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May 04, 2024, 11:56:44 PM

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TIGSource ForumsDeveloperPlaytestingSword Calibre
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HöllenKobold
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« on: April 01, 2009, 02:22:56 AM »

The plague of the hopping dead has struck Ancient Rural China!!

SWORD CALIBRE
Get Now!!

A: Jump
A, A: Air Dash
A near Wall: Wall Kick
S: Slash
Up+S: Hadouken

Prove the power of women and save the town from the hideous jiangshi, the hopping vampires of the Orient. Stop them from going to the West and its caves of treasure!! I made this game over the span of two days. So, don't expect that much.
You are the only...


Get Now!!

Music by hackurl
« Last Edit: April 01, 2009, 01:11:39 PM by thernz » Logged

Hell pits tend to be disguised as
things that would lead a passerby to
not think of them as portals to
eternal gnashing and wailing.
snake2020
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« Reply #1 on: April 01, 2009, 05:39:31 AM »

a bug? the game is too hard for me  Shrug




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HöllenKobold
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« Reply #2 on: April 01, 2009, 11:49:18 AM »

That's quite the big bug I messed. XD
I fixed that now, yo.
« Last Edit: April 01, 2009, 11:56:01 AM by thernz » Logged

Hell pits tend to be disguised as
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Glyph
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« Reply #3 on: April 01, 2009, 12:07:23 PM »

This was quite fun. It has that old graphical and musical style which I LOVE and was really tough. I also liked the physics and tight controls, they worked admirably.
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CyanPrime
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« Reply #4 on: April 02, 2009, 12:53:19 PM »

It wasn't bad. you need a death animation, and a screen to pop up when you die. Also the lack of a window boarder was annoying.
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JoeHonkie
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« Reply #5 on: April 02, 2009, 01:02:16 PM »

Death animation is a must.  Pretty neat, though.

A wall jump animation isn't required, but if you have the time and energy, it would look nice.
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HöllenKobold
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« Reply #6 on: April 02, 2009, 02:47:47 PM »

And thus, I did so. Noir
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Hell pits tend to be disguised as
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JoeHonkie
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« Reply #7 on: April 02, 2009, 03:06:28 PM »

And thus, I did so. Noir
I like the death animation.

Also, I couldn't turn the volume up at work, so nice music.  Very classic NES.
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linger
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« Reply #8 on: April 04, 2009, 12:37:29 PM »

There is one mechanical thing I'd fix: the fact that Chi refills over time. The strategically best way to play the game is to sit around and wait until it refills completely before moving forward, since the enemies won't come after you and there's no time limit. It's boring and looks stupid, but it is the logically best way to play the game.

I'd make it so instead, the only way to refill Chi is by defeating enemies, or by collecting those power-ups.
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ShawnF
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« Reply #9 on: April 05, 2009, 09:39:45 AM »

First off:  awesome that you made a game out of this subject.  A friend of mine went as a jiang shi for Halloween a few years ago, which ended up getting me to watch Mr. Vampire and a couple of the sequels, and I've had a warm place in my heart for them ever since. Smiley

Anyway, fun game.  Nice little responsive, tight platformer with the kind of difficulty level that I like.  A few small things:

1) If you're wall-jumping back and forth, the first wall jump lets you just hit the button, but you have to press the button + the opposite direction on subsequent wall jumps.  This confused me.

2) It seems weird to me that your Chi is a meter, but it controls a binary event (either you can or cannot use your hadouken).  Seems like a cooldown timer or something would be a better match for the mechanic?

3) I got an error saying the sound wouldn't load on startup, but it seemed fine.  Dunno.

4) I like linger's suggestion!

5) Hadouken startup time seems a little long for a game that otherwise has instant response times to pretty much all your actions.


But yeah, impressive for two days!
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omnilith
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« Reply #10 on: April 05, 2009, 11:13:28 AM »

How did I miss this before? It's super fab.

I don't know if this is a glitch or not, but I totally killed Amador with one hit. I just used a hadouken on him and it sent me straight to the victory screen. Is he supposed to be that easy?
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HöllenKobold
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« Reply #11 on: April 05, 2009, 12:26:33 PM »

I have this tendency to suck when it comes to bug-fixing since I don't bug-test after it and stuff gets left in. Big Laff
Yeah, I suck. ...I think the one I have up is bug-free now. Hopefully.

Shh, I didn't reuse that boss.
« Last Edit: April 05, 2009, 12:34:05 PM by thernz » Logged

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Tomato
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« Reply #12 on: April 05, 2009, 12:49:51 PM »

I played it until I got a game over, then wrote up a long post of first impressions askign that you fix this, try that, yadda yadda, and then while I'm writing it you post a new version with everything fixed! Great job, I love it!

Braaaagh! You don't suck!
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Ghegs
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« Reply #13 on: April 16, 2009, 08:14:12 AM »

That was really fun. The controls felt really smooth, but the wall kick mechanic could be tweaked a bit, like ShawnF already said. Wall kick activating just from pressing jump next to a wall while airborne (and facing the wall) would feel more natural.

Also the first time I got into the second area I was often surprised by walls, some of them are just few pixels of a line. I didn't realize they were walls until I headbutted into them.

If you're going to develop the game further (please do, it's really fun), having more abilities that can be activated by spending chi would be cool.
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HöllenKobold
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« Reply #14 on: April 16, 2009, 02:45:45 PM »

Yeah, I probably might make a sequel that's actually a decent length down the road. I'd just continue work on this, but I already have another game that plays a bit like this that's supposed to be longer too.
...I make too many action platformers.
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Hayden Scott-Baron
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« Reply #15 on: July 27, 2009, 10:37:00 AM »

This is cool! Unfortunately I died on the section where you have to wall jump up a narrow passage with spikes at the bottom. I lost all my lives at once on this section.
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