Awesome, thanks. Hope there's a lot of tentacle/birth/egg material to find!You start seeing them once you reach the Summit biome after fighting the first boss.
Tentacle, yes. You pretty much encounter tentacles in every biome... as for birth/egg, cg only.Awesome, thanks. Hope there's a lot of tentacle/birth/egg material to find!
Yes i need it tooDe casualidad alguien tiene la descarga de la versión 0.41?
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I generally find you can tell something about a game's community support by how long it takes to end up here. The more loyal the fanbase, the longer it takes.Just sayin', if you guys need the update so bad, you could always support the game and acquire it legally, instead of pirating it. Then you wouldn't have to wait ¯\_(ツ)_/¯
My apologies if I'm not understanding your question right, but I think you're asking if there are any problems with you pledging, getting your content, then unpledging before the end of the month instead of staying pledged, correct? If that is the case, then you can absolutely do that - I have instant-charge enabled on my Patreon, so if you pledge you'll get charged for it immediately, giving you access to your rewards, and then you can safely unpledge whenever you like. It won't cause you to get content for free or anything, so there's no need to worry about being blocked!Hello Anon42 I came to ask that if, for example, I pay the membership and cancel it by the end of the month the money that I give them, they will keep it true, although the money does not really matter to me, but it will not affect me in what this putting membership again and canceling it is that I don't have that much money, I mean if my account is not going to be blocked?
Do what you want dude, I've gone on record saying I'm not going to try and stop piracy. Just, don't bother apologizing after leaking Patreon builds, and certainly don't try to justify it lmao.I'm sorry Anon42 but if someone has not pledged by now then they likely wont do so.
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This seems like it would be infuriating, and not in a good way.First up is the gif here, which is a new hazard I worked on this week. The visuals are still very much incomplete, but essentially it's a hazard that warps you back to a certain location (usually the beginning of the room) if you touch it. I've been wanting to add something like this to the game for a while now, for the sake of designing non-deadly challenges. In many cases, you can just tank damage to get past platforming challenges in CPE, so I wanted some way to design platforming challenges that WON'T result in a game over, but also actually require you to platform skillfully to reach the end, and here's the solution! No risk of death since these don't damage you, but the only way to get past it is to complete the challenge. I plan on using them a lot in optional challenge rooms.
It's definitely linear in approach, but it doesn't seem too bad to me. As long as it's implemented in spots where you obviously can't cheese it, it gets the right message across. It kind of reminds me of some of the puzzles in 2d Metroids where blocks would fall apart when you landed on them. Those were usually used for power bomb upgrades, so really late in the game.This seems like it would be infuriating, and not in a good way.
Really depends on the length of the challenge. It's quite a bit less annoying than dying and having to continue from the last checkpoint, but if the challenge is a particularly long one, it's likely to be pretty frustrating to have to do the entire room platforming sequence again.This seems like it would be infuriating, and not in a good way.
I remember seeing this kind of thing in a JRPG - can't remember the name though - I played decades back. Completely blank room, no clues, essentially an invisible maze which teleported you to the start with one step in the wrong direction. I don't think I've seen it in a metroidvania though, so I'm looking forward to seeing how you're going to implement it, Anon.First up is the gif here, which is a new hazard I worked on this week. The visuals are still very much incomplete, but essentially it's a hazard that warps you back to a certain location (usually the beginning of the room) if you touch it.
Wouldn't be a Metroidvania without annoying optionals, I remember nearly snapping my controller in half out of pure frustration trying to get one of the optional upgrades in Shadow Complex on the 360. It actually one of the things I was wondering about not being in the earlier builds, but I figured it'll be there eventually once more of it was made.Challenge rooms are never very long, and they're always for optional rewards.
I remember seeing this kind of thing in a JRPG - can't remember the name though - I played decades back. Completely blank room, no clues, essentially an invisible maze which teleported you to the start with one step in the wrong direction. I don't think I've seen it in a metroidvania though, so I'm looking forward to seeing how you're going to implement it, Anon.
Wouldn't be a Metroidvania without annoying optionals, I remember nearly snapping my controller in half out of pure frustration trying to get one of the optional upgrades in Shadow Complex on the 360. It actually one of the things I was wondering about not being in the earlier builds, but I figured it'll be there eventually once more of it was made.
I actually think its against the rules of Metroidvania to NOT have at least one challenge room that doesn't make you want to break your controller and throw it at the TV in utter annoyance of trying to crack it, only to have to restart it so many times you lose count!