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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

#82

If I may critique this, there were some parts that didn't work for me (the ribbon section the most [1]), and some of the words and other parts went by way too quickly to figure out what was going on: it would have been nicer to slow down and appreciate the scenery more in that time. The ending is also rather abrupt; the music really felt to me like it wanted a denouement after the climax instead of just... ending. Th…

I think it would loose something else then. That wonder and awe you can get when you get just a glimpse of something.

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

#83

I think the ability for humans to build seemingly straight-forward and simple tools or building blocks that other humans then go on to create insanely complex things like this with is what sets us apart from every other species in existence.

When Octopus realize they don't have to starve themselves to death when they are 3 years old that will be the end of our reign.

From Wikipedia:

> Octopus lifespan is limited by reproduction: males can live for only a few months after mating, and females die shortly after their eggs hatch. ... Octopus reproductive organs mature due to the hormonal influence of the optic gland but result in the inactivation of their digestive glands, typically causing the octopus to die from starvation. Experimental removal of both optic glands after spawning was found to result in the cessation of broodiness, the resumption of feeding, increased growth, and greatly extended lifespans.

TIL

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

#86
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

Making the video, did you control the character directly or was it like a tool-assisted speedrun? And how much actually requires your own input, given how (iirc) there's some tracks that just run themselves?

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

#87
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 known rocket jumping where you use the force of weapons as a means to accelerate. Later, people made entire maps that require mastering this movement, a little bit like parkour, and it developed into a game mode that had very large and intricate maps that require a lot of skill to complete.

Here's a good example of defrag[0].

[0] https://youtu.be/x0HpJvyLnxA?t=54

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

#90
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

Making the video, did you control the character directly or was it like a tool-assisted speedrun? And how much actually requires your own input, given how (iirc) there's some tracks that just run themselves?

(Not the author, but I've played Line Rider a lot a long time ago.) The character isn't directly controllable. They're affected by gravity, and collision with user-drawn lines. You can also draw "boost" lines that accelerate the character when touching, and "decoration" lines that don't interact with the character.
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