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Re: JUMP (13 Mod 6)/(35 Mod 3) - Half a jump is still a jump

Posted: 23 May 2019, 21:50
by Ashan
The game ends with Demo ruling over a great empire of thneed production, but she has to wonder to herself whether it was all worth it.

Re: JUMP (13 Mod 6)/(35 Mod 3) - Half a jump is still a jump

Posted: 23 May 2019, 21:56
by BobisOnlyBob
Now I need an SPC port of "How Bad Can I Be?"

Re: JUMP (13 Mod 6)/(35 Mod 3) - Half a jump is still a jump

Posted: 24 May 2019, 01:01
by YelseyKing
The secret exit of THROW is that sort of JUMP jank that I could never pull off without a thousand save states, but which raocow can do fairly easily. I'm a bit jealous. :P

Re: JUMP (13 Mod 6)/(35 Mod 3) - Half a jump is still a jump

Posted: 24 May 2019, 02:20
by HiroshiMishima
After looking at the swathes of destruction Demo has carved through the forest, I do have to ask... Do you think all that fiber gives her problems?

Re: JUMP jump jump jump - Half a jump is jump a jump

Posted: 24 May 2019, 04:19
by Awoo
HiroshiMishima wrote: After looking at the swathes of destruction Demo has carved through the forest, I do have to ask... Do you think all that fiber gives her problems?
Are leeks high in fiber? :demo:

Re: JUMP (13 Mod 6)/(35 Mod 3) - Half a jump is still a jump

Posted: 24 May 2019, 04:34
by LunarRainbowShyGuy
I haven't been commenting much, but I wanted to come say something about THROW because it's one of my favourite levels so far. Most of the auto-scroll levels in this game I've found to be somewhat tedious (mostly because I keep playing badly and dying a lot, which isn't too much of a problem in regular levels, but having to wait for the auto-scroll to get to where you died can get old rather quickly). But this level I enjoyed playing through, even after dying several times.

I'm not sure if I can adequately put my feelings into words, but I feel like auto-scroll levels tend to have one of two problems. Either obstacles are spaced too far apart and you end up spending a lot of time waiting between them, or you're constantly beset by obstacles and you don't get a chance to take a bit of a breather. Obviously people have different preferences and there isn't any way to design a perfect level, but I feel like this level struck just the right balance for me.

Re: JUMP (13 Mod 6)/(35 Mod 3) - Half a jump is still a jump

Posted: 24 May 2019, 08:24
by Slit08
I am stuck in a later level and would appreciate some help from you guys. I put it in the spoilers box so raocow cannot read it:
I am stuck in the second half of the Trap Doors level in world 9. It's as early as the third puzzle segment of that level. I carry that key with me in order to hit the switch blocks on top and I cannot press up since otherwise I am immediately teleported in a trap room. However there is this segment with Vines in front of doors and I obviously need to throw that key up while jumping off from the vines. However if I want to climb these vines I need to press up. So what do I do there in order to not be teleported? How do I deal with these obstacles in the second half since my strategy for the first half doesn't work here? Thanks in advance for any advice you can give.

Re: JUMP (13 Mod 6)/(35 Mod 3) - Half a jump is still a jump

Posted: 24 May 2019, 09:28
by Leet
Slit08 wrote: I am stuck in a later level and would appreciate some help from you guys. I put it in the spoilers box so raocow cannot read it:

However if I want to climb these vines I need to press up.

My hint is,

that statement is technically not true

.

Re: What the Hell? - an official let's play

Posted: 24 May 2019, 12:24
by SAJewers
i kinda wish the WtH sprites had gotten the A2NT redraw treatment at some point, they such nice sprites.

Re: What the Hell? - an official let's play

Posted: 24 May 2019, 13:36
by Grounder
wouldn't what the hell jr be what the heck

Re: What the Hell? - an official let's play

Posted: 24 May 2019, 13:54
by Veruchai
Today was a good video day. We got a mechanically interesting level, a thematically interesting level and a new worldmap.
Hearing rao being happy playing made me happy as well. Positive vibes.

Re: What the Hell? - an official let's play

Posted: 24 May 2019, 14:06
by Arctangent
this was the video that just kept giving holy shit

Re: What the Hell? - an official let's play

Posted: 24 May 2019, 14:30
by repairmanman
La mulana music? in my what the hell jr?

It's more likely than you'd think

Re: What the Hell? - an official let's play

Posted: 24 May 2019, 19:47
by YelseyKing
So. A hole got removed from What the Hell Jr.

I guess you could say...

There was a HOLE here. It's gone now.



I regret nothing.

Re: What the Hell? - an official let's play

Posted: 24 May 2019, 20:00
by Matt is me
YelseyKing wrote: So. A hole got removed from What the Hell Jr.

I guess you could say...

There was a HOLE here. It's gone now.



I regret nothing.
This is the first comment I ever tried to "like" on the talkhaus. I now know what happens when you click that button. Thanks for helping me learn that.

Re: What the Hell? - an official let's play

Posted: 24 May 2019, 20:39
by Mata Hari
raocow why did you never redraw the dry bones. that's fucked up

Re: What the Hell? - an official let's play

Posted: 24 May 2019, 20:43
by raocow
I did redraw them! they're this weird sheet ghost thing, the red thing is a hat instead of shoes

Re: What the Hell? - an official let's play

Posted: 24 May 2019, 20:49
by Mata Hari
Wait, do they have the same outline as vanilla Dry Bones

Re: What the Hell? - an official let's play

Posted: 24 May 2019, 20:57
by raocow
no, it is a very different outline. I can see that being a good reason to keep the drybones, honestly.

Re: What the Hell? - an official let's play

Posted: 24 May 2019, 20:59
by Mata Hari
Yeah if it's dark so you only see the outlines anyway, the Boos and things are pretty obvious what they are but the Dry Bones would be harder to identify

Re: What the Hell? Fried Chicken

Posted: 24 May 2019, 23:26
by Awoo
Grounder wrote: wouldn't what the hell jr be what the heck
Not enough evil cats, snowmen, and lawyers


oh what the hell fried chicken

Re: What the Hell? - an official let's play

Posted: 25 May 2019, 03:38
by Leet
I couldn't find any puzzle,

even though the life farm has something really suspicious about it, I managed to get my way to that pipe while small and it didn't do anything

.

Re: JUMP (⁰⋅⁸√16)/(¹⋅⁵√(8^3)) - Half a jump is still a jump

Posted: 25 May 2019, 17:19
by gbreeze
Yeah there's no secrets in the world 8 storehouse. The life farm spawns 4 rocks because of sprite limits

Re: JUMP (⁰⋅⁸√16)/(¹⋅⁵√(8^3)) - Half a jump is still a jump

Posted: 25 May 2019, 22:49
by Peliptia
woahmegosh⁝⁛⁙ how does the ⟪do pilots wear capes?⟫ make the infinite·scrolly boxes work⁇ im not a SMW person but i thought that layer੨ had like top and bottoms that were limited… either ways its super neato✧゚´-・ᴗ・-`

EDITS⋮ also what do the movies look like⁈ do they like play themselves— or something⁇ that would be cool to see❤

Re: JUMP (⁰⋅⁸√16)/(¹⋅⁵√(8^3)) - Half a jump is still a jump

Posted: 25 May 2019, 23:47
by Alice
Peliptia wrote: im not a SMW person but i thought that layer੨ had like top and bottoms that were limited… either ways its super neato✧゚´-・ᴗ・-`
I don't know if this is actually the case here but typically coordinates on the SNES wrap around when they go over their max value so that's probably the case here. Layer 2 just constantly moves down at a constant speed so when it reaches the minimum value it overflows back to the max value.