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Submachine 10: the Exit
http://pastelland.com/forum/viewtopic.php?f=3&t=635
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Author:  reed [ 01 Jul 2018 19:06 ]
Post subject:  Re: Submachine 10: the Exit

Wait, I thought it was a joke... Deary me

Author:  Sublevel 108 [ 01 Jul 2018 20:54 ]
Post subject:  Re: Submachine 10: the Exit

ENIHCAMBUS wrote:
Other Submachine games have that too, I have no idea.

huh, right...

some have. Some haven't... hmm, what does it mean.

Author:  Vortex [ 01 Jul 2018 21:46 ]
Post subject:  Re: Submachine 10: the Exit

there are some people doing organized speedruns on the Discord channel I believe, maybe that label has to do with them somehow.

Author:  Sublevel 108 [ 01 Jul 2018 22:08 ]
Post subject:  Re: Submachine 10: the Exit

new wave of speedruns? :D
And what results?

anyway, I asked Subgod. Waiting for answer.

Author:  Jatsko [ 17 Jul 2018 02:40 ]
Post subject:  Re: Submachine 10: the Exit

Discord was heavily speedrunning Submachine for a while; pretty sure some of them suggested some tweaks for Mat to look into to make their speedruns more fluid.

Author:  Sundex [ 20 Jul 2018 13:39 ]
Post subject:  Re: Submachine 10: the Exit

If by fluid you mean with less run-ending glitches, then yes.

Author:  Sublevel 108 [ 20 Jul 2018 17:17 ]
Post subject:  Re: Submachine 10: the Exit

it reminds me about that old bugs in some submachines where you're stuck in submachine forever if you speedrun too much...

Author:  Jatsko [ 10 Nov 2018 22:27 ]
Post subject:  Re: Submachine 10: the Exit

Submachine 10 - Ending (4k@60fps)

If this is what we get to look forward to with the GM Legacy, I'm never playing any other version ever again

Author:  Ko9 [ 10 Nov 2018 23:34 ]
Post subject:  Re: Submachine 10: the Exit

I hope so, but I doubt the DMT 1 experiment with expanding the room size to full computer size will be realized.
I have worries with the legacy a lot.
I doubt it will be like SU, a giant game. More like a path you would have to follow. It works in smaller chapters but in one game? I don't know.
And I do not know if the Legacy will keep players interested if it isn't more neat to look at. It might be because I played so many hours of these games I have became used to the beauty of them, but like in SU the lights that where added would be very nice.

Author:  Sublevel 108 [ 11 Nov 2018 12:59 ]
Post subject:  Re: Submachine 10: the Exit

I agree in one thing - Since Submachines were moved to float engine (Sub1 v4, Sub6), you can't move fast like in old perfect subgames anymore, and some particular locations in games are extremely laggy. (loop layer from Sub10 is epitome of lag-o-drome in Submachine series for me). Even HDs lag. Dunno why...
Since the first days, I blamed float engine for this, and this is why I posted here many years ago that I extremely didn't like it.

hmm, I never thought our computers are weak to handle submachines. O_o

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