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Post by Dashe on Oct 12, 2013 17:53:13 GMT -5
100,000 Strong's playing Foo Roo's Flight right now on their stream. I'm not sure how long these last, but if you want to check it out, it's playing now. EDIT: They've moved onto MegaMan Digger and Bon Ball EDIT AGAIN: It's over!
They decided to have another go at SPA in a couple of minutes, before playing Command Mission, if anyone wants to watch. I do wish they'd actually PLAN these SPA days in advance. I'd rather watch Sky Pirate Arcade than anything that isn't Legends-related, personally. Oh wait, that was an hour ago. Case in point. Skybane, I hope you're lurking.
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Post by fAB on Oct 18, 2013 17:57:46 GMT -5
Agreed on the whole Legends fan games > non-Legends official games, though I may be biased. XP Regardless, it's been awesome to see people playing these games first hand--or second hand, as 2.5 of the 3 times I watched them after the fact.
Skybane was awesome at Foo-roo's Flight!
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Post by fAB on Feb 12, 2014 2:59:00 GMT -5
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Post by Dashe on Feb 12, 2014 12:14:33 GMT -5
...How is it that you manage to effortlessly stay quiet about everything you do until you make an announcement? I've found lately that it takes me tremendous amounts of willpower just to keep projects of mine under wraps. I was wondering why all your twitters and feeds had gone silent for more than a month, but I guess this explains it, huh?
Actually on topic: Is the controller support depicted in the video new? I don't think I was even aware I could get a controller hooked up to my computer the last time you released a demo for this, so I'd have probably missed it easily. Congrats on getting another demo out!
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Post by fAB on Feb 12, 2014 20:12:50 GMT -5
Well it's not a big, "public" project like TLT so it's naturally more low-key. I thought I'd said enough about it on the Arcade though, having mentioned the possibility of a demo back on October 6th, and confirming that I was making it a plan on November 28th.
Yeah, the input customization, both for keyboard and controller, is entirely new. And thanks!
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Post by Blues on Feb 13, 2014 1:26:35 GMT -5
Looks like it's coming along pretty well fab! I'll have to see if I can borrow a friend's computer to try out the demo (as .EXEs don't really work on macs. ) One question though- are the four stages here demo only? Or will they all be in the final game too?
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Post by Santa Melty on Feb 13, 2014 3:00:13 GMT -5
Always a pleasant surprise when a new demo springs forth from the fangame ashes.
Shame you had to put so much effort into redoing your infrastructure. Fixing a game's plumbing tends to be tedious and thankless work. All under the covers and such, as you point out. I'm sure your project will be better for it in the long run though.
Played the new version, very much enjoyed it. Nicely done. I think the whole thing does feel more “complete” now; the tutorial, the ability to save your game, and the adjusted difficulty curve all add in that regard. And the rest of the new content is pretty ace all around. I like the environment sprites in particular. Something I've been meaning to ask actually: I don't suppose there's any chance the rest of the sprites for this game will eventually end up in the SPA resource section, so we can ogle/steal them more efficiently?
Miscellaneous thoughts/nitpicks:
- Perhaps it's just me, but I can't say I found the dodge roll too useful. Played around with it against a few enemies, but I don't think I ever found myself in a situation where I wasn't better served by just running and jumping to avoid damage. It was a bit nice for simply moving around, but then it was supplanted by the jet skates.
- Been a while since I played the last version, but I think the particle effects for the fireballs and dirt are new? Don't think they're bad, but I'm not sure they jive well with the style of pixel art used everywhere else. Might just need time to get used to it though.
- It'd be cool if the vanishing platforms respawned after a few seconds or something. Having to leave the ruins and come back in after missing a jump wasn't horrible, but I imagine it could get more tedious in a larger ruin, having to leave and fight your way back in just to retry a puzzle or jumping challenge.
- I think a unified button scheme for dealing with dialog boxes and menus would be a nice. Dialogs use select to make selections, but the system menus use shoot/jump. Related, dialog boxes vary between laying out choices vertically and horizontally. There's a certain inconsistency to it all.
- Is it possible to kill those burrowing enemies? I was shooting at them for a while, but didn't seem to be getting anywhere. Is it a new one coming out of the sand each time?
- Is the orange guy secretly evil? The orange guy is evil, right?
Good luck with your future work on this project.
Couple of alternatives come to mind. Perhaps running a copy of Windows in a VM would be a viable option? I'm sure you could find a perfectly-and-totally-legal copy of XP lying around somewhere. It also looks like there's a version of WINE made for OSX, so that might work. But apparently you'd have to build it yourself, so that might not be the most appealing option.
Or yeah, go interact with people I guess, if that's your thing. Doesn't having your own personal Megaman Digger machine sound more fun, though? You'd also be endearing yourself to your future computer overlords by choosing to accept their assistance over that of your fellow man. Apocalypse preparedness and all. Just thinking ahead here.
P.S. GARY WAS HERE. ASH IS A LOOZER.
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Post by Fokkerwolf on Aug 1, 2014 22:55:22 GMT -5
I really liked the new update. The boss of the Siphis Plains was fun to fight, and hope that your make more exciting battles in the future. The one problem I encountered was that I could not leave the Top Ruins. Can you do so.
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Post by cortte on Aug 7, 2014 1:22:35 GMT -5
I'm not sure if this is the right place to be posting for this, but I couldn't think of anywhere else to post. I just had my first play through of the game, and I have a few questions. Is there any way to contact the creator for suggestions on the game for the next demo? Or I wonder if anyone else here who has played it can answer a question or two for me.
The main thing I have on my mind is whether or not there is a way to call roll to come pick you up in a stage you have completed already. I farmed some cash for Rapid Fire, and wanted to get Power Raiser also. But I couldn't find out how to leave stages I've already beaten. When making it to where the boss originally was, Roll will ask me if I want to enter the ruins. When saying no, I am dropped back into the stage.
Anyone have an answer for this? If not I'd like to suggest it to the creator. I absolutely love testing games, and I really like this one. It actually has a good Legends feel to it.
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Post by Mikéy on Aug 7, 2014 1:45:03 GMT -5
Most of the threads regarding the majority of the games in Sky Pirate Arcade are made here in Original Games & Game Design, so I'd say you picked the right place to post. I noticed that the maker of Megaman Digger is "Sky Pirate Arcade", in which case, actually means fAB made it. Now that his name's been tagged, I'm sure he'd be happy (and swift) to answer your questions next time he appears. E: Actually, I found an even better place for your questions; the Sky Pirate Arcade thread itself! fAB takes feedback on any games listed on the first post in this thread, so I merged the thread for you cortte. I'm sure you don't mind.
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Post by cortte on Aug 7, 2014 22:18:40 GMT -5
Most of the threads regarding the majority of the games in Sky Pirate Arcade are made here in Original Games & Game Design, so I'd say you picked the right place to post. I noticed that the maker of Megaman Digger is "Sky Pirate Arcade", in which case, actually means fAB made it. Now that his name's been tagged, I'm sure he'd be happy (and swift) to answer your questions next time he appears. E: Actually, I found an even better place for your questions; the Sky Pirate Arcade thread itself! fAB takes feedback on any games listed on the first post in this thread, so I merged the thread for you cortte. I'm sure you don't mind. Ah, sweet thanks for the help! I am still kind of stumbling around here, but I am slowly getting used to things. I'll have to keep on the look out for his response if he sees it. I happened to send him a message before noticing this. So I am sure he'll respond to either or. Thanks again!
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Post by fAB on Aug 8, 2014 18:57:09 GMT -5
Hey cortte, thanks for the kind words in the PM! Figured I'd answer you here in case anyone else comes along with the same question. @iwanttoplaylegneds, you can talk to Data in either ruin entrance and he'll give you the option to leave, which should answer your question cortte, as obviously if you reach the end of an area and Roll asks if you're heading in, you can do so, then immediately exit if you want. Alternately, you can simply walk back into town from the direction you came, so you don't have to clear an entire area just to collect zenny. I can't recall just now, but I think Barrel gives you this tip if you talk to him in town. Santa Melty, sorry I never directly replied but your praise and feedback were duly appreciated at the time. And still are now, for that matter. Yeah, I probably will share out most if not all the sprites for the game eventually, but for now I'd hate to have someone take my work and finish a game with it before I do--which is all too likely at this rate. ;P Miscellaneous thought/nitpick replies: cortte asked about this too. I did try adding a moment of invincibility to it while I was adding it in, but it kinda broke the game, so yeah, it's pretty much for added mobility. It's definitely a faster way to get around and evade things quicker, even if it may not seem like it's doing much. I imagine the jet skates won't be so easily attainable in the finished game, so that's something to consider as well. Not sure about the fireballs, but the dirt was definitely there before. I'll give them another look next time I open the project. Thanks for pointing that out. The ruins as I picture them will be broken up into many smaller rooms, where leaving one area and coming back will respawn reaverbots and would naturally restore obstacles like the platforms as well. I'll make sure players never have to walk too far to try again. It felt appropriate to me that talking and making limited decisions with NPCs should work one way, while advanced menus full of layers of "pages" so to speak would work differently. Blyka however, seemed to feel the same way as you, so maybe I'll give this some more consideration. It is a new one each time. With a stronger buster or a special weapon you could knock them out, but no, not with the demo's available firepower. Be our guest, and we'll keep you guessing.
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Post by Blyka on Dec 13, 2014 12:10:59 GMT -5
Not sure if anyone here's noticed, but for the past eight months or so the leaderboard submission functionality in MML3 Servbot Roundup has been broken. fAB gave a small effort to discover why a few months back but to no avail, determining it must be something on the game's end for me to look into. I did a glorious job of procrastinating on this, partly because there was no reason for it to stop working and thus I wouldn't even know where to begin debugging. Anyway, finally got around to it the other day and determined that, for unknown reasons, the Unity Web Player was the problem and the original code still submits fine from a standalone version of the game. Taken into account with the game-crippling performance issues commonly encountered on the Web Player, the Web Player's imminent obsoletion, and the fact that it's an old game far removed from the "play and share in your browser!" hype stage, fAB and I decided to remove the browser-playable version and re-release it as a downloadable title for both Windows and Mac. This move comes with several update perks in addition to the more reliable performance, including 20% larger Servbot collision boxes, other minor improvements and a new Level 4 where you must collect all 40 Servbots, which is really a blast. The leaderboards have also been reset (don't worry--your former glory and/or fail has been archived), so with the competition cleared now's the time to reclaim your throne or rise to the top anew! I know it's an old and small game, but I was surprised just how fun it could still be. Hope you guys enjoy the new version!
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Post by Mikéy on Dec 13, 2014 13:23:49 GMT -5
Well. Uh. Yeah. Played through it a first time and got myself acquainted with the scenery, then went and got a significantly better time directly afterwards. Can't say I'm the best at it since I can't accurately pinpoint where servbots are that I haven't collected. xD
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Post by Dashe on Dec 14, 2014 22:18:01 GMT -5
I keep forgetting to get the one Servbot behind the ramp leading to the top level. Ran around for a minute trying to look for him and then realized, "Oh, yeah, it's that same Servbot! AGAIN!"
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