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Messages - 128-Up

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1
I admire your ambition, but I can't help but wonder why you only make medleys. Care to tell us?
You could probably make a nice relaxing adventure game.

2
Unfinished / Incomplete / Re: I Wanna Be The Mash-Up (Demo)
« on: September 10, 2016, 09:30:38 PM »
Important Note: The following comments are based on the first version of the game, not v2. If any of these comments do not apply to version 2, please disregard them.

This game... is something. An attempt was made, I suppose.

Let's start from the top. The first screen full of traps didn't exactly give me a good impression, since the traps were relatively bog-standard ones in the form of "a thing flies at you from somewhere", and having six of them in quick succession like they are arranged is irritating. Admittedly, this point in particular is perhaps the most subjective I'll make.

After this screen, we get a stage select? If that first screen was meant to be an intro stage, it really wasn't much of one.
The death pit on the right hand side of the stage select is unnecessary and I would recommend removing it.

The first Zelda screen has a bunch of invisible blocks, one of which being required to progress (and is not indicated whatsoever) and all the others existing to indicate the path you just took was the wrong way and then kill you on a nearby spike. Figuring out which way was correct was quite the tricky thing as the drop in question didn't look possible (to me, anyway), seemed to be rather precise, and ended with an unfriendly landing into what seemed to be a 16-pixel gap.

The next screen is just as bad, but in a very different way. The platform cycles are appalling. Even if you manage to catch the first platform - which is indeed doable - you have to wait for the second platform to come back. This takes a good 10 seconds. The platforms could easily be arranged such that they crossed together on the first cycle after entering the room without having to resort to only barely being able to catch the first platform.

The boomerang thrower enemy (I forget his name) is the only real problem of the screen after. He and the darknuts in a later screen are awful, if only because they can turn around whenever they feel like it. This is especially annoying when it comes to the three darknuts in one corridor, since you cannot predict when they will turn, and just have to hope that they don't change direction when you're over them.

Other than that there are the bosses... and oh boy.

Aquamentus is not too bad when you get used to him, but his random movements around the room can lead to some very irritating situations where you can't damage him safely for some time. The surprise barrage of shots near the end can also cause problems. A low-quality boss overall. Ganon blows that out of the water, though. He appears wherever he likes and shoots at you. This wouldn't be an issue except he's invisible - which while true to the source material, is incredibly irritating - and the fact that the locations of the platforms in the room are unclear. It seems you placed grey tiles to make the skull shape and then didn't think to differentiate some tiles to show the player where the blocks are. It feels extremely cheap, and to be honest I stopped at the Ganon boss because I couldn't take it.

As an important aside, the bosses can crash the game by firing an aimed projectile after you die, which I really hope is the fix mentioned in Version 2.

All in all, a bad game.

3
Gameplay & Discussion / Re: Post the fangame you just beat!
« on: August 10, 2016, 04:17:48 PM »
I Wanna Smile Away. Did the 9HP version of the avoidance. Not gonna try the 3HP version though because I am awful at avoidance. :V


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Game Design / Re: YoSniper's Fangame Contest 2016 *RESULTS SOON*
« on: August 09, 2016, 11:18:51 AM »
I'm predicting these will be the final standings:

1st: Soupreme
2nd: Dance with Daggers
3rd: Escape the Basement
4th: A Gamer's Journey
5th: Untitled (HopPros)

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User-Made Creations / Re: The New Ultimate Fangame! [o_o]
« on: June 12, 2016, 03:54:58 AM »
I heard somewhere that announcing your intentions on doing something gives the same satisfaction to your brain as actually doing it, so you never actually end up doing it.

The opposite might also be said, that proclaiming something before enacting it puts positive pressure on the person to do it lest they lose face. You see it a lot in 1v1 competition.

I'm not entirely sure there's any face left to lose in this situation...

6
Gameplay & Discussion / Re: What's Your Progress?
« on: June 03, 2016, 05:10:33 PM »
When will this thread be renamed to K3 Selfie emporium
Depends how active you actually want this thread to be.
The "K3 selfie" joke has been beaten, resurrected, and beaten again.
K3 is a popular game. Give it up.

7
User-Made Creations / Re: I Wanna Be A Lunar
« on: May 25, 2016, 03:50:41 PM »
How is  0.0.2.04 the final version?
Strange, no?
That's not really answering the question...

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Code: [Select]
if (player.x > enemy.x){
    image_xscale = -1
} else {
    image_xscale = 1}

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User-Made Creations / Re: I Wanna Be A Lunar
« on: May 04, 2016, 06:59:33 PM »
Is there a reason the default controls are Z to jump and X to shoot?

Also the Bullet Bill hitboxes seem... inconsistent.

10
Putting in a request for 3 Makers 3 - Leehe's stage.

11
Gonna ask for a classic here. Anyone know the music during the big cherry fight in LoveTrap?
And, if possible, does anyone know the remix Tempest uses? (17:00 in the video below)

(click to show/hide)

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User-Made Creations / Re: I Wanna be the 128 v1.1
« on: March 17, 2016, 10:19:52 PM »
New version in the OP that greatly reduces the Game Start screen's difficulty, and fixes a couple of things in Stage 6.

13
Game Design / Re: YoSniper's Fangame Contest 2016
« on: March 16, 2016, 09:40:23 AM »
I apologise if this is addressed in the video, but when you say "horn" does it have to be a musical horn or can it be, say, a unicorn horn or something?

14
Gameplay & Discussion / Re: What's Your Progress?
« on: March 11, 2016, 04:47:22 AM »
Good old Magic Tower in blur-o-vision.

15
User-Made Creations / Re: I Wanna be the 128 v1.0
« on: March 01, 2016, 11:06:28 PM »
Full version has been released!
OP has been edited to include v1.0 download

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