it's final version confirmed, that gun is useless for now.
Spoiler: and here's some of my optional opinions sent to jimmy and for some one who want to see it.
-first is the game is pretty unbalanced, some of maps have so many enemies or health items but other map's doesn't.
-second, an oozi is now inaccurate to use it at the long range. i thought it was extremely handy to ooze the enemies faster in a long distance, but not anymore. dual or single paint guns took so many times to color 'em. and paint gun cannon always rans out of it's ammo, too. well, i know it was nerfed for the balance, but would you mind...?
-third, the difficulty is the problem, either. i played it with ready to rhombus, otherwise normal diff. and i mostly got killed because i presume their projectiles went stronger, dark o'volt's one is even more worse. and they don't give me a one sec or chance to dodge, especially when the floor is full o' cyanaids(i call those stuff like this, because...well, it's cyan and insta-kills when land on it.). yeah, i know it's challenging, also it makes the game even more funnier. but hell, like i said, i was played it on a normal diff. some beginners or doomers who really likes doom but suck at it could have a worst nightmare with it while they thought normal diff is moderate to play for every doom mods these days.
-forth, this is the only problem that i can encounter it from a miner inconvenience. after i pushed the detonator and kill the enemies on sight, i blew up those tnts for mistake. and i thought it was useless or intentional for make the map fancy, but i was wrong, those tnts were ACTUALLY NEEDED to blew up the X-marked floor at the mine, inside of the purple building that has the way to the exit. can you please least add some hints or extra tnts at the mine so the players will never stuck?
-and lastly, i'd like to hear square guy's more quotes when he unshape the enemies. i think he talks only few of 'em, also changing quotes into something about shape puns would be hilarious to listen, such as; 'Boom, Shape-shot!' or 'Rest in Shapes!'
sorry to bother like this, jim.
Re: [RELEASE] The Adventures of Square: Episode 1
Posted: Tue Sep 16, 2014 8:21 am
by Gez
E1A6: Thing 402, 404, 406, 409 are flagged to count as secrets, but they're monsters (2161: PaintJerk). Same for things 405, 407, 408, 410, 411, 1274, 1275, 1276 (2162: CannonJerk). That's 12 secrets that cannot be "found".
Re: [RELEASE] The Adventures of Square: Episode 1
Posted: Thu Sep 18, 2014 3:32 am
by Gez
Launch Base also has several secret triggers that are flagged to count as secret. Also, the associated item that triggers them are flagged as secret too. The result: each item counts as three secrets (one from flag, one from trigger, one from trigger's flag) and picking them up gives you two secrets.
In Fizzopop Factory, one oozi gun is flagged to count as secret. Problem with that is that you're going to miss it if you already have that gun and full ammo.
Re: [RELEASE] The Adventures of Square: Episode 1
Posted: Thu Sep 18, 2014 1:40 pm
by Viscra Maelstrom
i wish items wouldn't be tagged as secrets, really. the Goonades in E1L3 you have to pick up to get the secret message (apparently that got fixed in the 3rd beta, but it doesn't seem like it did at all), and the Happy Sphere in E1L4 you have to pick up to get the secret message, not merely getting to the area. more often than not, it makes me forget i even did pick up the secret because i don't need the extra health ATM.
0.9 Beta 4
..........
- Changed game palette.
- Adjusted sprite offset for Elite Oozi Jerk.
- Adjusted speed of warping flats.
- Fixed texture alignment issues in Warehouse in E1A9, made some lines
monster-block.
- Gussied-up Squaresville a bit in E1A1.
- Changed some textures so that some important areas stand out a little bit
better.
- Added bubble effects in fountain splashes if they end up underwater.
- Changed E1A3's TNT dispenser to look like the others in other maps.
- Changed bridge at E1A3 so that the barriers only go up if there are
monsters.
- Changed monster placement in E1A4.
- Made the ending more explosive in E1A4.
- Removed some fountains and added matching "teleport exits" in E1A5.
- Added lower walkway in E1A6 around sludgefall - sealed up area behind it
for performance reasons and changed placement of cave-area powerup.
- Made passages under main cylinder in E1A6 glowy-lighty so that they stand
out.
- Added some more stone walls in northern area in E1A6 for performance
reasons.
- Fixed "Count as Secret" objects in E1A6.
- Changed monster placement in E1A6.
- Made E1A7's color-coding more obvious.
- Changed first Color Cube encounter in E1A8.
- Changed sharp staircase in E1A8 to a more architecturally-sound staircase.
- Changed E1A8 Disc area to a better Color Cube encounter.
- Raised the Silly Sphere platform so it can't be jumped to from the annex
hall in E1A8.
- Changed green building interior a little to make the windowed outside look
like it made sense with the inside on E1A8.
- Lowered pop vats outside of yellow building in E1A8 so the player didn't
hurt themselves dropping off of them.
- Changed lookout tower in E1A8 to have bars at the top so the player doesn't
fall off, plus an indication of its purpose in the map (exit lock).
- Changed the ColorCube on the dropping platform to the west to two Oozi
Jerks.
- Changed positioning of a crate stack in E1A9 warehouse that would have
trapped the player if they fell into it.
- Added some floes and warping-in enemies to the map end of E1A10.
- Tweaked Shotbow - a tiny bit less horizontal spread, 8 pellets, 5 damage.
- Tweaked Quadcannon - a small bit more vertical/horizontal spread,
10 pellets, 5 damage.
- Tweaked Oozi - increased damage per hitscan (5 -> 6), kept spread.
- Made the Destructinator more susceptible to Hellshell damage, since it
shrugs off explosions. (1x -> 2x)
- Weakened Anglefish health a little (50 -> 30)
- Slowed Cannon Jerk cannonball (20 -> 18) and decreased its damage (7 -> 6).
- Fixed some non-giblet giblets making "plop" sounds.
- Added status bar box for Goonade count.
Re: [RELEASE] The Adventures of Square: Episode 1
Posted: Sat Sep 20, 2014 7:13 am
by Captain J
Spoiler: mini destructinator finished.
man, it's gonna be real hard to make 'em out from the sheet.
Re: [RELEASE] The Adventures of Square: Episode 1
Posted: Sat Sep 20, 2014 7:27 am
by Slax
Pssst, J. Draw some Square situations. I couldn't do it so now I have to find a replacement. Yup!
Next time, on The Adventures of Square X...
Some day, one day...
Re: [RELEASE] The Adventures of Square: Episode 1
Posted: Sat Sep 20, 2014 8:39 am
by MTrop
Captain J wrote:man, it's gonna be real hard to make 'em out from the sheet.
Not really. If you can split them up into horizontal strips, I have a program that will do that.
Re: [RELEASE] The Adventures of Square: Episode 1
Posted: Sat Sep 20, 2014 9:19 am
by Viscra Maelstrom
i believe Spricer does that, cutting sprites out of a sprite sheet into individual ones. the problem is that often enough, small details just slightly away from the main sprite will be cut into a new sprite instead of being part of it, but you can just use some other program to cut out the problematic ones in that case.
Re: [RELEASE] The Adventures of Square: Episode 1
Posted: Sat Sep 20, 2014 10:21 am
by Captain J
i prefer neither. because after done with ripping 'em with spriting programs such as spricer, the images' size also names are become randomized. so it takes a lot's of times to rename and put 'em and match their offset in slade. and i know slade or slumped can set their offset automatically, but the result is not satisfying, some of frames are bit off or too far away. so i'm prefer the mspaint instead; going to put those sprites into a transparent background boxes that lil' bit larger than 'em.
Slax wrote:Pssst, J. Draw some Square situations. I couldn't do it so now I have to find a replacement. Yup!
Next time, on The Adventures of Square X...
Some day, one day...
squared enemies with squared force is coming soon. gotta wait, say?