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Messages - TheFangameDestroyer

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1
General! / Re: So who else has beaten Gaiden on hard?
« on: July 20, 2012, 10:17:31 am »
a thought, how awesome would it be if punchout boss was different for every difficulty.  I know you can fight sandman on curse mode (or was it mr dream?)  Normal could have glass joe or w/e

2
General! / Re: So who else has beaten Gaiden on hard?
« on: July 19, 2012, 05:13:41 pm »
I accidentally beat it on Very Hard when I meant to choose hard :P

nice ;D

3
General! / Re: "Curse Mode" Discussion/Info
« on: July 19, 2012, 01:59:39 pm »
glad to see im not the only one who played I have no mouth and I must scream. 

4
General! / So who else has beaten Gaiden on hard?
« on: July 19, 2012, 01:56:58 pm »
Was beyond happy when I finally got to play a new official iwbtg after a long hiatus, though am slightly sad it was so short.  Looking forward to more!....even if it takes along while.  Took me about 2 days to beat on hard.  contemplating Curse mode...

5
Fangames! / Re: I Wanna Kill The Guy (1/25/2011)
« on: January 25, 2011, 06:21:57 pm »
Ive been away from the forums for awhile.  I got sick of the load of crap "fangames" that copy each other and regurgitate the same nonsense over and over in 5 screen alphas with nothing but spikes.  Ive played this for less than 20min and I can already say, its better than 90% of the crap put out by people.  Not since the days of Fangame: The Game, I wanna be the Fangame, and I wanna be the tribute have I actually wanted to keep playing.  Well done.  Keep at it! ;D

6
Fangames! / Re: I Wanna Be A Flash Sequel
« on: June 17, 2010, 01:36:05 pm »
+original presentation
+a handful of original traps that were fun figuring out
+customized graphics

-no gun?
-beyond terrible hit detection(kills entire experience)
-Save points poorly placed
-randomness used in some traps to hide lack of effort
-Author attempted to say certain problems were intentional when they are clearly just lack of programming knowledge.

Overall - Worth trying to kill 5min, but not worth going through to the end

*Other Note*  Creator lists this in summary
"I have noticed allot of people complaining about the control scheme, off hit tests, double jump reaction, music choice and bad platforms. Which just proves to us that our intention has succeeded.
Thank you."

If the intention was to make a poorly made game then yes, he has succeeded.  It is an interesting game, however if the terrible hit detection was intentional(I personally think hes trying to cover up poor programing) then clearly the creator has no real understanding of what makes IWBTG great, making the name of the game pointless.  Fix the hit detection and you would have a decent flash game.

7
Fangames! / Re: I Wanna Be The Boshy
« on: June 17, 2010, 01:20:00 pm »
Still am, tho most of the ones left dont look like they have much promise.  The few that do look promising have errors and crash before startup  :(

8
Fangames! / Re: I Wanna Be The Boshy
« on: June 17, 2010, 11:33:31 am »
looks promising.  Cant wait

9
Fangames! / Re: I wanna be the men
« on: June 17, 2010, 11:31:28 am »
played a few screens, doesnt even seem worth the effort of a review more than being boring and uninspired.  unless it somehow gets better later on.

10
General! / Re: IWBTG exploring - New areas found without cheating
« on: May 26, 2010, 03:55:25 pm »
ah my apologies.

11
General! / Re: IWBTG exploring - New areas found without cheating
« on: May 26, 2010, 03:52:59 pm »
http://i293.photobucket.com/albums/mm79/ShadowMagus13/IWBTGGun.jpg

you can jump to the top right and see the strange stuff I spoke of.

12
General! / IWBTG exploring - New areas found without cheating
« on: May 26, 2010, 03:50:58 pm »
If you skip the moon to get the secret item before birdo, you can jump to the right(over the wall) and fall where you will see the birdo sprite(doesnt do anything), and explosion sprite, and a green diamond shape.  Fall another 3 downward and you can land on an unused sprite (some kind of block).  I would post screen if I could.  give it a try

If you have any other strange areas you want to show please do

13
Fangames! / Re: Fangames. Avoiding the same mistakes in creation.
« on: May 26, 2010, 01:33:51 pm »
off-topic: This should really be moved to "Game Design" or sticked in other games.
on-topic: yeah I had some of these mistakes before in retro.
but as you see in the NEW I wanna be the retro;it is more fun and more less spikey.
im looking foward to your final version  :D

14
Fangames! / Fangames. Avoiding the same mistakes in creation.
« on: May 26, 2010, 01:23:58 pm »
v1.0 original
v1.1 added buullet hell segment

What makes a good fangame of I Wanna be the Guy? I have observed many people attempt and fail at making an IWBTG fangame for a multitude of reasons. I write this in hopes of assisting current and future makers avoid the pitfalls, and decide what kind of fangame they want to make.  I realize many people have different opinions.  This is based upon my own opinion, and you are all free to agree or disagree.  I also realize this wont apply to every fangame out there.  I hope to update this as I try out more  :kid: fangames, and would love if others contributed their thoughts on the subject.


Fangames need to be divided by two categories.
IWBTG Adventure Style - A direct spinoff of the original, players have freedom to explore multiple areas of their own choosing.  Story should be present but is not necessary. The original taught us to always be suspicious of any given situation, but always kept us guessing. 
Great examples of adventure style games are I wanna be the Tribute & I wanna be the Fangame.

IWBTG Obstacle Path Style – An indirect spinoff, forcing players along a linear path.  The use of more spikes and skill jumps is generally accepted in these types but unfortunately, many fangames follow this style and set the bar on difficulty too high from the start, even on medium. 
Great example of Obstacle Path style is I wanna be the Retro.



The following applies to both genres if you are hoping to make a game along the lines of the original when it comes to Traps, Puzzles,Skill Jumping, and boss fights.

Traps!
Done Right- need to be flexible in their difficulty, and not always overbearing.  Should be unique and vary.  Be original!   
Done Wrong- Using too many  :spikes: , repetitive traps, using too many invisible blocks.  Anyone can make a line of perilous spike jumps and call it a day.  Its been done.  Its boring.

Puzzles! 
Done Right - Half the fun is figuring out how to do something rather than doing it.  Figuring out to get past a giant mario coming out to stomp you is more unique and fun than a wall a spikes.

Done Wrong - Using too large an area of invisible blocks & spike/death falls or too many super skill jumps.  Can be acceptable if used in secret area.  Thus, skilled players can attempt it, and less skilled or less inclined can bypass it and still complete the main game. 



Skill Jumping
Done Right -Have it.  Without it, you don't have much of a game.  Vary the degree of difficulty.

Done Wrong -Overdoing it.  Forcing players to skill jump multiple times every screen with few save points in between will only serve to drive most players away.


Boss fights
Done Right – Have a wide selection of bosses with differing behaviors and patterns.  70-90% of a bosses AI should be a learnable pattern of some sorts.  This allows players to be challenged, but not feel like they have hit a brick wall.  The other 10-30% of boss AI OR external factors (falling spikes)should be random.  This allows boss fights to be spiced up and not too predictable once a pattern has been learned.  MAKE SURE WHEN USING RANDOM ELEMENTS THAT THE CHANCES OF PLACING THE PLAYER IN AN UNWINNABLE SITUATION THROUGH NO FAULT OF THEIR OWN IS KEPT TO A MINIMUMOtherwise you risk driving players away. 

Done Wrong – Overusing randomness for boss fights.  It cheats the player in multiple ways.  Remember that the original IWBTG had an impossible mode.  It was doable (and has been done) because it did not place players in unwinnable situations often.  It kept them to an absolute minimum(barring and bugs)


Bullet Hell Segments(millions of tiny bullets/fireballs attempt to kill the player)
Done right – I wanna be the Fangame – kept as a secret boss(giant spagetti-o?)  Did not hinder player progress.
Done Wrong – I wanna be the Tribute – The Gargoyle boss felt unbeatable when using bullet hell attack multiple times.  Hindered player progress through main game.  Could be beaten by attacking head early and if lucky.


15
Fangames! / Re: Master List Of IWBTG Fangames
« on: May 25, 2010, 05:11:47 pm »
hey are you going to be reviewing iwbtking? the engineer boss is very random lol

ill give it a try when i get home tonight

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