absolutely. i need to play all three games too, i've only played a bit of mega man legends on n64 and i was not very good at it, i got lost a bit of the way through. i think i made it to the wily mission, at least i've spoken to him
ASMT 11th Anniversary LP - Hey There Guy
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Re: ASMT 11th Anniversary LP - Hey There Guy
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Re: ASMT 11th Anniversary LP - Hey There Guy
It looks like it's going to take raocow longer than I anticipated to do all these rooms. At least I got most of the teleporters out of the way so now I can just relax and watch raocow play through them. I like the way this is presented, as 8 challenges that you can do in any order, but some of these challenges are of questionable quality, like this first one that raocow played.
When I first saw this boss I thought it was going to be a neat boss fight, but it starts off kind of awkward and it only gets worse as the fight goes on. In the first phase I feel like the small enemies that follow you move a bit too fast, meaning that if you want to avoid unnecessary risks (which is definitely something you'll want to do given the later phases of the fight) it will probably end up dragging on for a while as you swim around in circles waiting for the small enemies to disappear.
The second phase immediately demonstrates one of the more serious issues: the fact that the transitions between phases are super abrupt. If you're in the wrong place when changing phases you can end up taking a cheap hit. It didn't take long for me to start counting hits. There are other issues with this phase as well, namely the enemies that come in randomly from the sides of the screen, which make it a problem to try to grab the shells, and they can also be a pain if you want to dodge a certain way but one of these enemies are in the way. Fortunately the stationary shells are enough to hurt this boss, meaning you can just swim around the middle and wait, making this at least tolerable.
The transition to the final phase is even worse than the first transition with the way it just drops you to the ground while the boss starts rapidly moving along the ground. The rapid earthquakes don't help matters, and are a pain even once you get on the platforms. The shells are a pain to grab without falling off the platforms, so eventually I just stopped trying to stay on the platforms and just fell to the ground on purpose and then quickly jumped back up. I got fairly good at avoiding the boss while doing this, but the unreactable projectiles kept killing me, so eventually I grabbed as many shells as I could and left them on the ground in the first phase so I could get a bunch of quick hits on the second and third phases and just end them as quickly as possible.
When I first saw this boss I thought it was going to be a neat boss fight, but it starts off kind of awkward and it only gets worse as the fight goes on. In the first phase I feel like the small enemies that follow you move a bit too fast, meaning that if you want to avoid unnecessary risks (which is definitely something you'll want to do given the later phases of the fight) it will probably end up dragging on for a while as you swim around in circles waiting for the small enemies to disappear.
The second phase immediately demonstrates one of the more serious issues: the fact that the transitions between phases are super abrupt. If you're in the wrong place when changing phases you can end up taking a cheap hit. It didn't take long for me to start counting hits. There are other issues with this phase as well, namely the enemies that come in randomly from the sides of the screen, which make it a problem to try to grab the shells, and they can also be a pain if you want to dodge a certain way but one of these enemies are in the way. Fortunately the stationary shells are enough to hurt this boss, meaning you can just swim around the middle and wait, making this at least tolerable.
The transition to the final phase is even worse than the first transition with the way it just drops you to the ground while the boss starts rapidly moving along the ground. The rapid earthquakes don't help matters, and are a pain even once you get on the platforms. The shells are a pain to grab without falling off the platforms, so eventually I just stopped trying to stay on the platforms and just fell to the ground on purpose and then quickly jumped back up. I got fairly good at avoiding the boss while doing this, but the unreactable projectiles kept killing me, so eventually I grabbed as many shells as I could and left them on the ground in the first phase so I could get a bunch of quick hits on the second and third phases and just end them as quickly as possible.
Re: ASMT 11th Anniversary LP - Hey There Guy
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Last edited by Skye 3 months ago, edited 1 time in total.
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Re: ASMT 11th Anniversary LP - Hey There Guy
I feel like a big problem with this boss is that it's:
1) chdata's first sprite ever
2) no sense of good enemy design
3) said chdata was a 12 year old
1) chdata's first sprite ever
2) no sense of good enemy design
3) said chdata was a 12 year old
raocow calls children stupid all the time so i dont think he'd think highly of them in the first place
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Re: ASMT 11th Anniversary LP - Hey There Guy
I think the boss is neat but yeah there's a couple minor things you could do to improve upon it, but I think mostly it's the third phase that's the problem. That probably could've just been a completely different boss in a different arena
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Re: ASMT 11th Anniversary LP - Hey There Guy
Yeah I'm mostly talking about the second and third phase which feel super random and trademark "my first custom boss". Abuse of earthquakes, projectiles going five miles per hour, rapid screenwrapping. A shame too because the easy going first bit is a neat attempt at an underwater boss.Argumentable wrote: ↑3 years ago I think the boss is neat but yeah there's a couple minor things you could do to improve upon it, but I think mostly it's the third phase that's the problem.
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Re: ASMT 11th Anniversary LP - Hey There Guy
i'll share my thoughts on Mr. Legends Jellyfish whenever i post my full Trial of Iron post but i do have a question--does anyone happens to have a list of the creators of each room in trial of iron? i know this one and at least one other room was by chdata, and i know one room was by the Kanji Factory person, but besides that it is just Mist in my Brain
either you have your terrible game design phase at 12 or your terrible game design phase at 20. i think we lucked out in the long-term
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Re: ASMT 11th Anniversary LP - Hey There Guy
the earthquake is perhaps one of the worst effects that could have been popularized in smw hacks. smw does not need CC
Re: ASMT 11th Anniversary LP - Hey There Guy
It's in ASMT readme. For reference.camwoodstock wrote: ↑3 years ago i'll share my thoughts on Mr. Legends Jellyfish whenever i post my full Trial of Iron post but i do have a question--does anyone happens to have a list of the creators of each room in trial of iron? i know this one and at least one other room was by chdata, and i know one room was by the Kanji Factory person, but besides that it is just Mist in my Brain
Code: Select all
Kil flameofdoubt chdata chdata
chdata yoshicookiezeus chdata yoshicookiezeus
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Re: ASMT 11th Anniversary LP - Hey There Guy
reverse card open. enemy controller - chdatacamwoodstock wrote: ↑3 years ago i'll share my thoughts on Mr. Legends Jellyfish whenever i post my full Trial of Iron post but i do have a question--does anyone happens to have a list of the creators of each room in trial of iron? i know this one and at least one other room was by chdata, and i know one room was by the Kanji Factory person, but besides that it is just Mist in my Brain
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please raocow was at least 26 when he made what the hellcamwoodstock wrote: ↑3 years ago either you have your terrible game design phase at 12 or your terrible game design phase at 20. i think we lucked out in the long-term
the earthquake timers and stun timer are different addresses actually, you can make earthquakes without stuns. abuse of stunning is terrible though
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Re: ASMT 11th Anniversary LP - Hey There Guy
and i still like what the hell despite how objectively bad its design gets. not sure if that's a just a me thing though but it is just like a guilty pleasure hack that i find super duper interestingKobaBeach wrote: ↑3 years agoplease raocow was at least 26 when he made what the hellcamwoodstock wrote: ↑3 years ago either you have your terrible game design phase at 12 or your terrible game design phase at 20. i think we lucked out in the long-term
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Re: ASMT 11th Anniversary LP - Hey There Guy
Re: Stunquakes
Taking control away from the player is generally a bad thing, even if it's only for a second. It's why lag in online games is frustrating (probably.) Generally speaking you should probably limit doing stuff like that.
Of course I'm not talking about stuff like Resident Evil for example where your options start out limited. If you have few options but they're always there that's (generally) fine IMO. I could do some game theory talk let's start a podcast.
Taking control away from the player is generally a bad thing, even if it's only for a second. It's why lag in online games is frustrating (probably.) Generally speaking you should probably limit doing stuff like that.
Of course I'm not talking about stuff like Resident Evil for example where your options start out limited. If you have few options but they're always there that's (generally) fine IMO. I could do some game theory talk let's start a podcast.
I'm on Youtube andTwitter and Discord so say hi to me on there cause I don't really post here also I have sigs off so I can make my sig as ugly as I want and it won't bother me this is my sig btw
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Re: ASMT 11th Anniversary LP - Hey There Guy
The $64,000 question then becomes whether it gets a new thread or we raise the AtMM thread from the dead
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Re: ASMT 11th Anniversary LP - Hey There Guy
Everyone focuses on how the boss isn't well balanced/designed because it was made by a 12 year old but if he really was that old at the time, it's pretty damn impressive a 12 year old made this
Also to confirm, is the capsule completions saved between deaths? Or does the game expect you to do these all in one go?
Also to confirm, is the capsule completions saved between deaths? Or does the game expect you to do these all in one go?
Re: ASMT 11th Anniversary LP - Hey There Guy
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Last edited by Skye 3 months ago, edited 1 time in total.
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Re: ASMT 11th Anniversary LP - Hey There Guy
raocow shouldn't need to use savestates in game then, at least for now. the demo counter may live
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: ASMT 11th Anniversary LP - Hey There Guy
well, savestates ended up being used anyway
they somehow made yoshizilla worse
they somehow made yoshizilla worse
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Re: ASMT 11th Anniversary LP - Hey There Guy
i am both excited and TERRIFIED to see how this one goes
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Re: ASMT 11th Anniversary LP - Hey There Guy
Another one capsule video?
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Re: ASMT 11th Anniversary LP - Hey There Guy
...Skye wrote: ↑3 years agoYes, capsule completion is saved between deaths.Ashan wrote: ↑3 years ago Everyone focuses on how the boss isn't well balanced/designed because it was made by a 12 year old but if he really was that old at the time, it's pretty damn impressive a 12 year old made this
Also to confirm, is the capsule completions saved between deaths? Or does the game expect you to do these all in one go?
if they
had this technology
for trial of iron.
...
why wasn't it used
anywhere else
in the game
also 12-year old chdata really is the true villain of asmt huh
i've honestly never played a video game in my life
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Re: ASMT 11th Anniversary LP - Hey There Guy
Because “thing doesn’t reset between deaths” is a whole lot easier to code than a proper extra midpoint. (also if I remember correctly the teleporter room was basically the last thing we finished in the entire hack)Cyril wrote: ↑3 years ago...Skye wrote: ↑3 years agoYes, capsule completion is saved between deaths.Ashan wrote: ↑3 years ago Everyone focuses on how the boss isn't well balanced/designed because it was made by a 12 year old but if he really was that old at the time, it's pretty damn impressive a 12 year old made this
Also to confirm, is the capsule completions saved between deaths? Or does the game expect you to do these all in one go?
if they
had this technology
for trial of iron.
...
why wasn't it used
anywhere else
in the game
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Re: ASMT 11th Anniversary LP - Hey There Guy
has there never been a talkhaus podcast?Argumentable wrote: ↑3 years ago Re: Stunquakes
Taking control away from the player is generally a bad thing, even if it's only for a second. It's why lag in online games is frustrating (probably.) Generally speaking you should probably limit doing stuff like that.
Of course I'm not talking about stuff like Resident Evil for example where your options start out limited. If you have few options but they're always there that's (generally) fine IMO. I could do some game theory talk let's start a podcast.
i bet if this forum had started a few years ago rather than a decade ago there might've been, but i cant place my finger on why i think this
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