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Messages - Darkwraith Axl

Pages: 1 2 [3] 4 5 ... 18
31
Fangames! / Re: Fangames that are worth giving a go! 2
« on: November 07, 2013, 06:50:25 pm »
Why?That game was awesome.One of my favourite fangames .
It's absolute thrash, thats why.
Im asking you why its absolutely trash.
-Good level design with tons of new spirets
-Entertaining and funny bosses
-Full Screen Option and death counter
-Good story and graphics

Only bad thing about this game is Boshy Ripoffs.
You just answered. Still, let me fix that for you.

Only bad thing about this game is 'the successful fangames' Ripoffs.

Done.

So he made a succesful fangame with copying succesful fangames?This is very good.But if you think like that,
I think you probably hate I Wanna Kill The Kamilia.It copied EVERY SINGLE SUCCESFUL FANGAME and put in on a one japanase fangame.

Sometimes I wonder "Do you even think what are you writing?" It seems you just write for the sake of answer something.
It's not my job to make you think the same way I do.

You like them? Good for you. Don't you understand why ripped fangames are garbage? Sucks for you.
Do you even have an idea of what a fangame has become after almost 3 years since the first engine EVER was released? Because it's obvious you don't really have a clue.

I think its gonna be longest quote chain ever.
I think youre right.I dont have a clue.You look like a fangame PRO.Do you have any fangames?

Nice try kiddo.
Send me a PM next time. I will stop polluting this thread with this kind of nonsense.

32
Fangames! / Re: Fangames that are worth giving a go! 2
« on: November 07, 2013, 05:32:43 pm »
Why?That game was awesome.One of my favourite fangames .
It's absolute thrash, thats why.
Im asking you why its absolutely trash.
-Good level design with tons of new spirets
-Entertaining and funny bosses
-Full Screen Option and death counter
-Good story and graphics

Only bad thing about this game is Boshy Ripoffs.
You just answered. Still, let me fix that for you.

Only bad thing about this game is 'the successful fangames' Ripoffs.

Done.

So he made a succesful fangame with copying succesful fangames?This is very good.But if you think like that,
I think you probably hate I Wanna Kill The Kamilia.It copied EVERY SINGLE SUCCESFUL FANGAME and put in on a one japanase fangame.

Sometimes I wonder "Do you even think what are you writing?" It seems you just write for the sake of answer something.
It's not my job to make you think the same way I do.

You like them? Good for you. Don't you understand why ripped fangames are garbage? Sucks for you.
Do you even have an idea of what a fangame has become after almost 3 years since the first engine EVER was released? Because it's obvious you don't really have a clue.

33
Fangames! / Re: Fangames that are worth giving a go! 2
« on: November 07, 2013, 05:05:36 pm »
Why?That game was awesome.One of my favourite fangames .
It's absolute thrash, thats why.
Im asking you why its absolutely trash.
-Good level design with tons of new spirets
-Entertaining and funny bosses
-Full Screen Option and death counter
-Good story and graphics

Only bad thing about this game is Boshy Ripoffs.
You just answered. Still, let me fix that for you.

Only bad thing about this game is 'the successful fangames' Ripoffs.

Done.

34
Fangames! / Re: Fangames that are worth giving a go! 2
« on: November 07, 2013, 02:10:17 pm »
Why?That game was awesome.One of my favourite fangames .
It's absolute thrash, that's why.

-1 Michael Wanted To Be The Guy (Everything bad about Boshy, and nothing good)

The level design is not that bad, but the amount of pixel perfect jumps on that game is just scary

35
Fangames! / Re: I Wanna Be the Shamalamadingdong - Beta v.02
« on: November 06, 2013, 11:16:28 pm »
So now that I've fixed those, the bosses and the issues in the green planet room are my top priorities.

Personally I'll give almost anyone the benefit of the doubt with the bosses (Except the Survive based bosses, freaking lazy people...). You personally have a good point in my standard meter (I'm a player, not a maker), I know first hand (been asked some times) the hardest part of making an area is the boss, but you have nice bosses so far:

* Flash Man is nice as a first boss.

* The Grimmreaper needs more health imo. I can kill it before he threw the big scythe.

* I think Kraid is your priority right now. He's fair too easy. His attacks are good, but sometimes it's kinda unfair (You can get hit by the spikes and the 'shrimps' in the 'safe tile'). Well... it's hard to explain... like It's easy because of the health he has, but it's hard because of the unfair of the random patterns. I don't really know, mixed feelings too strong...

I get the feeling he made Death easy on purpose because the area's based off Castlevania II and Death was a complete and utter joke in that game (as was Dracula)

Maybe, but then he should remove the doors too  ;D

36
Fangames! / Re: I Wanna Be the Shamalamadingdong - Beta v.02
« on: November 06, 2013, 10:26:20 pm »
So now that I've fixed those, the bosses and the issues in the green planet room are my top priorities.

Personally I'll give almost anyone the benefit of the doubt with the bosses (Except the Survive based bosses, freaking lazy people...). You personally have a good point in my standard meter (I'm a player, not a maker), I know first hand (been asked some times) the hardest part of making an area is the boss, but you have nice bosses so far:

* Flash Man is nice as a first boss.

* The Grimmreaper needs more health imo. I can kill it before he threw the big scythe.

* I think Kraid is your priority right now. He's fair too easy. His attacks are good, but sometimes it's kinda unfair (You can get hit by the spikes and the 'shrimps' in the 'safe tile'). Well... it's hard to explain... like It's easy because of the health he has, but it's hard because of the unfair of the random patterns. I don't really know, mixed feelings too strong...

37
Fangames! / Re: I Wanna Be the Shamalamadingdong - Beta v.02
« on: November 06, 2013, 07:27:04 pm »
Completed the game. Bringing Feedback.

So, just for shit and giggles, I pressed R just after pressing Ok on the new game screen. The outcome? It returns me to the Load game screen... I don't even know if that's a solution, but hey, I guess it's better than closing the game and gave you a corrupt save.

Comets

For some reason, I found the comets harder to pass than the last version. Like it's not like they are random, but actually like YoSniper said, they appear so frequently, like I was on the top of the room already, and bam! Comet to the mouth.

Green empty room is still green and empty.

I think I have something about this room, but I just found it plain wrong... like... I don't even know how to explain it, like, it's way too plain...

You still don't respect your own rules on The SimCity room, but I guess I won't make a fuss of it. It seems like the way it is right now is the way you plan it.

I liked the Metroid area. The elevator made me laugh. But dude... that room... Oh my god, that room alone can almost kill all the game. It's way too hard to figure out. I've just suicided a lot of times just to figure out one path. And the next room, if you don't play well, you will get killed by the Skrees.

The boss was plain easy.

I can tell you this, You have good ideas, but your execution it's not that good. I'm sure you can make a good fangame :)

38
Fangames! / Re: I Wanna Be the Shamalamadingdong - Beta v.02
« on: November 06, 2013, 12:30:54 pm »
Do not put tributing a game before fun.

If your game tributes lots of great games but is not fun, its going to end up not being played and then what will be the point of tributing anything?
^This. And
I know metroid or zelda or even castelvania lets you discover secret rooms by bombing the walls. If you absolutely want to put rooms accessible like that why not make a second kind of ammo for the kid?
Make him able to throw bombs then implement some rocks you can destroy with it. You'll end up with a new element of gameplay which is always interesting if done right, some originality compared to a lot of fangames and you'll get those secret areas you like so much.
It will have the added effect of broadening the range of puzzles you can make which is always good.
^This ALL THE FUCKING WAY.

Yesterday I said "I'm going to test this new beta", but I couldn't download it Fucking League of Legends S3 and Speedruns..., but after I read, it seems you often forgot some points while making some rooms.

Let me suggest you something that might help you in the making of new rooms and areas. Ask yourself this before making a room/area:

  • What kind of room I want to do?
  • The area I want to make its based on a game?
  • Does that game have gimmick?
  • How does that gimmick work
  • Do I want to put some of those gimmicks?
  • How can I make them work properly?

This may be useful because of the next things:

  • You made a Castlevania II mansion, but you didn't made (first) a way to know which tiles are invisible.
  • In Castlevania II, Simon Belmont has the Holy Water so he can find those blocks.
  • You made a Metroid Area where you need to bomb the floor, and it was hard to gifure out
  • You didn't made a mechanism go to 'bomb' the floor

Last two can be a lie, but I will play this game asap.


39
WHY ARE WE STILL HERE?!?!?
This is the fangame forum!
And sadly, this is more fun than most fangames.

42
Fangames! / Re: I Wanna Be the Shamalamadingdong - Alpha v.013
« on: October 29, 2013, 09:49:53 pm »
What is a memory block? Please elaborate, kind sir.
A series of appearing and disappearing blocks. Like the bit in IWBTG, there's one in the big room below the room below the castlevania area.
PLEASE NO

43
Fangames! / Re: I Wanna Be the Shamalamadingdong - Alpha v.013
« on: October 29, 2013, 08:51:58 pm »
They DO in fact kill you. They are pretty easy to dodge, though. I may get rid of them if they piss people off.

I knew it.

...there should be a secret item there

There is a secret item there. But you cannot get back because the next room is all filled with spikes.

Don't worry, I won't be using any more invisible blocks. I'm planning on adding a memory blocks room eventually though. (I consider that to be different from actual invisible blocks.)

What is a memory block? Please elaborate, kind sir.

44
Fangames! / Re: I Wanna Be the Shamalamadingdong - Alpha v.013
« on: October 29, 2013, 07:25:23 pm »
Finished the new release. Since I get through the Sim City room, now I can give you a full feedback of your fangame so far.

--First Boss--
 I find him kinda balanced: he's easy to beat but have some health to spare.
Also, I have a question:

This boss shoots some round yellow bullets, and when he dies, he explodes into the same round yellow things. My question is: when he dies, does those round things kill you? If so, then that's kinda of a dick move.

--The first mine wagon--
I chuckled. Really.

--Castlevania II zone--
Am I the only one who loved that game completely, even with those damn flaws?

I don't know if I'm too much of stupid, or I'm just blind to figure it out, but I find this room pointless as hell. Why?
 * I know what is there. You know it too. So, it must be something useful, so why not pick it?
 * Well, after you pick it, guess what? You are fucked. You can't get back to the next room because it's filled with spikes.

Maybe you just had the idea, but sometimes I would prefer a big pile of tiles blocking the way. Maybe. Or you just listened to YoSniper and you decided to be a dick.

--Mansion--
Gosh, I love this music
The tiles are just kinda... don't know. Like it's a good gesture you add them an animation to let us know were not to step again... I could say 'Remove the shit out of those tiles', but it's a Castlevania II zone, so there's actually a reason they are there. So it's all fine.

--Mansion Boss--
Easy. That last trap was actually a dick move. But since the boss is easy.

Had some fun playing the game. It maybe need some background changes and redesign (like the green room called out by YoSniper, or even the mine room), but you still need to focus on other serious problems (or maybe in another areas).


This is only my opininon but i think you're using all your invisible/dissapearing blocks credit (so far 4 or 5 screens using them, out of what 15 or so in your fangame?), don't use them much more. I repeat myself, but a trap is a much better idea than invisible blocks (especially if it's funny and/or a cool reference/character cameo). Anyway, that's my opinion and i'd be intersted in knowing what the community thinks of those kind of traps. Maybe it's just me that can't stand them.
Putting the animation made them bearable but still, i don't find them enjoyable. The point i'm trying to make is: one area is alright, but if it turns out every area of your game uses these, it's gonna suck.

Anyway, keep working on it.

If I recall correctly, all in all, invisible blocks are just a no (they are so 2007...)

45
Fangames! / Re: I Wanna Be the Shamalamadingdong - Alpha v.011
« on: October 24, 2013, 03:52:10 pm »
The original Castlevania 2 had fake blocks like that.

Yeah dude, but keep one thing in mind. This is The Kid, not Simon Belmont. The Kid have a gun, Simon Belmont have holy water. So we don't really have a way to know which tile is fake or not. In this fangame you have infinite lives tho.
Touché. I'll do what astfgl said and make a disappearing animation.

A new version should be out in a few days. I'm on vacation right now and in a place that doesn't have very good wifi, so I won't be able to upload the game until I return on Saturday.

Take your time dude. Nobody's pressuring you. Better do things right slowly than make them 'almost right' all fast.

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