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Revenge of the Walrus
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At last, after two years of hard work (also known as procrastination), it's here! Version 1.0 of Revenge of the Walrus is now downloadable in the original post. All major glitches should be rectified, but tell me if you find any problems - I still need to do another playthrough myself, since I fixed a couple of sound glitches after my last testing session.
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Looks like the game's been getting a very favorable reception... though I have gotten a few bug reports I'm having trouble dealing with, which isn't quite as groovy.

Also, in case anyone's interested, a few random things that didn't make the final version of the game:
* Several ideas for levels I didn't use, including a second rocket level where you could use a gun attached to your craft, a lava level full of Crowbers (and maybe crowbars too!), and a level that takes place inside a bathroom. The latter was dropped because TD did the exact same thing in Psycho Waluigi.
* Some enemies that missed the cut: Block Boo, Bramball, those SML2/NSMB DS pumpkins, and the Psycho Waluigi walruses.
* A few goodies didn't appear in the final release: Buddy Hammer Bros. (a neat concept I saw in a random Hello Engine edit), the SMB X Bullet Blaster thingy, and a working Big Ben-like clock (based on the user's system time) in the city level.
* Originally Dark Bowser was supposed to make shards fall from the top of the screen when he landed on the ground (like the TSB Boom-Boom), but I found that made a hard boss even tougher.
* The Snifit Tank boss, suggested by Koopaul, ended up not getting finished. I had trouble finding good sprites and figuring out how to make it work, and it was the least important boss anyway.
* Divided By World was originally supposed to include three Hammer Bros. clones that threw records at you and possessed the heads of Snoop Dogg, Sarah Palin, and Roger Clemens, but it seemed too similar to the Victor Willis Chimera.
* The original prototype for Divided By World (dating back to April 2010!) was going to include monumentally annoying music I arranged where about eight different random MP3s would play at the same time, including the Jaguars Super Bowl Song, several 1980's little kids' songs from Hap Palmer, the ending credits theme from Mario Superstar Baseball, Fujiko's Taloncrossing-era recording of "House of the Rising Sun," and a random 2009 song from KPP. A later version did something similar but was based on random Obama speeches about getting kids interested in science and improving the lives of American Indians. In the end I just went with the Black Eyed Peas MIDI, the Party in the USA chiptune, and the James Bond theme.

So there you go. There goes any doubt that this game wasn't absolutely nutty from the very beginning.
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Version 1.1 is now available for download. This update fixes the "can't clear levels" glitch and problems with audio. You're no longer press F2 to restart the game, however - not that this feature was terribly important. Please let me know if you find any other bugs, although at this point I'm unlikely to fix anything that's not game-breaking.
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http://www.twitch.tv/princebatman/b/304576765

Speaking of Batman, here's a playthrough someone made of the December version of ROTW. It starts at about 52:00 and runs until the end of the recording, showing us about half the game. He seems to have experienced serious issues with the Music and Can't Clear Levels glitches, which have been fixed since then. This video also inspired me to tone down the difficulty in a few sections for the February update.

Also, I need to make one more update to fix a Game Over problem and add global Stop & Swop support (although the February version includes S&S compatibility with other Bibby Games).
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Im gonna give this a spin. Im gonna post my thoughts about this game when I finish playing each world. BTW, Can I do a playthrough of it?
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Edited by: StrikeForcer, May 25th, 2012 @ 3:31 pm
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Sorry for Double Post, I should tell you my thoughts on World 1.

World 1 is an ice world, and as far as the level design goes, its of medium difficulty. That is okay if you are going at a "lost levels" approach. One level with the Dolphins is out of place when it comes to theme. Anoter note, in that icy cavern level, some of the frozen ground dont have the slippery-collision and that isnt right, seeing that if a ground is meant to be icy, its supposed to be icy. If its not icy, then either you change the ground or apply the slippery collision seen.



Another thing about that Dolphin level in World 1, its hard for players to tell which of the ground can pass through? In NSMWii, lighter colored FG indicates it. To make what Im saying clear, I have provided images: http://imgur.com/a/VBRsT The third screenshot is the one im talking about compared to the first and second screens, which had edges that are solid. There could have been a distinction there on the third screenshot where there could of been some lighter color, but for this level, its minor, but it does go a long way if there is more of the same.

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Edited by: StrikeForcer, May 26th, 2012 @ 12:00 pm
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Feel free to do a playthrough! I love that sort of thing.

And yes, the game is designed to be challenging, although I don't think it's outrageously difficult. If you're having trouble with a level, don't forget that it's easy to "farm" power-ups. Go to a level where there's an early power-up (which is almost every level in the game), pause, and choose "End Level." Rinse and repeat.
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Whoa, an update! I bet you didn't see this coming. After all, it's only been a hair under four years since I updated this.

Version 1.2.1 updates the save system, which scraps GM's glitchy built-in save system and should prevent the "Can't Clear Levels" glitch from occurring. I hope. I also did a bit of rebalancing - nothing major, but you may notice that certain levels are marginally less difficult now. Don't expect this game to be a cakewalk, however. You may notice new sound events: A sound now plays when the Blue Spikes throw their spiked balls, and you'll also hear a sound when one of the final bosses launches a projectile. Overall, these changes aren't nearly as significant as the ones I made for Mario's Steroid Adventure in 2014 and Aventura de Luigi in 2013, but I hope they'll address the most common complaints and problems.

If you have an older save file and don't want to lose your progress, you can download the Version 1.2.0 patch and slip it into your existing Revenge of the Walrus folder. This update includes some of the older bug fixes, like the "Fall Through the Dolphins" glitch and the missing Red Coin in the city level. If possible, however, I highly recommend downloading Version 1.2.1 instead.
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I just uploaded Version 1.2.2. This update doesn't offer any radical changes, but it should help make the experience even better. Miles helped me figure out how to make the map pipe system work as well as it did before I updated the save system. He also showed me how to make the message fonts look better (apparently I need to compile the game in a Windows XP to prevent GM 8 from messing up the anti-aliasing). In addition, I made the lighting marginally brighter in the dimly-lit Spook Swamp Slog level.

Thanks again to Miles for being awesome.
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