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-   -   New n Tasty PC impressions (http://www.oddworldforums.net/showthread.php?t=21866)

Manco 03-06-2015 12:42 PM

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I had this problem in many many places in NnT because in AO unless I needed to jump, I was rolling. It also messes me up that you have to press the crouch button a 2nd time to stand up as where in the original if you just kept holding shift (run) you'd just automatically stand back up. It wouldn't be too bad if there weren't sections where I needed to hold down direction+c+shift+space all with one hand. In some of the areas after so many retries I just used both hands.

I felt that after unlearning the old controls, the new ones actually made more sense – in the original Abe would sometimes revert from rolling to walking/running at very inopportune moments unless you held down the roll button. I can’t count how many times I died in the Nests because Abe suddenly got knocked over by a low ceiling or mauled after suddenly dropping back to walking speed.

Phylum 03-06-2015 12:56 PM

You can running jump from a roll in NnT.

Shade667 03-06-2015 04:31 PM

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You can running jump from a roll in NnT.

You can running jump to a roll to a running jump, and you have a small invulnerability window if you time it right.

Abeguy 03-06-2015 07:58 PM

I don't like how Abe freaks like a spaz when walking toward an edge, that could be fixed. or maybe it's just me? I really doubt it.

Shade667 03-06-2015 09:54 PM

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I don't like how Abe freaks like a spaz when walking toward an edge, that could be fixed. or maybe it's just me? I really doubt it.

Good for not accidentally walking off when trying to time a jump of drop a grenade.

Nepsotic 03-07-2015 03:20 AM

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I don't like how Abe freaks like a spaz when walking toward an edge, that could be fixed. or maybe it's just me? I really doubt it.

I agree with this. The animation should be shorter at the least.

Shade667 03-07-2015 03:48 AM

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I agree with this. The animation should be shorter at the least.

Its like 12 frames...
give or take maybe 3, I havnt tested.



Also its useful for speedrunning purposes. Very useful in zulag 2.

Abeguy 03-07-2015 05:01 AM

Well the thing is it isn't clean at the least. It seems like an animation that is supposed to play when a character is standing at the edge of the platform, like in Smash Bros, but it just seems like it repeats and glitches anytime you're at the edge. It doesn't seem "intentional". It seems sloppy.

Shade667 03-07-2015 07:02 AM

So is it aesthetically or practically that you have issue with it?

Manco 03-07-2015 11:26 AM

The fact Abe will do it like 3 times before actually going over the edge is the worst part of it. If it just played once and then he went straight over I wouldn’t mind.

Nepsotic 03-07-2015 12:52 PM

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The fact Abe will do it like 3 times before actually going over the edge is the worst part of it. If it just played once and then he went straight over I wouldn’t mind.

This.

Havoc 03-07-2015 01:39 PM

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The fact Abe will do it like 3 times before actually going over the edge is the worst part of it. If it just played once and then he went straight over I wouldn’t mind.

This. It annoys the crap out of me.

Job McYossie 03-07-2015 02:05 PM

It annoys me because in the original series I'd just walk off edges all the time. If it were just once it'd be nice because I wouldn't fall off edges on accident but I also wouldn't have trouble falling off on purpose.

Abeguy 03-07-2015 03:30 PM

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So is it aesthetically or practically that you have issue with it?

Yes.

Shade667 03-07-2015 05:43 PM

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The fact Abe will do it like 3 times before actually going over the edge is the worst part of it. If it just played once and then he went straight over I wouldn’t mind.

I cant say it happens to me. If you hold forward he'll just walk off the edge. Or if u start running hell fall off.
All the movement in the game is deliberate. Thats what I like about it.

TheMooseLord 03-09-2015 02:18 PM

I seem to be surviving a lot more falls, like jumping from the top of the ledge just before stockyard escape all the way to the bomb dispenser and not dying.
Also the ragdolls, while they can be great it seems like you can stick to walls or ledges. Overall the deaths arent as good as the body decomposing away.

Crashpunk 03-09-2015 02:36 PM

They pretty much removed falling damage. I think it only removes very little heath now. It's a shame cause I liked the instant death falling in the original. They were more realistic and made sense.

Nepsotic 03-09-2015 03:15 PM

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They pretty much removed falling damage. I think it only removes very little heath now. It's a shame cause I liked the instant death falling in the original. They were more realistic and made sense.

Yes. It was also incredibly infuriating and kind of pointless.

Crashpunk 03-09-2015 07:05 PM

True. It was annoying to fall just at the right height to die when it looked like it shouldn't.

But then again, You would expect to die from falling from a great height onto either solid metal or rock.

Shade667 03-09-2015 07:56 PM

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True. It was annoying to fall just at the right height to die when it looked like it shouldn't.

But then again, You would expect to die from falling from a great height onto either solid metal or rock.

You would never expect a human too, but maybe mudokons are more resilient.

Varrok 03-09-2015 09:00 PM

Mudokons are made of rubber in NnT. That's why you can't beat them to death with a Slig anymore.

Shade667 03-09-2015 09:47 PM

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Mudokons are made of rubber in NnT. That's why you can't beat them to death with a Slig anymore.

Apparently bats eat through rubber in half a second on Oddworld.

Job McYossie 03-09-2015 10:11 PM

I much preferred the insta death falling in the original, it made me play more cautiously, as where in N'n'T I run pretty much everywhere without a second thought.

FrustratedAssassin 03-09-2015 10:49 PM

IIRC, I read somewhere that Mudokons are supposed to be able to fall from large heights, but that might have been a retcon made after Munch's Oddysee, since it very much applies there, but not in the older games.

Manco 03-10-2015 03:40 AM

Mudokons are evolved from birds, and inherit some of their lightweight physiology like hollow bones.

Shade667 03-10-2015 04:44 AM

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Mudokons are evolved from birds, and inherit some of their lightweight physiology like hollow bones.

Never knew that.

Varrok 03-10-2015 06:45 AM

And they have gross bird teeth too.

Nepsotic 03-10-2015 10:27 AM

And genitals.

Job McYossie 03-10-2015 11:29 AM

nep I will hurt you

Shade667 03-10-2015 11:40 AM

That escalated quickly.