up the next hill to maintain. This bug, skiing, became the central element of the game. And because Tribes allowed…

Nowadays I play an open source fps called xonotic which is more or less UT and quake 3 mixed together with a heavy emphasis on motion, and a lot of people in the community have recommended I try Tribes as well actually as they have similar focus on movement.
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