Lurker > Black_Crusher

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Topic$30 clicker game that's.... Get this....
Black_Crusher
07/17/18 6:37:25 PM
#31
Krow_Incarnate posted...
Because you can find much better games, actual works of passion, for much less than that.

This game already has more publicity than the likes of say, Hidden Dragon Legend or Fight 'N Rage, and in a couple years that will be the case even moreso.

Just another example of shit tier quality control on Steam's part.

There's nothing wrong with the Clicker genre, but no way in hell should one ever cost $30(or anything that isn't pocket change, really). Let alone one that's in "Early Access" which should basically be a massive red flag to anyone these days.

If a developer wants to make those asinine decisions, whatever, it's their game and hell, it looks like they're profiting off of it. But the kicker is that the majority of the reviews for this game are positive.

I've only bought 2 games in EA ever, after doing my homework first since I trust most EA devs as far as I can throw them. I've seen too many titles where they take your money and never bother to finish the game, citing that being in EA means the game never has to actually be completed. Which, if you're keeping score at home is BS.

Edit: Thise games were Vagante and Caveblazers. Both run by passionate devs that don't screw you for your money or give up the ship.
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TopicWhich of these Star Wars characters is the worst?
Black_Crusher
07/17/18 6:29:25 PM
#88
Meesa seesa landslide!
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TopicMetroidvania game design: What don't you like?
Black_Crusher
07/17/18 11:02:15 AM
#97
So what I think I'm going to do is to keep the timer but since he's resurrected anyhow maybe how much he assists the people determines your next game? For when he's resurrected again. Or possibly act as a lives counter: "Three resurrections to help us or you're out!" Maybe this could be how you unlock new weapons or gain powers to use right from the start.

Trying to do something different is hard haha.

Progress: Shield blocking is complete, some new enemies made, a big optional section has also been made that leads to the Zweihander in a pool of water with killer fish. There's a nearby readable plaque that explains the weapon a bit and informs the player that you can't use a shield while it's on. The main treasures will all have these.

I kept the sequence breaking flail thing from before only this time I put it at the bottom of the basement where players can get it faster than the normal progression method suggests with the freezing of the bats and etc. There's another lesser prize up there though in its place. Added a switch that, when hit from above, lowers a big ladder down and creates a nice shortcut. And if you have the blue Wand that shoots upwards and diagonally you can hit this switch from below and avoid having to activate it from above. So it's sort of sequence breaking planning for the future I guess.

Oh and you can use either the D Pad or shoulder buttons on a 360 controller to sift through your weapons quickly which ended up being pretty useful.
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TopicMetroidvania game design: What don't you like?
Black_Crusher
07/15/18 7:48:07 PM
#90
Cherrys2000 posted...
I hate when items are constantly teased in the beginning, by either showing them in the room just out of your reach until the end of the game, or flooding the early areas with blocks, doors, or passages that you need the item for. One or two times of the former is fine, but a lot of it, or both feels cheap and undercuts the impact the ability would have had if it was downplayed. And it forces backtracking to the beginning.

Uh oh haha, back to the drawing board!

Naw just kidding but there is a teeny bit of that. It's not too terrible.
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TopicMetroidvania game design: What don't you like?
Black_Crusher
07/14/18 1:51:37 PM
#87
Metalsonic66 posted...
I bought Axiom Verge in a Steam sale a while back because I'd heard nothing but good things. Haven't started it yet; surprised to see some negative opinions here.

I have it too, and it's just okay. It feels like it would've been a pretty decent yet not classic NES game.

It's not nearly the next coming of Super Metroid. It was made by one guy and for that I can relate and respect he was able to reach loads of people and make tons of money off it though. Can I do better? Maybe not, but I'm going to try my ass off regardless.

You know what I really enjoyed that I haven't seen mentioned here yet? Salt and Sanctuary. Aside from ripping the bejesus off of Dark Souls' UI it's really fun.

Thanks for all the feedback and suggestions, everyone. This is really helpful stuff.
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TopicMetroidvania game design: What don't you like?
Black_Crusher
07/14/18 1:45:30 PM
#86
SKARDAVNELNATE posted...
Another thing that irks me is when scored for how much of the map is revealed while also being scored on time. Taking the quickest route through a room normally doesn't reveal every square of the map. For that to count it's often necessary to reach corners of the room you had no reason to traverse.

An alternate approach would be that once any square associated with a room is revealed then all squares associated with that room are revealed. Additionally this could be an ability you gain midway through the game for a mix of jumping around everywhere early on and easier rushing later.

I'm not 100% sold on the timer aspect to be honest. I wanted to try something different however when playing Zelda MM right after OOT the timer was something I really hated. I might just make it straight up HP, I don't know. And of course different doesn't always mean good.

If Metroid had a timer I never would've found many cool things my first time through.
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TopicMetroidvania game design: What don't you like?
Black_Crusher
07/14/18 11:13:31 AM
#82
TheCyborgNinja posted...
I am always disappointed in how basic or not present lore seems to be. I don't mind the minimalist style, I find it intriguing, but some of them go too far.

So far there are several objects you can interact with to gain more insight. Like the dead guy in the picture above, or road signs, pieces of art and etc.

I think I'll have a section where you can view power ups and weapons in more detail. Kind of like a beastiary but for your stuff. A library sounds appropriate.

It'd be a good place to explain the aux effects of weapons players might not know about.

So while this won't have a Navi 2.0 leading you all over the place it also won't be a total dumping of you on the middle of nowhere with no idea of what to do or how to play (a previous criticism I plan on rectifying here.)

I've changed some aspects of the torch weapon to keep it more realistic, now that I have several bodies of water. You can't attack with the torch while on water no matter what. The torch swing animation is immediately canceled if you jump in water while attacking with it too. Also- and more importantly- Any dark room you're in that's been lit up by the torch is poofed back into darkness if you're in any water. A little 'X' appears over its icon in the corner to let you know that fire and water don't mix.

I smell some cool puzzle ideas with darkness and water that utilize these mechanics coming.
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TopicMetroidvania game design: What don't you like?
Black_Crusher
07/14/18 9:36:05 AM
#80
ReggieTheReckless posted...
Like: la-mulana, environmental Station alpha, hollow knight

Dislike: axiom verge and plenty of lesser known crap

Don't be bland, soulless, and boring and you should be ok


The castle entrance has an oppressed guy, impaled on a spear, with a banana shoved up his ass for good measure haha. There is a lot of weird humor in this so far I will for sure give it some sort of soul.

EDIT: Here's it is-
http://dxfgames.com/ZetaSS1.jpg

Keep in mind this is early, early stuff and is very likely to change and improve. I've been at it about 3 months pretty solidly but it usually takes me a couple years to complete something of this scope.
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TopicMetroidvania game design: What don't you like?
Black_Crusher
07/14/18 9:34:11 AM
#79
SKARDAVNELNATE posted...
I don't like complex move sets to reach secret areas. A recent example is in Axiom Verge. To get the Bioflux Accelerator 2 you have to aim up-left, run and jump left, launch a remote drone at the height of your jump, translocate with the drone, and finally warp through a wall. The command to warp is a double tap in a given direction which on it's own was difficult when using a 360 controller.

As much as I love Super Metroid I could never get diagonal shine sparking down. So far in mine you might have to dash + jump to get to a couple places but it's not hard to pull off.

I added a cool way to sequence break the beginning but it might be too good, what do you think:

Suggested Normal progression-

Leave base camp
Go down a ladder to a little underground area and get the dagger
Buy the key at a shop for low $
Go back to where you got the dagger and open a door to a big dark area
At the end of this area is the torch in a statue room on the left and a pile of rocks on the right
Go back to another section of the castle, use the torch to burn a bush and enter the castle basement
There's some flooded hallways. Up above is a chest that you can't get by jumping and some bats. At the end is the pile of rocks from before, which is the other side of the statue room.

To get that chest, which contains the flail, you'll need to buy a sword at another later shop and then dip it in that statue's fountain which changes it into the icebrand. You can use icebrand to freeze bats and climb on them. Use it to freeze the bats in that basement chest room to get up there and grab the flail. Using the flail you can now smash that pile of rocks and make a great shortcut to the statue room- an important room in the game.

Sequence-break-o-rama-

I made a false wall inside the very first room of the castle entrance. Jump through it and fall down a small pit, which lands you on a ledge that contains the flail in that chest. Drop down into the water and smash the pile of rocks and gain immediate entry to the statue room and grab the torch early. Take the torch and go back through the basement and come up and burn that bush from the other side. In 2 minutes you now have 2 weapons early (and way earlier when it comes to the flail).

Of course without seeing the map none of this will likely sound right, but this is the sort of map structure I'm trying to build. Though it seems OP to grab these so early it really only affects the early sections of the game, kind of like how the master key in Dark Souls let's you go places early but it doesn't automatically win the game for you.
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TopicMetroidvania game design: What don't you like?
Black_Crusher
07/13/18 8:37:05 PM
#74
Lokarin posted...
Black_Crusher posted...
Lokarin posted...
Black_Crusher posted...
How do you guys feel about multiple ways to get the same power up? I've been mulling this over for a while.

Let's say you can buy the high jump boots at an early shop for a high price but you can also get them for free way further along in the game. Might be a cool way to sequence break, provided you've found enough money early.


Legacy of the Wizard does this - every item can be found for free, but they're rather hard to find. All can be purchased, too.


Minus the shield, crowns, and Dragonslayer, you are correct sir.


The Crowns and Dragonslayer don't count... they're the goal of the game. That'd be like if you could just buy the Triforce (*coughwindwakercough*)...

However, the Shield can be found.. it just requires several items to get to it.

Are you sure? I've never found the shield aside from for sale at that one hidden shop.

Lokarin posted...
Oh right, you made Weebish Mines - congrats on that, BTW: I've been far too procrastinatey for any of my projects... so much so that I picked up multiple new hobbies that I'm also procrastinating on.

Procrastinaception!.


Thanks, man. I'm glad it's done. The item / ladder position save system was perhaps the biggest PITA I've run into in 31 years of doing this XD

And as any good dev knows, procrastination is part of the process!
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TopicMetroidvania game design: What don't you like?
Black_Crusher
07/13/18 1:48:15 PM
#71
Questionmarktarius posted...
Black_Crusher posted...
Questionmarktarius posted...
Lokarin posted...
Legacy of the Wizard

For a game that was ported to pretty much everything back in the 80s, it's strangely lacking in a modern remake.

Or is it???

LotW was my main inspiration for Weebish Mines, no kidding. I love that game.


K, I'm gonna portbeg for a Switch release now.

Haha thanks, but this new one will be way better. I originally made Weebish Mines many years ago, before I knew how to do a lot of things. The map size is really big but there's zero handholding which can be a negative with some players.
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TopicMetroidvania game design: What don't you like?
Black_Crusher
07/13/18 12:27:17 PM
#69
Lokarin posted...
Black_Crusher posted...
How do you guys feel about multiple ways to get the same power up? I've been mulling this over for a while.

Let's say you can buy the high jump boots at an early shop for a high price but you can also get them for free way further along in the game. Might be a cool way to sequence break, provided you've found enough money early.


Legacy of the Wizard does this - every item can be found for free, but they're rather hard to find. All can be purchased, too.


Minus the shield, crowns, and Dragonslayer, you are correct sir.
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TopicMetroidvania game design: What don't you like?
Black_Crusher
07/13/18 12:26:41 PM
#68
Questionmarktarius posted...
Lokarin posted...
Legacy of the Wizard

For a game that was ported to pretty much everything back in the 80s, it's strangely lacking in a modern remake.

Or is it???

LotW was my main inspiration for Weebish Mines, no kidding. I love that game.


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TopicMetroidvania game design: What don't you like?
Black_Crusher
07/13/18 9:27:23 AM
#65
VixYW posted...
Black_Crusher posted...
How do you guys feel about multiple ways to get the same power up? I've been mulling this over for a while.

Let's say you can buy the high jump boots at an early shop for a high price but you can also get them for free way further along in the game. Might be a cool way to sequence break, provided you've found enough money early.

Sounds cool. You could also have a room with a door that closes after X amount of time passes (from the moment the player goes in the room) with a power up behind it. You could go fast and get it, but if you fail, you'll eventually reach the other side of the door later on in the game.

That's a good idea, and another application for the dash ability.
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TopicMetroidvania game design: What don't you like?
Black_Crusher
07/13/18 8:49:34 AM
#63
How do you guys feel about multiple ways to get the same power up? I've been mulling this over for a while.

Let's say you can buy the high jump boots at an early shop for a high price but you can also get them for free way further along in the game. Might be a cool way to sequence break, provided you've found enough money early.
---
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TopicMetroidvania game design: What don't you like?
Black_Crusher
07/13/18 8:47:22 AM
#62
I do think though obviously there's weapons and stuff the focus on this should be exploration over combat. To that end, enemies act more as annoyances than anything else.

The bosses will be where the challenge factor comes in.

Another aspect of Metroidvania games that the above poster mentions is how every room can't be too similar. To this end, the main castle in my game has different pieces of art that the bad guy collects. That way it makes for easy reference (ex. Go to the room with the cow statue and drop down into the pit of snakes or whatever).
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TopicMetroidvania game design: What don't you like?
Black_Crusher
07/12/18 10:22:57 AM
#59
Metalsonic66 posted...
Xeodrifter is not bad, though it is rather simplistic.

I like the Z-axis shifting mechanic a lot but it really really needed more than basically the same boss reused a bunch.
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TopicMetroidvania game design: What don't you like?
Black_Crusher
07/11/18 7:40:06 PM
#56
Lokarin posted...
There are two perfect Metroidvanias you should look at for inspiration

The first is La-Mulana. It's a top level metroidvania, but it uses very small maps - there's only a handful of rooms, AND you gain the ability to warp pretty quickly... this puts the exploration aspect full front

The second is Environmental Station Alpha. it's also top tier, but it does things in the opposite way - the map is HUGE, like, grotesquely huge, and it's insanely easy to get lost... and you have to take legitimate risks to get some items (your varia suit equivalent is passed some lava). The trade off is the game is packed with hidden secrets. Almost every room in the game has some secret hidden content to access any of the multiple special endings

La-Mulana is way too cryptic though. I don't want to make a game where it was to have a link to a wiki or google from the main menu.
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TopicMetroidvania game design: What don't you like?
Black_Crusher
07/11/18 1:12:54 PM
#32
Chewster posted...
Questionmarktarius posted...
Black_Crusher posted...
You are also on a timer, because you've been resurrected and the effect only lasts for so long.

Are you sure metroidvania is the genre you actually want?


Yeah, isn't having a time limit kind of at odds with a genre that is based around exploration? Majora's Mask pulled it off, but it wasn't really a true time limit.

There's more:

What you have to return to these oppressed people in order to save them (and extend the timer) is also what the shopkeepers demand from you if you want to buy things.

Will you sacrifice helping the people to help yourself, even if it means you won't live as long?

It's going to be tricky to pull off. It I'm hoping for the best.
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TopicMetroidvania game design: What don't you like?
Black_Crusher
07/11/18 1:11:17 PM
#30
Questionmarktarius posted...
Black_Crusher posted...
You are also on a timer, because you've been resurrected and the effect only lasts for so long.

Are you sure metroidvania is the genre you actually want?

OH for sure!

I love designing the map for these.

Here is an old example from 2008 (big image):

http://www.dxfgames.com/H1_Map.PNG

This took me 10 months to do, basically solo. It was way too much work and I got majorly burned out.
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TopicMetroidvania game design: What don't you like?
Black_Crusher
07/11/18 1:07:06 PM
#27
Chewster posted...
I don't think the map should be a power-up, unless you mean it's like Zelda/Metroid style where you always have a map that fills in as you go along but there is a place where you can get the "full" map of the area.

Yeah maybe power up is the wrong term. On the subscreen it's with the others under the "items" header while the weapons are on the other side under "arms".

For now it's very basic because I'm not far in yet despite my good progress. For now it acts like NES Zelda does on the overworld- Think a rectangle broken down into sections and the one that flashes is the section you're in. It will be more detailed later.
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TopicMetroidvania game design: What don't you like?
Black_Crusher
07/11/18 1:05:37 PM
#25
And I understand none of these are super unique or world-shattering but I'm working towards an overall experience that will be unique and hopefully world-shattering.

You are sent out at the behest of an oppressed sect of people vs a tyrannical jerk, and lots of the game so far is devoted to how this guy kills the people in funny ways (if that makes sense) it's not as morbid as it may sound.

You are also on a timer, because you've been resurrected and the effect only lasts for so long. I don't think there's another Metroidvania where the guy is on a timer so it should be different at least.
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TopicMetroidvania game design: What don't you like?
Black_Crusher
07/11/18 12:59:46 PM
#22
The main teleporter would be back to your base camp of sorts, which is on the edge of the main map and everything else. That's the one important one I think would cut down frustration for many future players.

As for powers / power ups and etc, here's what I have:

Weapons:

Dagger (double damage vs enemies from behind)

Whip (long range very fast)

Flail (powerful and can break rock piles which block some paths)

Torch (fire damage and can burn thorny bushes. Also lights up dark areas while equipped)

Zweihander (high damage spin attack, can't use shield while equipped)

Axe (not bad, but attacks in arc pattern so it's good BS flying things)

Sword (medium range / damage)

Orange Wand (magic damage- fires 3 projectiles down and diagonally for high damage)

Blue Wand (magic damage- fires 3 projectiles up and away for low damage but the projectiles can travel through obstacles and enemies)

Meat Cleaver (arc attack swing / very low damage but builds blood w each hit. At full charge hits like a truck)

Golden Axe. This is an upgrade for the regular axe. Gains speed, damage, and item drops are tripled.

Icebrand. The upgraded sword. Deals cold damage and can freeze many enemies solid, who can then be used as platforms (ex Metroid enemies and the ice beam only they never thaw)

Power ups:

Rings (purple / red) increases physical and magic damage

Blue ring (slows down Death timer by half)

Shield - Able to block projectiles. Increases damage reduction by 10%

Helmet- Able to head butt and break cracked ceilings. Increases damage reduction by 15%

Armor- 25% damage reduction

Key - Opens any locked door

Dash Booster- Allows for sprinting

Boots - Allows for high jumps

Map - Shows the map and your current position
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TopicMetroidvania game design: What don't you like?
Black_Crusher
07/11/18 11:13:44 AM
#14
keyblader1985 posted...
Monster Tale was fun, but that was one of its flaws.

I don't know about enemy scaling (or not too much anyway); one thing I enjoy about games is feeling just how much stronger/better I've gotten over time, and if all the enemies stay near your level then you don't really see that effect.

One of my main gripes with Oblivon, and more recently Enter the Gungeon.
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TopicMetroidvania game design: What don't you like?
Black_Crusher
07/11/18 10:58:53 AM
#11
Wii3Kings posted...
I like when there is a usefull telporting system. It minimizes the length of the backtracking so it doesn't feel tidious.

There will for sure be some method of this. Maybe tie it to boss kills or something. I thought about having an elevator too that you have to find at the top and activate, then you can use it on any floor below it afterward.
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TopicMetroidvania game design: What don't you like?
Black_Crusher
07/11/18 10:57:36 AM
#10
Zareth posted...
Play Monster Tale on the DS. That game is a perfect example of a bad map structure for a metroidvania. It basically consists of going to one side of the map to find an item that lets you access an area on the other side of the map, repeated until the end. And it's nothing but long corridors.

Yeah that is exactly what I am avoiding, that is the wrong sort of backtracking.
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TopicMetroidvania game design: What don't you like?
Black_Crusher
07/11/18 10:05:40 AM
#7
I once had a game called Hasslevania 2 where killing the big bat boss enemy made mosquito enemies appear in earlier areas because he wasn't around to eat them anymore.

Maybe something like that would work here?
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TopicMetroidvania game design: What don't you like?
Black_Crusher
07/11/18 8:24:18 AM
#5
keyblader1985 posted...
I can't think of anything in particular that I dislike.

To add to Far-Queue's suggestion, one way to break up the potential monotony of backtracking is to have a semi-powerful enemy that has a small random chance of appearing in any previously visited area. You could tie it into the story; have a miniboss that holds a grudge against the hero or something.

Do you mean like Dark Samus in Metroid Fusion?

Thank you both, by the way. In a vacuum I can sometimes lose perspective on stuff like this!
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TopicMetroidvania game design: What don't you like?
Black_Crusher
07/11/18 8:23:24 AM
#4
Far-Queue posted...
Metroidvania games usually have a fair amount of backtracking, as you gain new abilities that allow you past obstacles you've encountered in earlier stages. I don't mind this, but one thing about this aspect I dislike is when the enemies remain the same. You get increasingly powerful, but enemies in the early areas are the same low-level riffraff. It's cool when a game mixes it up and throws a curveball or two your way. Introduce a few new enemies, or make the enemies stronger, or even alter the level so it's not what you expect when you return.

See to me that sounds a lot like a type of level scaling, which is something I don't usually like because it makes it seem like you haven't really grown more powerful or progressed since you're fighting things that are always your equal.
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TopicMetroidvania game design: What don't you like?
Black_Crusher
07/11/18 7:58:27 AM
#1
I'm developing one now, and am about 3 months into the project and work on it every spare chance I can.

Personally-speaking I don't like backtracking to the point of it being obnoxious. Another is finding a weapon that outclasses everything else.

To these points:

The map so far doesn't have many big hallway dead end deals and I've been trying to incorporate lots of vertical pathways between areas and rooms (the original Dark Souls does this masterfully). And all weapons have some sort of unique thing about them, so that players might still want to hold onto the starting dagger potentially.
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TopicRate this cartoon series DAY 15: The Transformers (1984)
Black_Crusher
07/11/18 7:50:36 AM
#11
Zeus posted...
8/10, still kinda fun show.

Krazy_Kirby posted...
beast wars >>>>>> transformers


Beast Wars was aight, but Prime is far better.

Krazy_Kirby posted...
robots turning into vehicles? kinda lame.

robots turning into animals? including prehistoric ones? awesome


lolno. And the original TF had prehistoric animal transformations... and it also had a Transformer who could turn into a UFO. #WorstDisguiseEverForAnAlienRobotTryingToBlendIn


Dinobots, baby!
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TopicRate this cartoon series DAY 15: The Transformers (1984)
Black_Crusher
07/11/18 7:49:49 AM
#10
10/10

As a kid, I had GI Joe followed by Transformers every day after school. I was super into the Toys as well.

Best Christmas ever was when my aunt bought me Omega Supreme, in fact.
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Topic2 Young Washington State Brothers Brutally Murdered and RAPED a 16 y/o BOY!!!
Black_Crusher
07/10/18 12:27:41 PM
#35
No trial, kill these fuckers. Use a bigger stick.
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TopicI'm seeing Lynyrd Skynyrd for the last time tonight
Black_Crusher
07/08/18 11:37:58 AM
#16
SkynyrdRocker posted...
I've seen them at least 7 times. They'll probably play an almost identical setlist to those times.

Isn't it only 1 original member now? How much are they charging for that?

P.S: Greatest hits setlists suck. Maiden did it forever too. Nothing better than when a band with a huge catalog actually mixes it up from night to night!
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Topicco creator of Spiderman has died
Black_Crusher
07/08/18 11:35:19 AM
#11
Lokarin posted...
FrozenBananas posted...
GanonsSpirit posted...
Another victim for Stan Lee's immortality machine.


Excelsior!


Maybe Stan Lee is a Lakshmi and survives by sucking the talent out of others

I thought that's what rock groupies did.
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TopicTwo people I know just had a baby and I don't understand why people do this
Black_Crusher
07/05/18 3:27:46 PM
#56
Jen0125 posted...
They named their kid Chrysanthemum.

They're going to call her Anthem.

I guess I just don't get it.

Anthem is an awesome Rush song, she has that going for her at least.


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TopicIf I wanted Morrowind to look like it came out in 2018 what mods would I want?
Black_Crusher
06/30/18 4:48:15 PM
#22
ZackMorris posted...
BTB posted...
At least a year, assuming I work non-stop, and I've been getting sidelined with Brave New World and IRL shit as of late.

Is the previous version of the mod playable?

Black_Crusher posted...
ZackMorris posted...
BTB posted...
I started working on it again recently, but it's gonna be a LONG term project.

How long?


These things take lots of time, Preppie.

Great nod.

Thanks! I hope you stopped the show to tell us this.
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TopicIf I wanted Morrowind to look like it came out in 2018 what mods would I want?
Black_Crusher
06/29/18 6:43:29 PM
#18
ZackMorris posted...
BTB posted...
I started working on it again recently, but it's gonna be a LONG term project.

How long?


These things take lots of time, Preppie.
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TopicIf I wanted Morrowind to look like it came out in 2018 what mods would I want?
Black_Crusher
06/28/18 8:10:13 PM
#13
Probably the technicolor mod, or whatever keeps 95% of the game from looking brown ;)
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TopicAnother rapper found dead
Black_Crusher
06/22/18 3:53:46 PM
#30
Dakooder posted...
That's kind of to be expected when all of your music is based around talking shit and boosting your ego.

It used to be way better, but today's rap you pretty much sum up.
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TopicAnother rapper found dead
Black_Crusher
06/22/18 3:52:41 PM
#29
helIy posted...
who

I'm from the Chuck D, Cube, and KRS One times.
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TopicGame design opinion
Black_Crusher
06/21/18 1:26:35 PM
#8
Questionmarktarius posted...
Exploit combinatorics.

Let's say you have a sword, gun, chainsaw, whip, and hand grenade as your weapons.
Now, toss in the classic elements of fire, water, air, earth, and void (or heart).

This gives us 25 possibilities, but set it up in such a way that each weapon appears once, and each element appears once.
You may get the fire chainsaw and ice grenade, etc. in one run, but then the fire whip and stone grenade in another.

It's funny you say that because there is a magic wand which can be charged with different abilities that you can only hold one of at a time. Example one allows the projectiles to go through walls and another turns them into fireballs.

Thanks again everyone, I have lots of crap to go and do now haha!
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TopicGame design opinion
Black_Crusher
06/21/18 10:41:28 AM
#5
adjl posted...
Foppe posted...
Give them the option that if they complete the game once, then they can choose to either pick five weapons that they have unlocked or play with random weapons so they can unlock more to pick from.


That would fix the potential speedrunning issue, while also adding some degree of meta-progression to encourage replaying beyond simple random differences. Good idea. Just make sure it's weighted toward new ones so people don't have to play through the game a dozen times to unlock the last one.


That's a great idea I didn't consider, thanks!
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TopicWhat are some forgotten entries in a game franchise?
Black_Crusher
06/21/18 10:29:22 AM
#9
AbsoluteDenial posted...
Foppe posted...
The Ghosts 'n' Goblins spinoffs like Gargoyle's Quest, Demon's Crest, and the Maximo games.
Maximo had much love back in the days, but nobody seems to remember him these days.

I used to have Maximo vs. Army of Zin for PS2, was a fun game. Gameplay-wise, I thought of it as a sort of middleground between Medievil and God of War.

Funny trivia nobody asked for:

The first Medievil is the only game that gave me literal headaches while playing. I think it had to do with how the camera worked but it was terrible I had to quit.
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TopicKoko the gorilla died :( RIP in peace
Black_Crusher
06/21/18 10:16:07 AM
#9
rjsilverthorn posted...
Black_Crusher posted...
No one mourned for All Ball!

Koko did.

Well of course it was her cat :)
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TopicI didn't know America had children concentration camps
Black_Crusher
06/21/18 10:11:26 AM
#20
We've had them since Obama and before, honestly this isn't anything new.
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TopicKoko the gorilla died :( RIP in peace
Black_Crusher
06/21/18 10:08:14 AM
#7
No one mourned for All Ball!
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TopicGame design opinion
Black_Crusher
06/21/18 10:06:59 AM
#1
Hi everyone, I have a question on whether or not you think this is a good idea:

I am working on a game where the player has 5 slots exclusively for weapons. As it stands, there are only 5 weapons you can potentially get (each has their uses, it's not as bad as it might sound).

However I was thinking I could make it so that each new game started picked 5 of a larger pool of weaponry (say, 10-15) and those would be the 5 the player could potentially find instead.

The good point would be variety and replayability. The bad point would be RNG reliance. Of course I'd make it so that you could win using any weapon, so that someone's playthrough wasn't gimped to hell or an OP walk in the park.

This is a platformer Metroidvania, but the weapons are not used to advance to other areas so that would not be a factor.

Thoughts?
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TopicWhat are some forgotten entries in a game franchise?
Black_Crusher
06/21/18 6:55:02 AM
#6
Foppe posted...
The Ghosts 'n' Goblins spinoffs like Gargoyle's Quest, Demon's Crest, and the Maximo games.
Maximo had much love back in the days, but nobody seems to remember him these days.

I had Demon's Crest for the SNES, I loved that game.
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TopicRate that animal ~ Day 1724 ~ Parakeet
Black_Crusher
06/20/18 1:22:31 PM
#6
9/10, my baby loves them at the petting zoo near our house.
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