Yes, just a solid collision test; the test stage is roughly a horizontally-stretched loop with a jump-through platform in the middle. Thing is, I...
It's an old test version that was compiled in debug mode; this one may work instead, but I don't have the source right now to recompile if not. :(...
Andrew, I PM'd this to Gen as well but your chunk image spurred me to post, as it would fit in very well with a test I've been playing with...
Sounds like you're after Gaussian elimination?
It's not restricted to monitors, it jumps over anything you place in the way (springs, spikes etc.) It's only a half-height jump though, if you...
The option will be there, sure.
Well, I'm not sure we can be specific until the style of the stages has been finalised. I'd quite like to be able to provide multiple settings or...
Still working on it: hope to have more to show off in the near future :) It won't be in the alpha unless the S2HD team have any other plans for...
I think I've struck a happy balance with the following: very slight transparency so that you can see the diamond background but not what's coming...
Rapidshare, egads! After it finally crawled down my intertubes, gave it a try and it was good fun. Although stylistically it really doesn't do it...
The stage format isn't set in stone so I wouldn't make anything too elaborate as it won't be the exact same format in future :) It will come with...
Looks like you need the latest DirectX, but as you're on a school computer that probably won't be an option. I'm working towards eliminating the...
The tube is constructed using five piece types ahead from the stage description at any one time, so the only way it'll cross itself at the moment...
Precisely: because we have to stay at least somewhat true to the original style, and because the special stage is a fairly simple concept anyway -...
As our transparent geometry is not in any sense complex I don't think it would produce as interesting results as these. It might be simpler to map...
I would prefer to get the actual gameplay complete, including proper interface/menu, before spending time on the visuals.
No limits imposed by the subdivision method itself; the end result has to fit in a single dynamic vertex/index buffer which although as you say...
Quite a difference of opinion then. You can solve the "seeing the track in the distance" problem by narrowing the field-of-view and raising the...
As quite a few people seemed quite fond of the idea in principle, I took a brief detour into seeing how transparency would look if it were to be...
If this goes into S2HD then there will be an OpenGL pathway for graphics, but for the DirectX route you'll still need to make sure your runtimes...
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