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ISRIERI'S PROFILE

Isrieri
"My father told me this would happen."
6155
-Mysterious forum member since 2012

-Occasionally appears

-Has yet to make an RPG

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Judge Levels

Do any of you guys know a way to enlarge an image and remove the grainy look that comes with it? Like a program or tool?

Super RMN World

I've left feedback for pyrodoom as well.

EDIT: Is there even a link character block in Faron Woods? I didn't see one.

You Can't Do That In Zelda! Review

I appreciate the review. Glad you enjoyed the game! I think I could make a much better game than this, so there may be a sequel down the road.

Was there any part of the game you especially liked? Any parts you thought were too difficult or unfair? I often wondered if I was going overboard with Level 7. But I figured that if I could beat it without any rings it was okay.

I promise that if I do make a sequel the overworld will actually be good.

Judge Levels

I had an idea for a boss based off something SpoonyBardOL did: A Ghoma from Zelda up on the ceiling that shoots rocks down on your head. And you have to grab the rocks and either toss them back up at him or rebound them off the walls in some way. Maybe that can be the boss of Castle of the Damned.

Actually I was wondering what difficulty you guys think that level should be. I was shooting for World 5 or 6 but wasn't too sure.

Is it still discrimination if it's equal?

If you're being discriminatory to both sexes. Then you're being discriminatory to both.

Judge Levels

Because it would be obnoxious to have to do that during a boss fight. I don't care how you implement it, why not just have a shell spawner or a regular enemy spawn that isn't a homing koopa. Just because their pattern can be learned and manipulated doesn't meant they aren't tricky to jump on. Having to do so during a boss fight would be asking a lot.

I should note that I don't personally think you should never add homing koopas to a boss fight. They're real easy to me after messing around with them so much. I'm just worried about pushing the limits of the more less-skilled or hasty players.

Judge Levels

author=halibabica
Also, I was planning on incorporating them into the final battle as a source of ammunition. ._.


I can already tell you this is not going to happen.

Movie Discussion

Re-posted from Raocow's Talkhaus:

author=Isrieri
Kingdom of the Crystal Skull wasn't anywhere near as bad as everyone said. The problem with it was that it was just okay and not "OMG best moveie evar" like a lot of the old ones were to us. The story wasn't actually that bad, but a lot of the CGI scenes killed the action. A lot of what made the originals so great was that they had to get actual props and real tanks and motorcycle chases. And that was kind of lost here.

I'm not watching The Great Gatsby even if you drag me to the theater. I didn't like the book, didn't like Moulin Rouge, and I can tell you I probably won't like the movie either. Though if someone else likes it, that's cool.

I've actually been watching the 2007 version of Oliver Twist (BBC) and it's not too bad. The first movie I ever saw Timothy Spall in was Harry Potter and the Prisoner of Azkaban, so I didn't have much of an opinion of him. But let me tell you: I'm kind of glad that was the first movie of his I watched, because when you recognize him in The King's Speech you have to do a triple-take because you just can't believe it's the same guy! He does a wonderful job as Fagin in Oliver as well. It's a good movie to see if you don't like reading Dickens but enjoy the stories and characters.

Judge Levels

I may as well repost my new level here as well in case anyone forgot about it.

Castle of the Damned


Flight of the Phanto Koopa: I rather liked this one, actually! The platforming was fun and the enemies were placed well. I also applaud that extremely awkward jump for the coin at the top of Section 1. Of all the levels I've played I have never encountered something as obtuse as that (and I mean that in the best possible way). Well done, indeed.

I don't really have a lot of problems with it except for two things: I don't understand why you're forcing players to fight the phanto koopas. It's extremely unnecessary and reeks of "fake difficulty" as I've heard some people call it. I imagine it's because you want to train them for the upcoming boss fight so they don't get moidered. But I'd much rather give people the option of fleeing from those first phanto-koopas instead. It's like if I locked you in a room of bloopers till you killed them all - same principle.

And the second thing is that the hints are pretty damn useless. Otherwise I think it's a fine level.

You Can't Do That In Zelda!

author=Volrath
I'm in the last dungeon in one of the "horns" on the map. There are two blocks in here that I can move pretty much anywhere, but I have absolutely no clue as to how to arrange them to trigger whatever secret is in here. A little help perhaps?

I think I know the room you're talking about: You have to move them to the middle of the leftmost and rightmost sides of the room.

The last room is pretty nasty too, so if you want to know how to get through that one:

It's basically an infinite loop that takes you through 2 different rooms that look exactly the same. The one you end up in first is not where you want to be: You want to be in the second one, but I can't remember if it's the higher or lower room. Once you're there, you just need to kill all the wizzrobes and push the leftmost block in the upper left. Then the stairs to the final boss will appear.