It's a physics test - the main game is going to be long. I've heard the thing about the run button a lot. Maybe I'll have him stay at the run speed, or maybe I'll have the run button toggle on and off. Thanks!Koopa Kid said:That's it?
Better controls, but I kinda don't like the fact that you have to run. It's smother, kinda faster. I like it. Good Job!
Of course I am.yoshidude99 said:Are you using Superstar Saga Luigi sprites?
Thanks for mentioning that. I wasn't planning to keep a restart key at all but I agree that it's a bad idea to put it there. I think I'll use F5.gallowsCalibrator said:I haven't tried it out yet, but figured I should tell you about something I noted anyway. The R button... it restarts the demo. In other words, it is a button that should be placed somewhere out of the way, where it can't be pressed by accident while you are in the middle of the game (the F keys are always a good place to put a button like that). R is kind of too close to the other action buttons.
Yes. I don't want to give too much away but instead of Mario being kidnapped, he's on another adventure so you see him during the game (but unlike PMTTYD, you'll see him fighting sometimes)Koopa Kid said:Do you have any idea about the plot?
Now that I look at it, I totally agree. The middle platform has a z height of 48 (3 tiles) so I guess I'll make 3 tiles of shadow underneath. If that looks weird I'll keep tweaking.gallowsCalibrator said:I think it looks good. The small waterway with the bridge gives the area a nice touch, and taking out the lower-left chunk would work just as well. One thing I noticed though: That shadow inside that water gate/sewer access thingy north of the little bridge... The shadow there should probably extend a little further below to indicate a height difference between the water and the ground.
Oh woah. Thanks a lot!gallowsCalibrator said:Oh yeah, I also made you a well: