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Super Slime
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 PostFri Sep 07, 2012 10:40 pm
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The fact that I cannot for the life of me remember any rude pictures suggests that I should replay SWC.
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A Scrambled Egg
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 PostSat Sep 08, 2012 2:55 am
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A weird Canadian in the back of the town sells them.
Super Walrus Land: Mouth Words Edition
Super Slime
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 PostSat Sep 08, 2012 7:14 am
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Whoa hold on is it screenshot time again? Are you serious?

Well, OKAY.



The Orchard of Despair is full of mystery, atmosphere, and produce. Also, there are ducks.

NEXT TIME: Somewhere that doesn't have trees?
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 PostSat Sep 08, 2012 10:04 am
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No trees? You mean, a leveled forest? Le gasp!
dOn'T MiNd mE! i'M jUsT CoNtAgIoUs!!!
Play Orbs CCG: http://orbsccg.com/r/4r6x V
Super Slime
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 PostTue Sep 11, 2012 5:57 pm
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Now for something completely different



What could this mysterious place be? FIND OUT.
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Slime Knight
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 PostTue Sep 11, 2012 6:22 pm
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Sorry guys, but I have to drop out... I just have too much on my schedule right now with work and college.
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 PostTue Sep 11, 2012 6:49 pm
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Tis a shame, but understandable. I hope you'll get your game out eventually though!
dOn'T MiNd mE! i'M jUsT CoNtAgIoUs!!!
Play Orbs CCG: http://orbsccg.com/r/4r6x V
Slime Knight
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 PostTue Sep 11, 2012 7:49 pm
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Mogri wrote:
Now for something completely different



What could this mysterious place be? FIND OUT.


If it doesn't contain a man with three buttocks, then I shall be severely disappointed ;).
Super Slime
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 PostTue Sep 11, 2012 8:25 pm
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NeoSpade wrote:
If it doesn't contain a man with three buttocks, then I shall be severely disappointed ;).


What


but


I don't


Confused
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Liquid Metal King Slime
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 PostTue Sep 11, 2012 8:39 pm
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Mogri wrote:
Now for something completely different


https://www.youtube.com/watch?v=PqosS6DBwhA

That floor tile upsets me somehow. Way too much depth to it. Too much contrast? It clashes with the rest of the sprites and tiles.
Liquid Metal Slime
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 PostTue Sep 11, 2012 9:52 pm
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I agree, I can barely make out the heroes on that tiled floor. I can't think of many ways to mend that while retaining the original shape and design. Maybe replace the bright grey with a really dark marble texture?
Metal King Slime
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 PostTue Sep 11, 2012 10:31 pm
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I actually thought it was intentional. I hope it's animated like the delightful trees in The Fox and Eighty-Six!
Super Slime
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 PostWed Sep 12, 2012 12:11 am
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It is in fact animated, which should help with the contrast issues. The shaded green horizontal line moves slowly up.

Also animated:


The, uh, the not-solid portion, which is perhaps similar to milk but not enough so that you could use it for cooking, rises and falls. It is not as blinding in-game as the image's contrast with the forum would make it seem.

Not animated:


You get zero internet-bucks if you can identify which dungeon inspired this tileset. This is in fact the final dungeon, but only in the sense that there are four dungeons, and this is the fourth dungeon I've shown here. Feel free to visit it first if you want. (Note that it is inadvisable to visit this dungeon first, as the enemies here are more dangerous than the enemies elsewhere. In this sense as well, it is the final dungeon.)


QUESTION TIME: Why does the caterpillar completely screw up if I set the hero's speed to 5? I would like the character controlled by the human player to move at a slightly faster pace than the one allowed by default. I tried setting the other three to 5 speed as well, but no luck.
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 PostWed Sep 12, 2012 1:02 am
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The caterpillar characters seem to mimic the previous action of the one in the higher position. I have a temporary speed boosting item in AR-PUH-GUH! and it seems that way, but only if you boost each team members walking speed.
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Liquid Metal King Slime
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 PostWed Sep 12, 2012 2:11 pm
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You mean how the caterpillar seems to stretch slightly when walking speed increases?

This is because in caterpillar mode, each hero is always exactly five steps behind the hero in front of them, without regard for how long in pixels those steps happen to be.

If you were willing to script caterpillar manually, you could record the leader's last n positions, and then set each following hero to the position 4 steps behind the hero in front of them.
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