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SMW Central Production 2 Teaser Trailer!

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Very well done. Almost does the project justice. Almost :)

I read the comments in the link, and someone mentioned the item babysitting in the first game. I've noticed a heavy use of On/Off blocks in the hack so far. I hope they don't become the hack's Achilles heel instead.

And I know only a handful of words in Japanese, and I know kana and a few kanji, but that's about it. Sorry.
"(Z->)90° - (E-N²W)90°t=1"

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Current project: Mario's Kool-Aid Acid Trip
The platforms in the very first scene are noticeably buggy. They don't properly boost your jump when going upward, so it doesn't seem like you're jumping at all except for the sound.
Originally posted by Biosparke88
I read the comments in the link, and someone mentioned the item babysitting in the first game. I've noticed a heavy use of On/Off blocks in the hack so far. I hope they don't become the hack's Achilles heel instead.


Yeah. I mentioned this to SNN a while back, but mentioned that no ON/OFF is misused currently (other than the World 6 castle, Stormy Siege, which would be either fixed or replaced). Though, I have to say I'm starting to think some ON/OFF feels slapped on. (Namely Crocodillian Crossing)

Originally posted by Kaijyuu
The platforms in the very first scene are noticeably buggy. They don't properly boost your jump when going upward, so it doesn't seem like you're jumping at all except for the sound.


I was a bit afraid to use that clip as the opening scene, actually. Which supports my whole feeling that the trailer feels to "dark", with no vibrant looking levels in it to compensate.

Thanks guys! This is really helping me for future things :>
The only thing I don't like is the current status bar. I know it's inspired by Donkey Kong Country, but it doesn't make any sense. In DKC you actually see the bananas flying towards the status bar. In this game you don't, which makes it pointless for the coin counter to go up so slowly. For some reason that's really bugging me. In fact: When I first saw it I thought it was a programming error.
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
From what I know it still sin't finished, even the palette is wrong...
Your layout has been removed.
After watching the trailer, it has made me feel more excited about this hack. It's a darn good trailer too.

Extras



I should have something witty to put here (even if it's just to update dated info), shouldn't I?

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Originally posted by RPG Hacker
The only thing I don't like is the current status bar. I know it's inspired by Donkey Kong Country, but it doesn't make any sense. In DKC you actually see the bananas flying towards the status bar. In this game you don't, which makes it pointless for the coin counter to go up so slowly. For some reason that's really bugging me. In fact: When I first saw it I thought it was a programming error.


I don't think that effect is worth the effort and trouble necessary to pull it off. As far as the status bar goes, I think that the counters and scrolling needs to be sped up.

Originally posted by MrDeePay
I think that the counters and scrolling needs to be sped up.


Agreed. Currently, it feels a little too choppy, and it's late in counting coins too.

And RPG Hacker, the status bar is only DKC based, not DKC replication.
Originally posted by Giant Shy Guy
And RPG Hacker, the status bar is only DKC based, not DKC replication.


I never said anything else (see the word "inspired"). :P
That doesn't make it any better to me, though. #w{=D}
As you said: The counter (man, I was just about to write "cointer", lol) should be sped up. I personally would make it run at original speed (coins appear on the counter at once). Just the scrolling effect (in my opinion) is already good enough.

But yeah, since it doesn't seem to be final yet I guess I'll just hope someone will improve it.
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
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