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Re: [B3RC3] Few Block Placement issues
Posted: 13 Feb 2013, 20:51
by Skeleton
TMarc wrote:Yeah, but not all people like to watch videos.
Tutorials should be static also for those who are just starting or who print out first

There's been static tutorials on mania creative for quite some years now since TM Nations
Mania Creative Tutorials
Re: [B3RC3] Few Block Placement issues
Posted: 13 Feb 2013, 21:31
by TMarc
Exactly this, very nice, thanks

Re: [B3RC3] Few Block Placement issues
Posted: 15 Feb 2013, 16:46
by Fix
Angry Duck came to me and showed me I misread some parts of your post , here are some new answers !
1-indeed it should have worked on this pillar, fixed
2-the auto turn is indeed anoying. fixed
3-one differnece between both is that the one on the castle still has the barriers. And it also has been made later so it had other connection requirements to be respected. In an ideal world making the one on grass work the same as he one in the castle wouldn't be bad, but it's really low priority.
Finding names for all these blocks is quite hard, because it's like for programmers, by reading the name of the block I must know what he does and how it works very quickly, with what it will connect, etc...
For the fun, the longest in
Coast :
CoastCircuitTransitionCliffBiSlope4UShapedMirror
Bay
BayPlatformSlope2TransitionBiSlopeStartGTCurve2Mirror
Storm :
WoodPlatformSlope2ToCastleCentertInCastleBorderStraight
Canyon :
RoadCaveDoubleObstacleJumpYShapedToGround
Valley : aahh no I can't say anything about valley :p
Re: [B3RC3] Few Block Placement issues
Posted: 15 Feb 2013, 21:52
by TMarc
Great news, thanks Fix
Fix wrote:Finding names for all these blocks is quite hard, because it's like for programmers, by reading the name of the block I must know what he does and how it works very quickly, with what it will connect, etc...
For the fun, the longest in
Coast : CoastCircuitTransitionCliffBiSlope4UShapedMirror
Bay BayPlatformSlope2TransitionBiSlopeStartGTCurve2Mirror
Storm : WoodPlatformSlope2ToCastleCentertInCastleBorderStraight
Canyon : RoadCaveDoubleObstacleJumpYShapedToGround

Why don't you do a enum or #defines or so in a list where all the "visual" block numbers are written?
Or why don't you have a extended Editor that shows you the real block name when you move the mouse over the symbol of each block?
This would simplify your life much more... Tools are always there to help us, not to slow us down
But you know, this is how Germans can build long words very easily as well:
Donaudampfschifffahrtskapitänsmütze is a real complete word, and it means:
Danubian steamship navigation captain's cap
Fix wrote:Valley : [CENSORED]
