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Topics - giuocob

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CURRENT PERSONAL RECORD: 1:34:09 (verification pending)

LIVESTREAM LINK: http://www.livestream.com/weplaygaems

Gentlemen, I have a goal.

Link's Awakening DX was the first Zelda game I played, and to this day remains one of my favorite games of all time. I've beaten too many times to count, both on the original gameboy and on an emulator. I've gotten quite proficient at rolling thorugh it while taking minimal damage, and discovered some tricks that I don't think are known to anyone else.

Long story short: I think I'm very good at this game, and I'm prepared to prove it by attempting to break the world record speed run for it.

Unfortunately, I don't currently have the hardware to go through with this. I need to take a good quality video tape of my run, and that would require buying a game boy player for the gamecube, which I currently do not have. In the absence of that, I am going to grind through the game over and over on an emulator to get to the point where I think I can do it. I plan to stream some of these attempts to show what kind of progress I'm making.

The current world record is 1:36:11. I'm not too close to that yet, but I WILL BE.

Crap! / giuocob tries to count to 5
« on: May 25, 2010, 01:44:38 pm »
In this topic giuocob will try to count to 5. All the standard rules are in place:

-No two people can post within 5 minutes.
-If someone other than giuocob posts, giuocob has to start over.
-The same person cannot post twice in a row.

I'll start then:


Fangames! / I Wanna Be The Gravity
« on: March 31, 2010, 12:11:55 pm »

Here's the dilemma I've found myself in: I've got a nice physics engine and some kickass level ideas, but I'm no good at graphics and I can't keep making games with stick people and rectangular blue blocks for the rest of my life. Then I remembered that I'm on a fan site dedicated to a game with great graphics, and there so happened to be sprite sheets readily available for said game. As such, I've decided to hold off on making the real game and throw out an IWBTG fan game with gravity physics instead!

Currently, the demo only has three screens, but it should definitely be enough to let you know the kind of feel the game's going to have.

Other Games! / A Man and his Mouse
« on: March 19, 2010, 08:37:22 pm »

Gravity is on hold until I learn how to not suck at art (I'm practicing over here, but it ain't going well), so in the meantime, I'm working on a little puzzle game that doesn't require any good graphics.

I'll leave it to the concept to describe what it's about. All you have to do is get to the purple dot. Left and right move, up jumps, down shoots bullets. There is no reload, so if you die you'll have to start over. (HINT: if you're stuck, read the title)

« on: March 14, 2010, 01:18:09 am »
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Game Design! / Spriting
« on: March 10, 2010, 10:16:43 am »
This is where I'm running into a real block with my game; any attempt I make to create sprites for the characters turns out extremely poorly. I'm not much of an artist, but I feel like I should be able to design a character who takes up less than 200 pixels...does anyone have any tips?

Other Games! / Gravity
« on: March 02, 2010, 01:57:18 am »
CURRENT DEVELOPMENT - Physics Engine v4.0 AND Demo 0.0.1

-It looks like falling through walls is gone FOR GOOD. Phew.
-Instead of having just floors and walls, I have added 'corners' (which are currently in a slightly darker shade of blue) to make smoother transitioning from standing to falling.
-At the request of several people I have shown the game to, the directional buttons can now be used to jump in addition to the space bar. For example, if gravity is pointing left, the right arrow key will jump.
-General cleanup.

I'm going to break the combo of posting IWBTG fangames and post about something original I've been working on.

The working title is Gravity. In its finished form, it's going to be a 2D platforming adventure game with controls quite similar to those of IWBTG, very much like a metroidvania, and I've got designs for some rather Zelda-like dungeons ready to go. This game's gimmick is that the direction of gravity can change when the player reaches a specified arrow, in all four cardinal directions. I realize that I'm not the first person to make a game like this, but I'm trying my hardest to make the changing gravity an integral part of the gameflow, rather than just a way to screw with the player's sense of direction. I want to use it to create unique platforming challenges and puzzles that would be impossible with unidirectional gravity.

Currently, I don't have any playable content; I'm now perfecting the physics engine (it works, but sort of buggy.) Before I can make any levels, I'm going to need to find some suitable textures online (if anyone knows any links, that would be great!), and make some sprites for the characters (slow going, since I suck at art.) I'll try my best to get a demo up and running as soon as possible so I can get some feedback from you all.

Game Design! / General question
« on: February 28, 2010, 08:36:38 pm »
This isn't really programming related, but...

I see you guys talking about 'MMF2' a lot. I'm assuming this means Macromedia Flash 2, which came out 12 years ago. Is this just a general term that you use to refer to all versions, or are you all really using the same old version of MMF?

General! / "Easy" areas that were hard for you
« on: February 24, 2010, 02:05:40 am »
I saw the 'hard that was supposed to be easy' thread, and I'm sure everyone has a room of their own that goes along these lines, so here we are.

For me...the goddamn fan room. Why does that room screw me over so hard?

Game Design! / Question for Macromedia Flash programmers
« on: February 18, 2010, 02:17:23 pm »
How do you make a side-scrolling level (as opposed to just a series of set square rooms)?

General! / TAS video
« on: March 02, 2008, 06:36:28 pm »
Well, I've beat the guy on V Hard, and now I want to do something more than just playing the game over and over. Not wanting to do a video walkthrough (as there are already many), I thought it would be cool to do a TAS (Tool-Assisted Speedrun, meaning that slowdowns and savestats are used to obtain the absolute lowest time possible without actually cheating). Does anyone know of a program that has slowdowns and savestats that can open this game?

Suggestions and Bug Reports! / Complete save fuckage
« on: February 25, 2008, 03:12:00 pm »
I didn't put this in the 'save if fucked' thread because it happens every single time I start a game. Whenever I save a game, close the file, and open the file again, I have been teleported to a random location somewhere on the map. This is often on an inevitable death drop or inside a wall, so I have to start over. This has pretty much 100% consistency. Does anyone know what's going on?

(This only happens in 1.0.0, not the beta.

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