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1562
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Feedback / Finished / Re: Red Rogue
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on: November 01, 2009, 01:21:08 PM
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Monsters can block off the top of ladders, and if there's no way around, or other ledge you can use to bait them, you can't get past them.
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1563
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Feedback / Finished / Re: Red Rogue
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on: November 01, 2009, 12:02:46 PM
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Also, I just noticed, if enemies are close together, you can 'walk 'across their heads with the small boost you get. Maybe you could add a combo system with this. The bigger combo you get, higher chance of rare runes appearing? Also, I love this game!    EDIT:You should add a way to save maps, because some maps are really cool, like this one:  (I took two pictures and merged them together for the full map) Also, I'm posting/editing way too much in this thread.  I need to calm down.
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1564
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Feedback / Finished / Re: Red Rogue
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on: November 01, 2009, 11:45:22 AM
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Is this supposed to happen?  EDIT: Also, you should prevent monsters from spawning in the room your in. I just spawned with a orc on one side of me, and 3 goblins on the other side. I just barely survived, and didn't make it through the rest of the dungeon. Also, even at this early development stage, I could play this game all day. EDIT2: Just got my first perfect run, and first decapitation. Reminds me if the turrets in Iji. Wasn't around any other enemies at the time, can you kick the heads into other baddies for damage?
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1565
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Feedback / DevLogs / Re: DRYPOINT - R2
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on: November 01, 2009, 11:31:40 AM
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For some reason tho it get's really heavy if you had the chance of trying the first level I made, the one that was really high, there was so many draw calls that the collision wasn't refreshed enough and you would fall through the floor randomly, or double/triple jump.
I loved that level! You should put it back in the game somehow. Although, I never experienced any of these problems. Probably because I have a high-end machine.
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1567
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Developer / Indie Brawl / Re: Indie Brawl "meta" thread
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on: October 29, 2009, 06:13:38 PM
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I don't see how projectiles are so good. Most projectiles are either slow, making them easy to dodge, or have a charge-up time, making them easy to anticipate, and therefore easy to dodge. The fast projectiles with no charge-up time do very little damage and stun, making them only useful as a bit of extra damage when the opponent is far away. About projectiles that spread, let's take naija's fireballs for example. Even from the other side of cube sector, the top fireball can be easily jumped, and from any farther, you can jump under it. Also, not every character can reflect projectiles. (and by this I mean the original shooter can't reflect 90% of the time unless they have a reflect as well) Also, online play would be perfect for settling debates like this.
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1568
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Feedback / DevLogs / Re: Greyscale Trouble
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on: October 29, 2009, 05:25:23 PM
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I have a high end machine and still have trouble with the 3 tile jump. Thats the main reason the level before the lasers was so hard compared to the levels afterwards.
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1569
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Feedback / DevLogs / Re: The Excavator
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on: October 28, 2009, 10:52:59 PM
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As they aren't "tiles" they are sprites, with actions there for an object.
I just said the wrong thing. I tried to explain it to him, I hope he figures it out I have faith.
Is there depth (distance from screen) variable? I witch case I may have a quick way of overlapping them. (might not work, I don't program in flash) Unless of course he already knows how to do it.
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1570
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Developer / Indie Brawl / Re: Indie Brawl "meta" thread
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on: October 28, 2009, 10:46:20 PM
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I guarantee you Nintendo has nothing to do with it.
Nintendo didn't have any say in the decision, but the fact that Cave Story is going to become a Wii game defiantly played a part in the decision. We may have not got permission even without Cave Story Wii, but I doubt it. Unless you were denying the fact that it played a role, in which case I guess I'm just arguing your point. 
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1572
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Feedback / DevLogs / Re: The Excavator
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on: October 28, 2009, 07:51:06 PM
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When you destroy the front block, you don't see the fronts of the blocks behind it.
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1573
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Developer / Indie Brawl / Re: Indie Brawl "meta" thread
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on: October 28, 2009, 07:35:59 PM
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That's not the impression I got, although I didn't see the original email, and all I remember was that it was denied because of Cave Story Wii. Also, people were just talking about how Nicalis sucks. EDIT: found the post.You said the email didn't include any specifics, and Nintendo Cave Story Wii is the only obvious answer. Also, you didn't say he talked it over with pixel before. The general impression I got was that Tyrone or Nicalis or whoever told us no because of Nintendo Cave Story Wii, not feeling the need to talk it over with Pixel.
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1574
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Feedback / DevLogs / Re: DRYPOINT - R2
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on: October 28, 2009, 06:29:51 PM
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btw, is the first level/room/thingy actually possible. We just couldn't seem to reach the fricking door, so we took the one leading to the tower thing.
Yes, it's possible. To get to the door, you need to do every jump technique in the game, aside from diagonal jump, to reach the door. (although the slide jump is skipable) In fact, on the tower level, the only jump you do need to do is the diagonal jump.
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1575
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Feedback / Finished / Re: Red Rogue
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on: October 28, 2009, 06:26:11 PM
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Just black with a grey edge on the lit side.
That was the idea I originally suggested, but I did a bad job of explaining it.
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1576
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Developer / Indie Brawl / Re: Indie Brawl "meta" thread
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on: October 27, 2009, 10:19:18 PM
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Wait what? I vote yes! My argument was: - Nicalis denied permission because Nintendo owns it.
- We don't want to add him because we want don't want to go against Pixel's wishes.
- Pixel never said anything about wishing him to be in the game or not.
Just looking at the first point, it seems like I vote no. But if you look at the other lines, you'll see the full picture. the other points were kind of implied; I apologize for not making myself more clear. EDIT: This too: It's not because of Nintendo. Otherwise, we wouldn't have gotten permission for World of Goo.
The reason Nicalis denied it was because of Nintendo. World of goo further proves that he's wrong. I also oppose a Quote clone.
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1577
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Feedback / DevLogs / Re: Dadaists Gone Wild 2
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on: October 27, 2009, 05:24:05 PM
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Found it almost right away. You can mess up the game if you jump off the top of the screen above the secret. Also: 
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1578
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Feedback / DevLogs / Re: Dadaists Gone Wild 2
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on: October 27, 2009, 05:04:25 PM
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Thought it looked neat for the second I saw it when I finished the game, still do. Also you said two unlockable, Can you give me a hint to the second one, so I can find and test it? My guess is right before the moon master, but I cant make it to that ledge.
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1579
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Feedback / DevLogs / Re: Dadaists Gone Wild 2
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on: October 27, 2009, 04:40:23 PM
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I think it's looks unprofessional on purpose. When I found the moon master, the game went back to the title screen, but the mouse didn't reappear. The loading works. Although it works in the devil area, in the moon area, you can't run off a platform and then use your second jump.
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1580
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Feedback / DevLogs / Re: Greyscale Trouble
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on: October 26, 2009, 06:26:35 PM
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The game was sweet! Not any major game breaking glitches, but a few problems: - You left the save/load gamemaker keys enabled!
- The fan things on the walls made no sense. They seemed to cause low gravity, but the gravity changes weren't always lined up with the fans.
- This game has a bit of a bumpy difficulty curve. the first laser level was a lot easier than the hard jumping one before it.
Made to the last level though! (or the switch that doesn't work at least)
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