JUMP ½ - Half a jump is still a jump

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Re: JUMP (√1)/(√4) - Half a jump is still a jump

Post by KobaBeach »

Cyril wrote: 3 years ago
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Re: JUMP (√1)/(√4) - Half a jump is still a jump

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i know
i've honestly never played a video game in my life
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Re: JUMP (√1)/(√4) - Half a jump is still a jump

Post by Ashan »

I will change your username for you
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Re: JUMP (√1)/(√4) - Half a jump is still a jump

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das ist verboten...
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Re: JUMP (√1)/(√4) - Half a jump is still a jump

Post by Arctangent »

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so here's the result of some stream of consciousness screwing around with the thought of "y'know i maybe i should try making a goo koopa that's still orange"

they did not stay orange, as you can see

for some reason i managed to tilt the sliding koopa in the wrong direction despite having it right at first, but i guess it still kinda works so eh
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Re: JUMP π/2π - Half a jump is still a jump

Post by Sebby19 »

raocow you could have gotten a full grown Blue Yoshi after the P-Balloon section.
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Re: JUMP π/2π - Half a jump is still a jump

Post by Super Maks 64 »

I disagree completely with the Ninji being a bad hint for the secret exit of Lost Lotus Forest.
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Re: JUMP π/2π - Half a jump is still a jump

Post by Validon98 »

I managed to pick up on the hint myself but I'm pretty half and half on it being a decent hint. Sometimes levels just have enemies falling into pits for no good reason, how is this time any more special? Things like that.

I do love what the level does though, no idea how it manages to do that outside of some crazy shenanigans with passing a trigger of some sort, but how that equates to a whole bunch of things changing is pretty wild to me. Pretty neat!
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Re: JUMP π/2π - Half a jump is still a jump

Post by Ryrir »

raocow complaining about the terrible hint in the lotus level is pretty funny considering a certain other forest level by a certain author that also expects the player to drop down a hole without any real indication at all whatsoever. you might even call it... ironic??
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Re: JUMP π/2π - Half a jump is still a jump

Post by Valentine »

Validon98 wrote: 3 years ago Sometimes levels just have enemies falling into pits for no good reason
I have not experienced this like ever in anything, I have no idea where you got this from.
Either way this game doesn't do that and that as a design choice at all is questionable at best. I think the ninji falling there was fine, because my first instinct when I saw him was "let's jump into this pit to see if it's something".
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Re: JUMP π/2π - Half a jump is still a jump

Post by ano0maly »

I guess the intent was "this rabbit is going down the hole to Wonderland, let's have Alice follow it" but I don't know if it's enough of a hint. As raocow mentioned, some people might think that with the changed terrain, the Ninji will now not fall down, happy ending.

If anything my instinct while watching was just to try the pit simply because it's there, not being concerned about the Ninji.
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Re: JUMP π/2π - Half a jump is still a jump

Post by Implo »

First level today was a really fun level. In second level I had problem with finding all dragon coins and when I started this level over, first coin respawned and I completed all dragon coins run. That was weird. Third level - it's hard to tell anything about it. Midpoint area confused me. Other than that it's very easy platforming. I had no problem finding secret exit. When I saw Ninji falling into pit. Nobody put enemy to immediately die in these modern times. That's a relic of the past. That's why I felt this pit was suspicious. But I agree - it's not very fair. Actually I had much more problem with red plants.
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Re: JUMP π/2π - Half a jump is still a jump

Post by Mineyl »

Personally, I'm too accustomed to Anikiti's secret exits to not try flinging myself down a pit like that immediately. It gets more questionable to me when the level has a large number of pits and the correct one has to be located through a bunch of trial and error rather than observing some kind of hint.
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Re: JUMP π/2π - Half a jump is still a jump

Post by Validon98 »

I guess I'm just so used to enemies falling down pits or even just being spawned above the ground, pit or no, for other reasons that I don't think too much when I see an enemy directly spawned over a pit (even if usually that's done via those blocks that break open to reveal a goomba or something falling out). Like, I caught it eventually, and I'm glad it's right at the start, but still feels a bit of a weird tell (that and I'm not a fan of "oh the secret exit is in a pit, better hope you find the right one" kinds of exits).
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Re: JUMP π/2π - Half a jump is still a jump

Post by Crow »

tbh right before you said it i was thinking "well i wonder if the pit ninji is showing you the secret exit" and sure enough

i honestly don't think it's a bad hint, it would've been literally the first thing i tried
i've honestly never played a video game in my life
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Re: JUMP π/2π - Half a jump is still a jump

Post by Ditocoaf »

I definitely thought it was just demonstrating "there's supposed to be a platform here, go make that happen". lt seems like I'm in the minority though
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Re: JUMP π/2π - Half a jump is still a jump

Post by Grounder »

maybe a different enemy or a different coloration for the falling ninji would have made it more blatant
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Re: JUMP π/2π - Half a jump is still a jump

Post by Kewne »

RE: the ninji hint, I wonder if the difference in perspective is because of the polish level of hacks played lately. SUPER was a good watch but its brand of jank did have a whole bunch of enemies falling into holes/lava and just generally had a whole bunch of useless things in the stage. This game hasn't really had too much things sitting around without a purpose, so it immediately stuck out to me as being a thing. I can see how people "get used to it" if they play a lot of hacks.
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Re: JUMP π/2π - Half a jump is still a jump

Post by KobaBeach »

My logic for finding Lotus' secret exit was like: "JUMPers are always very careful about enemy placement. Ergo, there has to be a reason one of them is just falling down the pit. A platform spawns below it in the second half of the level? Huh. But there is a secret exit, and I don't know where else it could be. Could always give it a shot."

I also always loved dynamic level loading ever since I first saw it in Brutal Mario. It's a neat thing to do..... Lazy's levels are my favorites, so far



undertale more like blundertale haha pwned
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Re: JUMP π/2π - Half a jump is still a jump

Post by Kilgamayan »

I thought the secret exit was obvious because I read the replies in this thread before watching the video :rekt:

I tremendously enjoyed the use of the Twilight Princess version of Saria's Song. It lent itself to the atmosphere of the level extremely well.
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Re: JUMP π/2π - Half a jump is still a jump

Post by Leet »

why do yall keep inviting yogui to these things, he was banned for a reason
Well it is a decent hack but sometime its just too repetitif there no level that actually pop in your face and your like oh yeah that level they all ressemble themselves and just monster along the way.
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Re: JUMP π/2π - Half a jump is still a jump

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I have no clue who he is tbh
i've honestly never played a video game in my life
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Re: JUMP π/2π - Half a jump is still a jump

Post by Kilgamayan »

This is probably all you need to know about yogui.
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Re: JUMP π/2π - Half a jump is still a jump

Post by Super Maks 64 »

Ah yes, something that was said 4 years ago perfectly describes a person in its entirety
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Re: JUMP π/2π - Half a jump is still a jump

Post by Leet »

It didn't take 4 years for him to start working on these games
Well it is a decent hack but sometime its just too repetitif there no level that actually pop in your face and your like oh yeah that level they all ressemble themselves and just monster along the way.
Blood Ghoul wrote:Sometimes it seems my blood spurts out in gobs, as if it were a fountain's pulsing sobs. I clearly hear it mutter as it goes yet cannot find the wound from which it flows. Before I met you, baby, I didn't know what I was missing.
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