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Jun 27 2014, 10:15 PM See Page
Quote (Willsaber on Jun 27 2014, 7:39 PM)
As far as engine clones go, this is the most creative I've seen. And I've seen a lot (though probably not as many as you).

What? Are you joking? Sorry, but this game is really bad... (sorry, Moonrat...). I know it's you opinion, but someone who hardly knows anything about level design could tell that the levels in this game are completely awful. And all he did was make the levels. He used an engine that supplied him with graphics, sounds, powerups... everything but levels. I just don't understand how you found this game fun.

By the way, this is probably one of the worst clones out there. Not saying it is the worst (because there are some really really bad ones), but it's pretty darn bad. Again, I don't mean to offend you Moonrat. I just think you need to try harder... much much harder.
Jun 26 2014, 4:19 PM See Page
I always thought these things were rotating waffles :P

Anyways, I suppose there really aren't many roto-discs on this site. Good job on these :)
I think the idea is more impressive than the sprites. Not saying they're bad, they're just very simple... they're probably something I could do, (which means they have to be very simple XD) but never would have though of doing.
Jun 26 2014, 3:45 AM See Page
Thank you for your review! Unfortunately, I've been having issues with the game's file, so unless I can find a way to fix that this game probably won't be updated. :(
But still, I'll be sure to take your advice - which is all very helpful - into consideration in the future.

Also, when you die you said Peach doesn't stop crying? That's probably one of the many glitches you can come across in this game, because after she cries for a little bit and Peach's body flies off the screen, you're actually supposed to go to another screen where your score is added up (it adds points for the peaches collected) and then a high score screen. Then after the credits will show up.

Sorry for all the bugs in this game. :P

Oh yeah, also the exact chance of a star spawning (as I put it in MMF2) is: Every 10.45 seconds, there's a 1/15 chance of a star spawning... yeah, maybe I could have made them come more frequently XD
Jun 25 2014, 11:09 PM See Page
These are great, as usual. I really hope you keep making more in this style. :D
Jun 25 2014, 11:06 PM See Page
Quote (Willsaber on May 27 2014, 10:04 PM)
In the game, "Super Princess Peach" there was a character similar to Polter in a lot of ways. After completing a world, there would play a cutscene that would explain more about the character. I think it would be great if there was a cutscene at the end of each world that would explain more about Polter and give us more of his personality.

I believe you are referring to Perry the Parasol. In Super Princess Peach, between each world we got to see a bit of Perry's life through his dreams. Something similar was done with Blumiere and Timpani's story in Super Paper Mario, where we saw a bit of dialogue between the two characters, which at first seems a little random, but later on you begin to notice how it's connected to the story.

I agree with Willsaber. I think doing something similar with your character could be interesting and would definitely make him a much more interesting and likable character, because honestly right now I don't really care for him. It's not that he's a bad character, it's just that the players have no connection to him at all.
Jun 25 2014, 1:30 AM See Page
Yeah, as Mors said, Drageezey's engine is basically a complete game that just needs levels, which were are all poorly designed in this game.

Also, I don't want to force my opinion onto you, but... where did you find the "excellent variety in levels" and "amazing run-through gameplay"?
Jun 21 2014, 2:23 AM See Page
Quote (Jaden1291 on Jun 20 2014, 1:30 PM)
Don't forget EvilYoshiMan, the "Pesky Plumber Luigi" sprite sheet may also work with the YI style.

That's true.

skisbit, I recommend you search through NO Body's sprites, since many of his sprites do work with the Yoshi's Island style (specifically the Pesky Plumber sprites, and even some of his others). I already gave you a link to his Yoshi's Island Mario Bros. sprites (on the forums), but if you don't like those the Pesky Plumber sprites are done to make the characters look slightly less cartoony and more like the sprites your using here, while still fitting with the Yoshi's Island enemies and tilesets. They also have really nice animations, and the enemies and characters are all given a large amount of poses and attacks that you can use for your game.

I hope you do take this into consideration, as well as all the other criticism everyone has given you.

Also, a storyline would be nice :3
Jun 20 2014, 1:14 PM See Page
Luigi, the blocks and the checkpoints still clash with everything. I know you said it's to make them stand out, but I would definitely change them to Yoshi's Island sprites. They look extremely out of place.

Also, Luigi's acceleration and deceleration are both way too fast, and he falls kind of fast too.
Jun 19 2014, 9:24 PM See Page
You didn't fix any of the issues that we pointed out on the forums. The level design is still really boring, there are still collision bugs, and it still looks and plays like a clone. Sorry, but this is really not a good game. :(

EDIT: Also, the background in 1-3 hurts my eyes (the way it moves), and there's still animals popping out of it which makes no sense since the background moves. Like I said before, you should just have a still background in that level so it won't hurt people's eyes and it would actually make sense.
Jun 19 2014, 5:15 PM See Page
I think you need to boost the contrast in the goomba. It's hard to see the outline. Also, the boo's hands on the pose that he's covering his face look a little awkward for some reason. Other than that, these are pretty cool! :)
Jun 5 2014, 3:54 PM See Page
Quote (Willsaber on Jun 5 2014, 3:56 AM)
This reminds me of a fun mini-game in "Wappy Dog".

I've never heard of Wappy Dog, but I actually based this mini-game off of a My Little Pony game I saw my sister playing XD In the My Little Pony game, all the player had to do was walk around and collect apples falling from a tree and avoid rotten apples until time ran out. I decided that wasn't exciting enough, so I changed it up a lot for this. Of course, this one has more glitches and graphic bugs than the MLP game, but yeah...
May 29 2014, 9:15 PM See Page
Really awesome! I love this style. :D
May 10 2014, 7:18 PM See Page
Haha, he looks really funny! In a good way, though. I really like it!
May 10 2014, 1:50 PM See Page
Nice! The beta version looks so dull compared to the final.
Regy's rips had an enemy, as well as different versions of Peach in one pose. I wonder if it's possible to obtain the full sprite sheet of the beta Peach...
May 4 2014, 12:43 AM See Page
Quote (Kingbowser112 on May 3 2014, 9:35 PM)
Sorry, but I'm not american or other, I'm just from Italy o_O

Are you using a translator? If so, you should try to find a better one since most of what you are saying doesn't make sense.

Anyways, I do like this edit. The wood looks a little less cartoony than the real tileset, I think, which is cool and can be useful for a game using more realistically shaded and colored sprites.
Mar 31 2014, 10:49 PM See Page
I've never heard of this game, but these sprites are really cool! You should win a prize for the most interesting rips on MFGG.
Mar 6 2014, 9:50 PM See Page
Quote (MissingNumbers on Mar 6 2014, 5:25 AM)
Thanks. Fun fact; they're one and the same, along with the staff. In terms of character, anyway. I like throwing that notion around.

Oh, the devil is the broom, too? I thought he was just the staff. I never have actually played the game, though, so everything I'm saying is just based off of the Ashley song scene, since that's all I've seen of the game.
Mar 6 2014, 1:31 AM See Page
Oh my... I was just listening to her theme.
I'm addicted to it! xD
It's so catchy...

So, anyways, these are really nice. I like how you included the little devil guy and her broom.
Mar 2 2014, 9:10 PM See Page
Quote (LSF Games on Mar 2 2014, 7:48 PM)
You can run by pressing "ctrl". It doesn't seem obvious since he doesn't have a run animation since it wasn't included in the sheet, but he moves faster.

oh, okay. But still, I think his acceleration and overall speed should still be boosted (maybe not running speed, but definitely walking speed and acceleration). Also, his jump is really floaty, and the slopes might need some work. He just falls down them instead of walking down them. And the circle transition can also be sped up a bit. . . or a lot, and so can the coin effects.

Also, the snow effect looks really cool, but it might look better if the snow is already falling in an area you enter... I'm bad at explaining things, but what I mean is every time you start an area the snow is way up in the sky and slowly falls down. It would be cool, if possible, if you could make it so there is already snow in the area when you start. That's just a little thing I noticed and I'm probably getting too picky now, so I wouldn't worry about it too much.
Mar 2 2014, 6:05 PM See Page
Judging by his actions and dialogue, I believe Kamek is a male. Also, like MALAK said, Kamek started out as a mistranslation thing. But if you really wanted a female Magikoopa without being criticized, you could have used Kammy.

Anyways, I haven't played through a lot of this, but the things that annoy me most are:

- The speed of Mario. He runs very slowly, and I don't think it's my computer because things like the koopa shell and other enemies are fine. I assume you did this to make it seem like the ground was slippery or something, but I would only make it slippery if he is on ice, and then have him move normally everywhere else. His sluggish movement is just frustrating.

- I don't really like how the dialogue boxes function. The only thing I dislike is how you can't speed up the dialogue without skipping it. If you try to speed it up, it just skips the entire dialogue without showing the rest. I would program it so that if you press the button when the dialogue is still moving, it just displays the entire dialogue (that section of dialogue, of course) or speeds it up. Or if you don't feel like doing that, then only let the player move on to the next dialogue when it is done displaying it.

- Also, I don't really like how the entire game pauses when characters talk. I see this in lots of fangames. It's much better to see characters play animations or move as they talk instead of the entire game pausing. It looks ugly and makes the cutscenes uninteresting.
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