Misery Story (abandoned :c)

Oct 29, 2011 at 9:20 PM
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Re: Misery Story

windsofwinds said:
And pixil didn't do that , so why YOU?!?!

That's a bad argument. Pixel never made a prequel/sequel, so why should I?
 
Oct 29, 2011 at 9:52 PM
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Re: Misery Story

I ment he never made the spike under the platforms in the sandzone real in
the original game.

And sorry for not posting right away, for I had to deal with a troll!:(

EDIT: HELP! Captain Fabulous keeps spamming me, so anyone reading this, get him to STOP!

*puff*!
 
Oct 29, 2011 at 10:48 PM
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Re: Misery Story

woot so trying this out, great job working on it!
 
Oct 29, 2011 at 11:01 PM
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Re: Misery Story

I made the spikes tangible because they are spikes and deserve to be treated as such.
By the time you get to Beta, you should have level 3 weapon.
(EDIT: The sequel/prequel thing is a metaphor. I understood what you meant.)
Thanks for the support!
 
Oct 29, 2011 at 11:20 PM
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Re: Misery Story

I know that , but that doesn't mean you have to do that!
 
Oct 29, 2011 at 11:21 PM
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Re: Misery Story

Doesn't mean I can't, either.

EDIT: IMSORRYIMSORRYIMSORRYIMSORRY
Screwed up the demo, use version 0.21 instead! Your saves will work.
 
Oct 30, 2011 at 1:48 AM
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Re: Misery Story

You may be my friend, but boy can you be cruel sometimes, especialy with your level designs.

EDIT: does the demo when you stop when you fight the prince, becase my game stop working( as in I can't fight him) when I went here
 
Oct 30, 2011 at 2:19 AM
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Re: Misery Story

That's why I told you to use version 0.21.
 
Oct 30, 2011 at 2:23 AM
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Re: Misery Story

Didn't read it , thanks.
 
Oct 30, 2011 at 2:30 AM
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Re: Misery Story

No worries. Found out what NPC 142 - CRASH does.
It fixes Toroko (the boss). If you only change the chosen spritesheet of the flowerbabies and not NPC 142, the flowerbabies go all screwy.
 
Oct 30, 2011 at 2:36 AM
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Re: Misery Story

I did not know that, but I do know!

And how long is this demo , for I would like to know
 
Oct 30, 2011 at 2:39 AM
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Re: Misery Story

I'm not sure. Two big maps and mounds of text...
I'm guessing 40 mins on a first playthrough, 25-30 on a second (skipping all text).
Of course, I'm probably hopelessly wrong.

EDIT: Tack on 10 mins for secret hunting.
 
Oct 30, 2011 at 2:45 AM
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Re: Misery Story

Good to know , for I like to be able to judge whether or not to play it due to time constriction.

How long do you estimate that you'l have up to 3+ hours of gameplay
, not counting backtracking and secert finding.
 
Oct 30, 2011 at 2:48 AM
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Re: Misery Story

That's impossible to judge, at least how I work. Rest assured it will be a long mod, probably longer than 4 hours.
 
Oct 30, 2011 at 2:53 AM
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Re: Misery Story

I'll trust your judgement, but please do not pull us a smitz!
 
Oct 30, 2011 at 3:19 AM
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Re: Misery Story

That'd be ironic.
Don't worry, if I ever can't finish a project, I announce it, instead of making my followers wait.
And wait.
AND WAIT.
AAAAAAAAAAAAAAAAAAAAAAAND WAIT.
 
Oct 30, 2011 at 3:23 AM
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Re: Misery Story

* and he laughs and laughs and laughs *
*fly enters mouth*
*chokes and faints*
 
Oct 30, 2011 at 4:34 AM
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Re: Misery Story

Need skip flag for intro cutscene.

Leaf blade vertical shots (and to the right) clip on the tileset.

Plasma bolt, that was reported.

Jenka does not spawn in until after she talks to you when you arrive in the starting area.

Got fish, died, fish no longer there. Cannot obtain fish.

Real spoilers below
After leaving the dead Mimiga, you stop walking inside of the horizontal exit (I guess it needs to be set farther back?)

Blocks that disappear to let you enter dead Mimiga cave re-disappear noticeably when you leave the cave.

You already know this, but the beds overhang the edge ;)

Prince needs another line of dialog so he (she...?) does not get reintroduced every time.

Run through the teleporters both ways a few times. You will see what you need to fix.

From Hideout -> sand zone and from sand zone -> hideout, sand zone music stays on.
 
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