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 Post subject: Re: W.I.P Topic.
PostPosted: Sun Jul 09, 2017 5:19 am 
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New things. P-Gauge got revamped. New ailments.

Ailments include:
The Toad has "Oil", turning him a drab color. It increases damage taken by fire by +100% and reduces accuracy and evade by -50%. It can be removed by taking fire damage.
Mario has "Berserk", turning him dark red. It makes the user afflicted randomly attack an enemy. The user also gains a +50% increase in Power.
The Bowser-clone has "Ghost", turning him a dull white. It reduces recovery from heals by -50%, but also all healing taken becomes damage.

 
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 Post subject: Re: W.I.P Topic.
PostPosted: Sun Jul 09, 2017 8:44 am 
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Strategically, what would differ between a player's reaction to Ghost and a player's reaction to heals simply not affecting the character?

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 Post subject: Re: W.I.P Topic.
PostPosted: Sun Jul 09, 2017 11:56 am 
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I had to really sit and think about this question, and I got some results! I think--...hope it's not too wordy... Disclaimer: The following is all speculation.

In your question, I think there would two things to consider if we're talking reactions: The mechanical reaction and the feeling reaction. The mechanical part would be it'd be a decision of life or death of a character. On the flip, the feeling reaction, it'd be difficult to say, but it might be between discomfort to shrugging it off. The reaction itself is dependent on how available the options are for the ailment can be cured, prevented, or managed.

If heals harm the character, I think the player would find ways to cure it immediately or prevent it altogether. Managing it would be hard, unless the character had HP to absorb damage from things like a group healing move, which in itself is risky. Additionally Regen (passive healing) and HP overflow (health over the HP cap) are both in the works, which could help balance Ghost in this form.

If there is no healing whatsoever, I think a player would ignore the status unless the character needed healing. Unlike damage from healing, managing the ailment by healing a character with a healing block would be fine and not-so-risky, like at all. HP buffs like I mentioned become less crucial to counter the debuff, and characters become more powerful as a result, adding to the reaction that it's not so big a deal.

They are two completely different reactions in my opinion.

Additional thoughts: Having -50% Recovery is a wonderful bridge between domination and mercy, adding just enough tension while not be over-the-top toward unfairness. Damage from heals could be a better end-game ailment than a healing block, but a healing block in itself might be a fine debuff for early-game.

EDIT:
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Made an ailment timer.

 
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 Post subject: Re: W.I.P Topic.
PostPosted: Thu Jul 13, 2017 5:05 pm 
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 Post subject: Re: W.I.P Topic.
PostPosted: Fri Jul 14, 2017 7:28 pm 
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secret technology
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I was trying to make a more kid-friendly enemy design. What happened.

 
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 Post subject: Re: W.I.P Topic.
PostPosted: Sat Jul 15, 2017 12:54 pm 
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hi hello
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Definitely not kid friendly but still really cool

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 Post subject: Re: W.I.P Topic.
PostPosted: Sat Jul 15, 2017 6:02 pm 
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... Coruption ...
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Some progress for Arrow Dynamic

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 Post subject: Re: W.I.P Topic.
PostPosted: Sat Jul 15, 2017 7:04 pm 
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So intense for fighting a slime! It looks great.

If I may suggest... toning down the screen shaking for the less powerful arrow strikes? I was thinking that the screen shaking should be reserved only for more powerful moves. (Think Super Metroid's Super Missiles that shake the screen, compared to the regular missiles that don't.)

 
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 Post subject: Re: W.I.P Topic.
PostPosted: Sun Jul 16, 2017 8:59 am 
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secret technology
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Gif quality = -10 / 0

Working on enemy AI. Made some neat behaviours like weapon throwing. You can even reflect the weapon back by hitting it mid-air!

Also bunny boy is even scarier.

 
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 Post subject: Re: W.I.P Topic.
PostPosted: Sun Jul 16, 2017 12:32 pm 
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^ Looking pretty good


Here's the start of a w1 level for my SMW romhack:
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 Post subject: Re: W.I.P Topic.
PostPosted: Mon Jul 17, 2017 3:37 pm 
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Lucario and/or Braixen = best avatar
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it looks much better in 60 fps

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 Post subject: Re: W.I.P Topic.
PostPosted: Mon Jul 17, 2017 5:24 pm 
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written on 2020
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smbmaster99 wrote:
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it looks much better in 60 fps

Yes!

S.M.O is returning!

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 Post subject: Re: W.I.P Topic.
PostPosted: Mon Jul 17, 2017 7:47 pm 
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I'm pretty sure you could increase the amount of particles, or at least make the particles bigger. Even in 60fps that thing is probably barely visible.

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 Post subject: Re: W.I.P Topic.
PostPosted: Tue Jul 18, 2017 3:41 am 
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Testing with effects , and I've got the Super Mario Galaxy light effect in the New Super Mario 64 Mario model , so...
SUPER MARIO GALAXY 64DD 2 EXPANSION PACK DISC 2 DEMO '98 VIRTUAL SUPER 64 DELUXE

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 Post subject: Re: W.I.P Topic.
PostPosted: Tue Jul 18, 2017 10:22 am 
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Make like a tree and get out of here!
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Looking pretty slick No Name! The title sounds like a Kaze Mario 64 hack, hope someone makes it the real deal :P

 
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 Post subject: Re: W.I.P Topic.
PostPosted: Thu Jul 20, 2017 10:53 pm 
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Lucario and/or Braixen = best avatar
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Made the particles a little bigger, and mixed up their sizes a little bit

also hate to break it but this is more of a side project while i continue to work on my lucario rpg :p sometimes i just feel in the mood to do something mario-related :P

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 Post subject: Re: W.I.P Topic.
PostPosted: Sun Jul 23, 2017 3:20 am 
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Title screen WIP.
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Which title screen color is better?

EDIT: I got some feedback from family. How's this?
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Last edited by Yakibomb on Sun Jul 23, 2017 5:43 pm, edited 1 time in total.
 
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 Post subject: Re: W.I.P Topic.
PostPosted: Sun Jul 23, 2017 1:09 pm 
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I like the left picture.

 
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 Post subject: Re: W.I.P Topic.
PostPosted: Sun Jul 23, 2017 7:24 pm 
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I like the top-right the most.

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 Post subject: Re: W.I.P Topic.
PostPosted: Thu Jul 27, 2017 9:12 pm 
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i want my donut NOW
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