I can understand that, but it's much more controlled if you use two triggers. Also, the chances of that happening are pretty low. Most people either go big or don't go big. If they're not trying to make a crazy level, the chances of them needing that many triggers is low. If they're making a crazy level, they won't mind the warning.
Ages ago, before 2.0, RobTop said that he'd add it in the game, just not anytime soon (which means it'll probably come out around 3.0). So I think he's okay with the mechanic. Dual loopy-loop vehicle would just be that, dual loopy-loop vehicle. It'd be very confusing though, so it would be good for demons. Mini loopy-loop vehicle would loop around faster in smaller circles.
I guess that's true. I'd guess it just be nice to have it to quickly build one effect and then move on to the rest of the level. That's the main reason I want it.
No, i understand exactly what your trying to say. But lets say you want to do this action multiple times in a level. Then it would be 4 triggers, 6, 8, 10, 20, etc. So then you have 20 triggers when you could have had just 10. This takes up more objects in the long run, also an option trigger could create other possibilities for effects, just as the count trigger will.
I like the idea, but it doesn't seem like it would work. Doing a loopy-loop would involve the icon going backwards, and that would stop the flow of the level. Unless the level keeps going as you do a loopy-loop it wouldn't work. And i think Kaptain meant that how would a duel with one loopy-loop and one (insert other icon here) work. Since it is interrupting the levels flow, it would have to interrupt the other game mode's flow as well.
I had to retype this whole thing. If a level ends while the loopy-loop vehicle is in the middle of a loop, then the vehicle will just stop at its position and get sucked into the finish portal. And in the dual loopy-loop vehicle, the bottom icon will loop normally. Meanwhile, the top icon will loop downwards instead of upwards. f you're confused, then think of a drawing of the loopy-loop pattern. Now flip it vertically. This is how the second icon will flow.
I don't really like the idea either. For the same reason the spider couldn't climb walls and there isn't X-axis teleportation. It would mess up the timing of the timing of the level. I also see no point to it. Sure, it could allow for some interesting gameplay, but isn't it a little bit limited movement? If you want it, you could use moving objects to create loopy-loops, plus more other interesting movements.
Yes, but a few objects isn't really going to make a difference. Sure, it'll add up, but with the object limit removed it really won't matter. If you're making a chaotic level, there's going to be enough things that the triggers really won't do much. Plus, setting up an area trigger and testing it over and over again would take more time than two triggers.
I don't think you understood what he said very well. He said you'd have to make the level slow down or stop to perform a good loop. That would affect the other dual (let's say a cube) because it would slow down or stop the level every time you tapped, making the cube's jump seem shorter. Also, there would have to be a set loop size, so you'd be doing the same moves every time. Also, I don't see how the loops would help you avoid objects. If you're going in a straight line and tap to loop around an object, you'd end up hitting the object because you're going in a circle.
Exactly. RobTop would need to add a completely new curved slope for it to work. And that doesn't solve all the other problems.
Took So Long to Post Because of Some Issues RobTop can always make the ceiling higher, just like how the ball's ceiling is lower than the ship's ceiling. Also, I was (and still am) planning to do what you sad in your last sentence if RobTop comes back and suddenly rejects it because of some coding issues or something like that. That's not how the vehicle works. It constantly goes in loops, and the controls are just like the ship. Also, why would you need to slow down the level or stop it to make a good loop? The vehicle just goes in circles while the level moves forward.
Even if he did, since the normal Y value would be set, there would be no point going in a loop if you just end up at that same Y position. If there's a block in the same Y position as you, there would be no point in trying to go in a loop if it put you back in the same spot.
Well, it was explained like a vehicle that would loop when you tapped. Also, the one you're explaining would be just like a larger ship. There would also need to be a way to vary the speed you were looping at and the size of the loop. It's just not a great idea for a vehicle.
Read my reply a few posts above. EDIT: oh you did. The circles would be wide enough to go around a large sawblade (you know how there are small, medium, and large sawblades, right?). So this means it can also loop around blocks as well. So why would RobTop need to add curved slopes for it to work?
A larger ship just dodges obstacles vertically. Meanwhile, the loopy-loop vehicle can loop around objects. So you can make a really tight area that is smaller than the height of the circles the vehicle goes in so the player is forced to loop around an object. If the vehicle crosses a slower speed portal, then it would go in circles more slowly (so this would mean that if it crosses a faster speed portal, it would go in circles faster). This way, it's possible to actually loop around an object. Also, if you're mini as this vehicle, you would loop about as fast as you would if you were looping at a normal size while going at 1.1x (green >> portal) at 0.9x (default speed (blue > speed portal)). I also had another idea for the vehicle where it goes in larger circles the longer you hold (there would be a hold limit so it wouldn't go off-screen), but for now, I think it should act as a ship going in circles, since it would match the wave and the ship more. All the vehicles move up and down on the Y-axis, so I think this vehicle should too.
This vehicle has so many holes. if the vehicle is always looping, there would be no way just to go around objects. Also, if you held longer, you'd go up and the loop would get bigger. That would make it kill you almost instantly. Also, what happens if you go up and hit a block? How would you make the loop smaller? Let me tell you this now. There is no way this vehicle will work. It won't be added into the game. This idea wasn't thought through completely.
No no, the idea of it acting like a ship going in circles and the idea of it holding to make its loops grow are totally different ideas. Right now, I think right now it should act as a ship going in circles. If for some reason the first idea doesn't work, then the idea of its loops growing more and more as you hold more and more would have to replace the original idea. Also, for the second idea, you are able to make it shrink by letting go. This will effect the mini loopy-loop vehicle since in the first idea, it goes in smaller loops when it's mini. So maybe the vehicle's loops can be higher when it's mini, but not wider, just like how the mini wave is steeper than the normal wave (also the fact that it goes in loops faster when it's mini would not be affected if the first idea doesn't work). Yes, it can be possible for the vehicle to go around an object if its small enough. No, this vehicle will work. It's just that you have a misunderstanding of it.