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FF6 Rando Part 6 - Whump Early in this episode, I ruin Final Fantasy 6 forever for Demerine! Also I demonstrate my lack of knowledge about desperation attacks, we defend an Esper, and find out Zozo is tough! How do you take your Kefkas?
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# ? Mar 17, 2017 00:56 |
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# ? May 13, 2024 10:57 |
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Rando 6 roundup Come for the poison, stay for the ninja samurai yeti thief.
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# ? Mar 17, 2017 02:40 |
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I always just assumed Rachel was in a coma and not actually dead, but that there was no hope of ever bringing her back outside of magical means I mean I guess her being dead makes more sense considering that Locke uses the Phoenix magicite to bring her back, but also ew gross. Also drat, 1/8 chance of Shadow leaving? That seems awfully high, I think I've only had him leave once during Sabin's return journey.
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# ? Mar 17, 2017 15:26 |
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She's been embalmed by that crazy guy; IIRC he makes specific reference to using special herbs to preserve her. Locke's entire storyline is kinda creepy, honestly. He's an obsessive romantic with a massive white-knight complex.
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# ? Mar 17, 2017 15:54 |
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What an amazing-looking level! It's almost too good looking. As in, while it's visually amazing it's also very visually confusing. This is a rare instance where the level can actually overstimulate the player with signals and information. In the end though, it's a very good and fun level otherwise with an incredibly creative theme, beautiful execution and a clever twist on the theme for the secret exit.
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# ? Mar 17, 2017 19:51 |
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Nice!
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# ? Mar 17, 2017 21:13 |
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horizontal mario
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# ? Mar 17, 2017 21:15 |
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The secret exit took that from pretty good to downright amazing.
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# ? Mar 17, 2017 21:55 |
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Nice I'm whatever on Undertale, but that music was perfect for the secret area.
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# ? Mar 17, 2017 22:00 |
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I'm a big fan of King Koopa's Coney Island Disco Palace. It's pretty nice.
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# ? Mar 17, 2017 23:38 |
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This level is not as nice as another one very soon though.
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# ? Mar 18, 2017 01:27 |
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FPzero posted:
It occurs to me that this is a very good way of subtly advertising your level. Overwhelm the judges with so much information that they can't really notice the subliminal messaging as anything more than the level, but at the same time fill the level with NICE and 100 (though Horizontal still confuses me - some inside joke I'm not getting?) so when they think of it they think NICE and giving it 100%.
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# ? Mar 18, 2017 01:38 |
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That level sure was nice! Actually I like all that positive feedback, I'd feel good in a level with so many NICEs around. It's like the level is constantly telling you you're doing a good job!...until you fall down the NICE pit. Then it's just insulting.
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# ? Mar 18, 2017 02:09 |
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That was a pretty cool level. I'm amazed at how much they were able to make with just vanilla graphics. I really liked the touch of using the roulette power ups as slot machines. And that was a good use of incorporating a secret exit into the level.
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# ? Mar 18, 2017 06:57 |
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someone awful. posted:Nice! Both of that level's BGM tracks are gonna be stuck in my head for a while now, I think.
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# ? Mar 18, 2017 11:22 |
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Also, to whoever wanted to hear a little dev commentary from snoruntpyro about her Fish In Space level, I asked her over on talkhaus and she said a few words:snoruntpyro posted:I guess the dev commentary would be that it was a level sort of made at the last second to replace my old submission. My original submission was your typical newcomer level where it's just a mess of gimmicks and ideas and it had no coherence, and I realized this when I still had the chance so I made something cuter and dumber. The accelerator blocks were an accident with map16 and I just rolled with it. I mainly don't like the level because I don't think it uses its gimmicks very well and the bonus cave section looks awful. I don't necessarily think it's bad, it just could have been so much better. I like my VLDCX entry a lot more. I took a look at the cave section because we did miss it when playing on recording. She's right about it overall. I don't think the cave adds much to the level. It's pretty long, you have to constantly deal with the Fishin' Boo and there really aren't many enemies in it. Reward at the end is a Moon. I think that the accelerator blocks are neat, but there's just not much that can be done with them in terms of iterative challenges. I still think the level was super fun to play though and that's what mattered for me in the end.
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# ? Mar 18, 2017 17:11 |
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FPzero posted:
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# ? Mar 18, 2017 18:02 |
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What were the semicircular red and pink banners?
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# ? Mar 18, 2017 18:41 |
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Mak0rz posted:What were the semicircular red and pink banners? I think you're talking about those?
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# ? Mar 18, 2017 20:10 |
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Trizophenie posted:
Yeah those are the ones! Pretty clever!
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# ? Mar 18, 2017 20:47 |
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Wow that secret exit was amazing. Time to backtrack through the level with new enemies, and the really noisy visual effects turned off. Nabstablook's theme fit the silly aesthetic of that perfectly. Regular exit was mostly the same as it started, go down a side path a bit to nab an item to help you progress, but it works out. The lights flickering through the exit bar was a real neat touch. Difficulty was a bit hard but man, it's the kind of stage you don't mind walking back through a couple of times.
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# ? Mar 18, 2017 23:00 |
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Are you going to cover other years of this design contest? Because I'm really enjoying the Mario vids.
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# ? Mar 19, 2017 04:01 |
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Mantis42 posted:Are you going to cover other years of this design contest? Because I'm really enjoying the Mario vids. Yeah, I'd be interested in seeing at least the first ever VLDC hack. Just as an example of how far that contest has come.
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# ? Mar 19, 2017 04:27 |
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New Midori update, we're just covering chapter 3, map's not too interesting.
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# ? Mar 20, 2017 13:51 |
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Wait so Lugh doubles when his Attack Speed is 1 instead of 4? That doesn't sound ridiculous on an already fast mage at all.
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# ? Mar 20, 2017 15:21 |
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The levels we played were pretty good overall so we spent most of the time talking about old romhacking history on the internet.
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# ? Mar 20, 2017 21:53 |
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All this SMWCP talk is giving me PTSD. I figure the sequel will at most be "released" in a zombie-like state such as A2MT. It's been too long.
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# ? Mar 20, 2017 22:24 |
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My favorite part is the underwater moon. Night Swimming is probably my favorite level so far. A very cool concept, not overly difficult, and absolutely gorgeous. I was wondering what the point of having those sawblades was when you have a full range of motion.
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# ? Mar 20, 2017 22:50 |
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Stink Terios posted:All this SMWCP talk is giving me PTSD. It's much more complete than A2MT, the entire overworld and all the levels are done. The current baserom works as-is, if a bit buggy Again, last I heard we really were just doing last boss stuff and bugfixing. There was a bitbucket issue tracker posted back in January listing about 5 pages of issues from the behind-the-scenes ASM fix baserom., and a large amount of those can be fixed by some simple level/palette modifications. The big thing is all the ASM work going into fixing ~6 years of various programmers adding sprites/blocks to the thing.
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# ? Mar 20, 2017 22:59 |
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Rabbi Raccoon posted:My favorite part is the underwater moon. It is very gorgeous, uses its gimmicks well and doesn't wear out its welcome. The first level won points with me because it wouldn't feel too out of place in Super Mario World difficulty- and design-wise.
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# ? Mar 20, 2017 23:03 |
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Both of those last two levels looked way better to me than the Casino level. I mean, a perfect score, really?
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# ? Mar 20, 2017 23:12 |
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All I remember about SMWCP was I think a ghost house level that took me ages to beat even with cheats. And yeah, that swimming level was really pretty.
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# ? Mar 21, 2017 03:58 |
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Some good looking and fun levels today. First one was a little bit boring though and had one odd mandatory puzzle that probably shouldn't have taken me so long to figure out. That can happen though when the player really isn't expecting to be confronted with a puzzle.
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# ? Mar 23, 2017 20:58 |
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So are those red coins just normal coins that are worth 800 points? I liked some of those levels, but watching them they did feel kinda long. Like, maybe 50% longer than they should have been.
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# ? Mar 23, 2017 21:40 |
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That song with all the creaking is from Super Mario RPG: https://www.youtube.com/watch?v=AX1Rz3_Y0HM That creaking is indeed a weird sample. Back in the day, I used to have a utility that could convert an SPC file into a file that Impulse Tracker could open, so I could look at samples. (This was how I discovered that most of the speech in Star Fox is the "Wing Damaged!" voice clip at various pitches.) I don't remember how to do any of that stuff, though.
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# ? Mar 23, 2017 22:15 |
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That ship level was totally more in the style of a Wario Land level and that's pretty awesome.
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# ? Mar 23, 2017 22:44 |
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FF6 Rando Part 7 - Not More Wild Wind! In this episode I learned what the 'W' in 'W Wind' stands for! Come to think of it, I never actually asked how you're supposed to know that, so, uh, how are you supposed to know that? Also we made mention of a funny .gif. Feast your eyes upon it!
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# ? Mar 23, 2017 23:12 |
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In hindsight, it's probably whirlwind, but I always thought it was Wild. Which only complicates things when FFVII started using W for double. No update this week, and probably not next week since liquidy covered almost everything in Zozo and my playthrough was just screwing around before the opera house. To tide you over, enjoy this gif that makes no sense to anyone but us.
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# ? Mar 23, 2017 23:45 |
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That ghost ship looks really, really good (except for some very minor ugliness on some upscaled background textures).
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# ? Mar 24, 2017 00:37 |
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# ? May 13, 2024 10:57 |
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When I was a kid one of the main roads we lived near was West [STREETNAME] so all of the street signs for it said "W. [STREETNAME]". Thus when I first played this game I thought W. Wind was short for "West Wind" because what else could W. stand for? Kid logic is irrefutable!
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# ? Mar 24, 2017 22:22 |