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R-ACK - The End - romhack

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Re: R-ACK - 8 - m-ack

Post by KobaBeach »

EllenHouraisan wrote: 4 months ago While I agree with Koba on being against raocow playing Undertale, it has been such a surreal experience to see him being bombarded by Undertale music without recognizing it, lol.
it's super good yeah

need to get back to true pacifist soone


PSI Ninja wrote: 4 months ago Trying it myself, I find that four is the minimum amount of tiles needed to get P-speed using this method. The edges have to be open for you to do the spinjumps, though. Just turning around while grounded seems to kill too much of your P-speed for that to work with only four tiles.
Yep, I just wasn't sure on how many was the minimum. I just think kaizo tech is Neat /marge
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Re: R-ACK - 8 - m-ack

Post by camwoodstock »

EllenHouraisan wrote: 4 months ago While I agree with Koba on being against raocow playing Undertale, it has been such a surreal experience to see him being bombarded by Undertale music without recognizing it, lol.
others want raocow to not LP Undertale due to the omega-backseating that would ensue.

we want raocow to not LP Undertale because it's pretty funny when games reference it and it usually goes over his head, while everyone in the comments promptly receives psychic damage for it.
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Re: R-ACK - 8 - m-ack

Post by Grounder »

he should pre-record all of deltarune when it comes out and skip undertale
Why don't you eat me?

I am perfectly tasty...

AND I'LL STEAL YOUR SOUL! :twisted:

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Re: R-ACK - 8 - m-ack

Post by KobaBeach »

raocow should lp undertale but do the worst fucking standard pacifist run possible (no true p, no geno, deaths are possible)

just turning a big dial taht says "Bad LP" on it and constantly looking back at the audience for approval like a contestant on the price is right [sic]
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Re: R-ACK - 8 - m-ack

Post by Daizo »

Sir, this is an R-ACK.
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Re: R-ACK - 9 - o-hack

Post by KobaBeach »

really feeling the Main Theme Song Of Competitive SF2 Here (no one picks cammy, her stage is forever stuck as the background due to how sf2 works)

good stage too
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Re: R-ACK - 10 - omha-k

Post by Daizo »

Toxic Hole's green water acts like lava tiles, which is a feature in newer Lunar Magics. That, be why it's green.
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Re: R-ACK - 10 - omha-k

Post by KobaBeach »

i love how easy it is to break smw in half just by combining shit that was never meant to be used, like tides and vertical scrolling + changing the layer 3 settings + floating platforms

all praise the smw glitch list
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Re: R-ACK - 10 - omh-ck

Post by Daizo »

This might just be my personal little opinion that's maybe "objectively wrong," but the reason the lives mechanic is kept in this (and ~omh~) is because I feel like it's nice to break off from the level for 2 minutes to kinda refresh the player's mindset. They're sorta refreshed and can even play better when they re-enter the harder level.

In ~omh~, (safe spoiler)
we compromised a bit by letting lives go beyond 99 through a new "upgrading" mechanic that's done per exit and also items. It was actually a great debate within' the team itself after R-ACK's latest update released on if we kept lives or not.
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Re: R-ACK - 10 - omh-ck

Post by Ditocoaf »

The music in that first level is Star Maze from Mario Land 2, but it lives in my head because of a 2005 song that's very blatantly that song, "An Arrow In The Side Of Final Fantasy" by Owen Pallett aka Final Fantasy. I don't remember where I encountered this song since I haven't listened to any of his other stuff, but it was on some mix CDs and playlists of mine enough that I'll be whistling the melody for a few days now that this hack put it in my head.

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Re: R-ACK - 10 - omh-ck

Post by KobaBeach »

I didn't add this to my previous post but Land Land was very adorable, the secret exit sounds like a total pain in the tookus but I love its concept of just. "Messy MSPaint graphics", it reminds me of like. The Yoshiharu hacks, the Nyanko Kutsushita hacks, the Hakurei Mission hacks and also Sonic Robo Blast 1. It's super good.

I love the

2009 ass Megalovania

in today's first level, very good.
Daizo wrote: 4 months ago In ~omh~, (safe spoiler)
we compromised a bit by letting lives go beyond 99 through a new "upgrading" mechanic that's done per exit and also items. It was actually a great debate within' the team itself after R-ACK's latest update released on if we kept lives or not.
We thought about having this for AAT/A3MT but as sort of a joke using a patch that was already done on SMWC, but there was the issue where it'd crash if the 2P life exchange prompt was brought up. Maybe for a later collab, I could try to study how that patch works and work from there.
Ditocoaf wrote: 4 months ago it lives in my head because of a 2005 song that's very blatantly that song, "An Arrow In The Side Of Final Fantasy" by Owen Pallett aka Final Fantasy.
final fantasy... real? fucked up if true
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Re: R-ACK - 10 - om-ack

Post by Daizo »

"h" is a joke world btw, no need to save it like a postgame thing. The game will try to convince you that it is, but it's really just 'a world'. The hardest levels are in the main game's final world.

One of the Team JANK members really want you to go through catworld soon, btw.
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Re: R-ACK - 13 - o-hack

Post by Daizo »

fun little ~omh~ earlygame spoiler
as it turns out, there would eventually be a level in catworld! ...Right at the beginning of the game, turns out!
And this level is what leads to the ENTIRETY of ~omh~
which basically suggests that the whole entirety of ~omh~ can just be skipped if you don't go through catworld in R-ACK, canonically.
In a completely meta sense, that's why it's called "~omh~".
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Re: R-ACK - 13 - o-hack

Post by Catabo »

H h
is for
Horse funeral
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Re: R-ACK - 13 - o-hack

Post by QuiEstFaba »

One sunny morning you get up, and you make your will, and you pass the salt to the people who care about you, but you never know who's talking to you....
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Re: R-ACK - 13 - o-hack

Post by KobaBeach »

we stan a level that says trans rights
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Re: R-ACK - 13 - o-hack

Post by repairmanman »

Tbf it says trans rigts
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Re: R-ACK - 13 - o-hack

Post by Grounder »

as a level, the castle isn't very good, sorry
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Re: R-ACK - 13 - o-hack

Post by KobaBeach »

Grounder wrote: 4 months ago as a level, the castle isn't very good, sorry
everyone's saying this and i feel like you're all forgetting that the point of this hack isn't specifically to be good because art doesn't exist specifically to be good but im also the only person with good taste in the entire rao fandom so
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Re: R-ACK - 13 - o-hack

Post by BobisOnlyBob »

honestly I like the basic idea of the castle, trying to make an ultraflat corridor level, it's just the execution of it is... :ehh:
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Re: R-ACK - 13 - o-hack

Post by raocow »

you are allowed to point out a level is not good even if the goal isn't to make a good level, lion.
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Re: R-ACK - 13 - o-hack

Post by repairmanman »

To the author of the level: Did you start out with a design concept that would give you a large canvas for word art?

(btw I think the omission of h was clever considering how much it features in other places.
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Re: R-ACK - 10 - om-ack

Post by Rixithechao »

Framing levels in terms of "good" vs "not good" is the wrong approach from the start, that reduces them to the metric of game design convention (which is a perpetually-evolving body of theory primarily geared toward mass appeal) as some implicitly objective measure of a level's merit. And I'm saying this as someone who didn't just armchair dev from the sidelines but actually is responsible for that kind of formality creep in A2X2.

I haven't actually watched yesterday's video yet but I did binge betterified 6 over the weekend so I'm close enough

EDIT: okay I just saw it and it's pretty fascinating. also ell yea trans rigts

also,
video 12-flavored raocow wrote:Ohhhh, is that the thing we had planned for A2XT where every level has all the switch palaces but as soon as you get one switch they're kinda locked away or something?
First time I'm hearing about this. Was it an idea for Episode 1 or something y'all wanted to do early in Ep. 2 planning before Hoeloe and I got involved? (For the record, you can do actual SMW switch palace levels in SMBX nowadays, not just 1.3 switch block ones, but like all of the non-castle A2X2 levels either predate them or otherwise didn't use them so for an industry-standard wannabe project like ours there was no sense in adding palaces after the fact.)
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Re: R-ACK - 10 - om-ack

Post by SAJewers »

Rixithechao wrote: 4 months ago
video 12-flavored raocow wrote:Ohhhh, is that the thing we had planned for A2XT where every level has all the switch palaces but as soon as you get one switch they're kinda locked away or something?
First time I'm hearing about this. Was it an idea for Episode 1 or something y'all wanted to do early in Ep. 2 planning before Hoeloe and I got involved? (For the record, you can do actual SMW switch palace levels in SMBX nowadays, not just 1.3 switch block ones, but like all of the non-castle A2X2 levels either predate them or otherwise didn't use them so for an industry-standard wannabe project like ours there was no sense in adding palaces after the fact.)
I think he meant A2MT.
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Re: R-ACK - 13 - o-hack

Post by Rixithechao »

ahh, okay

we have too many demo game acronyms
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