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Messages - StephenM3

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16
VVVVVV / Re: VVVVVV demakes and fangames
« on: October 22, 2010, 01:20:58 PM »
Aah! I've got to play all these fangames!

Shouldn't have disappeared from this forum.  I've been a lousy moderator.  No more!

17
Everything else / Re: Welcome to Distractionware's forum!
« on: June 10, 2010, 05:49:43 AM »
Hooray, the forum is back!

18
VVVVVV / Re: No Death Mode
« on: June 02, 2010, 02:12:25 PM »
Yeah, IWTBTG is famous for the fact that 90% of its difficulty comes from the fact that it misleads the player and that most things are trying to kill you in ways that you can't predict -- so there is nothing you can do to prevent your deaths, unless you're psychic or have already played up to that exact point.  On top of that it's also a very hard platformer.

19
VVVVVV / Re: Spike-counting contest
« on: May 15, 2010, 11:57:50 AM »
This may seem obvious and/or pesky, but:

Can you even confirm that it is, in fact, being made?

20
VVVVVV / Re: Spike-counting contest
« on: May 14, 2010, 03:19:28 AM »
Ah, just kidding really.  As school is out and I'm getting a job, my free time is changing from "anywhere between fifteen and zero hours a day" to "eight hours every day," and I intend to put that consistency to good use.  I don't think I could feel good about myself if any of those precious, precious hours were spent counting spikes that have already killed me anyway.

I'll just wait until I can check out MegaMan 2.5 itself eventually!  ;)

21
VVVVVV / Re: Spike-counting contest
« on: May 13, 2010, 02:47:11 AM »
Haha, I would never waste hours doing this.  Never.


Okay you got me, I actually started counting and got all the way through SS1 before I had to go to work.  Probably going to have better judgment in the future.  Probably.



 :( Can't I do something easier, like counting the drum beats in PPPPPP or the pixels in the Elephant?

22
"To be honest," methinks.

I agree that the spike wouldn't do much.  Part of the humor of DTTHW is that you're foiled by a knee-high fence, fully illustrating the consequences of your inability to move vertically without flipping gravity entirely.

23
Other Games / Re: Radio Silence
« on: April 28, 2010, 08:47:59 AM »
Thanks for the pointers!

Man, after working in Google Sketchup for a while, Unity feels clunky.  Sketchup is a damn nice program!

Can't figure out how to make my imported .dae actually visible in the scene.  It seems there are some things I have to do to it before it'll be anything but a point-label on the screen and a set of statistics in the inspector, but I can't figure out what.  Maybe Unity is a little advanced for me still.

24
Other Games / Re: Radio Silence
« on: April 27, 2010, 03:40:22 PM »
Heh, funnily enough, when I went home last night after the cafe I was thinking the same thing over and over again, but I figured I shouldn't change it because the deadline's passed...
Unity is really cool - I'm almost certainly going to be using a lot from now on. There's quite a learning curve involved, though - I've tried to get to grips with Unity several times before and gotten nowhere. The difference this time is that I had several other Unity users around the table helping me out. I dunno if I'd have gotten very far without that. There's still a lot of basic stuff I have no idea how to do yet.
Man, you're right.  I downloaded it yesterday and haven't gotten very far yet.  Nonetheless,  it looks like a very powerful tool, everything I've heard has made it out be be pretty great, and it's very impressive for being free!  I resolve to learn Unity, because personally I'm getting fed up with Game Maker.

25
Other Games / Radio Silence
« on: April 25, 2010, 06:14:32 PM »
Wow, that was great.  For some reason it reminded me of Myst, a game with absolutely no similar gameplay elements (except for the sound of waves).  It was the disorienting sensation of exploring a world that is weirdly immersive despite it's complete lack of realism.

Spoilers below, so play it here if you haven't yet, it's not long!

-----
-----

Finding the radios was an interesting experience.  It was cool how I missed some of the quieter radios on my first loop around, but with less distracting noise I could pick them out. Eventually the noise of the waves became more obvious and apparent, especially contrasted by the silence of being underwater.  I started thinking the only way this could end was with complete silence.   When I found my very last radio, on that remote smaller rock, all I could hear by then was the sound of waves, so I thought it must be actually producing the sound of waves.  I was actually kind of disappointed on a second playthrough, when I grabbed that radio first to no noticeable effect.  It doesn't seem to make any sound at all?

The process of finding overlooked radios on islands I'd been to before made me think this would be an interesting concept for two players.  In a slightly larger world similar to this one, one person runs around hiding the radios while the other player tries to find them.  If the hiding player was visible to the seeker, it would add an extra element of trying to be sneaky about where you're going to hide things.  I'm not sure what the end goal would be for either player, or balance issues, but it's a concept that intrigues me.

This also makes me want to try out Unity.  If this sort of thing can be created in little over a day, it must be a pretty cool program.

26
Other Games / Re: Defen
« on: April 19, 2010, 01:51:17 AM »
Is it possible for Flash to actually parse a web page and, for instance, choose a random recent comment to read aloud?  Because that would be magnificent.

27
Other Games / Re: Defen
« on: April 18, 2010, 12:56:34 PM »
I think it actually just voiced a nonexistant comment, but someone copied it into their own comment as a joke.  For instance, I don't think a computer voice that would know to interpret "SFX" as "Sound Effects".

It would be really awesome though if you could somehow program a flash game to read aloud a random recent comment. 

28
VVVVVV / Re: VVVVVV Patch, V1.2
« on: April 17, 2010, 12:09:14 PM »
It's weird... I'd tried slowdown mode before, and this didn't happen.  I can't think of anything I did differently to get it 'stuck' like this (the only thing I did in slowdown mode was try the super gravitron for 8 seconds before exiting and attempting to turn it off).  After some fooling around, it seems that it's at 60% speed, whether it's set to 60, 80, or full.  It slows down further if I set it to 40%, and if I set it to full it allows me to do Time Trials... but with everything still moving slowly.

Moving it to a new folder clears the problem, but of course also progress with time trials and trophies.   I'll resort to that if it doesn't get better in a week or so, I guess.  Right now I've been trying to 'jiggle it unstuck' by changing the setting and saving and messing around in various parts of the game.

I thought it might be my computer being slow, but since it goes fast again in another folder, that doesn't seem to be the case.  This is a very, very weird bug.

29
VVVVVV / Re: VVVVVV Patch, V1.2
« on: April 17, 2010, 10:37:15 AM »
Since forever, in the accessibility options.  Wouldn't fool around with it now, though, in case my bug isn't an isolated incident.

30
VVVVVV / Re: VVVVVV Patch, V1.2
« on: April 16, 2010, 04:12:46 PM »
Er... I tried out slowdown mode breifly, but now that I've turned it off again, things still aren't going at quite normal speed.    :(

I checked the "LIES" enemy to be sure, since I remembered those fire at the same speed as the music.  Things seem to be going at more than half speed, but significantly slower than normal.  The setting still says 'full speed.'

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