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461
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Player / General / Re: Fun and Free MMO games
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on: May 29, 2010, 11:56:45 PM
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Not an MMO, but I used to enjoy S4 League which is a kind of action/sport multiplayer game where you have to grab the ball and push it to your opponents goal. There are swords, guns and special abilities to use to temporarily kill other players or inhibit them from getting the ball or moving it. It was pretty fun last time I played it, and now that I think about it and have verified that my account is still there, I think I might try it again. I think its at least worth a look.
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464
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Jobs / Collaborations / Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this)
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on: May 07, 2010, 09:46:54 PM
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I'm building an engine and a demo suite via this and other short-term projects. The Ninja Assault game is being incorporated as the "Nina" project.
Hmmm, a haXe/Flash engine, I've been working on one myself a bit. Was that GSC project yours as well? I see you have the character sprite from the GSC demo as your avatar.
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465
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Community / Townhall / Re: Give Up, Robot
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on: May 07, 2010, 04:31:48 PM
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I noticed the jittery robot effect at the beginning of the game, and then I didn't notice it again until the last level where I was getting a bit frustrated. It never really bothered me though.
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466
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Developer / Design / Re: Intentional Bad Design
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on: May 05, 2010, 11:58:04 AM
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The game still has rules. You don't randomly fall through platforms, its just something you have to figure out how to work around. The hardest room in the flash game was probably the room with spikes and horizontal platforms because even though I landed on the platforms, it wouldn't recognize it and give me back my 2nd jump unless I landed near the middle. The game is supposed to be an exercise in frustration, so the rules are made to frustrate the player.
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467
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Developer / Design / Re: Intentional Bad Design
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on: May 05, 2010, 11:24:35 AM
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It's not unfair, just different. I did experience a few errors like falling through platforms because I was moving too fast, but I don't see any problems with things like not sticking to horizontal moving platforms or having odd collision boxes for the spikes. Really, the game is easier than IWTBTG, so I don't know what everyone is complaining about.
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468
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Developer / Playtesting / Re: Restricted Recall - Not sure about next step
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on: May 05, 2010, 09:53:29 AM
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The last time I played, I just said that it moved too fast and it seemed like trial and error in getting the correct button rhythm. Also, I suppose that the levels aren't incredibly clear in what you have to do, since you only have 3 actions and cannot choose which ones to use. I suppose its more of an exercise in planning before playing, which I don't think I bothered to try.
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469
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Player / General / Re: Getting a desktop soon.
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on: May 05, 2010, 07:30:18 AM
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Build your own computer. Even if you don't know how, it's fairly simple and almost guaranteed to give you a better computer for less. The only real thing to worry about it making sure you've selected compatible components, but I'm sure you could find a guide or someone could help you with that. A few years ago, I built one using a $500 gaming PC guide I found except I didn't use the graphics card they had because it was a bit more expensive than I wanted. I've used that since, though I think its time for an upgrade again when I get some more cash.
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470
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Jobs / Collaborations / Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this)
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on: May 02, 2010, 11:52:59 AM
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SO I was looking at the guidelines for controls, and there doesn't seem to be a standard key for pausing a game. I think we should have it so pressing escape once pauses the game, and twice goes to the game's title screen (with x or c returning to the current game). Anyone agree?
Yes, I was playing one of the games, and accidentally restarted when I was trying to pause.
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471
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Player / General / Re: Anthony Burch leaves Destructoid
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on: April 28, 2010, 10:22:06 AM
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Well, he's trying to do HAWP still, and he's transitioning from his old job where his hours were flexible to a job at Gearbox working who knows how many hours a week at specific times. While he could do something every once in a while, it probably wouldn't be often enough to justify him sticking around.
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472
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Player / Games / Re: Big ol' secrets in games and you, via Cave Story
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on: April 28, 2010, 08:59:51 AM
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Cave Story Ending Guide
Step 1: In the Labyrinth, when you see Booster fall in the hole, do not go down. Jump over the hole and pass him. The red line marks where you need to jump.
Step 2: When you get to the room where you fight the Core, search the bottom right corner for the Tow Rope. Do this before fighting the boss.
Step 3: After the Core battle, pick up Curly and take her with you. When going through the Waterway, stop at the cabin, put Curly on the bed, read the books on the shelf for draining flooded robots, drain her, and then take her with you again. The cabin is easy to miss.
Step 4: When you see Curly again, she is amnesiac. Go back to the Mimiga Village, go to the Graveyard again, find the room with a small blue mushroom. Get a badge from it, look at the badge in your inventory, talk to the mushroom again until you fight it. Beat it, bring the mushroom back to Curly and she should remember and give you the Iron Bond.
At this point, after you beat the game Undead Core and are trying to escape, stop by the shack and there is a hole in the ground. Jump in.
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473
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Player / General / Re: Front page down?
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on: April 28, 2010, 08:07:21 AM
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For a second I thought it was being blocked on campus here, but I finally found the forums accessible from Google (for some reason, I thought it was tigsource.com/forums).
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474
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Player / Games / Re: Big ol' secrets in games and you, via Cave Story
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on: April 28, 2010, 08:05:14 AM
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I don't think I agree. I would even approve of secrets so obscure that only the game developer himself knew about them. If he is already giving you a great, well polished gameplay experience, then what's the problem with him throwing in some other extra secret things just for the fun of it? A game designer sneaking in extra stuff is not ripping of any of the game players in any way. Why should every secret be clearly and plainly hinted at? I would even approve of secrets that can only be found by digging through files with a hex editor.
I guess it depends on the purpose of the secrets in the game. Considering that Cave Story's secrets were a significant chunk of the game and the real ending, I don't believe they should have been hidden so well. It all starts with that red line in the Labyrinth which could actually go unnoticed which hints that the jump can be made without the Booster. Then you have to get the Tow Rope BEFORE fighting the Core, which doesn't make sense since it seems like you should be able to get it after with no consequences. Really, its just a matter of good game design.
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475
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Community / DevLogs / Re: "It sucks" (wip name)
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on: April 28, 2010, 07:57:49 AM
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I only linked it just to inform you, not to dissuade you. There's no reason you still can't make your game and just try to make it more unique and set it apart from Parasite.
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477
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Player / Games / Re: Big ol' secrets in games and you, via Cave Story
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on: April 27, 2010, 07:25:48 AM
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I almost always do a little background research for a game, just in case there is something that I could miss. Not like a better secret gun (although, I did get the Spur), but anything of gameplay or story importance. It's horrible to realize that you've gone halfway through a game and you've missed something significant and will have to play the entire game through again. Also, its pointless to "figure it out yourself" if you're never informed in the first place of any alternatives.
Also, the Braid stars were BS since one of them was not obtainable if you completed the first world.
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480
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Developer / Technical / Re: design of editors.
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on: April 24, 2010, 11:50:33 AM
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So, the GUI buttons affect the game by possibly executing some kind of "Quit" command or "Zoom" command? And you don't know how/what to save in your GUI so that it can interact with the actual game? If you're able press a "button" to open a window, I'm not sure what the problem is in pressing a button to have a different effect. You could use some kind of event based system. Maybe I'm still not understanding the issue.
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