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 Post subject: Revenge of the Walrus - Version 1.22
PostPosted: Fri Nov 26, 2010 11:03 am 
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Download it here
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I know I've already posted this on Old MFGG and on The Minus World, but I've added some new levels (including a new boss battle) and fixed some glitches. This is still very much a work in progress, though.

Here's the NCFC booth, which has a lot of screenshots, as well as a way to download the now-outdated Version 0.45.

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 Post subject: Re: Revenge of the Walrus
PostPosted: Fri Nov 26, 2010 11:38 pm 
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Downloaded and tried it out. Great usage of the NSMB Wii stuff.. and its nice to see the Walrus sprite being put to use! Funny story and a very solid platforming experience.

 
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 Post subject: Re: Revenge of the Walrus
PostPosted: Sat Nov 27, 2010 8:48 am 
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Why so serious?
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You REALLY need to shrink the masks. It's too easy to get hit (something that has always annoyed me in Hello engine games).

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 Post subject: Re: Revenge of the Walrus
PostPosted: Sat Nov 27, 2010 10:29 am 
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This game uses the DeeY Engine, where most of the masks are already a bit smaller than they are in the Hello Engine. What particular enemies cause problems, besides jumping enemies like Para-Goombas and Paratroopas?

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 Post subject: Re: Revenge of the Walrus
PostPosted: Tue Feb 22, 2011 6:30 pm 
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Version 0.7 can now be downloaded. This is my first update since November, and I've added a bunch of new levels and enemies. The game is about two-thirds complete, depending on the amount of effort I decide to keep putting into the game.

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 Post subject: Re: Revenge of the Walrus
PostPosted: Tue Mar 15, 2011 7:16 pm 
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I've finally started working on the overworld map here. Here's a little screenshot of the beta World 1 map:

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Also, Version 0.72 is now available, which has 18 reasonably-complete levels. This is for backup purposes as much as anything else, since I'm making some sort-of-big changes right now.

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 Post subject: Re: Revenge of the Walrus
PostPosted: Wed Mar 16, 2011 11:40 am 
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Looks nice, plays nice.
You should fix that you can get to every level at the map before actually completing one

 
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 Post subject: Re: Revenge of the Walrus
PostPosted: Wed Mar 16, 2011 9:39 pm 
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Glad you liked it. It's still a demo, so it's useful to me to be able to play any level whenever I want to. Plus, I'm constantly releasing new versions, so people who haven't played it in a while can download the new version whenever they like and just play the new levels. Now that I'm making the map screen, though, future updates will have the "map blocker" objects in place.

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 Post subject: Re: Revenge of the Walrus
PostPosted: Fri Apr 15, 2011 6:04 pm 
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Version 0.74 is now available for download. There's finally a legitimate (albeit half-finished) map screen, and the title screen now has an option that brings us one of the greatest contributions to Western civilization ever.

If you want free access to all the levels, PM me or try to figure out the code yourself.

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 Post subject: Re: Revenge of the Walrus
PostPosted: Sat Apr 16, 2011 2:52 pm 
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Yeah, that's happened to me a few times too. I'm pretty sure it has something to do with GM 8's collisions system, which is slightly different from GM 7's. I'll fix that before releasing a final version, though.

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 Post subject: Re: Revenge of the Walrus
PostPosted: Mon Aug 29, 2011 2:08 pm 
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A quick update: I've been doing a lot of work on ROTW over the past few days, including revising the HUD, fixing the stupid errors I made last year with the tiles (killing the transparency with MS Paint), and fixing a bunch of collision problems (like the tendency to slide through the pipe in the Forest of Collusion, or the wall in the first level). Once all that is ironed out, I'll add a bunch of new levels and bosses and maybe even add some kind of achievements system.

If all goes well, the final version will be ready by NCFC.

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 Post subject: Re: Revenge of the Walrus
PostPosted: Sun Oct 23, 2011 11:19 am 
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Version 0.82 is now available - my first update since April 15. This update includes a bunch of new levels, a new boss, and many changes to the engine and HUD. Feedback is appreciated, but keep in mind a lot of things were rushed big time. Yes, I did wait until 30 minutes before NCFC to upload the newest version. Take that for procrastination.

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 Post subject: Re: Revenge of the Walrus
PostPosted: Tue Oct 25, 2011 6:52 pm 
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Hey, sorry for taking so long, I helped changed the Mario sprite. ;)

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 Post subject: Re: Revenge of the Walrus
PostPosted: Sat Nov 05, 2011 7:19 pm 
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If you played the NCFC demo, please download the latest version (0.85), which fixes a whole bunch of the problems that were made glaringly obvious in the livestream (it starts at about 24:00 here, for the record). I shouldn't have released ROTW with as many bugs as it had. Anyway, here's what I've done this week, which was my most productive week yet:

  • Fixed glitches with reserve Fire Flowers and spin jump animations.
  • Fixed mechanics of Weight Platforms and Hoopsters.
  • Got rid of the feature that returns you to your last-complete level when you lose a life. It was causing no end of glitches.
  • Game now saves automatically after each level using GM's yucky default save feature. Save files are under 300 KB and shouldn't cause lag - but if they do slow things down, please tell me.
  • Changed boring SMB3 Mario sprites to Saturn's SMW-SMB3 hybrid. Yay.
  • Changed the HUD layout, though I still need to shrink the numbers.
  • Map screen is close to completion.
  • Added a second Easter Egg level that you probably won't find.

I'm still working on making Mario's controls a bit less slippery, even though they're still a lot firmer than those in even the new Hello Engine, for example. And, of course, there are still going to be at least five more levels added to the final version and a couple more bosses. Again, feedback is welcome and highly appreciated.

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 Post subject: Re: Revenge of the Walrus
PostPosted: Tue Nov 15, 2011 10:52 pm 
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Version 0.86 is now available for download. Even though it might not sound very big, considering there are no additional new levels, this update fixes every bug I found after playing through the game twice. You never know when a new glitch might rear its ugly head, of course, so feedback is appreciated. I still need to add more levels, do some cosmetic things, and improve the boss AI, but the engine is in really good shape.

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 Post subject: Re: Revenge of the Walrus
PostPosted: Thu Nov 17, 2011 2:31 pm 
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Hey Vinny! When would you finish this game? Just curious, I'm still working of the textbox right now.

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 Post subject: Re: Revenge of the Walrus
PostPosted: Thu Nov 17, 2011 4:00 pm 
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The release date is about a month away, so you've still got plenty of time. Thanks for your help with this, by the way.

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 Post subject: Re: Revenge of the Walrus
PostPosted: Wed Dec 14, 2011 11:32 pm 
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Believe it or not, this game is finally near completion! All levels and bosses are done, so the final release will appear within the next week - all that's left is completing the cutscenes and other extras.

If you're free this weekend and would like to test this game, PM me - although there's a good chance I'll say no unless you've contributed something to this project earlier, or else you're someone relatively well-known around MFGG.

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 Post subject: Re: Revenge of the Walrus - Version 1.0
PostPosted: Tue Dec 20, 2011 11:24 pm 
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Finally. You can now download Version 1.0 in the original post. There shouldn't be any major glitches at this point, but I still need to test the game a bit more myself before it's accepted on the main site, especially since I finished debugging the sound system about one hour ago.

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 Post subject: Re: Revenge of the Walrus - Version 1.0
PostPosted: Wed Dec 21, 2011 2:34 am 
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VinnyVideo wrote:
I finished debugging the sound system about one hour ago.


Speaking of that, the sound broke. It played the map theme while I entered the second level... over the second level theme... then started up on top of itself again back on the map screen.

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