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Messages - Theogrin

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1
General / Re: Soundtrack
« on: December 13, 2007, 04:50:06 pm »
On top of the bonus and new stuff, there's the fact that the mode I suggested is a sound test - which means you'd have to go to *extensive* lengths to get the music off in a form that can be easily played, and it'd be more work than it's worth (for any other soundtrack).  I'd just use it for listening to the song before remixing, to keep the melody in my head.

Heck, I'd buy a pressed CD just to support the developers again!  :)

2
General / Re: Soundtrack
« on: December 13, 2007, 03:31:43 pm »
Aha!

We already have a 'sound test' for music - you can change the background music in the mod editor.  Now all we need are the song names, and we're good.  :)

3
Gameplay / Re: Gaint Octopus Boss help
« on: December 12, 2007, 04:42:41 pm »
There's actually a sneaky way you can do this...while taking a good bit of damage in the process.

Get about halfway down the length his tentacle can reach, and hit the floor - you should see him constantly revealing that jewel.  Chow down on a volcano roll, and fire away.  While his tentacle WILL hit you, it won't grab you, so you can shoot him all the while; just keep plugging away, and bring some regen items to keep yourself from dying.

Probably easier after you get all the verse eggs, though...

4
General / Re: Soundtrack
« on: December 12, 2007, 01:42:18 pm »
Either way - using clips from the original masters, or taking the melody itself (the 'song') and working with it - can probably be considered a valid remix.  :)  That said, I prefer to work with the melody itself.  For those interested in making the 'Dance-style' remixes, I suggest Audacity - and for those interested in doing the other variety, there's FruityLoops (which is expensive, but more than decent).  There are probably some free variants on the latter if you poke around enough!

5
Gameplay / Re: Ixis' Treasure Hunter's FAQ
« on: December 12, 2007, 12:09:02 am »
For those looking for the second 'kelp forest/open waters' egg...

It's in neither.  Rather, it's east of the western area of the Kelp Forest, e.g. in an area where remains of pirate ships (and undoubtedly normal ships) litter the landscape.  There's a definite music change for that zone, even if it doesn't qualify on its own as an area.

And yes, it took me forever to figure this part out.

6
Support / Re: bug or normal gameplay
« on: December 11, 2007, 10:38:44 pm »
That's normal gameplay: the camera automatically focuses on a miniboss after you kill them, whether it's the spider or something else.  Because the spider basically just falls off after it dies, well.

I don't think anything can attack you during the process of its death, though.  Correct me if I'm wrong, but IIRC everything's frozen when you kill them.

7
Gameplay / Re: The "What are bones good for?" Thread
« on: December 10, 2007, 06:14:05 pm »
Well, bone + bone = sea loaf, sea loaf + oil = buttery sea loaf.

So I suppose that they're at least good for SOMETHING...

8
Gameplay / Re: Does the water flip....
« on: December 10, 2007, 05:49:31 pm »
Later on, you'll encounter enemies that latch onto you; the spin's good for getting them off.

9
Gameplay / Re: Stupid question: green links (possible spoiler)
« on: December 10, 2007, 03:47:46 pm »
Ahh, and here I was hoping you could use them to link quickly between any one... >.>

Thanks!

10
Gameplay / Stupid question: green links (possible spoiler)
« on: December 10, 2007, 03:42:31 pm »
Gotta love the silly questions...

So I've just completed the Cathedral, and now I'm at the point where I'm really, really wondering what those nice, green links are on the map.  Obviously, I know what they mark - those spheres with plants around them - but I have no clue how to _use_ them for their obvious purpose.  Nothing I do seems to open them; am I missing something, or is there a way to open/access them later on that will become evident?

11
Gameplay / Re: Stuck behind a boulder in demo
« on: December 10, 2007, 03:34:41 am »
If you have the Bind spell active, then you can swim through whatever object you've Bound regardless of its position, and regardless of whether you'd normally take damage from it(!).

This is useful for simply sealing off a cavern after you've bound the applicable boulder, to prevent enemies from entering.  (You can also play about with smacking enemies around with said boulder.  Great fun!)

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