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Messages - Kinata

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1
Video Discussion / Re: 0px jump
« on: January 25, 2016, 01:24:09 PM »
Uh huh. You might wanna check if this works in standard yuuutu engine. Otherwise, it's probably just a Lemon fuck up that shouldn't be taken seriously.

2
Video Discussion / Re: 0px jump
« on: January 24, 2016, 11:14:10 PM »
Uh back to topic. If you want me to figure out what's going on here (and thereby make some quality needle AIDS that requires superlow jumps) rerecord it in Kinata engine so I can see all the position data. If you don't got the engine just decompile hyper sphincter. Show off the 0/1/2 px jumps.

What's the point of doing a 0px jump?

21 px floor inverts.

3
Gameplay & Discussion / Re: Brute Of A m8
« on: October 03, 2015, 03:32:56 AM »
https://delicious-fruit.com/archive/BruteMod.zip

Also Brute special mod, with a couple saves reverted to their (harder) 1.0 versions:

https://delicious-fruit.com/archive/BruteSpecial.zip

4
Gameplay & Discussion / Re: butterfly nova jump is possible
« on: September 30, 2015, 10:48:45 PM »
Er, this has been known for a couple years now.


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Video Discussion / Re: Triple diamond clear!
« on: May 20, 2015, 01:48:37 AM »
I like how you made it slightly easier by adding in extra spikes to help with positioning :Kappa:

6
Gameplay & Discussion / Re: Why do you like these kinda games.
« on: April 12, 2015, 07:43:35 PM »
Anon, evening. It's worth mentioning that our community isn't that small really, if you look at our Twitch community, as well as the Nico and Afreeca communities. I wouldn't suggest that popularity makes something good, but I'll try to explain why there are many people interested in these games after all these years.

1. Sword tackled a lot of specifics that I won't repeat so I'll go in a different direction here. I really like playing as the Kid. I don't think I've ever enjoyed the feel of a video game character more than him in my years of gaming, especially in the engines which improved the physics beyond the original. He's why you can almost always have a good time playing random fangames from the wiki, even if they're bad. You can call me a lazy video gamer if you like, but there's something nice about going into a fangame and not have to get used to playing as a new type of character, especially when it's a character you really enjoy playing as. That's probably one reason that gets people hooked into these games, and leads someone to say "I'm gonna download some random fangame of dubious quality" rather than scour Steam for the latest hot release in your preferred genre. You might argue that it's a more rewarding experience to master a completely new game from the ground up, but this is how I and many others like to spend our time.

Another benefit of playing a bunch of games with the same exact character and physics is the level mastery you can obtain. To master most other video games, you'd have to play it over and over again, but with fangames you can continue to develop your skills in a wide variety of games that challenge the player in many ways. This leads to there being a lot of super talented players in our community who are amazing to watch and do amazing things (not that I consider myself one of them).

Besides that, fangames are a really fun for live streams. Going back to the whole "they're fun to play even when they're bad," that's especially true when you're with people who can laugh with you at the absurdity of whatever stupid game you're trying. That's why there are a lot of popular fangame streamers. One fun thing our community likes to do is Wiki Roulette, where someone uses an RNG to pick random fangames for a night, that a bunch of streamers race while Skyping with each other. It's always a great time, even as we struggle through the most ridiculous bullshit you can imagine.

2. I acknowledge that the laziness of most fangame creators lead to them lacking interesting ideas and lacking the novelty of most "real games." That is the trade off of playing games that are mostly sculpted out of a simple engine. Also, I like games with good stories, which most (all) of these don't have. :P

3. Yes, but I tend to put such games down after beating them, and not return. Even though games like SMB are legendary for their great physics, I still prefer the simplicity of the Kid, and the many random adventures he is sadistically forced to go through.

4. There is an analogue to what you're talking about that I can think of: the last words in Touhou 8. For the record, I never played through that one, but I found the idea of a few really high level attacks to be done in isolation from the rest of the game, with infinite tries of course, to be a fascinating challenge.

5. Yes, but then the other one will kill you. It's really a Catch 22 situation.

To answer your follow ups, I don't see playing fangames as anything like grinding. Most fangames don't just emphasize memorizing traps, but in fact require you to develop your skill, master jump strats, learn attacks, etc., which is not monotonous at all if it's a legitimate challenge. If you watch my streams, you see the process by which I tackle a fangame challenge, and it's really enjoyable to me. In an RPG, you develop the skill of an avatar, which is boring and monotonous. And I don't have the slightest interest in sandboxes.

I'm not really sure what to say about your last question, at least in the context of fangames. You probably think "a bunch of small challenges" is what a fangame is, but in the ones I play (really high level), a single "little" challenge can take me many months. And I find that very rewarding, when I succeed.

7
Gameplay & Discussion / Re: Interesting Jump Concept
« on: January 16, 2015, 06:35:09 PM »

Are you saying I could do that jump by basically mashing the shift button as fast as possible?

Not exactly. Just because you mash jump doesn't mean you'll jump on the right frame. It's frame perfect, I should say.
If you press shift at every frame it should work :BionicBunion:
[/quote]

Not if you're on the wrong V-string.

8
Video Discussion / Re: Brute Progress
« on: November 06, 2014, 02:19:14 AM »
Not really a choke, getting that last diamond is really hard. I died there again today, this time to the very last spike. All of this is to be expected, the last jump is a bitch.

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Video Discussion / Re: Brute Progress
« on: November 04, 2014, 02:56:21 AM »
I had a great attempt I decided to post. Made it to last jump.

10
User-Made Creations / Re: I Wanna Get Rekt
« on: October 12, 2014, 11:31:59 PM »
I'm sure someone has told you this already, and this might have already been fixed for all I know, but the girl you call Namine Ritsu in the Random Numbers boss fight is actually Teto Kasane.

11
Gameplay & Discussion / Re: Western Fangame Rankings [W-Level]
« on: October 12, 2014, 08:21:02 PM »
This sounds reasonable, but I don't think the extra stages are significant enough to merit inclusion.

Also, this list is clearly stagnant. Barely any changes have been made, and barely any real discussion has ever occurred in this thread (people post rank suggestions, at most one or two responses occur). Drastic measures are in order. I suggest Sword just take every suggestion that has been made so far and incorporate it into the list. This will get the ball rolling and give us a better sense of what system we will use to determine new iterations of the list.

If someone sees on the first post that a change has occurred that they disagree with, they can post their dissent here and start a more nuanced discussion. People don't feel so motivated discuss theoretical changes mentioned in random posts, but actually seeing something on the list that seems wrong would more likely spark an actual discussion (like the many discussions we've had pointing out the mistakes in the M-level list).

12
I did calculations. :P The last pixel you can stand on at the left and the first pixel you can stand on at the right are on different aligns. So, I knew you could make the jump a pixel longer without making it any more difficult.

1. D trick lets you extend any jump by a pixel. I didn't test it but neither did I test 87 px invert and I knew that would work. :P
2. The glitch used for triple diamond is a type of fpi, or something like that. Not sure. Anyway the glitch that makes triple diamond possible wouldn't help here, because that makes your hitbox thinner, and you want a wider hitbox to go as far as possible.
3. Idk is that game decompilable?
4. Idk floor invert?

13
You can make it 1 pixel longer and it would be the exact same jump. In the above video you cleared the 2.6875 (can we just call it 86 px) with a px to spare. You can get a second px with D trick, but most would consider that rather cheap. It might be possible to get a second px with fpi, but I haven't proven it yet. I haven't yet found a situation where fpi lets you go extra far.

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Gameplay & Discussion / Re: Medley Project List
« on: September 05, 2014, 02:46:45 PM »
Yes but the game has like 8 (9?) bosses. And at best we've got one dude who's beaten the first two. I don't think we have good reason to believe it's humanly possible, assuming the game continues to increase in difficulty (and knowing Just). Trying to rate this game seems as premature as when the Koreans gave a lv. 95 rating to Brute.

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Gameplay & Discussion / Re: Medley Project List
« on: September 05, 2014, 02:25:02 AM »
Doesn't Happil 1 have like 8 bosses? And the 2nd boss is already stupidly hard. I'm gonna guess that the game is not humanly possible and should be given lv. 99. Seriously why are we giving an unbeaten game a lv. 50 rating?

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