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Revenge of the Walrus
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Your game was played on the NCFC Livestream at least once, and I've gathered a tiny bit of feedback based on the comments in the chat.

First, the HUD. One guy said the numbers were too squashed together.

Second, physics. The person playing said it was really slippery.

...And that's about it. On a personal note, those monkeys at the beginning were funny.
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Edited by: Miles, Oct 29th, 2011 @ 10:25 am
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Is there a log of that available? I was very busy this week watching baseball and working on school stuff and didn't have much time to hang out on NCFC. *insert sad face*

The HUD is very much a work in progress - I've been meaning to shrink the size of the numbers for a while. As for the slipperiness, I don't feel a need to change that unless I hear more complaints about that. I've already substantially reduced the slipperiness compared to last year's engine.
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Everyone's semi-favorite doll or something
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Bibby
Is there a log of that available? I was very busy this week watching baseball and working on school stuff and didn't have much time to hang out on NCFC. *insert sad face*

The HUD is very much a work in progress - I've been meaning to shrink the size of the numbers for a while. As for the slipperiness, I don't feel a need to change that unless I hear more complaints about that. I've already substantially reduced the slipperiness compared to last year's engine.

The slipperiness was a big problem for me when playing the game. It was also really hard to aim when stomping enemies while running.

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If you played the NCFC demo, please download the latest version (0.85), which fixes a whole bunch of the problems that were made glaringly obvious in the livestream (it starts at about 24:00 here, for the record). I shouldn't have released ROTW with as many bugs as it had. Anyway, here's what I've done this week, which was my most productive week yet:

* Fixed glitches with reserve Fire Flowers and spin jump animations.
* Fixed mechanics of Weight Platforms and Hoopsters.
* Got rid of the feature that returns you to your last-complete level when you lose a life. It was causing no end of glitches.
* Game now saves automatically after each level using GM's yucky default save feature. Save files are under 300 KB and shouldn't cause lag - but if they do slow things down, please tell me.
* Changed boring SMB3 Mario sprites to Saturn's SMW-SMB3 hybrid. Yay.
* Changed the HUD layout, though I still need to shrink the numbers.
* Map screen is close to completion.
* Added a second Easter Egg level that you probably won't find.

I'm still working on making Mario's controls a bit less slippery, even though they're still a lot firmer than those in even the new Hello Engine, for example. And, of course, there are still going to be at least five more levels added to the final version and a couple more bosses. Again, feedback is welcome and highly appreciated.
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Bibby
If you played the NCFC demo, please download the latest version (0.85), which fixes a whole bunch of the problems that were made glaringly obvious in the livestream (it starts at about 24:00 here, for the record). I shouldn't have released ROTW with as many bugs as it had. Anyway, here's what I've done this week, which was my most productive week yet:

* Fixed glitches with reserve Fire Flowers and spin jump animations.
* Fixed mechanics of Weight Platforms and Hoopsters.
* Got rid of the feature that returns you to your last-complete level when you lose a life. It was causing no end of glitches.
* Game now saves automatically after each level using GM's yucky default save feature. Save files are under 300 KB and shouldn't cause lag - but if they do slow things down, please tell me.
* Changed boring SMB3 Mario sprites to Saturn's SMW-SMB3 hybrid. Yay.
* Changed the HUD layout, though I still need to shrink the numbers.
* Map screen is close to completion.
* Added a second Easter Egg level that you probably won't find.

I'm still working on making Mario's controls a bit less slippery, even though they're still a lot firmer than those in even the new Hello Engine, for example. And, of course, there are still going to be at least five more levels added to the final version and a couple more bosses. Again, feedback is welcome and highly appreciated.

Alright!
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Version 0.86 is now available for download. Even though it might not sound very big, considering there are no additional new levels, this update fixes every bug I found after playing through the game twice. You never know when a new glitch might rear its ugly head, of course, so feedback is appreciated. I still need to add more levels, do some cosmetic things, and improve the boss AI, but the engine is in really good shape.

While I'm not going to say this on MFGG, just in case I change my mind, I'm setting December 19 as the tentative release date for the final version. I only have six more levels (plus two joke levels and two bosses) to finish up, and if anything isn't done by then, it probably won't become a part of the game. I've been working on this game for only two years, after all.
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Well I've finally gotten to playing this, and I like it. There is a really annoying issue, though. Acceleration while in the air is way too fast. I'll find myself trying to compensate for overshooting an enemy or platform, only to wind up completely on the other side of it (and therefore, a moment later, small or dead). It's impossible for me to get the hang of for some reason. I think slowing down acceleration in the air will make this a whole lot easier to play.

Is it normal to start off in the air? More specifically, the level just after Fort Walrus.

I like the HUD you have going on here. That Supernova Mario sprite is nice, too.

I'll be back later with more feedback as I get further into this.
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Edited by: Miles, Nov 16th, 2011 @ 10:21 pm
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Bibby
This platformer is the first fangame to use New SMB Wii graphics.

http://mfgg.net/index.php?act=resdb&param=02&c=2&id=8418

Sorry, man.
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Dazzle: There have been quite a few fangames using tiles from the New SMB for the DS, but none that I know of that use the New SMB Wii tiles. That said, this tileset probably wasn't the best one I could've chosen, in hindsight.

Just a quick update on things: I've been making lots of progress on ROTW - so much so that I only have two more levels and two bosses to finish up, along with a few bonuses like cutscenes and an achievements system. I feel pretty confident that it'll be completely finished within the next two weeks, just as I said it would be!
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Another progress update: All level design is finally finished. From here it's just a matter of finishing three bosses - a miniboss, an end-of-world boss, and the big final battle, along with some less-essential things like the achievements system and cutscenes. In other words, it's actually going to be finished on schedule, believe it or not! I'll also see if I can add some groovier arrangements of the MIDIs I used - which, unfortunately, means I spent most of the day fueling my soundfont/VST addiction.
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