Authored by aliceNobodi & others *yawn* Wow, that sure was a good nap, let's see what time it is: from Alice It's been a bit radio silent involving MSR, and I'll take most of the blame for that. To be fair, there's been a lot that's happened since May 2020. For starters, trans rights. Furthermore, I'm around halfway through college and haven't had as much time as I used to have to focus on MSR. On one hand, this is a good thing, because it means I'm no longer spending several weeks on one screen while going further and further to insanity. On the other hand, it means the game takes even longer to get made. That said, there's still work happening in the background, and the dev team currently assembled for work on the game is the best group for the job I could ask for. I've found myself able to come up with ideas that are way beyond the scope of what I can achieve with just myself and have them realized through the work of those on the dev team. This doesn't mean I'm doing nothing though (just recently I handed off a half completed boss to Fruitless so he could make the other half) and I'm hoping as I progress further in life I'll be able to find time to work on this project as intently and intensely as I once did. Working on MSR is fun, and it's been amazing to see the community response over the stuff that's been made so far. You all are the reason we're still making this! There are a few other projects I have in the backlog right now, some known like working on the sequel to NAMTG, others more secret which will be revealed soon, and once I complete everything on my plate at the moment I'll be able to put my undivided attention towards MSR as a project. As for now, though, my work stays mostly tangential and as a supervisor, and I'm excited to see what the other members of the dev team are able to come up with. from p00ks hi from Fruitless Yeah no one else really wanted to say anything. I gave them the option but was met with silence so instead here's a hot and spicy preview of Stage 5 wow epic awesome amazing!
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Authored by BoshyMan741/Joshua_boring As the final day of May has arrived, I'd like to take a look back on the man who started it all, BoshyMan741. Recently, the MSR dev team decided to sit down with him and talk about how he got his starts in fangames and where he currently sits now. The following messages are said interview. Why? Why not? How did you get your name "BoshyMan741"? I was playing through I Wanna Be The Guy, I Wanna Be The Boshy, and also a lot of SM64 romhacks back in elementary school back when I had no username. Here's how it happened. Boshy, from I Wanna Be The Boshy. BoshyMan is NOT from the achievement you get for beating Mega Man but rather literally because I am a man and I thought BoshyMan just kinda rolled off the tongue. I had no idea the BoshyMan achievement was even a thing until I actually did beat Mega Man much later. BoshyMan74 came because I really enjoyed Super Mario 74 which was like one of the original big SM64 romhacks of the time. It really didn't stick as BoshyMan74 until SM74 Extreme Edition came out which is basically a Kaizo version of SM74. Going off of this you can also kinda see where my like,"OMG im going to make impossible game" mentality came from. Of course it did also come from Happil but I'd say SM74EE was a big factor in it as well. Anyways, BoshyMan741 came to be because when I got Minecraft the username BoshyMan74 was already taken so I was like, hmmmmmmmmmmmmmmmmmmmm... BoshyMan741. And here we are. How long have you/had you played IWBTG fangames? I can't say for sure but a good estimate for my introduction to them is probably around 2011. From there I tried playing them and I slowly gained skill but my real passion was in the creating of them which I did basically only with MSR and a few other pretty much unreleased medleys. My last recorded instance of me playing fangames is from July 4, 2018 when I was play testing for I Wanna Kill The Creator Returns. I was doing a cheese strat for the I Wanna Challenge Kamirin screen which was much more difficult than any of the other screens prior to it. It was a "progress" video showing my best attempt on the screen after many hours of attempts (Here's the video if you wanna see it: https://www.youtube.com/watch?v=w2gL3xUH6hE). After that video I pretty much stopped fangames altogether and dedicated my time solely to osu! which I enjoyed playing much more. I still look at some videos of people playing fangames every now and then but I've never really taken the time to try and beat a whole game again. Do you have a favorite fangame? I would say I Wanna Be The Boshy is probably my favorite fangame. It's one of the original big fangames and its a big reason why I joined the community in the first place. Sure there are many fangames that I probably think are better and made with much higher quality, but Boshy is definitely my personal favorite due to the history I have with it. What was making MSR like for you? Making MSR was a fun learning experience with a hint of trauma. It was extremely fun learning the ins and outs of coding in GML from scratch. I had tried to look up some tutorial on YouTube but all I had to go off of were the Spanish tutorials by ULTRAGAMERXD that I couldn't understand. I still tried to follow them just from the video and it worked out well in the end. The feeling of having pretty much complete control of creating a game was basically much exactly what I had been looking for. Originally, I made Kaizo levels in the Super Mario Bros. X level editor and tried making a whole game out of them like a Super Mario World hack. Eventually I went on to do actual Super Mario World hacking with Lunar Magic and Super Mario 64 hacking with Toad's Tool 64 which proved to be even more limiting in terms of what I could make (at least for the time I was using them). From there I found fangames and Gamemaker which gave me near complete freedom to do what I wanted. I was a little kid and I was pretty dumb and naive so getting "constructive criticism" on MSR from various people felt more like a personal attack. Obviously now I'm not going to break apart from someone critiquing me or offering feedback, but back then it felt like the whole world was crumbling down on me. So yeah, fun learning experience with a hint of trauma. Do you have any memorable experiences from making MSR? I have quite a few but I'll try and limit it to the bigger ones. I met a lot of people while making the game. Those people were probably under two categories: People who hated the game or people tried to like the game. It was basically my first experience meeting people online and whether it was good or not it's certainly significant. Probably the second biggest one is when Geezer wanted me to show Para MSR. That was probably the biggest upset of my whole life. I look back on it now and I certainly can't say I didn't have it coming. You said earlier you don't really do much involving fangames anymore other than checking in once and a while, why did your interest of fangames die? Did it just get left behind or did you decide to leave by yourself? The drive that I had to play fangames just wasn't there anymore. The same goes for SM64 or SMW Kaizo hacks which I used to play a lot as well. The reason is the same for both of them: I wasn't having fun. While it brought me lots of pride in knowing I completed something stupid difficult, I only ended up feeling that after I had completed whatever it was I was doing. Yes, that feeling is amazing and I have no doubt that I'd never try and revisit it, but the process of retrying and attempting things over and over really became less and less fun as time went on. It may have been my patience or it may have been something else, but I definitely didn't feel the same about fangames in 2018 as I did when I first started. I decided to leave fangames behind and close it off like it were a book that I had finally finished that every now and then I can look back on. What games are you playing recently? Probably about 70-80% of the time I'm playing video games it's osu!. osu! has been probably the biggest part of my life period next to some real life stuff. In osu! you have the ability to make maps that you can play, and kind of as a homage to fangames, I've tried to map a lot of infamous avoidance songs like !!!Chaos Time!!!, Kodomo no Shikumi, and Blacksphere. Other than osu!, I've tried to get into CS:GO and Valorant. I'm definitely not a prodigy or even close to good, but they exercise a different aspect of gameplay that I never though about before which attracted me to them. That aspect being communication and teamwork in a multiplayer game. I also play Minecraft every once in a while and some smaller games like Risk of Rain 2 and Uno whenever people wanna play with me. Why osu! and not some other rhythm game? I drifted towards osu! in particular because the avoidance player plynq had a video up on his YT channel where he showed gameplay of a previous top player named Shizuru- and it grabbed my attention (https://www.youtube.com/watch?v=U-nBPeRKoJU). It seemed relatively straight forward and it seemed like one of those games like Tetris where it's easy to learn but hard to master. Ever since then I've been trying my best to become a top player which has kinda happened since I'm top 500 global and I'd say that's pretty good for a game with like 15 million users. Plynq did upload some other interesting rhythm game related videos but none of them stuck to me as well as osu! did. Will you ever be rank 1, regional or global? Currently I'm rank 1 in my state which is kinda significant considering the size of the player base from my state, but getting rank 1 USA or global is almost never going to happen. For reference as well, rank 1 USA is rank 2 global. My biggest goal is probably to hit top 100 which, if I do, then I suppose it wouldn't hurt to try for something higher. Right now, though, I'm trying my best to stay down to earth and enjoy the game as much as I can while still improving in skill. How do you decide which maps are worth grinding and which ones are just not worth the time? For me it all revolves around my skillset and what I'm good at. In osu! there are patterns known as streams where you have to flow your cursor through a "stream" of notes while also "streaming" your clicking keys to follow the rhythm. It's probably my strongest skill in osu! as of right now and because of that, I try to grind or farm maps that have that as the main difficulty aspect. Other skills such as high speed with DT are much weaker skills for me. Maps that give a lot of performance points for those skills are not worth it as much for me as I have to usually put in more effort and retries. Think of DT as fangame avoidance in terms of how it is executed. You must full combo a relatively short but very skill intensive map without missing in order to get the maximum amount of performance points. The same can be said about maps with streams in them, but it just happens to be the skill that I am better at so I do not have to put in the high amount of retries to get the score. Do you have a favorite map out of the ones you've played? https://osu.ppy.sh/beatmapsets/50074#osu/1217241. This is the Happil of osu!. Not only is it incredibly stupid difficult—assuming you're using HR and DT at least—but it is also literally a Happil remix. My score on this map is probably the best score I've ever gotten in the game. It is one of three scores like it on the map and I happened to be the second. While it may be the lowest accuracy, the execution and full combo is all that matter. It may not be my top play, but it is definitely one that I put in the grind for. As of now, it is my second most played map ever and I couldn't be happier with the results it gave me. What osu! skin do you think you use the most? I probably use this skin called BlooMoon the most as of right now. It's made for a top player named Bloo and it just plays and looks extremely nice overall. Other than standard, what is the best osu! gamemode in your opinion? Other than standard, Mania is the best gamemode in my opinion. I would say Catch as it reminds me the most of fangames (I even have a skin that replaces the catcher as The Kid), but Mania sticks out to me since it basically represents every VSRG that has ever existed really. Mania is probably the more musically representative of the other three modes as well which to me is extremely important to me personally. Do you plan to use osu!lazer when it comes out or will you be sticking to the C# version? I do plan on using osu!lazer when it comes out in 2050. In all seriousness, when I saw EVAST working on bosu! and now IWBTM for lazer's custom mode support, I was pretty excited. I probably won't be playing those modes in their entirety when they come out, but it's super cool to see the cross between my past and my future begin to really overlap. In terms of standard, I will most likely switch to lazer assuming that the creator, peppy, doesn't implement some controversial changes to the game that he's mentioned recently. He's stated that the changes he makes to lazer aren't final, but just the change that he made to change the way sliders work in general got me spooked. If something like that were to happen and the competitive scene remained in the original version, then I'd probably stay in the original version while playing lazer every so often. Do you have any waifu recommendations? Will we ever see the return of the Minecraft series? I did upload an episode back in March after about a year long hiatus after about another year long hiatus so it's possible. Will you ever make anything like "A Certain Person's Fangame Lessons" again? I am 98.6% sure I won't. Will we ever see you return to gamemaking again? That is a pretty big possibility. I plan on entering game design in college so you might be able to buy MSR from your local Nintendo eShop in a few years. In actuality, I do plan on releasing some form of indie game similar to fangames or touhou in some way when/if I pursue game making as a career. Would you be okay with me putting the v0.2 version of MSRemastered on the private fangames website? Yes. Let it lose. Where can people find you online? YouTube: (Mostly osu!) https://www.youtube.com/channel/UC8s2u1JujyxGn6ww1I4nERQ Twitch (Dead): https://www.twitch.tv/boshyman741 Mixer (Made for meme): https://mixer.com/BoshyMan741 Twitter (Mostly osu!): https://twitter.com/BoshyMan741 osu! Profile: https://osu.ppy.sh/users/4830687 Is there anything else you want to say to people before closing? MSR is coming soon. Before I close the final post, I just want to say on behalf of the dev team thank you to everyone who read, shared, played, or made anything related to MSR. While other Happil clones flop, I feel one of the biggest strengths of MSR is just how much people are willing to rally behind it. Without that kind of support, I doubt I would have even revived the project in the first place. As a simple thank you, here's the first thing I ever did with MSRemastered. Dawn of the Final Day
-24 Hours Remain- [taken] Authored by Joshua_boring While we're on the bandwagon of saying what content is planned without actually showing it, I feel like for the penultimate post of the May of MSR we should take a look at each of the stage bosses from the first 6 stages. Please note, if you don't want to be spoiled on the bosses of the game please look elsewhere from this post. Otherwise, every boss up until Stage 7 will be listed below. Similarly to the last post, feel free to contact me at the same contacts for any questions, comments, or concerns. Stage 1 - Guy SoulStage 2 - Nintendo Handhelds I went over the third phase of this boss in the Day 20 post. For the boss as a whole, however, much of it is just surviving whatever the Handhelds throw at you. Unlike Boss 1, where you're doing constant damage, this boss is about dealing damage to the enemies that get thrown at you. Over three phases, this boss is definitely no laughing matter. Sprites by RandomFangamer Stage 3 - Expired Solgryn
Stage 4 - Tower Heads
Stage 5 - Anarchist Biff
Stage 6 - Boss Rush The boss rush of the game is similar to that of Kamilia 2, in that you do four bosses and then a final stage boss from one of the games in the stage. They are as follows: Danai Kagamine Rin
Yuzuki Yukari & MAYU Lucario Shining Collection
And with that, every boss in the first 6 stages has been listed. Do note that while unlikely, some of these may be changed or updated in the future. We hope that now that you know all of the bosses, you can see just how different each one is from each other, and realize that these things listed above are the reason we can't just release the game in a month. We hope it will have been worth the wait. Two more days before this invite goes poof! [taken]
Authored by Joshua_boring For the final days of May, we're not really going to be talking about a specific thing and more so just giving information about the game to people who might be interested. This post contains massive spoilers for the game, or at least the stage list of the first three stages. Do note, this list may be changed or updated, however it's unlikely that it will be a major change due to most of this already being made and finalized. The order for the games list will go as follows: 12 Stage games, Avoidance games, Hidden Stage, Hidden Boss. A divider will separate each stage, and a title will separate each part. Note: If a game you made is on this list and you would like for it to be removed, please feel free to message Joshua_boring on discord (JoshuaHB#4420), skype (wonderdog111), or twitter (@joshhoffboring) and we will work something out. The last thing we want is for a game dev to be angry that we used their game, but at the same time most of the game is either remade or we already asked the dev. So really, unless it's a super duper uber special game that like 1 person has and or made and you wanna erase it from the face of the earth, it's more than likely just going to be remade by the relatively skilled makers of the dev team. Stage 1 Boss 1 Secret 1 Secret Boss 1 Stage 2 Boss 2 Secret 2 Secret Boss 2 Stage 3 Boss 3 Secret 3 Secret Boss 3 And with that, every game in the first three stages has been listed. Some of these games are more memorable than others, but I feel like each of them add something to the stage that just wouldn't be there without it. I know I'm gonna get a lot of complaints about certain games either being here or not being here, but remember that this is only the first three stages. There are going to be more games for the later game, don't worry. ;) Three more days to use this invite, soon it'll be gone :oooooooooo [taken]
Authored by Joshua_boring As May comes to an end, I feel like we should have a more relaxed post to provide some insight on some things most people might not care about. I've already done a stream where I worked on part of a boss, but for today I decided I'm going to demonstrate how a screen comes to be. And, instead of using a screen that's already made, why don't we go for a screen that hasn't been made yet, and make it together? And by together, I mean I make the screen and you just read the post while I make it. This screen will have already been made when this post goes live, but just pretend that you're there watching the thought process unfold. Step 1: Finding the Game We already have most of the games that will go into MSRemastered planned out, but just for the post let's pretend we don't. What are we gonna do? Well, first you gotta play some games! You can't make a medley if you only know of 3 or so games. Find games that have a lot to offer, not just one screen with a kinda hard jump. Some games are short, some are long. Usually you also want something with bosses, because filling the stage up with needle games makes it pretty hard to make an enticing boss later, and instead of replacing the games later to help fit the boss you can start off strong by finding something that can already contribute to the boss. After looking through dozens of games, for screen 4-1 of MSRemastered I have decided to use I Wanna Be The Lord of Time. It's simple, but provides a lot of material to use for the boss. The only drawback is that basically every other medley has used the same screen from it, and since there's really only one whole screen to use why don't we try to do something new with it? Step 2: Recreating the Screen Fortunately for us, the base screen from Lord of Time isn't that hard to recreate. In fact, other than graphics, it's just spikes and blocks. To start, first I make a simple recreation of the screen in question. This version might be missing some finer details, like custom items and certain sprites, but the screens will function basically the same. I didn't notice that there isn't a diamond at the bottom in the original until step 4, whoops. Step 3: Add some basic buffs
Step 4: Triggers
Step 5: Polishing I don't have any visuals for this because it hasn't happened yet. The next step for every screen that gets made is to go into the polishing phase, in which other people look at the screen and make any modifications they see fit. For instance, changing that Dio sprite, and maybe adding some fancy visuals to it. Even so, the polishers aren't actually making anything new, rather just changing what has already been made. To see the true final final product of this screen, you'll have to wait for the game to come out. join server [taken]
Authored by Joshua_boring Hey you. Yes, you. You like MSR, right? You liked it enough to click on this post. Wouldn't it be cool if you, yes, you had a part in MSR that extended beyond just god moding through it on a Thursday night? Well, lucky for you MSRemastered is looking for people willing to make content for the 7th stage in the game. That's right, YOU could have your very own guest stage!* *Some restrictions apply, see further for details How to Make One Now, before you open jtool and start slapping corners on a screen, you should know some stuff about what the dev team is looking for. Let's start with the most glaring one: All stages must be accompanied by a boss The boss could be yours, or your friends. No matter what you make, your stage must be paired with a boss. If you can make both platforming and bosses, great! Submit it as one bundle and congratulate yourself! If you have no idea how to even use the random() function, don't worry! As long as there is an original boss accompanied with your area it is fine. You could ask your resident gamemaker friend to make a boss for you, and presto! Guest stage submitted! Note: If you only plan to make a boss, look for someone making platforming. Trust me, they need you more than you need them. A boss can be most anything I'm being very, very lenient with what is considered a boss. The only thing I will look for is a moving object. As long as some part of the environment is in constant motion, I will consider it a boss. (Yes, that means if you ride a platform over a bed of spikes I will consider that a boss. But that's not very MSR of you, now is it?) Unless you wish for the dev team to buff/nerf, you are in charge of both modes of your stage The game will have both a normal mode (insane happil shit) and an easy more (less insane happil shit). Unless you want someone else putting their slimy little fingers in your area, please send a version that you can confirm has been beaten and one that you're just pretty sure is possible, in which each area will go to easy and normal respectively. Any method of screen making is fine... ...but please have them all in one place when you submit. I don't want to look through 3 different I Wanna Maker levels just to find "PussyDestroyer69" area. Otherwise, Jtool files, .gmk files, .gmz files, or even RMJ files will all be fine, but do note that the final product is planned to be in Gamemaker 8.1 using I Wanna Be The Engine: Nikaple v1.43. You can only make one stage The stage can be as long or as short as you wish, however you're limited to one stage per person. I feel like this shouldn't need to be said, but you never know. :v This does not make you a sub producer I know some people are probably going to try and do this just to be on the dev team. Let me kill that bird before it hatches: making a guest area doesn't mean you're a dev. All it means is your area has the chance to be in the game. ...chance?Well yeah, if someone makes a stage that's just better than yours obviously the dev team would end up going for that over 3 screens of corridor needle. Do keep in mind, however, that we don't have a set limit for how long we plan to make the guest stages. Rather, we want to make sure that at no point does it feel boring to play. Message Joshua or 7th_Kuro7mi on discord if you have any questions If you're not already in the MSR discord (really? You wanna make an area but aren't in the server?) you can message either myself or Kuromi if you have any questions. You can find Joshua_boring at JoshuaHB#4420 and you can find 7th_Kuro7mi at 7th_Kuro7mi#3504 . Extra Information Other than what I've already stated, anything is fair game! Do note that we do reserve the right to modify any graphics or sounds if necessary for the final product. One of our makers is German, we don't want him to not be able to stream his own game. Not in the server? Fix that! [taken]
Authored by 7th_Kuro7mi What do you think of when you hear the "trap" genre of fangames? Is it a generic moving spike that might jump scare you at the end of a very long save? is it a suddenly falling cherry that defies gravity to fall upwards? Is it a randomly appearing creator that kills you instantly because you don't know what it will do and will kill you regardless of your action because that's what he does? If you answered yes to any of these, good news! All of these are traps in many fangames, but only one game goes above and beyond the call of trolls to trigger the triggers in many, many different ways. The Screen
You know, if it were me explaining all the traps in the room it wouldn't feel like a "surprise" for you, so feel free to watch a video and see how the room works in the original game (and of course it just feels dumb to explain a trap game because traps are designed to be out of context and very random). Note from Josh: not only have I fixed the background as of making this post, I also did some other simple changes to the screen to make it flow nicer. While the room itself is based on a direct copy of SlimeTrap, we decided to put some more things to make it more challenging. Thus, we added 2 new rifts to add more more "surprise mechanics" and some modified triggers for some spikes. We thought it might better to leave most of the traps untouched and not to add more brain-melting triggers everywhere suddenly, but where's the aesthetic of that? Do you really enjoy to not seeing a mess of traps at all? Join now and get a free smiley face from Joshua_boring !!!!!!! [taken]
Authored by Joshua_boring Let's be honest, you all saw this coming. There was really only one thing it could be, and one thing it could ever be in a Happil clone. No physics, aspect ratio, or other coding issues will change it. Boshy is and always has been the third boss of true Happil clones. As such, MSRemastered keeps that tradition by having the final screen of stage 3 be, you guessed it, Boshy. But how exactly did we go about it? After all, using the same spike hell screen for the millionth time wouldn't really be anything to shake a fist at. Instead, we decided to look a little deeper into Boshy, resulting in the current screen choice for the game. The Screen
On the topic of Boshy, I heard if you join the MSRemastered server you get 10% more awesome with complementary awesome sauce! (Is that still a reference people make?)
[taken] Authored by Joshua_boring First impressions of a game are really important. So important, in fact, that the team at MSR is allowing you to make your first impression right now! This post contains the first 15 minutes of playing MSRemastered. Make sure to comment on any changes that should be done to the game so far! Make sure to join before the invites are gone forever !!! [taken]
Authored by Joshua_boring I don't really have a funny intro for this one. You asked some questions, and the makers answered them. xddddd When will the game release? There really isn't a scheduled date for when the game will come out, rather we have a system for how we want to go through the process of releasing it. 1. Finish he rough draft of the game (This version might be missing some fancy visuals, sounds, or other) 2. Send the version to polishers (They don't make anything, rather they take the rough draft and make it look good) 3. Send the polished version to the play TASers (more info on this later) 4. If the game is possible, send it to the Easy Mode team. If it isn't, fix the impossible stuff and repeat steps 1-3. 5. While the easy mode team is working, the version will be given out to people. -This is the first time someone other than a maker could possibly get the game. Some estimates for how long this will take say this could be done in June. Others say that we could be doing this until September. But do note that there should be no reason for the game to be canceled ever. Even if I, Joshua_boring, decide to stop working on the project for whatever reason, I would simply return the project files to BoshyMan741 where he would then either find someone else to work on it or just hold the project for future use. How difficult is the game? For the main game, there is no difficulty cap. Instead of asking the question of if it's too hard, we're asking the question of if it's possible. The plans are for this to be the first true 99.9 difficulty fangame. 100, and it's impossible. 99.9, and you get the sweet spot of something so ridiculously stupid that you'd be insane to clear it. For easy mode, the team behind that was planning to make a project that most people can pick up and play, however beating it would require some true fangame skill. I don't know the exact number now, but the game will still be MSR in easy mode. Just a bit easier to get around. Most traps, gimmicks, and memes would remain, but instead of 12 spikes flying at you, maybe it's just 6. Really, MSRous? We don't plan to use "MSRous" tags in the game, as that's a pretty low level happil meme. The game will be difficult, don't get me wrong, but the closest to funny text on a title card you'll ever see will be the "Caution" message. How much more content is there expected to be? The main game will be 6 medley stages, secrets in said stages, 5 medley bosses, a boss rush, a guest stage, and a final stage/final boss. Basically, every traditional medley staple will be here. That being said, when I say "6 medley stages" and other stuff, the stages themselves may play significantly different to each other. Yes, there will be an extra, and it will probably be very similar to MSR DLC, with the exception that if we can we'll put in more than just guest stages and a meme final stage. ;) What bosses will boss rush have? While I can't really say what all of the bosses in boss rush will be, I will say that it is going to follow the Kamilia 2 format of doing a boss rush, in where there are 4 bosses you beat in any order followed by a 5th boss after they're all done. If you wish to know what every boss will be, stay tuned! We plan to make a post about the bosses in the upcoming week. Testers are allowed? Eventually: yes! That being said, it's going to be a long time before that eventually happens. Even then, the team will more than likely contact you instead of vice versa. The testers would also be just for easy mode, no normal mode. That being said, if you know how to run any TAS software (like hourglass or otherwise) and you would like to be a play TASer, you'd be one of the first people to get the base version of the game! (It would also help the existing play TASer, Tasffil, a bunch. 1 person TASing 3 stages is much slower than 2 people TASing 1 and a half stages each.) Why is [person] a maker? No one asked this question, but Tim wanted me to answer it anyways. If you genuinely have a problem with a maker to the point where you wont even play their games, something is wrong with you. You're limiting creative growth, and generally just being an asshole. There are people that I think are absolute scumbags that make some pretty good games, and other people that are close friends of mine that make games that aren't that great. Judging a game on anything other than the game is dumb, and you're dumb for doing so. I feel like a lot more people need to see that message recently, but what can you do. ¯\_(ツ)_/¯ "Can I join the server" Well sure yeah you can just use the fancy code right here!!!! [taken]
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