Do you think I could just leave this part blank and it'd be okay? We're just going to replace the whole thing with a header image anyway, right?
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Blue coins are pretty great. They were even better when they had absolutely no use though
But ask yourself this, is any moderator here truly a leader?
i am 100% a leader right everybody??
what do you mean by "make up the reasoning"? are you unable to articulate why you dislike things? if you cant, maybe you dont have much a say in criticisms about these things ¯\_(ツ)_/¯
instead of just saying you dont like this post, tell ppl why you dont like this post. if you particularly like a post, woot it or add to it somewhat with a reply that goes beyond what a woot accomplishes. woots are supposed to be positive feedback and reputation has failed multiple times now because it just breeds toxicity
1. It's a concept crew.
2. Sandboxers will only have one world that they work in, but it will be an ever changing world of mystery and wonder.
3. All members of Sandboxers should be ready to make contributions to this world with the expectation that their contributions will wither with age, but not without leaving an important impact on its structure.
4. It's a 300x300 world, currently almost entirely blank.
5. You're allowed to use any tools you have at your disposal: coin doors, portals, spawn points, whatever you want.
6. Build off of each other's work. Expand it. Improve it.
7. Fundamentally alter each other's work.
8. Never erase all traces of other people's creations entirely, be it by making something completely different over it or literally just erasing their work.
9. Any change you make to a non-empty area should be based in some way on what was originally there. (don't worry too much about staying true to the minutia of the minigames already present though because of how precisely built they can be)
10. This world is intended to be playable, it's not just a scrapbook. Not that it needs a beginning, middle, or end, but in some way it should be something enjoyable to play, because you're good level designers.
11. Nothing built in the world is sacred. If this project goes on long enough, everything made will eventually altered in some way, and if it goes on even longer, it won't even be recognizable from iterations of old.
12. If for any reason I need to be contacted, just mention me on the EE Discord, since I have phone notifications enabled. I'm @towwl#8539
13. Because this concept relies on trust in the members of the crew to keep to the honor code, I'm only going to be letting people join by my discretion.
14. Sign up below by saying you're interested and linking either your profile or some world(s) that you're proud of and how you contributed. I'll woot posts for ppl I'm inviting to the crew.
15. Since this is currently an entirely new thing there should be emphasis on getting more material in the world at all, but still feel free to make changes to what already exists. So far I've made a platform, a pillar, and a crappy cloud. Go nuts.
16. Also disclaimer I haven't really been too active in EE for a while so I don't exactly know how crews work but I'm pretty sure it enables us to do stuff like this.
17. Also ask me clarifying questions if you want because I'm sure I didn't go over everything in as much detail as is necessary.
18. That's it.
It's like a beautiful poem.
this was actually difficult and took an embarrassing amount of takes
You point the pointy part of the sword to the ground and lean on the hilt. You say to the guard:
"I'm sorry mister, I don't think you understand, actually this is my wa-"
You're interrupted by the blade moving under your weight into the soft earth and trip a little bit. You look quite foolish.
"Never mind that. Wanna go on an adventure together? I'll be so kind as to give you half the spoils!"
The guard starts to think about your offer. And then he thinks some more. He's taking way too long to think about your offer and you're getting impatient.
Mine is also everybody edits
Who is smack
Alright, you start following the guard. On the way to wherever it is you're headed to, you start talking about some space movie that doesn't even exist and the guard is having none of it, remaining silent.
You arrive at the Main Hall. The guard asks you to leave your sword outside for the valet to take care of during your visit. The Great Leader in Green, otherwise known as The Glig, or simply "Glig", does not allow weapons in the main hall, you know. He assures you: your blade will be safe.
You bring the hilt of your sword again to the stranger's forehead, knocking them out before they could even figure out what was going on. The guard, at this point, realizes exactly what is going on and takes evasive action.
"I'm going to ask you one more time: follow me, or I'm going to have to use force."
You do what the man says and remove the bystander, allowing him to get up. He declines your handshake offer and readies his sword.
"So did you see a guy wearing a funny hat?" you ask him again.
"Enough funny business, you're coming with me."
The bystander is woken and sits up, rubbing his head, confused.
You knock the nearest person out with your hilt and throw their limp unconscious body at the guard, pinning him down. Now negotiations can begin.
"Did you see a man with a funny hat running away from this place?" you ask the guard.
"Don't be ridiculous. Get this person off of me, now, or suffer the law."
You took a lot of time getting this hat painted red, so the running guy probably is long gone by now. You take a step outside anyways, just in case he stuck around for some reason. Instead of the guy, you see one of the town guards is on his way to investigate your mess, and he sees you standing outside the shop covered in blood.
You pick up the hat and take it back into the shop, where you take the time to paint it red. It's a beanie with the words "ROCK ON" embroidered on it, but the blood makes it a bit hard to read. It also has a pom-pom. A few drips of blood run down your face when putting it on, even after carefully wringing out the hat. That doesn't bother you, though. In fact, it's kind of refreshing.
You quickly make your way out of the shop wielding your blood-soaked blade. You remember the guy that ran was wearing a funny hat. You eye somebody without a funny hat on the run, as if they just saw somebody get killed. Maybe they know where the hatted fellow went? Oh, also, there's a funny hat on the ground right outside the shop.
You test your sword's strength on the shopkeeper, whose name happens to be Bobithan. The sword is very sharp and good and he is decapitated without much effort at all. There is now blood everywhere. There was one other person in the shop with you, but they've ran off by now. Wonder why.
The voice in your head assures you that you are indeed able to kick the shopkeeper's ****. He's just a little old man running a cute little shop, but on the other hand, he charged a lot for this sword. Maybe you could teach him a thing or two about economics. At least, you think you understand how economics work.
You're the Sword Guy. You just bought a big sword from the local sword shop and you think it's really cool, and now you're totally ready to kick some ****. Who's **** should you kick though? There are so many options. There's a troll under the bridge to the well. He's been a real bother lately. Or maybe those elves that are supposedly guarding treasure in the cave by the Big Tree. They could use some **** kicking for sure. Or maybe some other thing that you completely forgot about. I mean, there's just so much you can do with such a cool sword.
What should you do?
how about EE 2
It shouldn't be called Everybody Edits imo
idk what it should be called though
I think physics should be redone entirely, but the game should remain a 2D platformer.
The UI should also be redone entirely. There was a thread a while back about a UI redesign and Onjit posted something I really liked. Very different from what we have now.
All of the current graphics should be trashed for a spiritual successor, but I think it would be important to keep the general aesthetic that EE currently has. A switch to unity is a great opportunity for vector graphics rather than the current and quite limited 16x16 pixelated style that is prevalent now. Smileys should be kept but redone to separate them from Facebook. I think smileys are great for EE because they are easily exploitable into many different designs as we see in the EE of now.
Smileys should roll instead of glide like they do now which suits the slippery style of platforming that EE has (I like the friction as it is now that I think about it, maybe with some minor adjustments my main gripe is gravity). Smileys should kick up a small amount of dust as they roll and jump and land and decelerate and should also make simple sounds to give further weight.
The camera should be suited for all sorts of resolutions, fullscreen and windowed.
The shop should stay similar to how it is now. Keep prices around the same but make energy generate much faster and give people more to start out with. I think the shop is important to force new users to pace themselves in how they learn to use different blocks.
Keep most if not all current action blocks and effects, cutting those that don't mesh well with the new engine or, better yet, tweaking them to be better to play. A lot of the current effects that modify physics are underwhelming and I think they have a lot of potential if better care is given to them.
The lobby should only be sorted by online count and be a separate entity from a level library where people publish their worlds. The lobby would have a more social focus, where the library would have a more creative focus.
Online and live editing should be kept. It's the most important thing in EE I think. Crews also help with that.
Open worlds need something to counteract autoclickers and should only contain blocks and gravity.
Friends should be kept.
Only have basic starting blocks and smileys like when EE was initially released. The shop should only have worlds, action blocks, and effects to start. New smileys, block texture packs, and decorations shouldnt be bothered with to start.
Profiles should only have a list of worlds the user published.
The development of a "spiritual successor" of EE should be focused entirely on making something new. It shouldnt be EE, it should be a better game than that. No assets from EE should be directly ported over: no sprites, no physics, no UI. It should look and feel new, but with the core of the game still there. Even so, I don't think it's important to start adding too many things that would be considered totally new features. Focus on what we have now to mold it into a more robust game, because that game is there, just covered in a thick layer of scum.
I typed this all out on my phone so this is kind of a mess of a post but I do really care about this stupid game and want a platformer with the core elements of EE: grid based world, online, collaborative, gravity shenanigans (but better than what we have now), artistic, creative.
EE wouldn't have become popular if it had bad physics, so there's a few thousand people who might disagree with you there.
When EE was popular people didn't play for the physics. All of the popular worlds were the things that people constantly complained about on the forums. 1 block gaps, hookjumps, stairs, basic platforming, corner arrows, etc etc etc. There wasn't anything unique going on with 99% of the playerbase. The only people who cared about the more advanced stuff are largely just the people who have stuck around here until now. Yeah, sure, EX Crew was popular, but play their old levels. They ain't that good.
If you change the physics it'll no longer be EE, and as any major change like you're describing would break pretty much every level, we'd be starting from scratch, unless it was introduced in parallel to the current engine.
What defines EE is the living worlds where you can edit a level while people play it. What defines EE is the collaborative effort that can easily go behind any creation due to it being online. What defines EE is the endless user creativity that we harness to take the tools given and make something more. What defines EE is the community that formed around it in spite of its awful physics. The physics don't define EE, you're looking at a very narrow scope when saying something like that.
And starting from scratch shouldn't be too much an issue when we're talking about porting to an entirely new, entirely better experience.
Yes because the game isn't complicated enough and we want new players to be confused about why some worlds work differently. We also definitely want to divide the community into those who only play old physics worlds (because they are used to it) and those who want the new physics and no longer enjoy playing existing worlds.
Okay then how about we simplify it by removing the old physics entirely. Let the game live on in its flash version and make the Unity version completely separate with finer tuned physics that rival our competitors in a very active market for quality platforming games. EE, as it is, won't see a massive boost in popularity just because of an engine change. It needs something more: it needs to be a good platformer. EE has the whole "live, online, collaborative, creative, etc etc" spin that puts it apart from other platformers, but what it doesn't have is controls that come anywhere near other top of the line platforming games. It's a necessary change for the better.
Hi, have you thought about the looks. I think animation is also a big part of the "good physics" feel, but EE smilies don't move at all. "Better physics" might look weird with EE smileys.
Ye, I mentioned it in the OP and I do think it's really important. Something that I think would help a ton would be simple particle effects of dust on jumping and landing, as well as soft "thud" sounds that vary slightly from jump to jump. That stuff may be intensive in flash, but with a unity port, particle effects won't be nearly as detrimental as they are now. Camera also changes the way we feel about jumps and I think it benefits the jump quite a bit right now as it is. If EE has done anything right, it's the camera.
But, we could probably discuss how "legacy physics" would be required to upkeep the old levels, but at the same time we can recall that the game already has an overwhelming amount of doodads and doohickeys that make beginning a bit difficult. Would bipolar physics be added to that list?
if we included a "legacy physics" option, wouldn't that mean the game operates with 2 different physics? how would this be acknowledged by the new players?
The idea is that there are only two available kinds of physics: new and legacy. The new physics would exist entirely apart from legacy physics, and the legacy physics would only apply to worlds ported over from the flash version. At least, that's the way I'd rather see it work, just to prevent people from sticking to outdated physics.
The new physics require extensive testing and fine tuning to get just right. An example would be the alpha period of Rocket League, where old players of Super Acrobatic Rocket Powered Battle Cars helped the devs fine tune the experience to what is now one of the most successful video games. A lot of the SARPBC veterans on the release of Rocket League considered it to be a downgrade, but the change stuck and they got used to it and it's a huge esport now.
Not that Everybody Edits has a chance of becoming anything of an esport, of course.
On that note, how do you feel about the friction, for example?
Idk, there's arguments to be made for and against fast and slow horizontal acceleration. Slow acceleration isn't as tight, but it leads to a lot of what makes EE platforming at least a little interesting, as a lot of advanced minigames are focused on speed management.
Finally, I wonder how the peculiar jumps you suggest might handle the gravity things we have now. But again, without specifics it's hard to be specific I guess
This is a good question to be asking and a hard question to answer. I really don't know much about game development but this is the way I would do it from my marginal knowledge of game design:
1. Focus on getting the basics right. Find ideal ground/air acceleration (which are currently the same, I think they should be different), the ideal jump arc and timing, and the ideal max speed.
2. Add in the other doodads keeping their first and foremost principles in mind. Gravity arrows/effects switch gravity, boosts give you max speed in their direction, etc.
3. Fine tune those mechanics in accordance to how the basic movement feels. They might be fine as they are, really: my main gripe is jumping and gravity in the game.
i don't think you remember what happened last time there was a physics change
I do remember. I was there for the drama. The thing about the background update, the one that broke a ton of old levels, is that it was simple value changes. Nothing was adjusted to create a better user experience, it was just a change in how things were calculated internally. It was a change from one bad engine to another slightly different bad engine. The change I'm proposing would be fundamentally different, maybe even adding in the ability to tap space to jump a little lower. Things like that.
Also I don't think you noticed the whole "legacy physics" thing
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