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Corner Jumps in N++
Posted: 2015.06.03 (04:11)
by shomman
https://youtu.be/w1Aam7cSB_I?t=39
Watching the video, looks like the corner jumps that are in nreality/1.4 are, at least partially, back!
The video was on the Metanet Blog:
http://www.metanetsoftware.com/blog/
Re: Corner Jumps in N++
Posted: 2015.06.11 (10:16)
by MiBeM
I talked to Metanet about them on Twitter once, and they said cornerjumps will be there. Apparently they will also be slightly easier to pull off, which I'm not sure what to think of but I'm excited that they exist.
Re: Corner Jumps in N++
Posted: 2015.06.12 (07:11)
by cooperverdon
That looks exciting. Those corner jumps in that video shomman, looked more like v2 to me. 1.4 corner jumps seem to add momentum, or a least they look like it in my limited experience.
By easier corner jumps, I would hope they are referring to bounce block corner jumps, If those had a few frames of give that allowed experienced players to get them at a semi consistent rate, that would be really fun.
N++ for PC? I know this has been asked and it isnt being talked about, but thats the only platform I would play it on. Any developments on this front?
Re: Corner Jumps in N++
Posted: 2015.06.12 (07:36)
by shomman
cooperverdon wrote:That looks exciting. Those corner jumps in that video shomman, looked more like v2 to me. 1.4 corner jumps seem to add momentum, or a least they look like it in my limited experience.
By easier corner jumps, I would hope they are referring to bounce block corner jumps, If those had a few frames of give that allowed experienced players to get them at a semi consistent rate, that would be really fun.
N++ for PC? I know this has been asked and it isnt being talked about, but thats the only platform I would play it on. Any developments on this front?
Well, I guess we'll see.
Basically a PC release depends on the PS4 version doing well. If it does, their supposed first priority in terms of porting is to get a steam port, where you will probably be able to buy it.
They definitely already have a user base on PC, so it seems strange that they wouldn't, but there has been a lot of hype around the new consoles so maybe that influenced their decision.
I too would only play if it was on PC.
tl;dr no news
Re: Corner Jumps in N++
Posted: 2015.06.12 (15:11)
by atomizer
Thing is, all money they ever made was made on consoles. Plus, they probably got a good deal from Sony for being an exclusive.
Also, they can hope for a decent price on consoles - Steam is de-valuing games way too much, just look at the sale. $15 is already considered too much for indies, you have to be really big to make up for that.
Re: Corner Jumps in N++
Posted: 2015.06.12 (18:28)
by raigan
hi,
We definitely would like to bring N++ to Steam, however as a few people have mentioned, we had some good reasons for choosing to go with Sony.
First of all, one of the main reasons we're even making N++ is that Nick Suttner (who we're working with) at Sony is a huge fan of N+, and kept asking us every year whether we would consider making a version of N for Playstation. In our experience it's really rare for someone at a huge company to actually care about small games like ours, so this was something that really motivated us and made us seriously consider starting N++.
Secondly, we were accepted into Sony's PubFund program; this is sort of a guarantee on sales.. basically they say that as long as we finish the game, they'll give us $X regardless of how many copies are sold. This is a huge deal, because it means we were able to spend money (to hire a bunch of talented people to collaborate with us) without risk of going bankrupt if the game doesn't sell well. This let us spend a lot more money than we would have been able to otherwise, to make the game better.
Finally, in order to get on Steam we're going to need to be approved somehow (eg Greenlight); we figured this would be a lot easier if we had a finished PS4 game that we could show people.
Anyway, I hope this helps explain our decision making process.. we definitely appreciate that many of our fans would prefer a PC version, and we're hoping we can achieve this eventually, but we thought that starting with PS4 was the safest way to make sure that N++ is the absolute best game we can make.
thanks,
Raigan
Re: Corner Jumps in N++
Posted: 2015.06.12 (23:20)
by EddyMataGallos
From what I've read during the past couple years, starting with a PS4 version is absolutely justified and the best strategy, those reasons raigan just listed are very strong each.
I hadn't though on the fact that a successful PS4 game would definitely boost (pretty much ensure) chances of a Steam greenlight, so that's a huge plus over there as well, I'm excited to see how this turns out.
I was also pretty shocked to see that cj in N++ when I saw the video, in the good sense of course. I'm glad they're back, we'll see which posibilities we can do with the tricks available now.
Re: Corner Jumps in N++
Posted: 2015.06.13 (01:30)
by shomman
EddyMataGallos wrote:From what I've read during the past couple years, starting with a PS4 version is absolutely justified and the best strategy, those reasons raigan just listed are very strong each.
I hadn't though on the fact that a successful PS4 game would definitely boost (pretty much ensure) chances of a Steam greenlight, so that's a huge plus over there as well, I'm excited to see how this turns out.
I was also pretty shocked to see that cj in N++ when I saw the video, in the good sense of course. I'm glad they're back, we'll see which posibilities we can do with the tricks available now.
Yeah, there are a few points there that I hadn't considered, definitely now seems the logical course of action.
Ermagherd new tricks yess
Re: Corner Jumps in N++
Posted: 2015.06.13 (01:30)
by raigan
We have added a slight "input buffer" so that you have a window of a few frames, which makes corner jumps much more accessible (they're still quite tricky if you want to get specific momentum/jumps from them).
We experimented with a bunch of stuff and thought that the current approach in N++ is the most fun; we never require corner jumps, but if you know what you're doing you can use them to pull off some nice tricks ;)
Previously you had to press jump on a single frame at 40hz (v1.4) or 60hz(v2.0).. not something either of us could ever do repeatably! ;)
Re: Corner Jumps in N++
Posted: 2015.06.13 (04:41)
by shomman
raigan wrote:We have added a slight "input buffer" so that you have a window of a few frames, which makes corner jumps much more accessible (they're still quite tricky if you want to get specific momentum/jumps from them).
We experimented with a bunch of stuff and thought that the current approach in N++ is the most fun; we never require corner jumps, but if you know what you're doing you can use them to pull off some nice tricks ;)
Previously you had to press jump on a single frame at 40hz (v1.4) or 60hz(v2.0).. not something either of us could ever do repeatably! ;)
Oh great! Corner jumps are a bugger on v2, I'm glad to see they will be more accessible.
Re: Corner Jumps in N++
Posted: 2015.06.13 (16:08)
by EddyMataGallos
shomman wrote:raigan wrote:We have added a slight "input buffer" so that you have a window of a few frames, which makes corner jumps much more accessible (they're still quite tricky if you want to get specific momentum/jumps from them).
We experimented with a bunch of stuff and thought that the current approach in N++ is the most fun; we never require corner jumps, but if you know what you're doing you can use them to pull off some nice tricks ;)
Previously you had to press jump on a single frame at 40hz (v1.4) or 60hz(v2.0).. not something either of us could ever do repeatably! ;)
Oh great! Corner jumps are a bugger on v2, I'm glad to see they will be more accessible.
They aren't a bugger, they just aren't doable, you people keep calling
that cj's? That's like resting on the corner and then hitting jump, its not a corner jump, unless you decide to call it so of course but that's not a natural definition.
Corners are regular slopes in v2.0 so you do regular jumps on them, sometimes you can gain very little extra height, but that's because as I said, they are like little slopes, if you come from below with good timing, you might be able to run a little before jumping hence gaining speed as if it was a slanted slope.
So there's nothing special about corners in v2.0, you can only treat them as usual slopes and you can't jump on them with power nor with barely any different approach or you'll bump. Don't compare those with the beautiful and powerful v1.4 corner jumps!
Re: Corner Jumps in N++
Posted: 2015.06.14 (00:44)
by shomman
EddyMataGallos wrote:unless you decide to call it so of course but that's not a natural definition.
Nv2 players pretty universally call them corner jumps. I can see that they definitely aren't the same as 1.4 corners, but you jump off a corner. That's a good enough justification to call them corner jumps for me :P