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Apr 19 2011, 11:56 AM See Page
Thanks for the well-done review. Also worth noting is that I made this game over one 24-hour period (and revised it over a second 24-hour period), so it was made very quickly. There's a small chance I may revisit this game someday and expand on it.
Apr 15 2011, 8:53 PM See Page
Small, unobtrusive tags with the submitter's name are sometimes even helpful. But we could all live without the (rarely funny) comics that appear so much.
Apr 13 2011, 1:29 AM See Page
Is the same as the one I played that won the Minigame Competition? Anyway, I'll type a review if no one else writes a good one in the next couple days.
Apr 8 2011, 11:56 AM See Page
Maybe, but I've never had trouble running Hello's games, and a lot of people have complained about lag with those. Then again, if I'm the only person having this problem, it might be a problem on my computer's end.
Apr 7 2011, 2:12 AM See Page
For some reason my computer got really slow when I tried to run this game with CamStudio open, so I wasn't able to record a video. Still, I'm having some major control problems - sometimes jumping is unresponsive, and Mario often keeps running even after releasing all keys. Try changing the controls to what I used (arrow keys, Shift, Ctrl, and Enter) and see if those problems happen to you.
Apr 1 2011, 4:28 PM See Page
That's not Ricco Harbor music - it's Deep Blooper Sea from Mario Party 3.

Again, I didn't put a whole lot of effort into this game (which was more of an experiment than anything else), and the graphics were intentionally made to be ridiculous. It was a game that subtly poked fun at the BP debacle and vaguely parodied the even worse Hello SMB1 Engine games that dominated the main site around that time.
Apr 1 2011, 1:12 AM See Page
Well, you forgot to disable Hello's default run button (Ctrl). It's good you didn't, because there were a few spots that would be very hard to complete without using it.
Apr 1 2011, 1:10 AM See Page
I'll try to get you some very specific examples of what gives me trouble - maybe even a video if I can.
Mar 31 2011, 11:57 AM See Page
This is an appealing concept ruined by a buggy, unresponsive engine (and I don't just mean the awkward default control configuration, which I changed immediately). I finished a couple of levels - with great difficulty - and gave up. Mario often fails to stop when you let go of the arrow keys, and often he fails to jump when you tell him to.
Mar 29 2011, 6:03 PM See Page
I'm lacking the motivation right now to write a full review, but this game has a lot of problems, including some that are very simple - like messing up on the "image_xscale" commands so Mario faces in a different direction from the way he moves! Also, having the run button different from the shooting button is really awkward, and the jump height should still be a bit higher.
Mar 20 2011, 5:14 PM See Page
Nice rip. Enjoy using it in your 1970's psychedelic drug party fangame.
Mar 20 2011, 5:12 PM See Page
Monkey Wars is probably an improvement over Mario & Luigi Mushroom, and while I liked some things about this game very much, it also had a whole lot of problems. If you'd like some help with it, I could list a whole bunch of things that could be improved, including some things that wouldn't take much time or effort to change.
Mar 18 2011, 12:03 PM See Page
Basically a nice sheet, although I'm not sure how anyone could use a lot of the stuff. Some of the sprites are kind of blocky, though, so you might want to work on that.

I remember playing Monkey Wars at NCFC. It was a charming and disgustingly cute game with some potential, although there were so many ways it could've been better. Are you still working on it?
Mar 14 2011, 12:09 PM See Page
Good! I'm glad you haven't given up on fangaming. If you'd like bit of help on this, PM me or make a post on the forums.
Mar 5 2011, 5:21 PM See Page
Most of the villains aren't from Canada. Very well-written review, regardless.
Feb 28 2011, 7:49 PM See Page
Nice engine, decent level design, and witty dialogue - this has the makings of something special! Please fix the overworld music, though. It fades out (which you do NOT want for in-game music), leaving two minutes of blank space. You should really just cut it off around the one-minute mark, as it would then loop cleanly and save several megabytes of filesize. If you don't know how to do that, just PM me.

Also, be sure to capitalize your I's. That's the only grammar lapse I found in your game, and while it's not a big deal, fixing it would make it look a little more polished.
Feb 27 2011, 1:05 PM See Page
Toodles did come back after he left MFGG in 2007 (with much drama ensuing), but by now he's gone, and I can't guarantee he'll ever see this game. Either way, I have got to play it!
Feb 10 2011, 1:35 AM See Page
I like the fact that you were creative with your use of the Hello SMB1 Engine. However, the game is quite frustrating, as you can barely jump higher than the enemies. And much of the challenge comes from enemy "spamming" and level design flaws like forcing players to get hit before they can enter a small gap. The graphics could use some work, too. Just keep working on it and you might have something interesting - as long as there aren't babies and balconies involved.
Feb 10 2011, 1:29 AM See Page
This is the same version as the one I played at NCFC, right?

For Bowser: Button 2 means Ctrl, as I recall.
Feb 9 2011, 12:59 PM See Page
I'm not a very good spriter, but I saw no one had made a Cooligan that works the way it does in New SMB Wii, so I decided to make one. The wing animation isn't quite right, so I'd like to tweak that at some point.
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