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  #1861  
06-01-2012, 05:30 PM
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I think the word you're looking for is bullshit.
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  #1862  
06-01-2012, 06:22 PM
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What I mean is. They are animations, but, there is a model too that... I don't know why I'm trying to explain it, other people know a lot more about it than me.
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  #1863  
06-01-2012, 06:29 PM
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Sprites ?
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he could not can read what you say properly because you sorry couldn't did not use proper grammer level not design and read bad he could can not and mad you did not did do proof read it's not is hard when you just type whatever comes not to mind and don't read not yes read through what you have not yes have said.

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  #1864  
06-01-2012, 06:34 PM
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Its more than just a sprite, I think. I'm not too sure, wait for Kapteeni or Paul or something.
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  #1865  
06-01-2012, 06:55 PM
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I think they're called Entities. Animations with hit boxes that interact with the foreground and I believe where the balls can kill abe are called death zones, if i'm correct.
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  #1866  
06-01-2012, 07:59 PM
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I don't know if your terminology is correct, but you have the right idea.
The swinging balls are just animated props, and only certain frames of the animation trigger the command to make Abe fall/die.
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  #1867  
06-02-2012, 12:08 AM
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I thought they were sprites, anyway please remove them or replace them with falling rocks or moving bombs or something
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  #1868  
06-02-2012, 12:33 AM
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I thought the swinging boulders were a great challenge, and it had a very Indiana Jones feel, which was appropriate for the temples. It was also a more realistic alternative to falling rocks. I think falling rocks should be confined to levers/switches only, because an endless supply of them dropping at perfect intervals is another one of those game mechanics that would just seem silly by today's standards.
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  #1869  
06-02-2012, 01:03 AM
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It might work for Rupture Farms where those carcasses were falling, there's a number of reasonable explanations as to why that might occur. However, in the Monsaic and other native places, it makes less sense. Nevertheless, it seems over analytical to get rid of them, they were a fun mechanic and of course they weren't exactly overly complex or difficult. Those swinging balls were great as well, I'm playing through AO on and off at the moment, and I'm stuck on that area, although it's not always to do with the swinging boulders, the slog won't follow me unless I pull the lever, which gives me no time to escape before it kills me.
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  #1870  
06-02-2012, 01:53 AM
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I absolutely hate these, as they're pretty painful in a 2D environment, but in 3D they should be much less frustrating. Perhaps giving their swing a slightly higher amplitude would make then more obvious.
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  #1871  
06-02-2012, 02:34 AM
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At least remove the bats from one of those levels. It always puts a downer on my playthrough up until that point because I know its coming. I hate Paramonia anyway.
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  #1872  
06-02-2012, 03:34 AM
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The swinging balls are just animated props, and only certain frames of the animation trigger the command to make Abe fall/die.
Sounds like the way FMV games worked, I always found it hard to tell exactly when the "Death trigger" would be there, I simply rolled when the ball was as far away into the background as it could be, but that wouldn't always work, because you had to watch out for bats as well.
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  #1873  
06-02-2012, 03:57 AM
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I always just ran as soon as the balls appeared on screen,
it works for the most part.
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  #1874  
06-02-2012, 04:39 AM
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They're animated sprites with variable collision. I don't think they're actual 3D objects, given that the engine is 2D.

EDIT: Oh, new page.

Bats moving along a precise path is a little silly. We need something else, really.


Last edited by MeechMunchie; 06-02-2012 at 04:53 AM..
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  #1875  
06-02-2012, 05:02 AM
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What's the big deal with them? Why do about 80% of the people want anything that makes the game remotely hard removed? Jesus, if it's such a chore go find one of those baby games where you have to put the right shaped blocks in the right shaped hole. I don't get why you lot seem to want to water down the difficulty so much?
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Oh yeah, fair point. Maybe he was just tortured until he lost consciousness.

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  #1876  
06-02-2012, 05:03 AM
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Bombs would be ok. But that would be stupid in the middle of an old abandoned temple.
Edit
Scrabtrapman you speedy shit.
I think there is a line between challenging and fustrating, don't you?
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Last edited by Nepsotic; 06-02-2012 at 05:06 AM..
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  #1877  
06-02-2012, 05:03 AM
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I don't mind the "avoid the flying objects by tracking their path" puzzles. That one with the flying mine where you have to whistle is great.

I just think they should be something instead of geometrically obsessive bats.

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  #1878  
06-02-2012, 05:04 AM
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Artificial Difficulty ≠ Hard
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  #1879  
06-02-2012, 05:14 AM
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what

Difficulty = Hard

Artificial Difficulty = Hard

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  #1880  
06-02-2012, 05:14 AM
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:
Hard: Adverb - Difficult to do or accomplish; fatiguing; troublesome: a hard task.
Does that fit the description for you?

I don't see what's wrong with it, if the only reason a to why they shouldn't be included is because it's hard or, 'it's not very realistic'...I think you need to realise that Oddworld, is not steeped in realism.

E: MM got there first.
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Oh yeah, fair point. Maybe he was just tortured until he lost consciousness.

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  #1881  
06-02-2012, 05:24 AM
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My problem with the swinging balls is that they were either hard to judge or inconsistent. Or both. I have been killed at strange times by them.

I think LIJI was trying to make a statement about fake difficulty, but expressed it poorly.
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  #1882  
06-02-2012, 05:30 AM
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I've been killed when they were actually out of range length ways, if you know what I mean.
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  #1883  
06-02-2012, 05:36 AM
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Artificial Difficulty makes the player do the same thing over and over for reasons other than being "hard" or "challenging", such as requiring excessive trial and error, requiring an absurd amount of score, lack of sufficient check points, etc.. In the Z-Ball example, the player is required, at least in the first time playing the level, to guess which frames are "safe" and time it correctly, since it's not very obvious in a 2D environment.
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  #1884  
06-02-2012, 06:02 AM
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So something tht should be incredibly easy, made hard for no other reason.
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  #1885  
06-02-2012, 06:03 AM
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Something that is hard due to poor design rather than being a fun challenge.
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  #1886  
06-02-2012, 06:04 AM
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Bats moving along a precise path is a little silly. We need something else, really.
You can't be serious, it was hard enough working around them knowing where they were going to be, having them going where they feel like is just ridiculous and would rely more on luck than the skill of avoiding them.
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  #1887  
06-02-2012, 06:06 AM
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Avoiding the bats wasn't the hard part, the boulders were the annoying things.
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  #1888  
06-02-2012, 06:19 AM
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I was referring to bats in general not just the screens with the spiked boulders.
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  #1889  
06-02-2012, 09:23 AM
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I dunno why you people find the boulders hard at all. I learned very quickly to just roll into the ledges and avoid the bats and boulders with one swift motion. And the puzzles where you have to pull the lever with the slog right next to you are easy to, if you've kept rocks from one of the previous rooms. Just throw one at it to piss it off, ala the same thing from Stockyards.
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  #1890  
06-02-2012, 09:24 AM
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I've never had a problem with the spike boulders. It was usually the bats. But much like that secret area at the end of Rupture Farms just before entering the FFZ for the first time, it took me quite a while to realize it's much easier to just jump across the gaps. Every time I did the roll and hoist method I'd get clocked by a boulder or a bat would go off course and fuck me up. Jump, duck, jump, duck, jump.

Also, this game and all it's puzzles kind of revolve around timing. If the bats didn't have a set course it would take away the whole timing aspect and you'd just have to hope you were fast enough to make it over those gaps and escape the bats before reaching the next screen. But wait! There isn't a 'next screen' this time around because it's going to be side scrolling. If you find what's currently in place incredibly difficult, the bats not having a set course would amplify that difficulty.

Edit:

Can't you just chant or talk to the slog to get it's attention? Every time I run into a slog and it doesn't respond to walking I just say hello or some shit and it comes chasing at me.

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