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AstroTibs

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A member registered Jul 07, 2016 · View creator page →

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Such a great idea lmao

How did nobody think of this yet?

Great job! What a cool idea.

Actual Fartstep used

The green reticle was impossible to see against the sky. I could not figure out why I couldn't hit anything.

Hi, dev team here. We found a bug you should know about.

If you restart the game after having grown once (i.e. sipping the potion in progress), the game will not scale your hitbox back down again. Thus, hitbox scalings will stack.

It is recommended that you close and re-open the game whenever you want to try again.

Sorry about this!

I know the theme is "green," but the banana peels being green makes them look like grass.

Interesting game, but it is pointing out probably why hexes aren't used for Tetris: left and right forces to drop farther.

Within a minute I got to a state where no food existed and I could not do anything but swim without purpose.

Neat idea, but I got stuck in a death loop.

I could not stop falling through the first cloud.

Cute little diversion; it's all about balancing your resources.

I do like how subsequent purchased increase in price, but unfortunately your advertisement income scales with ad purchases.

Since the increasing cost of ads somewhat cancels out the ad income rate, the best strat seems to be to simply spend your opening time buying nothing but ads, so that you can just blast through the early phases of every other purchase.

I just noticed that I left the game running unattended for about two hours now, and the path to the summit seems to be about halfway done. I hope that's not an indicator of game length.

I was going to say that the controls were slow-going and tedious, and that that was a good thing (faithful Foddy, kind of fun!)

But then I got the second hand, and things really got interesting.

Great job, nice stylistic touches.

Name and thumb got my attention, at least.

It's not really obvious what you're doing or how to interface, but I eventually think I made progress?

It seems though that I can no longer produce wood, but I need wood to proceed? I have a Clay Extraction and Disco—did I softlock myself?

No idea what's going on or what I'm doing, sorry :-/

Sound effect when scooping up a skelton 👌

Sisyphus in Katamari is a stroke of genius.

I wish there was a mouse sensitivity control, and that the game didn't reset on pressing escape, but this running in-browser is a small miracle, and it was actually fun to play.

Cool idea!

I wish there were more hazards and that the puzzles were more challenging, but the core mechanic is perfectly functional.

I did notice that you could jump to push a block that I think you're supposed to be a certain height to push—could be a bug?

Player damage sound is top

Man, I really wish right-click didn't cause so much browser trouble :-/

The tutorial is not really a tutorial, :-/

Love the style though!

Sound effects and feedback, and then having more than a simple OHKO would be nice.

I missed the instruction about changing ship size, but that idea is neat on paper.

I essentially just played this game on someone else's page

New cryptid??

Insanely loud :(

I also couldn't figure out how to interact with anything, so I couldn't make the first order.

I can't read the menus because they're too small.

I understand, but there is a kind of skill to planning your route in advance and remembering it, and then also having a sort of intuition for what kind of movements the designer might have intended.

Neat idea, I enjoy the concept of a random, procedural, and ever-changing obstacle course.

Same way I make goulash: knock things off your spice rack and let gravity do the work 😎

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A few days ago, I got a notice from Google that this zip file "allegedly infringe upon the copyrights of others." The zip with the 3dn file has been flagged--I don't know what that means--but it might not be downloadable in the interim. There's a chance Lumen will similarly flag the 3dn files for the other games I've worked with.

I've submitted a counter-claim of course, but we all know how long these things take, and the skewed chances working against smaller google accounts. There's a chance all three files will be permanently unavailable, and at worst my account entirely could be terminated because of this misunderstanding.

Just a heads-up.

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Here's a showcase video:

Second game:

Mega Man 2 on 3DNes

Here's a promo video for the first game

Mega Man on 3DNes

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Mega Man 3 v1.0 for 3DNes 1.1b3


General thoughts:

Mega Man 3 improves over the second game in many ways: particularly, it's faster. Climbing, screen transitions, and health pickups occur more hastily. There is now a slide maneuver that makes your character faster.

The game has some of my favorite music, bosses, and stages of the entire series. Particularly, the Wily 1 boss is now at a reasonable difficulty rather than being more difficult than any of the bosses that follow it (unlike the first two games).

Protoman is introduced here, but I don't really like him. He just becomes a boring obstacle and doesn't add much to gameplay. I suspect he was supposed to make the player curious about who he was. I think the game would be an improvement without all excessive fights against him. Not sure why he puts on a mask and calls himself Break Man.

Mega Man's dog Rush also first appears in this game, and it was a clever way to unify the platforming weapons you got from the robot masters.

One thing I noticed during this playthrough is how very hard enemies hit you, and how easy it is to get swarmed. I felt myself getting harassed and getting my ass kicked constantly. The Energy Tank capacity is raised to 9, but I would have preferred they left it at 4 and made enemies deal less damage.

Design notes:

I need to start by addressing how messy Mega Man 3 is as a game. There are a lot of objects used haphazardly and this results in a sometimes flickery/glitchy screen thanks to how 3DNes negotiates these objects. In particular, text is required to be in the foreground and background at so many different points that you're left with a very jagged mess, even at the title screen.

Opening the menu is a real disaster, since it doesn't wipe the screen first. As a result, the menu tends to take properties from objects that are on screen at the time. I did not finish the menu fully, because I couldn't reasonably do so. There are far too many places where it will glitch out. If you change the menu at any point, be prepared to see something elsewhere in the game fall out of sync. It's better to learn to live with it.

While I wrapped up my work on this game and did a playthrough of it on my Twitch channel, geod showed up and gave me some great advice on how to use the Delete feature. In Hard Man's stage, many many objects were loading and re-loading as new objects thanks to ladders and surfaces melding with surrounding objects. When this happens, there may be a separate object for e.g. the ladder, and one for the ladder with a bit of ground attached to it. This is going to run up your filesize and drive you crazy. If a ladder (or anything) starts to glitch out after you've already set it, delete the new glitched sprite of it. It may revert back to the correct version.

From here it would just be better to talk about each stage that has peculiarities.

Magnet Man: Early in the stage, you'll see the ceiling "glitching" out, as the ceiling can't decide how to define itself as an object. You may have luck with the Delete button, but it doesn't hurt much to leave it alone.

Gemini Man: As of v1.1b3, there is a graphical glitch during the "outside" portion of the stage where the surface of the ground doesn't render properly, and follows you through the stage.

Hard Man: I had to go with "Char" rendering on nearly every rock surface because of how glitchy the level was, since it re-generated terrain constantly.

Top Man: Unfortunately, like with Crash Man in MM2, most of this stage is on the same layer and looks flat. This is because the background is an object and portions of it are shared with other levels.

Spark Man: I love how this stage turned out. Everthing rendered pretty much the way I wanted, and I had some fun with the background Van de Graaff generators, especially during the Doc Robot revisit.

Shadow Man: The whole "plunged into darkness" concept is ruined because of how objects still render light diffusion and shadows. Think "Quick Man" in MM2.

The Wily stages generally look good, and there are plenty of recycled ground assets, which made my life easier. The "Cube" rendering glitch that causes surfaces to look like shelves happens here sometimes, but that's about it for the whole game.

Wily 3 has a couple screens with moving platforms. The Gemini Man ground glitch appears here too, which makes for some increased difficulty in the platforming, since you need to get used to ignoring the parts of the ground that are illusions. Or you could take Rush Jet through.

Finally:

This game was a bit stressful and I have to get busier with my academic work. I don't know how long until I get into Mega Man 4.

Previous games:

Mega Man

Mega Man 2

I loaded Mega Man 2 and saw this at the password screen:

http://i.imgur.com/bYWTqKm.png

I deleted the 3dn file, but the Password screen still looked like that. It didn't look like that in V1.1b1.

It occurs later on, in Wily 3:

http://i.imgur.com/v6rtvvO.png

I like the H and V cylinders perfectly as they are.

Maybe you can make the AS checkbox also apply to cube somehow? But then there would need to be a way to distinguish between the two versions I described. I don't know a simple way to do it without adding patterns.

If you had something like V Cube, it would wrap the face around the front, left, right, and back; but the top and bottom would be the same as though you had done Char.

Same with H Cube: the face would be displayed on the front, top, back, and bottom; but left and right would be Char.

I think 1 and 4 might be better. Sometimes you need to fine-tune an animation, and sometimes, you need to carefully, but more hastily, move through it.