File: 5 Trials.swf-(1.21 MB, 640x480, Game)
[_] Beat it bitch! Anonymous 08/05/13(Mon)17:05 No.2064815
Marked for deletion (old).
>> [_] Dragon Jim 08/05/13(Mon)17:22 No.2064831
fuck that vampire bullshit
>> [_] Anonymous 08/05/13(Mon)17:23 No.2064833
What did you want Twilight?
>> [_] Anonymous 08/05/13(Mon)17:36 No.2064859
couldnt get past 3rd trial ghosts too OP for the double arrow spike jumps
>> [_] Anonymous 08/05/13(Mon)17:37 No.2064862
You can kill the ghosts as long as you can see them.
>> [_] Anonymous 08/05/13(Mon)17:42 No.2064872
Vampire is unpossible
>> [_] Anonymous 08/05/13(Mon)17:43 No.2064875
Why do people keep posting these? The controls are shit. I'd be super easy if they weren't.
>> [_] Anonymous 08/05/13(Mon)17:46 No.2064880
>>2064875
Controls aren't that bad. I accidentally caused the game to run at a much faster speed, though,
and it's making it a lot more difficult.
>> [_] Anonymous 08/05/13(Mon)17:52 No.2064886
>>2064880
>totally dedicated jumps
>not bad
>> [_] Anonymous 08/05/13(Mon)17:58 No.2064891
WHY ARE THE CONTROLS SO FUCKING HORRIBLE
LEARN TO CODE YOU RETARD
>> [_] Anonymous 08/05/13(Mon)17:58 No.2064894
>>2064880
>Controls aren't that bad.
its like you've never played a platformer before
>> [_] Anonymous 08/05/13(Mon)18:12 No.2064915
>>2064815
I like it.
>> [_] Anonymous 08/05/13(Mon)18:17 No.2064921
>>2064872
run from them till you get a good lead then turn and knife em up before they get to vamping on you
>> [_] Anonymous 08/05/13(Mon)18:29 No.2064939
If dedicated jumps worked in old castlevania games and GnG it can work in other games too.
>> [_] Anonymous 08/05/13(Mon)18:37 No.2064952
>>2064891
>>2064875
>>2064894
It's called a challenge. Maybe you don't like the challenge it presents you, but you're still
only actually saying you suck at the game.
>> [_] Anonymous 08/05/13(Mon)18:41 No.2064957
>>2064939
Those games had decent collision detection and level design that complemented the control choice.
Pixel perfect jumps are dandy and all for bonuses, secrets and shortcuts.
Even with the crippled mechanics, its level design goes against what would be considered the
'norm' for this type of control scheme.
Innovation may be innovation, but there's a reason we don't use square wheels.
>> [_] Anonymous 08/05/13(Mon)18:58 No.2064972
>>2064957
If the mechanics were crippled, the game would be unbeatable.
>> [_] Anonymous 08/05/13(Mon)19:09 No.2064984
>>2064972
While that can be true, it doesn't constitute a necessity.
False analogies, my friend.
Let's say you mess with the mechanics of a good game, Super Mario Bros. Take away your ability to
move left. Make it so every time you hit a ledge on the side, you plummet down instantly. Make it
impossible to jump while standing still.
It would still be possible to beat such a game, but it would hardly be as enjoyable.
You can pose some interesting challenges to a robust, predictable and consistent control scheme,
as is done in those lovely Kaizo hacks for various games of the Super Mario series.
Here, you have ill-placed frames of animation that don't relay the information of your collision
box.
As for movement, your walk changes your position by a fixed, rather coarse amount. This amount
can be changed finely depending on how you land after colliding with any object, or by walking
into the wall the right way. None of this is conveyed to you in any reasonable way.
>> [_] Anonymous 08/05/13(Mon)19:09 No.2064985
>>2064972
This is a badly designed game, you have a badly constructed argument and you should feel bad.