Three updates in one! Yes, I did go ahead and grab a NaNoWriMo '09 banner for use with my journal this year. I've started getting my notes ready for this year's word marathon. Okay, minor updates first!
I added two lines to Kippup over on the Street Fighter page. It's nothing too major - although it could have been if I chose to word it a little differently. It occured to me earlier today that I should make sure it's possible to not Kippup if desired. By default it's always 'ON' as it were. As there are other maneuvers dependant on not Kippuping immediately it stands to reason that a character can choose to stay down or stand up slowly. Although already implied experience has taught me that implication isn't enough and it's best to specify.
The second line is the one that could create a potential exploit. I added that if the current hex is obstructed the fighter instead moves to an adjacent hex while Kippuping. It's always been possible but adding automatic movement between rounds has a serious balance aspect to it. That "freebie" hex, as it were, becomes troublesome when combined with fixed movement maneuvers. They have a fixed movement for a damn good reason. If it becomes a problem then I might increase the speed penalty and blame having to take an extra few seconds moving from hex to hex.
Second part: YouTube.
There are only two episodes left to upload for Langrisser 2. I haven't recorded anything else for it or Ogre Battle. I *will* but it's a matter of not having time right this second. The next stage for Ogre Battle will be the Valley of Kastro. I completed that stage for the Playstation limited edition some weeks ago but haven't started it yet on the SNES version.
I also recorded fresh footage of Prodigal for Final Thoughts, part 3 which is looking like it's going to be broken into two parts itself. Unfortunately I haven't finalized the text to inlay over it. I wrote out a nice long rant but it's too long for YouTube's 10:59 time limit. On the bright side I managed to crash the game with CamStudio running. Yay, crashing!
Third part: Space Griffon
In my second run I passed the halfway point last night. I can say with certainty that Boss number 5 will not run out of ammunition or run away when the Griffin get's low on health. There's no pacifist way to get past that encounter. It's shoot and pass the damage threshold there. I do want to make a small correction to an earlier post: the Power Beam Gun is listed in the manual. However the Heavy Vulcan is not. I also tracked down a lone Tryser that can drop a Medium Rocket Launcher. The odds it will do so are pretty low. I had to reload a savestate just before engaging it a good dozen times before the launcher would drop.
Still no sign of any gun launcher droppers.
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Now playing: Aphex Twin - Matchsticks
via FoxyTunes
I added two lines to Kippup over on the Street Fighter page. It's nothing too major - although it could have been if I chose to word it a little differently. It occured to me earlier today that I should make sure it's possible to not Kippup if desired. By default it's always 'ON' as it were. As there are other maneuvers dependant on not Kippuping immediately it stands to reason that a character can choose to stay down or stand up slowly. Although already implied experience has taught me that implication isn't enough and it's best to specify.
The second line is the one that could create a potential exploit. I added that if the current hex is obstructed the fighter instead moves to an adjacent hex while Kippuping. It's always been possible but adding automatic movement between rounds has a serious balance aspect to it. That "freebie" hex, as it were, becomes troublesome when combined with fixed movement maneuvers. They have a fixed movement for a damn good reason. If it becomes a problem then I might increase the speed penalty and blame having to take an extra few seconds moving from hex to hex.
Second part: YouTube.
There are only two episodes left to upload for Langrisser 2. I haven't recorded anything else for it or Ogre Battle. I *will* but it's a matter of not having time right this second. The next stage for Ogre Battle will be the Valley of Kastro. I completed that stage for the Playstation limited edition some weeks ago but haven't started it yet on the SNES version.
I also recorded fresh footage of Prodigal for Final Thoughts, part 3 which is looking like it's going to be broken into two parts itself. Unfortunately I haven't finalized the text to inlay over it. I wrote out a nice long rant but it's too long for YouTube's 10:59 time limit. On the bright side I managed to crash the game with CamStudio running. Yay, crashing!
Third part: Space Griffon
In my second run I passed the halfway point last night. I can say with certainty that Boss number 5 will not run out of ammunition or run away when the Griffin get's low on health. There's no pacifist way to get past that encounter. It's shoot and pass the damage threshold there. I do want to make a small correction to an earlier post: the Power Beam Gun is listed in the manual. However the Heavy Vulcan is not. I also tracked down a lone Tryser that can drop a Medium Rocket Launcher. The odds it will do so are pretty low. I had to reload a savestate just before engaging it a good dozen times before the launcher would drop.
Still no sign of any gun launcher droppers.
----------------
Now playing: Aphex Twin - Matchsticks
via FoxyTunes
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I've been playing around with the idea of doing my very own LP of something, though I'm not sure exactly WHAT, as of yet.
Well, nothing else really to say, except best of luck to you and hopefully your newest LP gets a ton of hits. :)