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Post preview:It's probably just down to the miniscule D-pad on the Cube controller.  Doesn't give you much space for the rolling motion.
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Post preview:For every 60 frames that are displayed in the NTSC game, only 50 are displayed for the PAL version.  Essentially, for every second that passes, 60 frames of animation are being displayed, as opposed to the PAL version's 50, so you can 'get more in'.  (Not the best terminology!)  This is most noticable for things like doors opening more slowly, impeding progress.  There are other differences that make the run slower, such as the pre-Draygon shinespark being (next to) impossible on the PAL version.
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5364
Post preview:I think Opium's winding you up over 'passionate hatred', rather than offering a serious reply to your question.
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Post preview:It doesn't make sense because it has no meaning (that we can discern).  Take Zero Mission, or Prime, for example.  The names have an obvious meaning, and require no further explanation.  If you're making a game - Other M - and the title is deliberately unrelated to anything obvious, you'd expect an in-game epiphany, explaining how 'Other M' is linked to the story or game.  Other M does nothing, and you end up with the same sense of 'whatthefook' as when you started.
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Post preview:It woudn't be so bad if the game made at least some attempt at explaining it, but it just doesn't.  It never made sense, and probably never will.
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Post preview:sabata, there is usually no high%; only the any%, low%, and 100%.

I get the impression that a lot of the faster runs are going to depend on repetition of combat, as it seems that once you know each enemy's pattern / weakness, the entire game can probably be done without getting hurt by enemies.
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125
Post preview:When in morph ball mode, you don't jump very high.  The part you're looking for is at this height.  (If you're in the room I'm thinking of)
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5364
Post preview:Favourite flash game: The Last Stand.  The sequel was OK, but seemed a bit gimicky.

There's also The Breach, which I was only pointed to recently.  It's pretty great, and is ike a Zombie Metroid game. Cool
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Post preview:Yes, but what exactly are you typing into xkas, or whatever you're using.  Without more information about what you're doing, it's impossible to help you.  If you're sure you're doing it right, like 'xkas boost.asm metroid3.smc', then we can at least look at something else.  Also, did you rename your ROM to SM.smc, as stated in the readme?
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633
Post preview:I was itching for you to get through the zebetites. aiwebs_011

Favourite parts: Kraid's flailing arms, which almost say "Just get her out of my god damned mouth!", and the looong bomb jump across the lava zipline room.  You'll know which one I mean.
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934
Post preview:
Quote from arkarian:
rip of mirror's edge? the entire point of mirror's edge is its first-person view; this looks totally different. more like a faster prince of persia or something.
It was aimed more at the flow.  Prince of Persia and the like seem more platformy to me, whereas this seemed like the aim was flowing continuously toward your goal, leading me to think of Mirror's Edge.
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5364
Post preview:Poision: From any other user, I'd have written that post off as complete bull.  With your penchant for every other post being some form of internet-only in-joke or meme, I can quite believe it.
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Post preview:From what I recall, thet's the room where you:
Turn on / off the terminal, but it appears to open nothing?  There's a spot you can bomb in the end wall.
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934
Post preview:The fighting looks fairly standard, and the motorbikes are as expected.  The platforming looks like a direct rip of Mirror's Edge, which is no bad thing.
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Post preview:Dave: Check through the Hex Tweaks section on MetConst, as there's a bunch of stuff there that may cover what you want to do.

Regarding Boost Ball.asm: What do you mean it doesn't work?  What are you doing, and what is happening?
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Post preview:I can't really find a lot on there.  It seems it's targeted almost exclusively at what's new, and the old stuff gets swept under the rug.
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Post preview:No.  I'd ignore that instruction, as it's not as simple as Dave states.  It can be used, but there's more to it.
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1466
Post preview:Yeah, that's one of the ones I have.  Thanks, though.
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1466
Post preview:OK, cool.  I keep scrawling notes, and then not understanding them. aiwebs_017
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1466
Post preview:Is that for the event triggers too?  Thanks, either way.
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1466
Post preview:As did I, but I guess we should never assume. Very Happy

That map reminds me, Drew, do you have your own version of an item map and / or a list of event triggers for Redesign?  I've seen a few different versions now, and was just curious, as I keep looking at running it properly, and it'd help a lot.
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1466
Post preview:There's a trick to get out of the sand, but it's very hard to describe.  Using combinations of jumping and pressing up or the shoulder buttons, you can almost indefinitely jump atop sand without ever sinking.  It's fairly easy once you get it figured out the first time, and then you'll wonder why you ever had headaches with it.
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Post preview:
Quote from Tyjet66:
I just think that I was annoyed because I've been in a pissy mood today
Sad

I reckon you should easily beat it, especially if you knew you took loads of unnecessary detours.
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20663
Post preview:My family gatherings usually consist of me grumbling about having to 'so-shu-llyse' or something.  It means I have to make unnecessary small talk about stuff that I'm not really interested in.

No, leave me at home to read my book on my own.  Thanks.