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  #2821  
06-24-2013, 05:37 PM
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What about that situation where you turn a wheel and sand falls on mudokons and they start slapping each other to death and you gotta make your way to them and comfort them before they all kill each other..

Frustrating or challenging?
Challenging the first time. Easy after I learned to call out 'Stop it'.
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  #2822  
06-25-2013, 01:08 AM
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I genuinely hated that puzzle with the doped up mudokons and those walls triggered by floor pads in AE. God damn that's an annoying fucking puzzle. Puzzle being used incredibly lightly.
Seriously, I never had any issue with that one. If they redo AE it should definately be kept.

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  #2823  
06-25-2013, 03:42 AM
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Challenging the first time. Easy after I learned to call out 'Stop it'.
For me one always slaps another mudokon after I've yelled 'stop it' so I have to run all the way back and actually get in the way of the mudokons to break the chain.
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  #2824  
06-25-2013, 06:30 AM
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For me one always slaps another mudokon after I've yelled 'stop it' so I have to run all the way back and actually get in the way of the mudokons to break the chain.
It's been a long while since I played AE, but I think you can just call out 'Stop it' multiple times and they'll eventually stop.

Does anyone remember which level this was in? I'd like to check it out.
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  #2825  
06-25-2013, 06:39 AM
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Is anyone else bothered by the overall derpiness of the Scrabs..?
Maybe I'm used to the polished look and overall ferocity of the original..but there's just something very, very off putting about the scrab model in the end of the trailer. I certainly hope this footage was from an earlier build :S

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It's been a long while since I played AE, but I think you can just call out 'Stop it' multiple times and they'll eventually stop.

Does anyone remember which level this was in? I'd like to check it out.
It was in the Brewery.
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  #2826  
06-25-2013, 07:25 AM
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Is anyone else bothered by the overall derpiness of the Scrabs..?
Maybe I'm used to the polished look and overall ferocity of the original..but there's just something very, very off putting about the scrab model in the end of the trailer. I certainly hope this footage was from an earlier build :S
I'm bothered by it. It's true, they look weaker. Scrabs as I know them (from the original 2 Abe games) look very well built. They stand with pride, with an authoritative posture.

Erm, I didnt say this at the time, but about 10 posts ago I mentioned that I'd only just realised that Scrabs are based on (s)crabs. I came to realise this because I was looking at probably that exact same image of the scrab in one of the new n tasty screenshots as you are referring to, MeechCrunchies. And what I saw was that the scrab model seems to have too much flex in its body. I imagined their bodies should move more like as if their skin were made of a harder substance like crabshell, so, less flex, more localised movement/pivoting at the joints.
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  #2827  
06-25-2013, 03:31 PM
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I absolutely disagree. They are vertebrates, not calcareous arthropods.
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  #2828  
06-25-2013, 05:28 PM
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I always thought of Scrabs as walls of hard muscle, and less like a crab.



You can see the creases/tightness of its muscles as well as the bulging veins.
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  #2829  
06-25-2013, 05:53 PM
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Bear in mind we have seen butchery diagrams as well as concept art that show both paramites and scrabs as having internal skeletons.

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  #2830  
06-26-2013, 02:08 AM
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I wasn't saying their skin IS shell. I was saying their motion should be more confined to their joints as if their bodies were made of like a shell substance, after having seen the overly flexible-looking scrab in the New n Tasty screenshot that looks too rubbery.

Edit: Yeah Jordan, they're definately very muscular creatures.

Back to MeechCrunchie's point I was attempting to answer: "Is anyone else bothered by the overall derpiness of the Scrabs..?
Maybe I'm used to the polished look and overall ferocity of the original..but there's just something very, very off putting about the scrab model in the end of the trailer. I certainly hope this footage was from an earlier build :S"


LATE EDIT: I take back what I say about the model being too flexible. Looking at the video, the scrab's upper body looks really sturdy, but the still image i saw made it look too flexible, and twisty.

Last edited by AvengingGibbons; 06-28-2013 at 01:18 PM..
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  #2831  
06-30-2013, 03:14 AM
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I just replayed part of the brewery and confirmed that the following is correct:

:
It's been a long while since I played AE, but I think you can just call out 'Stop it' multiple times and they'll eventually stop.


As I was playing it, I had a thought about NnT. One thing that always bugged me about the whilstling puzzles in Paramonia and Scrabania is that you need to sit and listen to the Mudokon slowly giving you the entire pattern before giving it back. That's annoying if you've died and have to redo it multiple times or when you have to get multiple spirit rings. Can you please allow us to cut the mud off and give the password without first listening to it?
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  #2832  
06-30-2013, 08:20 PM
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In the case of spirit rings, it might also be nice to only have to give him the password once and after that he just gives them freely. (Unless that would somehow mess some of the puzzles up? I haven't played AO for a while...)
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  #2833  
07-01-2013, 12:17 AM
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Isn't that how it works in AO already?
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  #2834  
07-01-2013, 12:47 AM
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No, you have to give the password each time. But seconded on the previous two suggestions, that'd improve things a little also for people who enjoy the game enough to replay it a few times.
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  #2835  
07-01-2013, 01:37 AM
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What about that situation where you turn a wheel and sand falls on mudokons and they start slapping each other to death and you gotta make your way to them and comfort them before they all kill each other..

Frustrating or challenging?
I remember that part. As far as I know it was the only timed challenge regarding character's emotions. It relied on spamming "Stop it!" and other phrases in order to get them to stop hitting each other. I really liked some of the parts involving the angry mudokons pulling levers. Imagine someone being so pissed off that they just don't give a heck what they're doing. It's very clever.

For me the most frustrating thing were the sligs in the background (like at the barracks in the target shooting range) and those anti-chanting orbs (but I understand why they were placed there, it would be too easy otherwise).
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  #2836  
07-01-2013, 02:45 PM
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Isn't that how it works in AO already?
I thought so too- if you die, you have to give the password again. Otherwise, if you just return to the screen again, I thought you get the rings automatically.

I agree with Nate also, being able to cut off the Mudokons and save some time if you know a password off by heart would be great. I always found it a bit tedious listening to the longer passwords multiple times, especially when I got impatient and started replying a bit too soon, and had to wait again
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  #2837  
07-01-2013, 11:20 PM
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No, you're getting confused with the Mudokons later on in the game that just give you spirit rings as soon as you enter the screen.
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  #2838  
07-02-2013, 09:46 AM
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Hi, everyone! This is just a quick post to check in and introduce myself. I'm Matt, the new designer working on New 'N' Tasty.

I've been looking through this thread to try and get a feel for what you all consider to be the most important aspects of the original game. I'm a big fan myself and there's a lot of overlap with the things I personally value in AO, to be honest.

I noticed atmosphere was one particularly important point of discussion. While it is a frustratingly vague thing to pin down and describe, it would certainly be something that sticks out to fans like a sore thumb when it's not right.

The deep atmosphere and storysense of the original AO was what made me fall in love with it in the first place, so I'll do my best to help convey that rich feeling in New 'N' Tasty, along with all the other nuances and complexities of the game.

Hope you're all as excited about this game as I am!
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  #2839  
07-02-2013, 10:14 AM
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Sounds good to me. Welcome to the forum and thanks for the personal approach to the community.
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  #2840  
07-02-2013, 10:16 AM
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Hi, everyone! This is just a quick post to check in and introduce myself. I'm Matt, the new designer working on New 'N' Tasty.

I've been looking through this thread to try and get a feel for what you all consider to be the most important aspects of the original game. I'm a big fan myself and there's a lot of overlap with the things I personally value in AO, to be honest.

I noticed atmosphere was one particularly important point of discussion. While it is a frustratingly vague thing to pin down and describe, it would certainly be something that sticks out to fans like a sore thumb when it's not right.

The deep atmosphere and storysense of the original AO was what made me fall in love with it in the first place, so I'll do my best to help convey that rich feeling in New 'N' Tasty, along with all the other nuances and complexities of the game.

Hope you're all as excited about this game as I am!
Hi! Nice pixel art avatar! Is it from a game, or did you make it yourself?
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  #2841  
07-02-2013, 10:30 AM
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Hello!

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Nice pixel art avatar! Is it from a game, or did you make it yourself?
Thanks! I made it myself!

I started out 2013 with the intention of making one pixel art doodle every day, but I suddenly got very, very busy and now I simply don't have the time. You can see the full gallery here though.
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  #2842  
07-02-2013, 11:54 AM
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Nice. Since you do requests, what about making an Oddworld one? With a slig? Also, could you tell us what exactly do you do with NnT?
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  #2843  
07-02-2013, 11:55 AM
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Hi Matt.
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  #2844  
07-02-2013, 12:29 PM
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Hi!

It's really great to see more members of JAW discussing NnT with the community. That's why Indie devs are just so awesome.
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  #2845  
07-03-2013, 01:48 AM
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Nice. Since you do requests, what about making an Oddworld one? With a slig? Also, could you tell us what exactly do you do with NnT?
I've actually stopped Year of the Pixel altogether but I'll see if I can find time for a special Oddworld one.

As a designer, it's my job to work out how all the gameplay and story elements fit together, from the broad strokes of the level beats to the finer details of the mechanics. For New 'N' Tasty this largely involves adapting/updating parts of the the original game to fit the new style.

I block out level geometry (the artists make it look pretty), define how the cameras should move (now that we have a scrolling camera there is a lot of work to be done here), place and tweak characters and choreograph their behaviour, etc.

Basically pretty much anything that's not hardcore programming or beautiful art/animation.

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Hi Matt.
Hi Wil!
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  #2846  
07-03-2013, 03:57 PM
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So er uh..How about that er uh RELEASE DAAAAAATE?
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  #2847  
07-03-2013, 04:21 PM
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Do we have any renders of native mudokons?
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  #2848  
07-04-2013, 01:34 AM
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Dude, MeechCrunchies, just be patient eh? It's bound to be within the next 9 months or so and that time will pass like nothing.

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07-04-2013, 04:23 AM
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  #2850  
07-04-2013, 04:27 AM
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