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Dec 13 2009, 7:35 PM See Page
THese are good, but the dress is too bright, and does not fit the Paper Mario style (needs to bee darker).
Dec 13 2009, 4:06 AM See Page
What was the point of this? This was just a remake of 2 of your games, which are always both boring and bad.
Dec 6 2009, 10:03 PM See Page
I didn't know that stff could make games...
Nov 27 2009, 10:53 PM See Page
the checkpoint and the flag is primarily the same, but it has a slight graphical difference.

Edit: Thanks, by the way, I needed these for my game I'm making! You will definately be given credit.
Nov 18 2009, 10:00 PM See Page
Hmmm... I expected better from mfgg staff.

These are bad in quality, and that REALLY takes the usefullness out of these with that background noise in every single on of the sounds.

These are okay though... I guess.
Nov 13 2009, 10:01 PM See Page
Man, I always HATED those enemies from Paper Mario: TTYD.

nice customs, though.
Nov 11 2009, 1:11 AM See Page
This is not MLPIT styled in the slightest. Just the graphics. the engine itself is TOTALLY different. Not very good or fluent either.
Oct 25 2009, 11:07 PM See Page
"Head's Up Display"?

So THAT'S what HUD stands for...

By god, I feel so ignorant right now.
Oct 18 2009, 3:03 AM See Page
What the heck did I just download? A bunch of crap put together if you asked me.

What about the jumping/coin sound effects?
Sep 6 2009, 10:51 PM See Page
I wish someone could make customs of these in Mario Kart Wii style.
Sep 6 2009, 10:45 PM See Page
Quote (darking on Sep 6 2009, 10:43 PM)
Thats ironic? xD
I'm guessing you don't understand the meaning of sarcasm? =S
Sep 4 2009, 12:27 AM See Page
I really like the idea of you using the "chocolate" and "brocolli" words in the replay section.
Aug 31 2009, 10:18 PM See Page
Quote (Boomerang on Aug 31 2009, 6:07 PM)
Is it good or bad?
Bad, mostly.
Aug 30 2009, 5:46 PM See Page
oh my goodness
Aug 30 2009, 5:43 PM See Page
I think the normal overworld is pretty unecessary.
Aug 20 2009, 3:11 PM See Page
Wow! These are some very impressive rips! Nice job.
Aug 18 2009, 1:10 AM See Page
I know this is probably a newb question, but how do you rip textures if they are not flat?
Aug 14 2009, 4:20 AM See Page
She is WAAAYYYY too dark! She is supposed to be 'tea' green color, not a drak green.

Also, why is her nose so big on her front overworld pose?
Aug 14 2009, 4:04 AM See Page
Dude, this is AMAZING!!!!!!!


Very, very, very, good job.
Aug 9 2009, 3:50 AM See Page
Quote (YoungLink on Aug 5 2009, 6:34 PM)
Wow.

Simple put, it has a few flaws, and a few good things to mention too.

Flaws first.

The control is very confusing. You can't map two actions to the same button (which is very silly, I don't need two separate buttons for jumping and confirmation) and the character's movement is just.... very wrong. In the original game, your character moves whatever the direction the player sees. So if Mario or Luigi is sideways, the player will have to use up and down to move him. Instead, the player needs to enter the relative direction - which is more confusing when this does not apply when the character is upside-down.

Then comes to the frustration. For example, I found one of the stages difficult enough in itself already, buy right after that? I was offered a chance to beat it again without any enemy kill? It's asking for the near-impossible! The difficulty curve gets a lot steeper by the time you have 6~7 stars or something. Not to mention the second boss is almost impossible to time. I may not be a good player, but at least pleeeease let me win after 3 or 4 attempts, no?

There's also one problem about this game's programming. Now, I see that the author didn't make everything, and there is a framework to work around. So if it's not your fault, blame whoever made the IDE... it's called "Multimedia Fusion" eh? The planetoids are all squarey, this is strange, yes. But not as starange as how you move relatively backward when jumping on a moving platform. This simply is not expected in a Mario game - or in real life physics either. And the whole walk backward/sideways thing simply is not mainstream in Galaxy - and it's for a good reason.

And I would like to see more flexible user interface, like an actual pause menu and support for widescreen.

Oh, and finally, there are two things I don't like - but it's just me. Those are not faults. One: background music: Why M&L? Two: death count. They're just there, silently telling players how unskilled they are.

Now onto the good things:

First off, the graphics. They aren't too superior in terms of graphic quality, but they do very well. Special effects are shown properly. Now if DirectDraw can be applied or even adopting vector graphics.... bah. I'm asking for too much.

Then comes the sound effects. They're used in the right places in most times (except possibly the SSBM/SSBB Lip's Stick effect for grabbing coins).

And the saving warning screen is ABSOLUTELY welcome here.
There's this option you can do for telling about mfgg's games, and it's called a review?
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