Fanmade Toaster 1:Without The Apple(Special Thingy on P9)

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MyNameIsKooky
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Post by MyNameIsKooky » Sun Jun 19, 2011 12:17 am

boywhoflies wrote:Good point, it is level 4. Ok, 1.5 the ammount of time in between shots, and no insta-kill?
Either of those, but not both, otherwise it really would be too easy. I'd prefer no insta-kill.
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boywhoflies
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Post by boywhoflies » Sun Jun 19, 2011 12:45 am

Ok, no insta-kill. I thought about it, you could probaly end up taking 2 damage if you get caught in their fire for too long. :P

Ok, evreything is done but sounds. Give me a bit.
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boywhoflies
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Post by boywhoflies » Sun Jun 19, 2011 5:08 pm

DP

Ok, I wanna know what to do for swiming. Please tell me.

A. Just reset the double jump like the real games
B. Reset the DJ and have Shaman slow down because it's harder to move in water
C. Reset the DJ and put the "gravity" lower
D. B and C.
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Nobody
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Post by Nobody » Sun Jun 19, 2011 6:03 pm

D sounds like it could be interesting, but if it doesn't work use A, which is known to work fine.
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boywhoflies
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Post by boywhoflies » Sun Jun 19, 2011 6:30 pm

Ok.
A 0.5
B 0
C 0
D 1

I'm programing water as soon as I'm done with sounds. That gives a little more time to vote.
Or mabye I'll make some other levels first.
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boywhoflies
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Post by boywhoflies » Sun Jun 19, 2011 9:38 pm

Ok, done sounds. D it is!
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Post by boywhoflies » Mon Jun 20, 2011 12:19 am

TP
Ok. I got low gravity working, but moving slow might take a while. Shoving that many moves in was a mistake. :p

Also, I plan on having currents in some of the water...you'll see when demo 2 comes out.
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Post by boywhoflies » Mon Jun 20, 2011 6:50 pm

I desided on a diffrent engine than originaly planned, so the water is done now instead of in a few days or so. :P

Now to make levels.

Oh, yeah. I think I'll shove the enemy index in there at some point. 8)
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Post by boywhoflies » Tue Jun 21, 2011 1:18 am

5th post in a row...

Ok, one level down. It took a while because it was very laggy when first complete, and I wanted to delete as little as possible to fix it.
Water=Lag/Short Levels

Well, I haven't put the green apples, gropples, or chaingun in yet. I'll do that later.
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Post by boywhoflies » Sat Jun 25, 2011 6:33 pm

6th post in a row. :S

Has anyone beaten the boss in demo 1? Or found and of the chainguns other than the one in The River?

Here are the planned versions:

Demo X Noraml Demos
Semi-Final All Levels
Full Version All Levels, plus cutscenes and extras.
The list of planned extras that I wrote: Enemy Index
Sound Test
Pit of death(Like "Pit of 100 trials" in the Paper Mario series)(Planned to have 2;one in hell and one in the realm/world of darkness)
Bonus Pod levels(mabye)
Gems(Used to get bonus levels, possibly pod levels)(mabye)
2 player mode(not likely, I dought anyone would use them)
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MyNameIsKooky
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Post by MyNameIsKooky » Sat Jun 25, 2011 11:23 pm

boywhoflies wrote:Has anyone beaten the boss in demo 1? Or found and of the chainguns other than the one in The River?
I never got past The Cliff since I'm not persistent enough for this unforgiving OHKO stuff. DX

I found the chaingun in The Cave by accident. I really don't think you should put a green apple next to a chaingun, though.
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Post by boywhoflies » Sun Jun 26, 2011 12:55 am

I'm surprised you didn't find the one in The Hills. I bump into if about half the times I go through the level. The path is in your way. :P

It's solvable with insta-kill, it just takes some practice. It's more of finding spots that you don't get hit rather than just running through it. Some safe spots aren't ovious. Another thing, keep in mind that fliping keeps you from moving. This helps you a LOT in situations where you need to hide behind only 2 blocks in midair. Hope that helps. D-Smashing also comes in handy.
(Fliping is used a lot for not moving in midair and breaking your fall than shooting in many directions. Whenever that happens, it's not intended, but I leave it there. Actually, there's a demo 2 level where you NEED a flip to make one of the jumps.)

I don't feel like re-hiding the green apples next to the guns. Would it be ok if I just made the blocks become visible for a split second evrey so often, making them eazyer to find?
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MyNameIsKooky
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Post by MyNameIsKooky » Sun Jun 26, 2011 1:50 am

I guess. Make it so they fade into a tiny bit of visibility and then back out every so often.

As for the flipping behind walls, I never thought of that. I always tried to walljump it.
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Post by boywhoflies » Sun Jun 26, 2011 2:12 am

Yeah. Right now, having only invisibility is super-hard. I'm surprised you found the cave chaingun, even if it was fluke. There's no way to find them(besides getting lucky) without risking falling to your doom.

[size=0](This bad joke contains spoilers)It's funny because Doom is below you the whole time, as he's in hell. If you fell and smashed through the ground you might "fall to Doom". *shot*[/size]
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Post by Emerald141 » Fri Jul 01, 2011 4:43 pm

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boywhoflies
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Post by boywhoflies » Fri Jul 01, 2011 4:48 pm

Wow. Evreybody is having trouble on The Cliffs. :P Then again I'm glad people are playing it. :3

What part is confusing you? Mabye I can help.
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Post by Emerald141 » Fri Jul 01, 2011 4:51 pm

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Post by boywhoflies » Fri Jul 01, 2011 4:59 pm

Use a small jump to get as close to the top of the safe zone as possible. When you allmost reach the bottom, use a small double jump and get back up to the top. Then use a flip when you are near the bottom or middle, your choice. You can also slide down the wall to slow your fall. When the coast is clear press down right away to end the flip and then run to the next safe zone. IIRC there is a checkpoint right after that part. Right in front of the goal it is required to do this again. You only have one block but it is possioned to block 2 rows of toast.

Good luck!
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Post by MyNameIsKooky » Mon Jul 18, 2011 12:40 am

I beat the Cliffs. Now I think you are very stinky. :evil: :twisted:

And no offense, but I find the Neon Toast Cannon boss more frustrating than fun.
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Post by boywhoflies » Mon Jul 18, 2011 12:42 am

None taken.

What part do you find annoying? I'll try to fix it.
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Post by boywhoflies » Mon Jul 18, 2011 12:45 am

DP

Congrats on beating the Cliffs. :D

If level 4 is nearly impossible I realy need to make the difuculty climb less steep. But beause insta-kill will be removed in demo 2 you could buy lives upgrades to help out with it.
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Post by MyNameIsKooky » Mon Jul 18, 2011 12:46 am

The way you have to stack the blocks was a bit bothersome, and things got all glitchy when a block falls on top of a Neon Toast.

Also, you should improve your collision engine a bit. I kept dying at the very end of the Cliffs because I couldn't D-Smash on the pad properly - the D-Smash kept stopping before I hit it.
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Post by boywhoflies » Mon Jul 18, 2011 12:56 am

Let me run a few ideas by you. Tell me what you think.

1. If a box lands on Neon Toast it will blow up. You will get the life from it as well.
2. If you shoot the boxes with a super starple, they will explode, causing a "The Explosive Apple" style chain reaction, allowing you to remove any pillars in your way.
3. The boxes will stop above you for a second before crashing, giving you more time to get out of the way. Right now it falls as soon as it's 4/8 pixels over Shaman on the x dimention, which is quite soon.

For D-Smashing, I'll see what I can do. If I'm lucky increasing the floor's depth will fix it, since you will have the collision event with the pad/button happen before the colision with the floor, so the d-smash won't be disabled before the colision event with the pad happens.

For now, jump somewhat higher. That usaly works.
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Post by MyNameIsKooky » Mon Jul 18, 2011 12:57 am

boywhoflies wrote:Let me run a few ideas by you. Tell me what you think.

1. If a box lands on Neon Toast it will blow up. You will get the life from it as well.
2. If you shoot the boxes with a super starple, they will explode, causing a "The Explosive Apple" style chain reaction, allowing you to remove any pillars in your way.
3. The boxes will stop above you for a second before crashing, giving you more time to get out of the way. Right now it falls as soon as it's 4/8 pixels over Shaman on the x dimention, which is quite soon.
Sounds good.
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Post by boywhoflies » Mon Jul 18, 2011 1:20 am

Ok, good. I'll start working on them as soon as the d-smash thing is touched up. That might not be today, though, since it takes forever to open the darn thing to test something.

For now, remember your charge jump. If you can get to a spot where you are protected from blocks falling on you, it's quite usefull for getting over pillars.
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Post by boywhoflies » Mon Jul 18, 2011 1:59 am

The d-smash thing was much eazyer to fix than expected. I'll look into fixing up Neon Cannon tomoro, since I'm going to bed in, like, 2 minutes.

Now...after Neon Cannon is fixed up, should I let out "demo 1.5" so you can get the bugfixes and touch-ups(and 2 levels without chaingun, gropples, or green apples) early?
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Post by MyNameIsKooky » Mon Jul 18, 2011 2:02 am

Wait until you release Demo 2. I'm doing fine with stuff now, although a Demo 1.5 would be nice for those people who are having trouble with the Cliffs (which I happen to be missing 3 green apples on, which I'm guessing are on that path leading to the left which I always die on).
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Post by boywhoflies » Mon Jul 18, 2011 2:13 am

Ok, but if someone wants no insta-kill I'll upload what I have for them.

I don't have the game in my acsess right now(I'm on my 3DS) but IIRC 2 green apples are on the path backward after hitting the button, and 1 is at the chaingun. As mentioned a while back it's now eazyer to find chainguns. I need to make it harder, actually. Right now you find them without paying any attention.
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Post by MyNameIsKooky » Mon Jul 18, 2011 3:16 am

Oh yeah, a few things I want to mention:

-Make it so that enemies drop Gropples when they die, otherwise there is no reason to kill them.
-Make sure you put more Gropples in the levels to come to encourage players to play them more often. I found myself playing the first level over and over because it had the most Gropples - I could net around 100 per run while I'd only get about 50 from The Hills.
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Post by boywhoflies » Mon Jul 18, 2011 2:39 pm

My coments:

-I allwas though the point of beating them was that you don't get killed in the prosess of walking past. :lol: Ok, I'll do that sometime. I guess after I fix up Neon Cannon.
-That's a problem...I don't think I can do that, though, since I have gropples on pretty much evrey spot you can walk. But I'll see what I can do. I guess after I make enemies drop gropples.

I'm not offended by any of this being said, actually, I'm just honnored that mighty creator of Evil Toaster is playing my game. :lol:
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