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AJClarke0912

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Everything posted by AJClarke0912

  1. Hello! I believe that's actually me you're referring to. It's been a while since I've logged on these forums so I don't know what's allowed here, but I will say this. The tactics you guys use to advertise this game, in my opinion, are really unnerving. Please stand by your game for what it is, and if it's good, people will come! I simply find it hard to recommend this to my friends with all these strange tactics being disposed. Perhaps some openness in that regard can help you out. Me and many others would like to see TPS succeed! More competition in the market is never a bad thing, and I do believe Pantera has some ideas to bring to the genre. I still keep an eye out for progress on this title.
  2. The popular series returns with the debut of NoLimits 2. Here's a compilation of what people have accomplished in just one year! I worked hard on the video and I hope you all enjoy it. In Order of Appearance (after 0:13) Scorponok - JAKool/TheBeatles Phoenix - 6FlagsManiac Storm Valley - JAMMYD777 Zenith - Crazycoaster Bright Falls - Ibanez Mission Triton - TheCodeMaster Agartha (Steam Edition) - element115 Zhulong - Jakizle Destroid - TheBeatles Aura - cb0688 Dead Factory - Coaster-Wörni Beyond - LikiNilsson The Baron - Zingo Flying Hunt - arracuu Norway Demon - coasterfreak46 Rufio - Evolucion 85 Grand Prix - ruben94 Blazin' Bandit - cb0688 Aureole - HZGarfield Vulture - Projektion Ryū White Dragon - albo85 Bounce! - LikiNilsson Kukulcan - Christophe63 Point Solitude - secretimbecile
  3. The handhelds for me started with NL1. Back then there were no options for offride footage that you could control. In NL2, there's more options, but the ones I want to use are currently being looked at by the team. The first half of the video makes use of handhelds while the second half was supposed to use lots more scripted cameras. The issue is that attaching a target object to a train resulted in weird jitters - the team isn't sure of what causes it. I was going to have lots of flying tracks with attached cameras that target the train, but unfortunately this could not happen. Therefore I had to sub in more handhelds in the 2nd half. None of the handhelds are keyframed except for a few zooms - most are meant to be obvious but some are hidden. They are all done by hand on a very low-end laptop with no dedicated graphics card (me), so there are various mouse input FPS lags/drops that I have to account for while shooting and smoothing afterward using stabilizers. While recording, it can take up to a minute to record a small 10-second clip, so my mouse movements have to be very microbial, follow the same path, and be consistent (the hardest part, by far). It takes a bit of a surgical hand and a very clean desk surface to do these sub-millimeter movements over the course of a minute. When there's mistakes, you can notice them as rough edges of panning (typically seen at the end of some clips), so I think this is where you think some are "keyframed" when they actually aren't. I also think that's where you feel like they're "a different FPS" in some clips: mouse FPS =/= screen FPS, which is a huge challenge to deal with. I also record in 720p because I don't have a big enough monitor, so this creates artifacts in my footage that I have to deal with but I have no other choice. Some turn out good and some are just okay - but I don't mind the character in my clips, so I choose what has the best content. There's lots of challenges I deal with when I make video because nothing I do is suited for it. I totally love it though.
  4. Spent a week making this video for an upcoming project from Kyle Sloane - "Heretic".
  5. Thanks, I bet you liked seeing a couple of your rides in there. NOTE: The Vol 1 Pack you guys originally downloaded does not have Thunderhead Falls' track file. It has the Package, which includes everything but the track. Re-download the pack if you want the updated version that contains the track file.
  6. Thanks! I spent a lot of time on it and it's nice to see that it's payed off.
  7. EDIT: Somehow, this video was blocked in every single country in the world. I am currently disputing the copyright claim in hopes of getting this video back online for good, not just temporarily. When the person managing the downloads (L Bosch) gets the server online, everyone will be able to download it directly as well. The third and final installment of the mini-series "This is NoLimits" displays the community's passion for creating beautiful and detailed coasters, real or fantasy. No matter how good the build technique or how fast and intense the ride is, there is always something special about a really great-looking, unique coaster that really utilizes the name of the game. Direct Download Links Index Site Videos: Vol1: Technical Details (156MB) Vol2: Adrenaline Rush (224MB) Vol3: Rolling Passion (263MB) Coaster Packs: Vol1 Pack (310MB) Vol2 Pack (176MB) Vol3 Pack (237MB) (1.4GB in total)
  8. The second installment, "Adrenaline Rush" displays the community's creations of great speed, g-force, pace, and excitement. The coasters featured in this video are just a tiny fraction of the vast number of lightning-quick rides that have been created over the past decade.
  9. ^It wasn't really designed as an Arrow coaster. I just used the track and train style because of the low-slung heartline and the outward track ties which allow the cars to sit very low. Those attributes allow you to get shorter height clearances and less distorted heartline shapes to let you roll more coaxially (see TOGO Heartline Twister).
  10. I guess I did use them in ways that look like light leaks. I guess that's what everyone's calling lens flares. Lens flares are something else entirely though. Perhaps people are just thinking of lighting effects or "bloom" or "sun rays" etc. I'll probably have less color spills in my next video seeing that it will be more fast-paced. For the third video I'm still not sure, though I do have a surprise thought out for the last video that I'd like to get "permission" to include.
  11. I guess the song had some inspiration factor as well. The album cover (and name) inspired the ride's visual presence. (Look up "Chilly Gonzales Ivory Tower" in Google image search and you'll see the album art.) I wanted the support and ride structure to look very similar to that cover. The colors are similar as well, there's that too lol. I wasn't for sure whether I was going to use the song or not, but I thought it fitting because it was playful and quirky just like the ride. I guess in the end, things came full circle!
  12. ^They aren't lens flares - they're just washed out colors that I splashed over screen layers. I wanted a bit of a "pastel" feel to it to emphasize the creativity of the creations on there. Sounds stupid but that was the idea. I figured some people may not have liked the custom "effect" (if you call it that) but I went with it anyway. Most people seemed to like it though so that's at least good lol.
  13. Hello everyone, NoLimits 2 is slated for release "before Christmas" this year. There couldn't be a better time to recount on some of the amazing creations the NoLimits community has seen over the past 13 years of the program's lifetime. Design and culture of the community has drastically changed since its dawn in 2001. To wrap up the experience, I've started a three-part YouTube mini-series entitled "This is NoLimits", featuring a "creative collective" of rides big and small in a presentation. The idea is that this series will show someone who hasn't been involved in NoLimits get the gist of everything that it encompasses - technical quality, speed & fun, and artistic value. This first installment, "Technical Details" displays the community's fascination with detail in track, supports, pace, and ride dynamics. The coasters featured in this video are just a tiny fraction of the vast number of excellently detailed rides that have been created over the past decade. The ability to make anything possible, big or small, is one of the great parts about NoLimits and its community. The second installment, "Adrenaline Rush" displays the community's creations of great speed, g-force, pace, and excitement. The coasters featured in this video are just a tiny fraction of the vast number of lightning-quick rides that have been created over the past decade. EDIT: Somehow, this video was blocked in every single country in the world. I am currently disputing the copyright claim in hopes of getting this video back online for good, not just temporarily. When the person managing the downloads (L Bosch) gets the server online, everyone will be able to download it directly as well. The third and final installment of the mini-series "This is NoLimits" displays the community's passion for creating beautiful and detailed coasters, real or fantasy. No matter how good the build technique or how fast and intense the ride is, there is always something special about a really great-looking, unique coaster that really utilizes the name of the game. Direct Download Links Index Site Videos: Vol1: Technical Details (156MB) Vol2: Adrenaline Rush (224MB) Vol3: Rolling Passion (263MB) Coaster Packs: Vol1 Pack (310MB) Vol2 Pack (176MB) Vol3 Pack (237MB) (1.4GB in total)
  14. Time to talk a bit about the ride and why I just suddenly made it... Many old attempts were made at tall tower-based Arrow-tracked (but not styled) looping compacts that were to be situated on a fake mountain like Matterhorn. However, those tracks were back in the days of "3 years ago" and were Newton trash. I got inspired to try again with fresh knowledge and my favorite challenge of taking FVD's to stupid tight spaces. It's certainly a challenge to even put the track where you want it when you're playing with hundredths of a roll degrees and forces 90% of the time at low speed in compact scenarios. The idea for this ride is a combination of two things: what was said above, and K'nex ball tower sets. I had something like those when I was a kid (but less expensive) and I was fascinated at how the ball moved smoothly across sets of freeform-shaped track. The pacing was always very abrupt with the low momentum of the little marbles, but when it picked up speed it flied down big hills and simply glided across long stretches of smooth track effortlessly. This coaster was created to almost replicate the feeling of being in a giant ball tower - only this time, with coaster cars. Ivory Tower's track is very banked (because heavy banks were necessary in marble runs), so Newton was very appropriate. The trains are short and of low heartline (3 corkscrew cars), giving a rail-hugging feel and rapid pace & speed changes. The track is corkscrew style also to reflect the railings of marble runs that keep the vehicle pinned inside. The supports are complex, semi-artistic, a tad random, and necessary because of the confusing mess below similar to any ball tower structure. The airtime does not go below floater so that the cars feel like they are on the edge of "flying off" the track as if they were not secured to the rails. I think when you notice these parallels, you'll find Ivory Tower highly entertaining to not only ride but watch from afar. It has this "whimsical machine" feel to it that I didn't expect it to have and I've grown surprisingly fond of it. While the technical prowess of this track may not be a strong suit because I'm not a master builder, I think people will have a lot of fun with it. Pretty much zero video effects were used because I wanted to get back to the clean and simple styles I had long before. It's a bit different, but I hope you enjoy it just as much!
  15. Are more advanced "techniques" going to be covered? Perhaps big tips for handbuilding, supporting, or Newton. This book has a lot of potential...looks really cool. Don't really need it myself but there are a lot out there that could use it!
  16. Both sides are correct. In essence, not everyone is going to like your coaster the same way. It's like genres of music...different tastes. When someone gives advice, you can take it or leave it. He's not bashing you, he's just saying what HE thinks would make the ride better. It's up to you whether you want to do something with that advice. I haven't ridden the coaster so I can't really say what I personally find good or bad about it, but in general I'm perfectly fine with original coasters so long as they have a personality or something they bring to the table. Others prefer more realistic styles, and others prefer non-realistic styles (or at least non-company based). Either way, nothing to get hot and bent out of shape over. Advice is subjective; take it or leave it.
  17. R.D. disabled the Game Exchange for me because...well...I don't really know. So, those are the only ones I can submit to, unless you're thinking of MediaFire. EDIT: Here you go: http://www.mediafire.com/?htbf5h11c96qc72
  18. DOWNLOADS: http://nolimits-exchange.com/coaster/g5-coaster/4865 http://coastercrazy.com/track_exchange/detail/18862
  19. ^I was saying that my formula wasn't the way. I like taking up space for a big-name ride (namely Bergsprung from the last entry), then cramming the rest in. It's what satisfies me, and if anything I'm really satisfied for what I did. I really love the bobsled I made and how I managed to squeeze in a looper with it. Either way, I didn't submit it to the challenge because I used 8cars once for the mountain tool. EDIT: We can't submit hacked parks to the Exchange for normal downloading? I thought it was only for challenges? I may try it again, but I'm leaving for the holidays tomorrow, so yeah. Not mad that I didn't win or whatnot, but I'm merely saying "I'm done and I tried hard, go download what I managed to do".
  20. Well, I'm defeated. For one, I put in every ride imaginable in this conceivable space, while trying to make some world-class rides. Which I did. But, I'm stuck at 1,760 guests. And trust me, I have used my utmost extreme cramming skills. Other than the various roller coasters, the only rides I haven't put in are a Crooked House and a Cars. The rest is in there...somewhere. It's the start of Year 6, and I don't even know what to do. I honestly can't fit another attraction at all. Literally. Last ride I put in was a Space Rings which is underground and fed off of the exit to a B&M looper I made. It's kind-of stupid, but I'm trying to fit in as much as I can to lure in 300 more guests...a task I don't think I can do. But this doesn't even bring up my second point, which disqualifies this park. I used the Mountain Tool in-game like RCT1, except the thing is you can't do that in-game in RCT2 (it's limited to the Scenario Editor). Which means I used 8cars. Stupid of me, because I forgot that TPR was one of the only places that doesn't accept hacks (which I understand and sort-of enjoy because there's no wacky hacks that make insane stuff I can't make). Either way, I did it right at the start without thinking. Made some mountains in Year 1 and built the world's best bobsled coaster on all of it instead of agonizingly moving each block for a couple years. I guess it doesn't matter now...can't beat the objective after making gazillions of coasters and rides, coasters ranging from that bobsled to a shoved in B&M twister that interacts with bobs and mountains, to a compact Schwarzkopf, to an awesome classic woodie, to a ridiculously compact Arrow/Vekoma "THING", to a small Jet Coaster and a miniature Butterfly spin-off hiding under the wooden coaster. Still, I guess that's what I get for being "impractical" and making sprawling coasters that enthusiasts would love lol. I'm sure if I didn't make such a ridiculous terrain ride I would be smooth sailing on space right now. But I feel like more parks in real life should do this, even if you don't get "300 more guests". Therefore, releasing it now: DOWNLOAD HERE And this isn't even a close-up.
  21. I just didn't want to start another topic for a single batch of photos. I guess I posted too many though.
  22. So...we can't add scenery (like stations and the like)? Just clarifying before I attempt anything outside the rules. EDIT: Read over the rules and the jist is only tracks for sure. Great then...my specialty!
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