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891236 Posts in 33531 Topics- by 24772 Members - Latest Member: Lumenox_Games

June 19, 2013, 09:12:29 AM
TIGSource ForumsDeveloperFeedbackFinishedProbability 0 FLASH is BACK!
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Author Topic: Probability 0 FLASH is BACK!  (Read 15394 times)
Droqen
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« Reply #90 on: May 02, 2011, 08:10:34 AM »

UPDATE.

1. ORTOSLONAUT! mode added (beta flavour)

2. Movement has been made 15% more free to express itself. On the x-axis, anyway.

3. After you die, PRESS ESC TO GO BACK TO THE MAIN MENU (what a glorious innovation!)

4. Is that it? I think that's it.

in case you're lazy you can play it here
« Last Edit: May 02, 2011, 08:27:50 AM by Droqen » Logged

Vanguard
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« Reply #91 on: May 02, 2011, 12:58:48 PM »

Did you rework the Mario Boots power in some way?  It feels much more useful to me than it used to.
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mokesmoe
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« Reply #92 on: May 02, 2011, 01:57:11 PM »

Movement feels nice. I still think you should be able to leave the menu with space.

On the topic of extra modes: Bullet hell mode:
Only shooty enemies. (maybe special ones too?)
Lots of them.
Few blocks
Infinite stars
Infinite jumps
All star directions
1 hit point.

It would be neat to have a built-in mode where you can turn on/off your own custom loadouts, with extra stuff you cant get normally, (like infinite jumps, or multistomp) and custom level/monster spawning parameters.

Maybe it would only let you use abilities/monsters you've gotten/killed in the main game. (with stomp unlocking multistomp etc.)
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ortoslon
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« Reply #93 on: May 04, 2011, 08:23:43 AM »

on ortoslonaut mode (keywords: streamlined, visceral, score-driven):

rename it to Arcade mode because i'm too obscure. you can leave "ortoslonaut" in the pause screen though, no one reads these anyway

make the background purple or crimson instead of blue
alter the music slightly
spawn a little less enemies

now that i've played it a little (and reached ~300m), i like the small quiver. but with such a small quiver, large star powerups don't make sense. remove them. with only two types of powerups left (1 health, 2 stars), the queue doesn't make sense. remove it. make two types of bubbles look different. give score for taking redundant bubbles (bonus for star bubble at full quiver, larger bonus for heart bubble at full health)

make the explosions damage everything, not just walls

relax the level generator a little



EDIT: also, where are my uppercuts and larger punches?
« Last Edit: May 04, 2011, 08:30:20 AM by ortoslon » Logged
Droqen
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« Reply #94 on: May 04, 2011, 11:58:20 AM »

uppercuts?

also, the punch you are getting should be pretty big o: it just doesn't have fancy effect.
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ortoslon
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« Reply #95 on: May 04, 2011, 12:24:52 PM »

uppercuts?
they were on my wishlist

Quote
also, the punch you are getting should be pretty big o: it just doesn't have fancy effect.
but are they twice as strong as stars? (was on the list too)
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Droqen
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« Reply #96 on: May 04, 2011, 12:36:40 PM »

Yup. Double damage.

also, I see it now o: adding.
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mokesmoe
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« Reply #97 on: May 04, 2011, 09:52:34 PM »

 Sad


I think the hitbox for the smoke enemy is a bit small, because my stars miss them when they look like they should hit, and they don't seem to dodge or move erratically. I not sure though, for obvious reasons.
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Droqen
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« Reply #98 on: May 05, 2011, 05:01:09 AM »

>:

Yeah, the smoke/ghost enemies are basically engineered to be jackasses. It's really terrible when you get them in an egg, too D:



Late response to Vanguard: I don't think so o: Do you mean changed from P0, or changed from previous versions of P0Flash?
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Vanguard
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« Reply #99 on: May 05, 2011, 11:55:13 AM »

The original, I hadn't messed with it very much in P0Flash.  I just tried otroslonaut mode, and it seemed much better than I remembered.  I used to frequently get hit after jumping on a guy, but this time it wasn't a big issue.  Maybe I never gave the ability enough of a chance before?
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Droqen
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« Reply #100 on: May 05, 2011, 02:12:15 PM »

The mode's version is unique and gives you multiple head-jumps
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mokesmoe
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« Reply #101 on: May 05, 2011, 09:34:31 PM »

Yeah, the smoke/ghost enemies are basically engineered to be jackasses. It's really terrible when you get them in an egg, too D:

The smoke enemies are my easiest to kill actually. They are predictable and fast, so you can lead them away from other enemies and kill them with ease. They are sometimes easy to miss with forward stars or punches though, when they hover a bit too high off the ground. I haven't seen a ghost yet though. (But they may have seen me...)

Also, the jumping eater guys can sometimes hurt you from below when you should be stomping them.

The eater should explode if he eats an explosive guy.
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Droqen
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« Reply #102 on: May 05, 2011, 09:41:34 PM »

He's trying to eat you from below, buddy. Think a little stomp action's gonna change his mind well think again

Also, that's a fantastic idea. Boom! That never even came to mind, thanks :3
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Droqen
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« Reply #103 on: May 06, 2011, 10:23:22 AM »

Alterations:

Stomp tweaked. Leap/Uppercut tweaked, added to ORTOSLONAUT! (name change still pending)

ORTOSLONAUT!-unique punch (2 damage, bigger hitbox) successfully added.

uh

some other stuff, maybe. who knows.


EDIT :: Spawn rate chilled out as per request. *2.3 of normal rather than *3 of normal

EDIT :: Holy shit the Devourers (eaters, whatever) go crazy in this mode. With their stomp resistance, and penchant for eating enemies, in an environment where you have super-stomp and there is tons of food lying around...

awesome  Evil
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ortoslon
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« Reply #104 on: May 06, 2011, 11:16:43 AM »

with increased density, enemies often form clusters where they can't be easily distinguished at a glance. even a lighter background color would help
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