Forums
April 19, 2024, 09:47 AM

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Lex

Pages: 1 [2] 3 4 ... 9
16
Missions Speed Run / Re: Mission 12 - No Substitute
« on: April 07, 2017, 04:23 PM »
Great job with the shotgun and repeatable shots.  However, there's one part between the first and second shotgun shot in which you jump up the slope where poor skip-walking or regular walking would be faster.  Jumping up slopes of that steepness is very slow.

17
Missions Speed Run / Re: Mission 6 - Sand in Your Eye
« on: March 30, 2017, 09:29 PM »
Yes, the grenade.

18
Missions Speed Run / Re: Mission 6 - Sand in Your Eye
« on: March 30, 2017, 09:45 AM »
Nice strategy.  It looks like turn 3 will take a bit of practice.

19
Missions Speed Run / Re: Mission 4 - Cool as Ice
« on: March 29, 2017, 10:38 PM »
I noticed you didn't mention using the parachute to skip the landing animation.

20
Files Comments / Re: File #1063, Coward button?
« on: November 12, 2016, 04:22 PM »
That guy's name, "pppoe", seems like a reference to https://en.wikipedia.org/wiki/Point-to-point_protocol_over_Ethernet.

21
General discussion / Re: Worms standard missions (new records!)
« on: September 19, 2016, 12:36 PM »
That triple kill at the start of mission 12 >>>>>

Haha, yeah, that one is pretty well-optimized.  I had an 8.60s record and an 8.12s record before that one, both of which were faster than Deadcode's original 11.96s TAS.  I was euphoric when I finally managed the 5.46s record.

22
So why is banana added, if no one like it? :o

Because someone was stupid once and other stupid people decided to follow in the stupid footsteps.  Sensei is exactly right.  If you want a 40-second turn timer, set the turn timer to 40 seconds instead of adding arbitrary retreat time which doesn't show a timer and doesn't start at the same time on each turn.

23
You have to admit though, adding banana to rope race is pretty stupid.

24
Thanks for the backup, Wally.  I knew there was at least one other person around when the inlaw was defined.  :)

Check the guides Korydex linked, which are the older trick guides (IBB's, TonY's, and DarkOne's).  Notice that inlaw is defined in the same way in each one.

25
General discussion / Re: The greatest potential of all time!
« on: August 26, 2016, 10:08 AM »
I downloaded this video from the Creative Prodikeys product page so many years ago and thought it was hilarious and awesome.  I remember showing it to JoE too, as it suits his sense of humor.  Thanks for the memory.  It's funny how it's become a sensation this many years later.

26
An inlaw ends lower than it starts.
No idea where you got this from

On that corner, bounce off the top lightly and reattach to the same corner you were attached to or lower down the side.
Then what's the purpose of those red lines at the top?

btw
http://wmdb.org/16271 to the right of LG arch
http://wmdb.org/15819 slightly below start
http://wmdb.org/24374 to the right of start
All these maps have similar inlaws where that "rule" (inlaw ends lower than it starts) clearly doesn't apply. Maybe this rule WAS an actual thing in the past, I don't know, but nowadays it's not.

It is just part of the definition of an inlaw, not only as displayed on IBB's original rope tricks guide, but also practiced by all ropers in ~1998-2002 when the majority of these tricks were invented.  Definitions change, I understand, but I prefer the original definition, in which an inlaw is strictly something meant for descending a vertical wall without using external attachments, as a quicker and trickier alternative to the flagpole.

27
I don't think what those two posted is what is meant, considering there's a red section meant for attachment right at the inlaw spot.  The video to which you referred is correct, though it doesn't show the setup.

28
Both gifs in this thread are incorrect.  An inlaw ends lower than it starts.  On that corner, bounce off the top lightly and reattach to the same corner you were attached to or lower down the side.  This was commonly used at the start of many old rope race maps and it was a common trick practiced while warming.

29
Other worms games / Re: Team17 has announced Worms WMD
« on: July 11, 2016, 01:19 PM »
Also judging by what I've read here they would just be told they are wrong and belittled anyway so there's that...

If someone is wrong, they should be told they are wrong, I for one take pride in not sugarcoating things, there is a difference to being told you are wrong with facts not opinions and appreciating their effort, and being condescending and belittling.

Yes.  For the record, I appreciate the effort T17 is making, especially making a whole new game engine.  No single person can be blamed if some of the art direction turned out to be unappealing, or if the current tools aren't as sophisticated or easy to use as Animo 1.7 for the NeXT was in the 1990s.  The maps I've seen in WMD look awesome so far.  Only the promotional (logo, etc.) art, animations, font, GUI, and sprites are unappealing to me.  That's not due to lack of effort.  Clearly there's been a ton of effort put in, and it shows, but it just happened to turn out unappealing (to me).  It just takes seriously rare raw talent to appeal to my particular aesthetic preference (and although I suspect mine is among the majority, I don't claim for sure that it is).  If the Worms 2 artists or Wizgate (OnlineWorms / Worms World Party Aqua) artists were still working for T17, the whole game could have looked incredibly good to me with the same amount of effort.  Their art design choices were amazing, and that may have just been a wonderful fluke.

30
Other worms games / Re: Team17 has announced Worms WMD
« on: July 11, 2016, 12:19 PM »
It was noticed that there was something off about explosions, though.  That's why it was slowed down; to show oblivious devs/testers what they missed that is noticed by the general public.  It's not about "offense".  It's one of many small aesthetic problems that add up to obviously odd-looking, unappealing animations.

It's understandable that devs and testers looking at the same gameplay for a long time will become used to its problems and become unaware of them.  That's why public testing is so helpful.

Edit: I believe a large reason why most 2D Worms games made after the 2nd-generation games have not been as successful is because of the comparatively unappealing aesthetic.  Aside from OnlineWorms and WWP Aqua, Worms games have looked worse after WWP, with their lockjaw mouths, strange backflip animations, screen-shaking explosions, and pointy outlines.  The way they roll matters.  The way they fly through the air matters.  It all adds up in presentation, and it affects impressions of customers.

Side-topic: When I was first playing WA, I wanted to draw worms.  They looked so simultaneously cute and cool.  I can't say that about the later worms.  Look at your avatar, Jonno.  Does that really look good to you, with the giant teeth and the lockjaw non-smile; mouth stretched to the bottom corners so hard it looks painful?  I think that the look for worms was ruined forever since that kind of design.

Pages: 1 [2] 3 4 ... 9