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Dectilon posted:Time for a special treat! I don't know if it's my kind of difficulty to play it normally, but as you can put in infinite lives...haven't done that so far...it should be possible to beat, at least. So far I liked Spike Man's and Iceburn Man's stages the most...I'm not too big a fan of those that change the rules, and Hack's is a little too spammy for my taste. One minor thing: If you just hang out on the right corner, Heat Man in Iceburn's stage can't ever hit you. Dunno if that's intentional? I'll play it a few more times (and Skype you more comments to not clog up the thread). Basically what I want to say with this post is: if you can, check it out, it has great ideas and made me laugh quite a few times! Oh, and it has a save feature and options and poo poo that's like a million miles above that Street Fighter crossover embarrassment.
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# ¿ Dec 22, 2012 00:56 |
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# ¿ Apr 27, 2024 11:08 |
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a boxing teahorse posted:Having a blast with this. I haven't beaten anything yet, but I really like the idea behind Mega Manatee's level. It has a spike right off-screen to the left of the first screen, in case you try to get clever (like I did). Beaten everything except for Oyster, Hack and Speedrun. It's still real fun. Wouldn't be without infinite lives, though, those are such a blessing.
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# ¿ Dec 22, 2012 17:30 |
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You know what? I'll bite. This is indeed a very hard game, but also a really fun one, as early as it is. I want to take a look at it, even in its unfinished state, comment on what I think is reasonable, what I think pushes the line, and show off how it's a real gem in the making. Hope you like my approach to this; it's by no means a skilled run, but I have already played through all the stages and will do so again on video. Enjoy! Edit after I finished making all the videos: There were some technical issues. In some stages, like Iceburn Man's, the sound is desynched at parts, but that doesn't persist very long for most of the time. And in Bright Man, for some reason the video would consistently play too slow at the start while I was doing commentary so I'm way behind for about 2 minutes, but that also fixes itself. I hope that isn't too bad and apologize. Read more thoughts on the level on pastebin! Stage thoughts on pastebin! Stage thoughts on pastebin! Stage thoughts on pastebin! Stage thoughts on pastebin! Normal video Stage thoughts on pastebin! ...different video. Stage thoughts on pastebin! Stage thoughts on pastebin! Oh, and big shout-out to raocow for having a great editing method which I shamelessly stole, even though this is not live commentary. Merry Christmas, everybody! Simply Simon fucked around with this message at 16:58 on Jan 15, 2013 |
# ¿ Dec 24, 2012 14:23 |
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Crosscontaminant posted:I want to eat your accent for breakfast. I like your commentary style as well, you make watching what could be an unbearable slogfest into a piece of entertainment. Please do the rest of the game. Anyway, as per request I've outsourced the stage text, sorry for the initial wall. In my own threads, the OP rarely complains . The next video is already finished, and the third is recorded. I guess this'll be quick and dirty and (more-or-less) easily doable!
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# ¿ Dec 24, 2012 15:41 |
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senrath posted:It's not actually a mod. It's entirely built from scratch. Speaking of episodes... Please excuse the random desynch for one of the edited parts (unless that magically fixed itself in some conversion). Dunno what's the problem here, VDub or Hypercam or just my old PC. Stage thoughts on pastebin! Simply Simon fucked around with this message at 16:35 on Dec 28, 2012 |
# ¿ Dec 26, 2012 17:37 |
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A big "problem" in the boss fights specifically is that the Buster charges so quickly. You can damage them constantly and severely, and unless I'm mistaken, a half-charge shot also does two damage, which never was the case before. You'll often get hit by the multitude of attacks, losing you the charge, but as soon as you start getting used to dodging the shots, you can rack up some serious damage seriously quickly. It wasn't a concern against Manatee (huge lifebar[s]) and I address the concern for the next bossfight, as he has some other stuff going on besides being just there to be shot at, but it's a thing in Iceburn Man. I think Robot Goat and decti are aware of it being somewhat of a problem, seeing as how the fire pillars blocks shots and he flies around often - and I wouldn't really want the charge time to change either because it's vital for some other design and just plain fun. It's also not too bad that Iceburn dies quickly, because then you have less opportunities to get instant-death'd...
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# ¿ Dec 26, 2012 18:27 |
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I see somebody still uses the old version. Download the new one (or don't change weapons in Hack Man's bossfight). It should be fixed, as Mr Goat and Dectilon have assured me!
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# ¿ Dec 27, 2012 00:34 |
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donges posted:It took me a while to figure out too - you have to stand on the green one. Considering how far that part is from the checkpoint, it got frustrating for me. I also don't think it's intuitive at all...
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# ¿ Dec 27, 2012 10:53 |
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# ¿ Dec 27, 2012 11:10 |
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The picture is kinda wonky. I think I'll think of something different. Stage Thoughts on pastebin BD links work now!
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# ¿ Dec 28, 2012 16:55 |
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Admiral H. Curtiss posted:Yes, I noticed that too. You guys have to fix that for the final version!
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# ¿ Dec 29, 2012 11:47 |
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Seems the forums update broke the way the images used to work...tough luck, I guess? I don't have much to say mostly because I'm really tired at the moment, so just this: It is most definitely possible to go under the AT-ST at the start, decti even made a video showing me how to do it because that's rubbing in how dumb I am, so I'm just talking out of my rear end and my own ineptness there. Sue me!
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# ¿ Jan 2, 2013 20:15 |
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Yup, he's invulnerable whenever he's moving, basically - in the first part, at least; you can only get him when he's revving up. In the second part, bouncy phase is always vulnerable, chargephase only in the small window where he's level with you.Captain Bravo posted:Do those spikes that fall down in the first part hurt you, or instakill you? If they're instadeath, that seems to be exactly one of those "Get killed by it once, before you know that it's there and can avoid it" traps that everyone hates so much. Every spike after the first drops down a little beforehand, so you know where it's going to fall, but that first one has no warning until it's falling, and it falls pretty fast.
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# ¿ Jan 2, 2013 21:27 |
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I added Stage thoughts for Speedrun Man's stage (and all the other links for the videos) into my "OP"! Oh yeah and I fixed Punch Donkey's image, I guess.Tengames posted:For the falling platform at 7:35 you can actually jump off it at the bottom despite its speed. You can also slide off it to reach the bottom platform, which can make the timing a bit easier.
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# ¿ Jan 3, 2013 23:32 |
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Dark Souls very clearly tells you again and again (by killing your sorry rear end) that if you're not absolutely sure that the button you're about to press won't backfire, then you shouldn't press that button. I think if the rules are consistent and they're not so tight that abiding by them is ridiculous, it's absolutely fair. For the record: I love Dark Souls, it's balls-hard but feels so, so fair. Every death is my fault and that's exactly how it should be.
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# ¿ Jan 4, 2013 01:54 |
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Stage thoughts on pastebin!
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# ¿ Jan 4, 2013 13:09 |
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There are two versions of today's video. This is the normal one: Stage thoughts on pastebin! ...and this is something completely different. Either the worst or the best thing I've ever done, decide for yourself.
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# ¿ Jan 7, 2013 14:35 |
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Sythe2o0 posted:You can actually dodge the boss' screen-flash-to-one-hitpoint attack if you slide under the middle platform, I believe. In that, I think it kinda falls flat as a gimmick. As do the "touch Oysters, get dizzy" things...you get hit once per fight and they also damage you, with almost no way to avoid them (unless I'm just bad at bullet hell, as said already). I think it would be better if they did no damage, were still almost unavoidable but came more often, so you can feel the brunt of their poison. Glad at least a few of you like the alternate video .
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# ¿ Jan 7, 2013 15:46 |
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Wow, I clicked on the AVGN review you mention like half an hour ago because YT recommended it to me. Seeing the cover here again kinda made me start a little, haha. This actually doesn't look half bad. How does wall-crawling work, does he do it on his own or do you have to press a button? How are the controls apart from the nonsensical button mapping, does it feel tight like other Capcom game (Mega Man...) or looser, with momentum, do you slide a little after each jump?
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# ¿ Jan 7, 2013 19:13 |
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Sounds completely in line, then. I can easily see how auto-stick would make it frustratingly impossible with more poo poo flying around. NO DON'T CLING TO THE WALL I JUST WANTED TO DODGE FUUUU Looking forward to more!
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# ¿ Jan 7, 2013 19:31 |
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Stage thoughts on pastebin!
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# ¿ Jan 10, 2013 23:22 |
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Dectilon posted:Hmm... The original mm5 gravity man bores me to tears (even for being a mm5-level), whereas I love the ones in WDS. I agree that that met should despawn once you're on the ladder. I do agree that the original Gravity stage had its awesome gimmick criminally underused. WDS does it awesomely (except for that one part you hate). I always love level design that has you revisit old ground, but from a completely different angle; like when you're climbing a central room in a Zelda dungeon. Here, you do that in a microcosm. WDS has some beautiful examples or using the same blocks twice, which adds a whole new challenge to the level design and makes it all the sweeter when it works. In Hack Man's Gravity part, I just don't feel wow'd, I guess. In contrast to WDS. Having the ladders almost feels like a cop-out, as you're just doing a big loop, not that intricate dance around the same block. And two of those jumps are pretty awkward, in my opinion at least - especially the one I kept messing up. Yeah, it's my fault too, but...WDS doesn't have jumps like that, just those really cool round and round again affairs. That's why I'd say it's better and Hack could use a little sprucing up. Again, it's okay (if you improve the shots and the ladders a little!!), but I feel like it could be even better . Sadly, I can't really offer any kind of constructive criticism here, as that would basically boil down to "I've drawn you a map in MS paint how about you place the blocks like this".
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# ¿ Jan 11, 2013 00:50 |
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Strange. But I think this was the video where I had to fiddle with the encoding method a little, because MeGUI updated in-between and removed my standard option, so it's quite possible that YT (or Chrome-YT) can't deal with the M4V audio I used for it (and only it; after doing Hack Man, I figured out how stuff works almost as before again). That's what the alternative mirror is for, I guess? I can't well go back and re-encode at the moment, sorry.
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# ¿ Jan 11, 2013 17:46 |
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Admiral H. Curtiss posted:Not to mention that downloading it on Youtube gives you a version Youtube reencoded, while downloading it on BDash gives you the higher quality file Simon uploaded.
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# ¿ Jan 11, 2013 20:32 |
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This video kept playing too slowly in the first two minutes or so while I was recording commentary, so I'm pretty desynched. Hope it's not too bad, fixes itself later. Stage thoughts on pastebin!
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# ¿ Jan 15, 2013 16:58 |
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I have a little material for a bonus vid already (the top path of Iceburn's, to be precise). Might just collect a little more (based on your suggestions), and compile that. This will take a little, as the files are not on this computer. But it's not like it's going to be very hard, so sure, why not .
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# ¿ Jan 15, 2013 19:40 |
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I remember playing SSW waaaay back at a friend's who had a lot of cool games (also the first time I saw Mega Man 7). We didn't get far. I pretty recently tried it out again, but I still suck at it. It's a game with a strange feel to it. To be quite precise, it looks like a Genesis game to me. Ridiculous explosions everywhere, and all the tech demos they could cram into the cartridge. Also something about the textures/tilesets. Dunno. On the other hand, it kind of makes me think not of Contra (I never played Contra), but of Mega Man. How that series could have developed if they hadn't insisted on "only shoot forward ever" when making the jump to 16 bit.
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# ¿ Jan 16, 2013 23:32 |
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Nephilm posted:People losing their clothes when becoming victims of shredding devices or animals used to be a fairly common visual gag in the cartoons I watched as a kid; I think you people are looking too much into it by attributing it a sexual element.
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# ¿ Feb 3, 2013 22:37 |
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FreezingInferno posted:
"Impressive" final level, at least.
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# ¿ Feb 10, 2013 20:55 |
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Dectilon posted:Yes.
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# ¿ Feb 22, 2013 18:57 |
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I actually heard of the Golem story you were talking about during the cave level just a week ago. Why? Because I'm in Prague at the moment, and it originates from here! Jump to "The classic narrative: The Golem of Prague" on this Wikipedia link. It's not that interesting though; there are just many differing folk tales of a Golem being created by a Rabbi to defend the ghetto from antisemits.
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# ¿ Mar 6, 2013 19:56 |
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SnakemanMn posted:The battle between Contra videos and non-Contra videos rages on, so let me add another video from the non-Contra side to help balance things out. Have some mo' Journey to Silius. Hope you enjoy it.
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# ¿ Apr 28, 2013 21:22 |
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SnakemanMn posted:There are checkpoints, yes. They're especially useful in the later stages because they'll sprawl on longer than the first two. (Except the fifth. It's short, but it auto-scrolls.) ...the game doesn't have extra life pickups either, right?
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# ¿ Apr 28, 2013 21:27 |
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KingEffingFrost posted:I had never seen Wily 2 before that. That speed-up section is just phenomenal and looks really fun. It's shocking how well it works in Mega Man.
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# ¿ May 4, 2013 00:44 |
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djw175 posted:Would Megaman Xtreme be a difficult enough game? I mean they manage to sort of make Chill Penguin difficult by making the arena slightly smaller and making Megaman be made out of paper.
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# ¿ May 7, 2013 18:36 |
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Choco1980 posted:Man, I would play the absolute hell out of a full mega man metroidvania game. Though the Zero games can come close, at least in the "secrets hidden everywhere with little puzzles involved to get them" department. Also, ever heard of Mega Man X Corrupted? It's a fangame that's been in production for ages but is apparently still being worked on? Supposed to be a full Metroidvania with shitloads of content, really ambitious. Check out trailers on YT. If it ever gets released, it should be the best thing ever (or seriously overhyped, who knows ).
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# ¿ May 7, 2013 23:40 |
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Guys just click on the Common Brushtail Possum it's not that hard jeez Kid Chameleon looks like a game that's really cool and fun and varied and it looks great and sounds amazing, and then you realize that you have limited lives and continues and no save feature. If I had this as a kid, I'd have played it a bit but then ultimately gotten to a stage like that Sewer poo poo with all the blind jumps and rear end in a top hat enemy placements and never picked it up again. It's just something I could never, even as a little one, tolerate. Might also have to do with my first video game being Yoshi's Island which just had autosave all the time. Still, it's something I can't really understand. There's a game I had which did feature a password system, but only on the easiest difficulty, which removed all the bosses and an entire stage (of six) . Repetition is NOT difficulty, gah. And it's a crying shame, too, again, because the game looks really awesome. I just could never play it without substantial safety nets, especially considering the length. gently caress up getting a cool teleport to a level you've not yet seen about two thirds through the game? Welp replay for a week because this poo poo is hard until you can reach that point again. Unless I'm not getting something here. Wiki mentions that re-releases add a save feature, which is imho the only thing Kid Chameleon would need to be extraordinarily fun to play [around with]. All in all, I'm probably most looking forward to your updates in this thread, Zeikier, just wanted to let you know because the Contra love kinda overshadows you . Never been too much of a fan of bullets everywhere, no offense to the LPers (doing a great job, too). Wanna see more of that special brand of Genesis level design!
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# ¿ May 31, 2013 19:53 |
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drat that game looks full of completely obscure bullshit and also completely devoid of fun. Got a little offering of my own; I've just started an LP for Mega Man III for Game Boy, and the game could well fit within this thread, as I consider it to be quite hard. However, I want to keep it its own thread, as for all of my other full Mega Man LPs. Dectilon gave me his okay to point over there, however, so if you crave more in-depth looks at tough old-school platformers, I'd love to get your attention .
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# ¿ Jun 9, 2013 20:16 |
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BMS posted:
I tried CVIII a while ago, just to see how it was, and I quite liked it, and then I got to here. I had even braved the sunken city, which already was pretty hard as gently caress, but this...nah, the mine broke me. I waited ages for blocks to drop and I was soooo bad at dodging them, still powered through... But then, the falling platforms, crumbly blocks, and bats all the time? If you don't time the platforms exactly right, if you take just a little too long to dodge the bats, you ride the platforms down into death...or a retry of the entire room. It's the absolute worst, I hate it. Even made it to the next room. Then medusa heads over flipping platforms and oh the ceiling is coated with spikes because gently caress you. I kind of ragequitted then. It would even have gone on even longer! Oh, and totally didn't know about the bat transformation thingy. Whoops!
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# ¿ Jun 26, 2013 22:15 |
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# ¿ Apr 27, 2024 11:08 |
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I made this video for my MMIII thread; after the very short stage at the start, I talk about why that game is diffcult and how it sometimes succeeds, sometimes fails in it, with plenty examples. I think it's right at home here. Hope I don't come across like too much of a shill.
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# ¿ Jul 4, 2013 00:53 |