![]() notifies clients of the projectile's new speed and position Int proj = Projectile.NewProjectile((float)(x * 16 + 8), (float)(y * 16 + 8), 0f, 2.5f, "ExampleMod:ExampleSandBall", 10, 0f, Main.myPlayer, 1f, 0f) Int proj = Projectile.NewProjectile((float)(x * 16 + 8), (float)(y * 16 + 8), 0f, 0.41f, "ExampleMod:ExampleSandBall", 10, 0f, Main.myPlayer, 1f, 0f) ![]() creates the falling sand and notifies surrounding blocks of the change If(below != null & !below.active() & (!above.active() || !(above.type = 21 || TileDef.chest || above.type = 323))) we need to check if there is no block below, and make sure the block above isn't something like a chest Public override bool TileFrame(int x, int y) Oddly enough, nothing in Mario felt as real.//this code will run whenever the sand is placed or a block next to it changes Thankfully, the game is brief, with the ending evoking the domestic satisfaction of eliminating pests. With no continues, Blue Beacon can be a frustrating experience. You don’t feel empowered in Blue Beacon so much as careful that you don’t kill yourself. Fly too long as a butterfly and you’ll drop like an anvil, possibly to your death (no gliding as in Mario). Charging as a beetle to kill an enemy sends you flying into the air. The catch is that using special powers puts you in danger. As in Mario, you bust blocks that might contain diamonds (rather than coins) or power-ups that grant suits and powers (this time of the insect variety). Like Magicians & Looters, Blue Beacon makes death funny, providing comic relief from the slippery controls. Shipwreck might have the dullest denouement in recent memory, but its minimalist defiance toward Zelda makes it a worthwhile clone.ĪdamTheOtaku’s Blue Beacon is a stranger game, partly because it’s a clone of the weird Super Mario Bros. Is that unfair because the design severely hampers the player, or is it unfair because the game deviates from what we’re used to in Zelda? Even the idea of a bat taking two hits with your sword acts as a line in the sand. This danger can come from things that you might find unfair, such as taking damage when falling to a lower floor as part of a puzzle. Unlike the overwhelming majority of A Link Between Worlds, the dungeons in Shipwreck feel dangerous. The game lacks personality (townspeople parrot each other like idiots) and exploration (don’t bother looking for secrets), but this design gives more attention to a strength: dungeons. Shipwreck operates more as a maze than a world. While Indie Gamer Chick and The XBLIG criticize the lack of enemies and the lack of a map for Shipwreck’s overworld, I welcome the lack of sleepwalking through dumb enemies and marked objectives. Some will point to Link’s Awakening as a significant influence, but that’s a bland thematic observation: Shipwreck is more of a riff on Zelda as a genre, which helps explain our reactions to its incomplete cloning. Shipwreck, developed by Brushfire Games, is a Zelda clone whose female protagonist and autosave address modern gaming concerns. In the wake of numerous mobile and Flappy Bird clones, Shipwreck and Blue Beacon have arrived to PC and Xbox Live Indie Games as classic Nintendo clones. A reasonable critic, however, plays the clones and specifies what makes them good or bad clones (only phonies decried Flappy Bird for “ripping off” Super Mario Bros. ![]() Video game clones inspire intense debate and create political platforms for busybodies.
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