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South Africa
Tri
Posted: Jul 19 2009, 04:33 AM
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HOLY **** JESUS CHRIST I'M BLIND but I have a HUEG hammer to make up for it!

(Shift toggles minimap, Ctrl pinpoints location, Space simulates pain and eventually death, everything else is explained in game)


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Australia
Wolfgator
Posted: Jul 19 2009, 06:28 AM
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Yeah!
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I love it Tri. Hammer is awesome.

And great use of extra space!


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Austria
Guinea
Posted: Jul 19 2009, 07:08 AM
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6
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I like the idea, technical execution not so much.
Collision with ceilings is buggy, or non-existant.
With many objects on screen, the game lags.
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South Africa
Tri
Posted: Aug 4 2009, 01:19 AM
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SUPER UPDATE

http://www.mediafire.com/?o2mjukzzznj

Contrulz:
Z - Primary action/movement action.
Z + down - Salamander Kick from a standstill on the ground, Eagle Dive in the air.
X (+ left, + right) - Hammer, press left or right to control knockback.
X + up (in air) - Hammerjump.
Run + down - An improvised Running Salamander Kick. Useful for sliding through gaps but also maintaining speed.

Environment explanation:
- The water level stays constant throughout the level. It can be regulated with the green water switches.
- Slopes are still a bit buggy, but work 95%.
- Bricks can be destroyed with Salamander Kicks, Eagle Dives and hammerings all alike.
- White or 'trap' blocks will send you flying into the air (much like Sonic's springs), and will remain visible once activated.

All that being said, HAVE FUNNNN


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United States
Joey Apples
Posted: Aug 4 2009, 01:30 AM
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Being delicious since 1991


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^.^ This was really well done! Controlling the hammer was smooth-as-silk, the character's special moves were MAD COOL YO and I loved the water-level puzzleness. Also, I really like the sprite for the main character. Forgive my ignorance, but he is an original, correct?
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United States
Mike Shinoda
Posted: Aug 4 2009, 01:34 AM
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Aka Artic
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GOOD GOD TRI!

Its people like you who inspire me to make games, and then totally OWN the games I make!

People on my list of awesome indie game creation: Tri and Konjak

EDIT: Forgot to mention that the slopes are a tiny bit glitchy.

This post has been edited by Mike Shinoda on Aug 4 2009, 01:34 AM


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South Africa
Tri
Posted: Aug 4 2009, 01:35 AM
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QUOTE (Splodin Shroom @ Aug 4 2009, 08:30 AM)
^.^ This was really well done! Controlling the hammer was smooth-as-silk, the character's special moves were MAD COOL YO and I loved the water-level puzzleness. Also, I really like the sprite for the main character. Forgive my ignorance, but he is an original, correct?

Yep!

Also thanks everyone, I feel so flattered C:>


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United States
Joey Apples
Posted: Aug 4 2009, 01:36 AM
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Only problem I seem to be having is that the game lags seemingly because of the huge mo-fo-ing water object. And I have a pretty fast computer, so...

I don't know how you'd fix this though. D:
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Mike Shinoda
Posted: Aug 4 2009, 01:38 AM
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QUOTE (Splodin Shroom @ Aug 4 2009, 01:36 AM)
Only problem I seem to be having is that the game lags seemingly because of the huge mo-fo-ing water object. And I have a pretty fast computer, so...

I don't know how you'd fix this though. D:

Works fine with me. I think it just might be something about your computer, 2D actions in Game Maker shouldnt naturally be laggy. At all.


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United States
Joey Apples
Posted: Aug 4 2009, 01:40 AM
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QUOTE (Mike Shinoda @ Aug 4 2009, 01:38 AM)
Works fine with me. I think it just might be something about your computer, 2D actions in Game Maker shouldnt naturally be laggy. At all.

>.< GAWSH DARN IT

I don't know what the problem could be, this is a brand new computer I have here, and when I run a MMF2 app with huge objects or transparency I have no issue.

Run a GM app with the same things, and it lags.

YOUR GAMES DESERVE BETTER THAN THIS
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South Africa
Tri
Posted: Aug 4 2009, 01:45 AM
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>huge water object

Actually I don't think it's the size of the object, since it's 400x240 (it sticks to the view -- press shift to see what I mean).

It MIGHT be the massiveness of the room, or the fact that the game starts on a high priority setting. You can change this through task manager.


OR the large amount of objects present in the room. Not sure. Probably a combo of all three just CRASHIN' DOWN on yer poor ol' machine.


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Joey Apples
Posted: Aug 4 2009, 01:47 AM
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QUOTE (Tri @ Aug 4 2009, 01:45 AM)
Actually I don't think it's the size of the object, since it's 400x240 (it sticks to the view -- press shift to see what I mean).

Ooh, that's a smart idea for rising water. :o

Anyway, I'll check this out...
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Denmark
Mecha the Slag
Posted: Aug 4 2009, 08:07 AM
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right, there are some things that needs some adjustments in this

first of all, I know the intention is to run fast, but he runs way too fast. There should be a difference between how fast he actually runs, and how fast it may seem he runs.

The hammer needs to feel big and thus you added the backwards push. But the push is overdone, tone it down a bit. And the spin hammer is used for a second jump, I'm sure there are other ways to achieve this other than throwing around with your sword? Atleast, that'd make more sense.

I really liked the sudden slide he did when there was a small entrance. Top notch!


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United States
Mocgames998
Posted: Aug 4 2009, 03:33 PM
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Only Megaman can KILL SHAPES!


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The game played good, but I kept getting stuck in the ground.
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