Post subject: Actraiser 2
Player (98)
Joined: 7/16/2005
Posts: 34
I've been working a bit on Actraiser 2. There's a very old rejected submission in the archive here, but I think it can be improved on considerably, so I'm curious to find out if people are interested in this run before I spend any more time one it. Here's a WIP of the first three levels. Would a really good run of this game be interesting enough for publication?
Joined: 10/15/2007
Posts: 685
I'm of the opinion that if this game is played well enough, I'd be perfectly willing to give it my yes vote. It's faster paced than its predecessor (even if action stages are still slow) and the musical score is beautiful enough that it keeps my attention through the speed deficit. I'm for it.
Kirby said so, so it must be true. ( >'.')>
Former player
Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
I still think that Bisqwit and Truncated were right when they said that this game is simply too long and laborious. Even with a lot of new time saving implementations (at least 5 minutes could be shaved off, if not more) and impressive movement patterns, you're still look at ~45 minutes of 'jump, glide, repeat.'
hi nitrodon streamline: cyn-chine
Sir_VG
He/Him
Player (40)
Joined: 10/9/2004
Posts: 1913
Location: Floating Tower
I'd be willing to watch it. Just because I know how evil the game can be compared to the other ActRaiser.
Taking over the world, one game at a time. Currently TASing: Nothing
Joined: 2/1/2007
Posts: 245
Location: Israel
It's also a big disappointment compared to Actraiser... I remember really missing the whole city-building part.
Joined: 5/29/2004
Posts: 757
Bringing this back up after watching PJ stream this on Hard for the last few hours. There was an instance where he managed to go through a floor that should be IMPOSSIBLE to go through in Death Field [well as much as we'd expect to be impossible]... so it got me wondering.. if there was something at fault for that... Could this have occured as a glitch due to too much lag on the screen.. or could such a well programmed game have flaws not thought possible. If it IS possible, I REALLY want to know if it's possible to glitch through the slow moving platform in Modero after the miniboss. Being able to plummet through that and avoid that huge wait would totally rip the shit out of this game! Anyone more savvy then I willing to take a look into this? Mr. Kelly R. Flewin
Mr. Kelly R. Flewin Just another random gamer ---- <OmnipotentEntity> How do you people get bored in the span of 10 seconds? Worst ADD ever.
Player (100)
Joined: 3/20/2008
Posts: 466
Location: Montreal, Quebec, Canada
Anyone more savvy then I willing to take a look into this?
No :P
Joined: 5/29/2004
Posts: 757
Bringing this back from the dead after another insane find by PJ... this time on Difficulty 202. https://clips.twitch.tv/AttractiveGrotesqueCockroachBrokeBack This. Now, anyone who has ever DABBLED with 202 knows how batshit brutal this difficulty truly is. Most enemies will 1 shot you, all bosses have insane amounts of HP... What I would like to know is... what the f*ck just happened here? PJ has successfully done this on the snake mini-boss [as you can see] and the Gargoyle... and even with a Lua Script and EMU, no one seems to be able to figure out why his attack, in the specific manner he delivered it, suddenly 1 shots a boss that should not be remotely close to taking this kind of damage. Any of the resident geniuses care to offer some thoughts...?
Mr. Kelly R. Flewin Just another random gamer ---- <OmnipotentEntity> How do you people get bored in the span of 10 seconds? Worst ADD ever.
creaothceann
He/Him
Editor
Joined: 4/7/2005
Posts: 1874
Location: Germany
Wow, what an easy game. /s
Player (37)
Joined: 2/16/2012
Posts: 282
I figured out the bug a few nights ago. It is basically reaching into memory and pulling up some other enemy's attack/damage value. The Phoenix plumes are treated the same as enemy projectiles in memory, but do not have an initialized set of values for HP/attack like other enemies do. So when they get assigned an attack ID, it just goes and looks for whatever attack value the attack ID is associated with. In this case, it's ID + 0x7F2016, where I've seen IDs as low as 0x1260 and as high as 0x1CC0 in increments of 0x30. So it relies on the way in which the IDs are assigned for the mega-damage to occur. That region of memory changes on major screen transitions and some boss patterns. Your chance of doing big damage is probabilistic with how full that space is with huge attack values.