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Topics - Niku

Pages: [1]
Help! / Video Walkthrough!
« on: December 11, 2007, 04:52:49 am »
Obviously, the path to being The Guy is fraught with peril.  But satisfaction comes from doing things yourselves!

Or wussing out and watching someone else do them.

Audio desyncs on some of the videos that are taken from more intensive parts of the games.  Consider that your incentive to get better and see everything as it is meant to be seen!

Suggestions and Bug Reports! / CITIZENS DEMAND IMPOSSIBLE MODE
« on: December 11, 2007, 03:42:02 am »

General Discussion! / Mega Man: Powered Up stages
« on: December 08, 2007, 12:04:12 am »
At least one of you has this game.  PLAY MY LEVELS.  Or look at the pretty screenshots of them.

52499277-0XX is my download code.

01.) Ice Tower: First level I made, mostly a testing ground.

02.) Fire Man Must Die: Three path stage, your path depending on the character you choose.

03.) Fire Man Must Live: Sequel, from the other side!

04-11.) Melee Mayhem: 8 full stages, one for each Robot Master.  Play as either Mega or Roll, hence the name of the set.  Should all be tough, but beatable.  Extra lives are scarce unless you farm, so careful and precise playing is pretty recommended.

12-17.) Fight, _____!: 6 full stages, never got around to making one for Bomb Man or Elec Man.  Unfair in several areas, but unlimited lives.  I like to think Fight, Timeman! is about as close to IWBTG as you can get in a Mega Man stage, as there are tons of points where you either need to have your slow-down charged and ready to fire at a split second's notice or even have it activated before going onto the next screen, or else you will die or be stuck or both.  I tried to do as much as I could think of with each of the boss characters, challengewise.

Not to toot my own horn too much, but in the course of making these sadistic, I also strove to make them a.) beatable and b.) coherent.  I used what little design options I had to try to make the levels look good (if you see a flying platform in one of my levels not "supported" by background elements, then you found one of the few, if any, that I missed!) and also feel unique from one another.  PLAY THEM.  GODDAMNIT.  also give me your own.

Suggestions and Bug Reports! / Ending Song
« on: December 01, 2007, 02:37:29 am »

Suggestions and Bug Reports! / Lag glitching wall-jumps.
« on: November 28, 2007, 04:46:07 pm »
Right, Kayin.  I've pretty much confirmed that lag is effecting the launching jump pads.  At the very first part on the way to The Guy's Castle where you launch-jump through one, then climb up and launch-jump through another, a lot of times the game is slowing down at that point and The Kid loses his distance, giving me a mandatory death on the spikes below.  I hold jump and right simultaneously the entire time, and still fall short significantly.  It's pretty much stopped my Very Hard game dead in the water because going through 3 screens and 5000 KM only to have a glitch death 98% of the time is very :(.  If there's a way to clean up the slowdown like you said you did for the Tower (still haven't gotten back there to try it yet, I might have you hook me up with a save a little ways back from where I am) or a way to make the launch-jump pads more fixed in the distance they shoot you it might help.

Suggestions and Bug Reports! / NIKU SUGGESTS:
« on: October 28, 2007, 01:40:41 am »
  • The Divine Transportation room be moved to the Game Over room, and a new challenge room be placed in its current location.
  • The Sixth Boss's orb be located in the treasure chest sprite seen here, with this overlay being put over the screen.  After the Kirby music and the cave spelunking, it seems appropriate.
  • Medium mode giving you THIS IT NOT A TRUE END, TRY AGAIN WITH SOME BALLS (or some variant thereof) as your ending.
  • Impossible mode giving you HI NIKU as your ending.
  • Time attack mode once completed, with your game time counter constantly running in one of the corners of the screen.
  • Portal Gun in the sequel.

Suggestions and Bug Reports! / 8.0.0whatever bugs.
« on: October 27, 2007, 11:02:27 am »
In the Room of Divine Transportation (which, by the way, I'm thinking is in kind of a weird spot.  What would you think, since you're not even sure of what you're going to do with it yet aside from potential hints, of putting the room in the cloudy Game Over screen?  It would work aesthetically and require a bit of doing to get to, until you've actually got the transport or whatever), on my five boss save, Boss Five's teleporter is still x'd out and deadly.

You mentioned save bugs, and loading my file at the beginning of the new content for this release spawned me inside of a wall.  :(  Oh well, incentivized me to get my five boss save there.

Spikes still disappear from the Bullet Bill room forever once you hit the room after it and die.

More if I find 'em.

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