Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Kinata

Pages: 1 [2] 3 4 5 6 7
16
Video Discussion / Re: Brute Progress
« on: August 14, 2014, 03:29:09 PM »
pretty much 1 last beatable segment. then its pretty much gg

Said segment is done. So, the moment we've been expecting has arrived. I've made it to the big 3 of Brute. I can't guarantee I'll make it any further (and many of you, with good reason, are confident I won't), but I'm not ready to give up. I decided a while ago that for some reason this shitty, horribly designed needle game would be my last challenge in this community, and I'm not quitting it without a fight.

17
Video Discussion / Brute Progress
« on: August 11, 2014, 02:39:23 PM »
Remaining segments: 1

I guess I'll post clips of my tower strategy here fore reference.

Spike section:


18
Gameplay & Discussion / Re: Interesting Jump Concept
« on: July 21, 2014, 10:23:43 PM »
Are you sure? I tested damage blocks in Butterfly Nova and you can't do anything like that in its engine. Maybe one engine just fucked up the damage blocks.

19
Gameplay & Discussion / Re: How do I know if I'm bunny hopping?
« on: July 15, 2014, 10:17:37 PM »
When you say you changed the grid and raised the spike by "a bit," do you mean precisely 1 pixel? A bunny hop only makes at most a 1 pixel difference, so that would be necessary. You can be sure by checking the Y-coordinate of the spike while you're raising it.

Your V-align needs to be between x.305 and x.4. x.4-x.5 will allow a bunny hop, but it won't be a "good enough" bunny hop for the single jump bunny hop test (and as you probably know, x.305 is where you get a perfect bunny hop).

To be sure you're doing actual 5-frame jumps, note that a 5 frame jump is the highest that lets you go through a gate jump (4 frame is the lowest). I would test your macro. Note: the macro should press shift for .08 seconds, not .1 seconds as you might guess. The first frame of input doesn't count for any time. If you're playing in frame-by-frame, to perform a 5 frame jump, hold shift, and let go after you see the Kid rise for 3 frames. Note 2: slowdown doesn't mess up gameplay, at least with Cheat Engine. Den might be thinking about Hourglass, which is notorious for being glitchy.

20
Video Discussion / Re: Rukito's games (GR, PYF, RZ & MMM)
« on: June 16, 2014, 11:25:33 AM »
Den mystery solver :PogChamp:

21
Video Discussion / Re: Rukito's games (GR, PYF, RZ & MMM)
« on: June 15, 2014, 08:56:14 PM »
Is that... seriously a thing now? I can't tell if serious or just contributing to the rumor lol.

22
Announcements / Re: The Wannabes one year anniversary
« on: June 11, 2014, 02:28:13 PM »
I just realized this is the going down on Friday the 13th. I'm sure that's not a bad omen or anything. :S

23
Announcements / Re: The Wannabes one year anniversary
« on: June 08, 2014, 11:55:39 AM »
Instead of doing something competitive maybe do event like adgq and make a new twitch channel where everyone that participates in the event have a stream key to it and play the specific fangame they are good at because everyone has that one game
Yeah that would be cool, the question is how we would draw attention to that channel.
Announcement stream

Also wouldn't hurt if some of our more popular users began early on their own channel to amass a bunch of people and then everyone does a combined super raid into the main channel at the planned time! :SwiftRage: :SwiftRage: :SwiftRage: :SwiftRage: :SwiftRage: :SwiftRage: Also, at times when they are not contributing to the main stream directly, they can turn their own stream on that just shows an image saying "Go [here] for Wannabes Anniversary stream!"

It would also make sense to have a schedule with that channel so that everyone knows what's going on and when. That way everyone can get hyped for their favorite streamer doing their favorite game or whatever. Also like agdq racing can be incorporated into this. Some of the scheduled events can be races of popular games (and blind races of unpopular games). Such classic rivalries as Den vs. Cosmic in K2 and Kale kicking everyone else's asses in Boshy. If we split the racers into teams like Hector suggested, each team can each have at least one representative per race and try to accumulate points throughout the night.

24
Video Discussion / Re: Deca Corner clear!
« on: June 06, 2014, 07:09:57 PM »
inb4 Hector does a hectocorner  :atkWut:

25
Gameplay & Discussion / Re: What's Your Progress?
« on: May 29, 2014, 05:33:47 PM »
I really can't see the point of playing IWBTTas and needle games like that.
No good music,no bosses,just boring and tedious jumps over and over,extremely challanging and masochistic and when you finish it you only got a screen with a 'Thanks for playing!'text.

TAS has a boss and an actual ending. Get rekt

26
Gameplay & Discussion / Re: What's Your Progress?
« on: May 29, 2014, 10:38:03 AM »


ez game

Hype :PogChamp:

Having fun with the next segment?

27
Gameplay & Discussion / Re: Regarding LoveTrap True Final Boss
« on: May 28, 2014, 07:26:27 PM »
LoveTrap was released in early 2010, and updated through early 2011. The readme is very thorough and details a lot of information about the game including its version history ("1.03: Introduction of BGM of a boss was too long, add a skip function. You can press the S key during prelude." lol) and plot ("Story: no").

The design of giant Kid fight is ingenious, in my opinion. There is a ton of pattern recognition and strategy that is involved, which seems surprising considering how much the boss is based in randomness. The more you play this boss, the more you realize there is virtually no situation that isn't possible for an adequately skilled player. You go from saying "That situation was impossible!" to "Oh crap, I see what I should have done there" to finally developing a maneuver out of the situation in question. Any combination is a pattern that can be learned. This is the basis of the fight: learning how to overcome simple patterns at increasing speeds under the restraint of hopping between water bullets.

I have long stated that there is no other video game boss with the difficulty of the second Kid without resorting to bullshit design (like covering the screen in absurd amounts of bullet hell, which is the go-to for high level challenge). Sure Happil 2 is hilarious and fun to watch, but as a serious high-level challenge it's obviously pure bullshit.

Anyway, I agree with Lemon that the second Kid is beatable with hundreds of hours of practice using savestates to learn the strategy at each segment of the battle (the strategies change significantly as the apples gain speed, even within a single phase of the battle). I'm undecided on whether Nekoron is telling the truth, but I'm inclined to believe him as the design of his games suggests to me that he is a very serious gamer who puts incredible effort into creating and testing challenges. Should we try probing him further (how long did it take, his approach to practice, etc.)? If he's still active online, Nekoron's email address seems to be ねころんにじゅうはちあっとまーくほっとめーるどっとしーおーどっとじぇーぴー (I have no idea how Japanese email works at all).

28
Video Discussion / Re: Leehe Trap triple diamond clear
« on: May 21, 2014, 12:55:36 AM »

29
Video Discussion / Re: I DID IT!!
« on: May 19, 2014, 06:09:23 PM »

30
I think he means the only Chinese player who won.

Pages: 1 [2] 3 4 5 6 7