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Messages - kilgour22

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46
Video Discussion / Re: I wanna be the Boshy 2 : World Record [20:27]
« on: March 22, 2015, 12:13:47 PM »
*wakes up with carpal tunnel the next day*

47
General Games / Re: I ban you because...
« on: March 21, 2015, 11:43:42 PM »
Clearly you're banned for using a fire pokemon in your name and not a water pokemon.

48
The Lounge / Re: The Kid? Why not The Lad?
« on: March 15, 2015, 09:58:04 AM »
Think about what games we're creating. We create fangames of IWBTG, not of IWBTG: Gaiden. So it makes the Kid the logical choice, as the Lad has nothing to do with the original IWBTG.

49
Gameplay & Discussion / Re: Sense of frustration?
« on: March 07, 2015, 11:22:59 AM »
Two words: wind gimmick.

50
User-Made Creations / Re: I Wanna be the Test Needle Game v0.1
« on: March 01, 2015, 12:43:33 PM »
Ok I played your game, here's my critic :

- You have to add some sounds. When the player jump, when he shoot, when he die.

-That pink bow doesn't fit well with the white player

-Don't keep floor 6.5 please. Or add more gate jumps.

-The music should be different at every tileset change, and at the title/difficulties screen.

-Imo, you add gimmicks too quickly. That water screen should be 3 water screens.

-And of course, The game is wayyyyyyy too hard. Really, if you do 100 floors, the game would be impossible. Look at crimson needle, It's a good example.

But this game is really interesting, It's a really good needle. Crimson needle ripoff ripoff incoming :4Head:

Noted! Thank you for the feedback. I'll boost some of the sounds like jumping and shooting, and the death sound a bit. The reason I had the death sound so low is that it annoys me in games when I die repeatedly.

I'll probably just delete the pink bow.

I wanted to showcase a few of the gimmicks I'll be using throughout the game, which is why they appear in rapid succession. It's not the last time you'll be seeing any of them. :)

I'll put in another song in the first stage.

6.5 was a experiment. I'll toss it :P

As for the difficulty of the game, well... it's supposed to be hard. Sorry  :atkHappy:

Again, thank you for the feedback. It's much appreciated!

51
User-Made Creations / I Wanna be the Test Needle Game v0.1
« on: March 01, 2015, 11:33:07 AM »
Hello!

As the title says, this is a WiP needle game I'm making. The type of needle I make tends to be challenging, and this is no exception! However, I also try to avoid having generic needle (gate followed by diagonal followed by corner followed by another gate, etc.) being tossed around everywhere.

I have a strong aversion to mandatory one-frame/jump cancel jumps, so there will never be a jump forcing the player to do either of those things (2-frame jumps are fair game though).

Here are a couple screenshots:

https://prntscr.com/6bdnyh
https://prntscr.com/6bdoao

As of right now, stage 1 is the only complete stage. You'll know you've reached the end when you're in a screen surrounded by demo blocks. Let me know if you stumble across any bugs.

Please tell me what you think!  :atkHappy:

DL Link:

https://www.mediafire.com/download/07q3dd1shmxwsbv/Test+Needle+Game.zip

52
Engines / I Wanna be the Engine Kilgour22 Style
« on: February 28, 2015, 06:58:42 PM »
For the aspiring gamemaker out there unsure about which engine they should use to start off with, I've made a better (in my humble opinion) edition of the Yuutu Engine.

This is probably not the engine for an experienced gamemaker, due to there being explanations of some of the basic functions and gimmicks used in fangames. A whole bunch of bugs inside the Yuutu Engine have been fixed along with the dreaded restarting music, "good" water is the ony water available, no more cumbersome coding is needed to actually use the playMusic object and a few other things have been changed. I've taken the liberty of writing a few explanations of different functions in the engine and how to implement them for those inexperienced with Gamemaker. I based it off the struggles I had when I was just starting out  :atkHappy:

Hopefully this will be a little beneficial for beginners out there!

https://www.mediafire.com/download/c885avm671tyl6r/I_Wanna_be_the_Engine_Kilgour22_Style.zip

53
Programming Questions / Re: Object/Sprite Placement
« on: February 28, 2015, 02:03:41 PM »
Your way is actually fine. I usually do the same thing but use a controller object depending on the stage to switch the sprites of the default spikes on room start since I have so much other stuff going on but it's basically the same way you do it.

Either way I think both ways are much more efficient at tilting spikes since their such a common asset used in these games it's worth just having code dedicated to changing by some special method.
I thought your way sounded much better in the long run. I'm guessing you did something like this?
https://prntscr.com/6b0fke

54
User-Made Creations / Re: I Wanna Break Through The Time
« on: February 28, 2015, 12:47:23 PM »

Well, this is actually my first time to make a real fangame, and share them in forums, so yea
About the tileset, I think the default one is good for intro / the beginning. So I use them
Well, this is IWBTG, some traps like that is already common on fangames. So try to bear with it

As for the water segment, I'll nerf the (even though, I already know it would be really bad)
The fun is starts at stage 5

Updated the download link
[/quote]

Why would you keep something that you already knew would be really bad..? Also, just because something is common doesn't make it good (an example being restarting guy rock). There's also a difference between a good trap and a bad trap.

55
User-Made Creations / Re: I Wanna Break Through The Time
« on: February 28, 2015, 10:08:54 AM »
So far what I've found is a series of generic spike jumps and invisible block traps sprinkled with some shitty generic spike traps, coupled with a default tileset. *vomits*

*EDIT*

Just so you know, the screen with the full jump water and the water downward angles is a piece of shit. A lot of people will quit there, I believe.

56
Programming Questions / Object/Sprite Placement
« on: February 27, 2015, 09:05:32 PM »
Purely out of curiosity, what are the methods employed by fangame creators to place objects with different sprites? For example, spike1 and spike2 are both spike sprites with the same orientation. Do people make two different objects for spike1 and spike2 or do people make tilesets for spike1 and spike2?

Both ways seem very tedious to me, with the first way requiring time spent to create a bunch of different objects for each sprite and the second way requiring time to spent on placing sprites to match up perfectly with the objects (such as the block parent object); which would be especially grating if you stray from the boring 32x32 snap grid.

Am I wrong for employing this method?

https://prntscr.com/6aqvvu

Do other people use this or something similar to this as a way to have different sprites without having to make additional objects or place both objects AND tiles? Is there a better way than having a creation code which can be added onto as I need more sprites for the same polygon?

57
Man... it really feels like a bad NANG/Rekt spinoff. And what on earth is with screen 13? RNG with the spike block directions? Beyond shitty to grind. You can't figure out a good way to do that screen, you basically just keep resetting hoping for good RNG. It's like a shitty avoidance fight, except with platforming.

A lighter introduction to the float gimmick would be much better. Right now, it's a hard intro into it. Your production value is very good and the effort you put in definitely shows there. Your difficulty starts off ridiculously easy then spikes suddenly. The nerfing of the jumps takes away from the visual appeal of the screens; dropping a spike down a little makes jumps look... what's the word I'm looking for... unclean. The fact that you start in the same spot on each screen with the same general layout really irritates me because I don't feel excited to complete a screen; it feels like I just redo a different variant of the screen.

I like the music. I like the sound effects. I like the spriting. The foundation is all there to make a good game. And it's not awful, it just feels like a bad spinoff of two well-known games that was executed decently. Spike jumps need to be more creative instead of just repeated nerfed/unnerfed angles and gates.

Sorry to sound harsh.

58
Gameplay & Discussion / Re: What's Your Progress?
« on: February 15, 2015, 07:15:44 PM »
The very fact that I did this drop https://gyazo.com/98c484c5de29ace52f45910a0ccaf484 then proceeded to not choke afterwards https://gyazo.com/9620072e3b6c9d3cbea3f5ca9f5b2d7c and then took only 7 tries to beat that ridiculous save https://gyazo.com/ba5f95f109f5e84de18bd24b94924577 makes me the happiest of campers. Holy shit, this game is hard. Also, I took the bottom way for save 2 (squished diagonal).

59
Gameplay & Discussion / Re: Post the fangame you just beat!
« on: February 06, 2015, 11:24:15 PM »
https://gyazo.com/0ff0ee9bb46514621519fe23f68fa47e

I Wanna Gnol. Not a bad needle game. A little (a lot) heavy on the ledge jumps, but pretty fun and has a lot of interesting screen layouts. Would give 7.5/10 for needle games. :)

60
The Lounge / Re: Axfc uploader dowload problem(?)
« on: February 03, 2015, 01:31:27 PM »
What do you do when Herring Strats don't work?

Seriously, when I use the Herring Strats it simply loops back to the first axfc page that the wiki link takes you to.

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