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Author Topic: Cider Demo part 2  (Read 5265 times)

Cardweaver

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Cider Demo part 2
« on: March 31, 2013, 01:37:42 PM »

Shhhhhh

Some notes:
-Ice beam is pacifist, it does no damage to non-bosses, just freezes.
-If you think you can't make a jump, try crouching first, or spinjumping. If that doesn't work, try holding down at the peak of your jump and then tapping forward.

And because it wouldn't be one of my threads without a [Failed to take] screenshot

(click to show/hide)

Known bugs:
-Pausing in Draygon's room after you kill him and come back in will result in a very orange opaque liquid.
-Some rooms look unfinished; that's because they are.
« Last Edit: January 25, 2024, 11:02:19 PM by Cardweaver »
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Digital_Mantra

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Re: Cider Demo part 2
« Reply #1 on: March 31, 2013, 09:07:15 PM »

Haven't played this since 2010.
Great fun so far!
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MetroidMst

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Re: Cider Demo part 2
« Reply #2 on: April 01, 2013, 04:00:58 AM »

I have not spent time to look for most of the pickups in previous areas, but after completing the demo, I am very interested in how the rest of this comes about. Love the dark Maridian palettes. The puzzle oriented aspects are what I would call a mashed potato. Lots of great stuff with some lumps thrown in. I like the direction this has gone since the first demo patch. For what I don't like, you already know how I feel about physics changes. I can live with them, and these are alright. But still. Anyway, besides that, your visual cues are excellent. I only missed one, and I should have seen it.

With how it has got, Cider feels like it will be an extremely small hack. Maybe SFI size, but it almost felt half over after the demo, which I hope isn't the case, because Cider has a lot of potential to be an excellent hack.
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Digital_Mantra

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Re: Cider Demo part 2
« Reply #3 on: April 01, 2013, 04:07:30 AM »

With how it has got, Cider feels like it will be an extremely small hack. Maybe SFI size, but it almost felt half over after the demo, which I hope isn't the case, because Cider has a lot of potential to be an excellent hack.
^
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Metaquarius

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Re: Cider Demo part 2
« Reply #4 on: April 01, 2013, 09:27:38 AM »

I don't care about physics changes but omg water. Water is everywhere in this hack. Suitless underwater navigation gets really annoying after a while in my opinion. Otherwise, keep up the good work.
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Digital_Mantra

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Re: Cider Demo part 2
« Reply #5 on: April 02, 2013, 10:40:52 PM »

Me and Carweaver are on the same boat, rather we jumped off the boat because we love underwater physics and plenty of it  :grin:
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advancedpillow

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Re: Cider Demo part 2
« Reply #6 on: April 03, 2013, 08:29:46 PM »

Is it just me or is there a huge permastuck after spore spawn? I don't have bombs, and I seem to be stuck now. The game has looked great up until this point. I liked the new water physics too, made suitless water exploring much more enjoyable.
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MetroidMst

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Re: Cider Demo part 2
« Reply #7 on: April 03, 2013, 09:25:53 PM »

It is just you unless you did something really weird. Just look around for some more hints, this hack is based off of those and puzzles.
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Benki

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Re: Cider Demo part 2
« Reply #8 on: April 03, 2013, 09:55:50 PM »

Permastuck after bomb torizo
No super missiles
 :FURY:
« Last Edit: April 03, 2013, 10:41:54 PM by Benki »
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MetroidMst

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Re: Cider Demo part 2
« Reply #9 on: April 03, 2013, 09:57:59 PM »

Permastuck after bomb torizo
No super missiles
 :FURY:
You are not stuck.
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Benki

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Re: Cider Demo part 2
« Reply #10 on: April 03, 2013, 10:15:21 PM »

Permastuck after bomb torizo
No super missiles
 :FURY:
You are not stuck.
Well, I'm at the bottom of the room..
(click to show/hide)
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MetroidMst

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Re: Cider Demo part 2
« Reply #11 on: April 03, 2013, 10:35:52 PM »

Find Supers. If that means you have to Morph because you can't walk through a tunnel, then yes, Morph. But really, at this point you have explored the bottom of the room, and the next little room. Pretty soon to start calling out a perma-stuck no? Cider isn't an easy hack, so there are some more advanced moves needed.
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Digital_Mantra

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Re: Cider Demo part 2
« Reply #12 on: April 03, 2013, 10:36:53 PM »

umm, after the torizo fight, just leave room and re-enter.
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Benki

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Re: Cider Demo part 2
« Reply #13 on: April 03, 2013, 10:50:05 PM »

Find Supers. If that means you have to Morph because you can't walk through a tunnel, then yes, Morph.
Alright got it, I just wasn't sure if it was a permastuck or not   :heheh:
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Cardweaver

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Re: Cider Demo part 2
« Reply #14 on: April 04, 2013, 05:53:28 AM »

There shouldn't be any places to get stuck where you can still move around and explore, the only ones that might still exist are if you got stuck in a wall or something because of a slope I missed.

As for the Sporespawn thing,
(click to show/hide)

For the bomb torizo,
(click to show/hide)
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Quietus

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Re: Cider Demo part 2
« Reply #15 on: April 04, 2013, 06:00:26 AM »

I just assumed that that wasn't the way to do the bottom jump.  I ran and jumped from the lower platform on the right.
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advancedpillow

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Re: Cider Demo part 2
« Reply #16 on: April 04, 2013, 12:50:18 PM »


As for the Sporespawn thing,
(click to show/hide)

I've found one passageway / hidden tunnel in the spore spawn room, leading to the right, then i hit a wall. Can't go any further--i tried shooting into the passage and then quickly rolling in to see if there is a shot block. I didn't try unmorphing though, to see if I could wall jump out of there. I'll try that later. There looks like there is a visual clue leading straight up in that same room but shooting it doesn't reveal a passage, and I don't have bombs to check what kind of block it is.

I probably won't continue to play this demo. I'll just wait for a full release. I have some other things I need to take care of before I jump into another hack. Good stuff from what i've played so far.
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Digital_Mantra

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Re: Cider Demo part 2
« Reply #17 on: April 04, 2013, 02:38:11 PM »

etanks 8/8
missiles 125/125
supers 33/33
pbs 15/15
reserves 3/3

eh.. i tried.
I did it!  :grin:

« Last Edit: April 04, 2013, 09:20:54 PM by Digital_Mantra »
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Quietus

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Re: Cider Demo part 2
« Reply #18 on: April 04, 2013, 02:39:41 PM »

I've found one passageway / hidden tunnel in the spore spawn room, leading to the right, then i hit a wall. Can't go any further--i tried shooting into the passage and then quickly rolling in to see if there is a shot block. I didn't try unmorphing though, to see if I could wall jump out of there. I'll try that later. There looks like there is a visual clue leading straight up in that same room but shooting it doesn't reveal a passage, and I don't have bombs to check what kind of block it is.
You're mere millimetres from the solution. :^_^:
(click to show/hide)
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advancedpillow

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Re: Cider Demo part 2
« Reply #19 on: April 04, 2013, 07:50:05 PM »

Yup I got it. When I was typing a response earlier today I thought of that, and waddaya know?, it worked.  :^_^:

If I may be so bold, the Kraid boss fight is one of the cheapest, worst-designed boss fights I've ever experienced. Holy crap.
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Quietus

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Re: Cider Demo part 2
« Reply #20 on: April 04, 2013, 07:55:59 PM »

Any elaboration on what you struggled with?  It seemed like a fairly standard Kraid fight to me, only he had a little more health than usual.
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advancedpillow

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Re: Cider Demo part 2
« Reply #21 on: April 04, 2013, 08:05:56 PM »

Water. Just to arbitrarily add difficulty. I hated it. I struggled. But I didn't just hate it because I struggled, but because it, to me at least, is equal to just adding spikes everywhere. It makes no sense other than to make it difficult for the player. Good ways to add difficulty to the Kraid fight is seen in Super Zero Mission, for one example. Otherwise, why not increase the difficulty of the entire game and add water to every area!  :heheh:

Edit: To the creator, I don't mean to sound harsh, or to be harsh.
« Last Edit: April 04, 2013, 08:08:59 PM by advancedpillow »
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Digital_Mantra

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Re: Cider Demo part 2
« Reply #22 on: April 04, 2013, 08:47:23 PM »

Bug Report:
(click to show/hide)
The slopes don't quite get you there. You hit a fallen pillar on the ground before the last slope to the chozo.
I've built a charge several times (not fun), morph out of the first slope (as that just gets you stuck) and started at the next slope. No luck.
Maybe if I really squeezed the timing and ran past that pillar.. but still, doesn't seem to fit with the shinespark slope scheme.
Edit: Did it! If this was the 33rd Super Missile, you might wanna fix this room unless that was intentional.
Watch: http://digital-mantra.com/cider.rar
« Last Edit: April 04, 2013, 09:26:03 PM by Digital_Mantra »
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Cardweaver

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Re: Cider Demo part 2
« Reply #23 on: April 05, 2013, 12:03:53 AM »

Dmantra, how did you play through the whole game and get everything, but not realize that landing from spinjumps keeps your speed, haha?

For that room you can just run and jump everytime you would hit a wall, keep running, and you'll get enough speed. You might have to make some short jumps, but a shinespark is definitely not necessary.
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Digital_Mantra

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Re: Cider Demo part 2
« Reply #24 on: April 05, 2013, 12:16:05 AM »

I'm surprised I didn't catch onto that, given the amounts of underwater springball jumping and how that maintained speed.
Anyways, Cider Demo is officially mastered!

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