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Super Slime
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Memento Mori journal 
 PostThu May 03, 2012 6:53 pm
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New levels? Yes! They are coming soon. I am looking at a May release for the 100% version.

Do you have awesome level ideas? Or maybe just awesome obstacle ideas? Or even an awesome replay to share? Post them here!

P.S. Here is a secret: the game is unpassworded and the levels are super easy to edit (although you may want to disable layer 1).
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 PostThu May 03, 2012 8:08 pm
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I played a little bit last night. Getting the purple door was pretty frustratingly difficult on some levels, so when i decided to stop playing I was dismayed that I could not save my progress. Are there any plans to allow saving?
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 PostThu May 03, 2012 8:46 pm
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It automatically saves. If yours is not automatically saving, then that is a bug.

The purple doors are intentionally difficult, of course, but I can consistently get all of them and I know Spoonweaver also all-cleared the demo. If there is a particular level you have trouble with, then I can upload a replay. I have saved replays for every purple exit.
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 PostThu May 03, 2012 10:31 pm
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Mogri wrote:
It automatically saves. If yours is not automatically saving, then that is a bug.


Oh! Cool! Yes, the autosaving is working fine. Maybe when you choose "Quit" from the main menu it should show a brief message saying "Your progress has been saved".
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 PostThu May 03, 2012 11:12 pm
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Maybe I just want a direct template port of Super Meat Boy here, but is it possible to add the remains of failed attempts to this game? That was my favorite part about Meat Boy.

I can see now why higher frames per second is so important for the OHR.
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 PostThu May 03, 2012 11:21 pm
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Pepsi Ranger wrote:
I can see now why higher frames per second is so important for the OHR.


Only for very specific applications of the OHR that have little to do with its original purpose Smile Fun trivia, though: the game processes movement twice per tick for smoother movement.

The guy doesn't leave any remains, though... I guess I could make the blood adhere to walls, except only brick is indestructible and I can't imagine the blood would contrast well against the brick.
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 PostFri May 11, 2012 9:09 pm
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This game is awesome. I don't know how you do it; I went into the game unpassworded and poked around, and even messed with a level. The only scripts activated are when the game starts, and from what I gather, that script is the master script that drives the game. The levels are generated from maptiles that are laid out roughly...

I personally really like this games platforming capabilities. It'd be cool if you to released a blank demo for people to build their own games upon.

Oh, and i'd just like to say that this game reminds me of I Wanna Be The Guy, except watered down and traps are easy to see.
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 PostSat May 12, 2012 12:50 am
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Seconding everything Master K said. I am shocked at how well this game pulls off Platform Hell mechanics like Wanna Be The Guy. Can't wait to see more!
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 PostSat May 12, 2012 3:03 am
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Thanks! I'm reconsidering a May full release because I've been working on the 64digits contest, but seriously, if you have any great ideas, I'd love to incorporate them.
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 PostSat May 12, 2012 3:46 am
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How about falling platforms? Or, if you really Wanna Be The Guy, then have platforms that fall upwards.
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 PostSat May 12, 2012 2:09 pm
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I'd say the game is a lot more like super meat boy than I wanna be the guy. In fact it's almost a port of super meat boy.


That said, I think you should take a bit of inspiration from some of that game's levels. I'm not saying, copy them exactly, but I'm sure you can find some things that game does and implement them into this game.
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 PostSat May 12, 2012 3:42 pm
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It reminded me of IWBTG because of it's mechanics, and the main character reminded me of The Kid.
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 PostSat May 12, 2012 4:44 pm
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If it doesn't remind you of Super Meat Boy, then you probably haven't played Super Meat Boy.

I started on the game a year or two ago, within a few months of getting SMB. I got as far as putting together the engine and making the levels that would eventually become Fired Up and Swiss Cheese. Then, for whatever reason, I didn't feel like making levels, so I put the game down for a few years.

When I picked it up in mid-April, the game had landmines, spikes, fire jets, sand, and key switches. In other words, the obstacles that you see in those two levels. The guns, the crusher traps, and the air mines were later additions (although the air mines are functionally identical to the landmines). While the controls are lifted almost straight from SMB, the game's more iconic obstacles (mines, fire jets, and crushers) have no SMB analogue that I know of. Despite their obvious resemblance to the traps from Zelda, the crushers are actually inspired by Spelunky.

And that's your MM trivia for today.
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 PostTue Aug 27, 2013 1:14 am
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Anyone know that there's a completely different game floating around that's also called Memento Mori?

http://www.shinyloot.com/memento-mori
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 PostTue Aug 27, 2013 1:56 am
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Well, it's not a very uncommon name. d20 has a similarly named spell.
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