Back to Basics 2011 - Steampunk - Registration

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FrolicEgg
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Re: Back to Basics 2011 - Steampunk - Registration

Post by FrolicEgg » 30 Mar 2011 12:53

TombRaiderTim wrote:Been waiting a whole year for the next B2B, I'm wondering if a ship wreck would class as a steampunk level? Well i'm here to wish you all good luck with your levels and I think maybe next year I will join myself and see how it goes. :beatnik:
That would be so awesome! I think it's steampunk enough :)

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Re: Back to Basics 2011 - Steampunk - Registration

Post by Phil » 31 Mar 2011 14:10

mugs wrote:last bit of info from horus was a hoped-for release around 3/31
Are the fruits of the competition still planned for release on June 1? 60 days (at most) doesn't seem to be sufficient time to put together a level.

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Re: Back to Basics 2011 - Steampunk - Registration

Post by Horus » 31 Mar 2011 14:30

The release will of course be moved to provide enough time for the builders :)

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Re: Back to Basics 2011 - Steampunk - Registration

Post by vimmers » 31 Mar 2011 16:54

what about to forum birthday 1/8

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Re: Back to Basics 2011 - Steampunk - Registration

Post by Christian » 30 Jun 2011 22:27

when will be the release?

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Re: Back to Basics 2011 - Steampunk - Registration

Post by totou » 30 Jun 2011 22:49

From the first page

The registration process will run from now until Jan 31, 2011
The building phase will be Apr 24, 2011 - July 31, 2011
The official release of the levels will be Aug 24, 2011

Obviously levels will be amazing!!!

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Re: Back to Basics 2011 - Steampunk - Registration

Post by Christian » 30 Jun 2011 22:50

I can't await it!

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Re: Back to Basics 2011 - Steampunk - Registration

Post by Mytly » 30 Jun 2011 23:18

The levels will be released on August 24th? So what's going to happen to the levels from July 31st to August 24th? :huh:

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Re: Back to Basics 2011 - Steampunk - Registration

Post by MichaelP » 30 Jun 2011 23:30

Buffer time for getting them packaged and ready, as well as final final beta testing (by myself :wink: ) and any last minute panic fixes...
Trust me... there are always a few builders out there who need the extra time even though the deadline has been passed :wink:
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Re: Back to Basics 2011 - Steampunk - Registration

Post by Mytly » 30 Jun 2011 23:33

I'll probably be one of those ... :blush:

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Re: Back to Basics 2011 - Steampunk - Registration

Post by DJ Full » 01 Jul 2011 23:45

MichaelP wrote:Buffer time for getting them packaged and ready, as well as final final beta testing (by myself :wink: ) and any last minute panic fixes...
Oh, YEAH...
MichaelP wrote:Trust me... there are always a few builders out there who need the extra time even though the deadline has been passed :wink:
Yep - trust me. I promised to start building today. Unexpectedly, I found another way to bypass height limit and spent all day testing it. But it was well worth it. You can use TWOBLOCK_PLATFORM to fake floor elevation up to 127.
You texture those platforms transparently, so a player won't notice.
And what about those platforms if Lara falls? Won't she hit them halfway down?
No.
You set a CONDITION. If Lara is falling
and an ACTION. Kill TWOBLOCK_PLATFORM.
You link them with a Global Trigger IF -> THEN.

The game engine gets fooled and You can go BEYOND 127 clicks of height without ANY troubles!!!
THIS IS IT! I MADE IT! I MADE IT!! Mwahahaha... :jump2:

Now really, finishing this tutorial, locking myself up... etc., etc.
woof

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Re: Back to Basics 2011 - Steampunk - Registration

Post by Soul » 02 Jul 2011 00:08

Hehe, that's great. Now go and build the longest fall in TR -> 381 clicks :D

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Re: Back to Basics 2011 - Steampunk - Registration

Post by DJ Full » 02 Jul 2011 23:08

Not possible without TRNG.
You need CONDITION.Lara is falling
mixed with
ACTION. Kill TWOBLOCK_PLATFORM.
(apart from everything else, there's NO TWOBLOCK_PLATFORM in our BTB stuff)

Actually, the fall is already possible (256 clicks, not 381).
The problem lay somewhere else:
- if difference between floor and ceiling is more than 130,5 click, Forwards key gets disabled unless pressed after something else is pressed first
- You can climb, but CAN'T get off a pillar higher than 127 clicks (no matter if it's placed in stacked rooms or in a single, very high one - because the editor relates height to the nearest floor, just like in case of placing Monkey Swings)
- Also, some objects like swingpoles work up to 127 clicks above the nearest floor.


Using TWOBLOCK_PLATFORM to fake floor elevation solves all of such problems. Yeah, I tested it already... with a level filled with 100 swingpoles... probably the longest array of poleropes ever... nothing but rotating through more than 5 minutes... etc., etc... of course, also definitely the most stretched rooms ever... because I used an array of SINGLE rooms to test limits even more efficiently... blah, blah, blah...

And this is only at about 1/10 of research I've been doing for last two months. Tomorrow... Yeah, I HOPE it will be tomorrow at last... I'm gonna release the whole levelset... and the script.... it already has over 20 pages.... the SCRIPT, not the levelset... etc., etc... As You can see, I'm getting a little bit frustrated, but it was well worth it... all geometry limits gathered and described in a single tutorial...... some of them finally busted..... tired...... tired....... lots of writing... BTB will be relaxing, because scripting is not allowed there.... fortunately... thanks Nadine.......

Sorry about all that yapping - I dream about writing something simple, like a walkthru. I'm really, really exhausted. And late. Had to share the pain.
Now performing a FLIPEFFECT of shutting up on channels 1 and 2.
woof

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Re: Back to Basics 2011 - Steampunk - Registration

Post by Phil » 03 Jul 2011 02:09

All this Laraspeak is making my head swim.

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Re: Back to Basics 2011 - Steampunk - Registration

Post by totou » 31 Jul 2011 18:31

At the end of the building phase, what's the number of levels of this BTB? :roll:

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