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Player / Games / Re: post your fight sticks / arcades / etc / fighting game discussion
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on: June 08, 2015, 04:24:42 PM
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Marvel 2 was pretty sick
Here are two youtube videos of people fighting against one of the oppressively top tier team compositions and 1) making a nearly impossible comeback with a lone assist character, 2) putting up a fight with a pretty hype low-tier team combination:
1.
2.
Marvel 2 was crazy because they pushed the speed and power of the fighting game elements to the max, and threw in the chaos of having teammates jump out and perform a special move at the press of a button, and allowed linking multiple supers into each other and just an all around abusable system that allowed you to create really incredible combos.
I have to admit having the X-men characters be badasses and look and feel really close to their 90's versions is a huge nostalgia draw, so results may vary if you are a younger person. Also, the game was very popular for like a ten year period so high level play devolved into a very narrow set of best options and abusive scenarios (guard breaks that can prevent incoming characters from playing in some situations, infinites, extremely favored top tier characters). It's still fun to play though, it can be like crack if you really get in to it.
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3
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Community / Townhall / Re: The Cave of Ātman - A puzzle game based on SRPG's
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on: July 02, 2014, 09:16:34 PM
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really cool game, kind of reminded me of desktop dungeons in some aspects. I liked the way it used the srpg tactics stuff. I only played until about the mid-twenties level-wise, if there was one thing I thought the game could use it would be a bit more sense of progression to make it more compelling (even though new characters with different attack angles/ranges where being added occasionally, you always reset to level one and things feel a bit samey). I think desktop dungeons broached that by having you collect money / items and unlock new classes. still, as a pure puzzle game it was pretty cool.
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5
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Player / General / Re: Movies
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on: July 24, 2013, 06:58:47 PM
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Just came up with another slow'ish movie. I call it slow because of the 'basically got the stage set' it used for the film. And its really just two characters.
Bug. I always treat as a love story, albeit one no one wants to live out.
I love William Friedkin's Movies. It's insane that he's 78 and still firing on all cylinders, making fucking intense, interesting and competent movies (Bug 2006, Killer Joe 2011) long after other great directors can only offer diminishing returns. He won the oscars for French Connection and the Exorcist in 1971 and 1973 for chrissakes. My personal favorite from him is Sorceror (1977), one of the most gritty, harrowing, badass movies I've ever seen
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7
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Community / DevLogs / Re: one game every day (1/9)
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on: December 21, 2012, 07:31:32 PM
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beat it. liked it. One criticism I would give is that a couple of the next to last levels felt too easy, like you were out of gas and had ended up just strewing some of the thingies around randomly before deciding to finally just end it. It would probably work better as a whole if you clipped those, that way it just sort of gets a little harder each time then bam, the end. would have a better flow
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8
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Developer / Technical / Re: The happy programmer room
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on: August 15, 2012, 11:13:48 AM
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http://asiajin.com/blog/2009/09/22/uroboros-programming-with-11-programming-languages/The Ruby code generates Python code, which generates Perl code, which generates Lua code, which generates OCaml code, which generates Haskell code, which generates C code, which generates Java code, which generates Brainfuck code, which generates Whitespace code, which generates Unlambda code, which generates the original Ruby code again. wat I think I will need to add an uroboros level to my game
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9
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Hidden / Game Club / Re: TIGS Game Club: Umihara Kawase
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on: August 14, 2012, 12:09:03 AM
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The levels with glass in them are breaking me. I got past the part where you grapple underneath the glass floor, but then I reached a part with a vertical shaft with a glass block at the bottom. If I could get a little higher, I could climb it, but I can't make any headway from a dead stop at the bottom.
I think I just beat this part, if it's the same part. It's after the 2nd almost impossible form of the tadpole boss, and there are pink latchable blocks that recede in succession so that you have to swing quickly over to the left, then you try fruitlessly to swing yourself off one of the receding blocks to swing up the left side and try and climb up the ice block, but you are always just a few pixels shy of catching the edge. The first time I ever got here I just quit. But this time I figured it out! You have to delay a bit, so that you swing up RIGHT when the block is receding. Literally at the last instant possible. That little extra bit of motion from the block as it recedes and the few extra pixels of lift it gives you then makes the very same swing that was just a few pixels short juuust right. From there you just have to wrestle your nerves so you don't die on one of the copious enemy spawns (it's the little flinger guys and they are everywhere!) but there are no more real trick swings, and if you make it to the door - it's an ending! This game has definitely hooked me
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10
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Hidden / Game Club / Re: TIGS Game Club: Umihara Kawase
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on: August 12, 2012, 11:44:27 PM
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This game has so many paths, there are at least two levels I've found that have 3 possible exits, in addition to the more common forking levels with two exits. I have been playing down some more of these paths and I came to field 49 which is exactly like field 1, except two of the conveyor belts run backwards and there are no enemies. The level plays a lot differently with just the conveyor belt change, until you get to the exit and it is barred (boss fight). It was just crazy because usually with the boss levels it was obvious right away that there was a giant boss there but this level lulls you into a sneak attack. The boss plays a lot different than other bosses too, it's 3 different waves of schools of fish. Each individual fish is weak and can be bagged the usual way, but when they come at you all at once in whichever formation that wave is in they are formidable. Anyway, a couple of levels after that and I found my second ending.
Next I will try and find one of the paths to that stupid ice level, the last time I got there I just quit but I think I might be better now.
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11
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Player / General / Re: Pictures of Food
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on: August 12, 2012, 11:31:16 PM
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my favorite batch of chili that I've made I used lentils and garbanzo beans in place of regular beans, lamb instead of beef, and when I filled a bowl I topped it with feta. It was so goddamn good. I don't have a picture though and since this is a "pictures of food thread" I will just include a random picture of braised lamb shanks:  Red meat is the best meat
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13
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Developer / Playtesting / Re: befungeRL: an esoteric programming language puzzle adventure
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on: August 11, 2012, 02:37:52 PM
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the warp level was intended as a way to advance to any level that had been previously reached, but I had to go back and change it so it required the bow to operate because a crafty player could 'cheat' and get to even unvisited levels and the bow was the only reliable way I had to lock that down. This is not ideal though because the bow is hard to get, and I wanted the player to be able to use the warp level right after they figure out how to get there. As a temporary measure I have fixed it so if you use what you used to get to the warp level on the warp level you get to the furthest level you have reached so far - I think this will help a lot, but I'll keep thinking to see if I can come up with a better way to handle it. I think I have an idea.
You were on the right track by the way, you can position yourself to reach previously unreachable places. That's one path, if you want to beat level 6 I used a really bad pun in my last post that is a crude hint.
Edit: ok, nevermind. I properly fixed the warp zone so it now doesn't require a bow to use. It looks a little garish, and somebody fluent in befunge could skip a few levels if they were really motivated, but ultimately this will make the experience better for 99% of people. Thanks for the feedback! sometimes I know something isn't the best it could be but it helps hearing it from someone else to get me to actually fix it
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Developer / Playtesting / Re: befungeRL: an esoteric programming language puzzle adventure
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on: August 09, 2012, 08:38:22 PM
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you're right, when you kill something it says "unlocked new instruction: X" but in all the commotion it's impossible to see, and then it get's buried in the console by subsequent messages. Instead, if a player get's knocked back and if they have already killed one I will push that message again instead of the level 5 greeting.
Next I need to fudge the footnotes some more so people can actually beat level 6
Edit: Ok, I removed the 2nd footnote entirely because it means nothing till after the player has already beat level 6 and is coming back to it, and it was cluttering the console. I then rewrote note 1:
"try out Every new instruction,↴ ↳Even what's harmful could have uses"
I think this, combined with normal experimentation by the player and better pushing of the "Unlocked new instruction:" messages makes everything clearer and more coherent.
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17
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Hidden / Game Club / Re: TIGS Game Club: Umihara Kawase
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on: August 09, 2012, 06:23:39 PM
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for anyone interested this is my path of least resistance to beat it:
field 0 > 1 > 2 (left door)> 10 (swing over underneath to lower right door)> 11 (door above easy door, not dropping platform door) > 18 > 23 (skip most of level and go through upper right door) > 24 (go through pull up blocks to upper right door, a bitch of a sheer ascension w/ really shitty enemy spawns. use a little english on the corner to get a little height, then it's the normal sheer wall stuff just be SUPER patient if an enemy spawns)> 42 > 34 > 46 > 47 > 48 > 56 (crab boss - didn't remember this from first playthrough, I was thinking there were no bosses this way but there is one I guess) > 57 > ?
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Developer / Playtesting / Re: befungeRL: an esoteric programming language puzzle adventure
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on: August 08, 2012, 06:15:56 PM
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I have made an update to the key press code that may have fixed the issue with UK keyboards not putting a '#' when that key is pressed, it might not have worked though I don't have a UK layout keyboard available to check myself. If this didn't work then the way flash is handling the key press codes is kind of buggered and I will either have to make a really hacky work around and/or allow the player to map certain keys if they have an alternate layout.  Also added death hints to two other hard levels.
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