Fangames > Game Design

RNG in avoidance. Doing it RIGHT.

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zaphod77:
I passed the first one by save jumping. then got past the second one. now i have that 4 points inward to snake through. Even knowing what i'm supposed to do (use the space above to align myself to the wall, jump in midair to slow down, then weave through it. i did it ONCE and stupidly blundered into the spike afterwards. trying the top doesn't do any better once i get over the wall, so i've made up my mind to try the low road. at least the save is right there and the stuff after doesn't seem so bad.

And yes i was using perfect alignment on the earlier screen too.

zaphod77:
There's a descending big cherry which spews out random cherries in all directions. near the bottom of the drop it also shoots out a circle. once in a while the random spam fills in ALL the gaps in the circle and you get smashed.

I didn't really classify anything else as impossible. just that the difficulty range of the patters was all over the place, ranging from "stand still" to "omg, gotta act fast... GAME OVER PRESS R TO TRY AGAIN". Easy Miku 1 was different, and let you box yourself in through your own mistakes quite easily.

Note that my advice doesn't always men to make it easier. i's possible to cleverly ensure that something nasty but possible is thrown at you, bu you won't know when it is.

tehjman1993:

--- Quote from: lawatson on January 18, 2016, 06:39:16 PM ---use gaussian distribution, that's a nice probability-based technique to "focus" RNG around a point.

--- End quote ---

 :atkLove:

Kyir:
They don't call him T "hot for math" J for nothing.

3-headed monkey:
damn Gauss, it's not enough to make my life a misery in my maths degree, now he's going to persecute me with delicious fruit as well.

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