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 [au]
 Post subject: Re: Design topic
PostPosted: Mon May 21, 2012 5:48 am 
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Its-a-me...
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Also off topic when is the game is going to be released?

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 [at]
 Post subject: Re: Design topic
PostPosted: Mon May 21, 2012 6:14 am 
Real horses don't run into trees
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When it's done, if it's done. NCFC 2012 would be nice, but no guarantees.

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 [us]
 Post subject: Re: Design topic
PostPosted: Mon May 21, 2012 11:38 am 
The plot thickens
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Guinea wrote:
When it's done, if it's done.

I believe we will get it finished. At this point, I feel we've invested too much time in it to not finish it. Plus I know that you are more than capable of programming an awesome game (as seen by your past projects).

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 [at]
 Post subject: Re: Design topic
PostPosted: Mon May 21, 2012 11:50 am 
Real horses don't run into trees
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Yeah I think it will be finished one way or another. Maybe I flip the tea table some time, but there will in the end be a finished game.

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 [us]
 Post subject: Re: Design topic
PostPosted: Thu Jul 12, 2012 1:53 pm 
The plot thickens
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Hey guys, remember when I said that I wasn't going to show any more of the weird levels?
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Yeah me neither.


EDIT
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Pixel lava

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 [sc]
 Post subject: Re: Design topic
PostPosted: Thu Jul 12, 2012 2:07 pm 
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Looks really nice!
Though honestly, I'm not a huge fan of the background. I couldn't tell you what it is, it just doesn't seem to match the tiles incredibly well. It might just be the object in the top left (a chandelier?)that sort of throwing it off. I'm not sure.

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 [jp]
 Post subject: Re: Design topic
PostPosted: Thu Jul 12, 2012 2:14 pm 
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Yeah, I don't Even...
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Chaoxys wrote:
Hey guys, remember when I said that I wasn't going to show any more of the weird levels?
Image
Yeah me neither.


EDIT
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Pixel lava

I like it.

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 [us]
 Post subject: Re: Design topic
PostPosted: Thu Jul 12, 2012 2:15 pm 
The plot thickens
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Fez wrote:
Looks really nice!
Though honestly, I'm not a huge fan of the background. I couldn't tell you what it is, it just doesn't seem to match the tiles incredibly well. It might just be the object in the top left (a chandelier?)that sort of throwing it off. I'm not sure.


Looks better in motion. Also, I guess it was a dumb idea to post this out of context so I'll say it now, this level uses a LOT of out of style graphics. A LOT.

Spoiler:

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 [sc]
 Post subject: Re: Design topic
PostPosted: Thu Jul 12, 2012 2:32 pm 
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Okay, that makes sense. I guessed it might be something sort of like that.
And I assume that after playing the buildup to that level, the level itself will make more sense.

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 [sc]
 Post subject: Re: Design topic
PostPosted: Thu Jul 12, 2012 2:32 pm 
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Whoops. Double post.


Last edited by Fez on Fri Jul 13, 2012 1:59 am, edited 1 time in total.
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 [ca]
 Post subject: Re: Design topic
PostPosted: Thu Jul 12, 2012 8:31 pm 
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sluuuuurp
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A level based on the bitlands? Awesome!

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 [ca]
 Post subject: Re: Design topic
PostPosted: Thu Jul 12, 2012 8:52 pm 
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superdimentiobros wrote:
A level based on the bitlands? Awesome!

Agreed It's a great Idea... A Boss like the lizard guy (Never can remeber his name)

 
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 [us]
 Post subject: Re: Design topic
PostPosted: Tue Aug 21, 2012 5:41 pm 
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Rex
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I'm just curious if a widescreen resolution is going to be an option. Its probably been suggested quite a few times but if there's time, it'd be a nice feature.

The games programming might restrict it and I get that

 
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 [tw]
 Post subject: Re: Design topic
PostPosted: Tue Aug 21, 2012 5:45 pm 
福瑞退化者
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I guess maybe. Due to most Mario fangame are using the 4:3 ratio with size of 320 X 240. It's what the team decide.

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 [at]
 Post subject: Re: Design topic
PostPosted: Wed Aug 22, 2012 2:18 am 
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I'm just curious if a widescreen resolution is going to be an option. Its probably been suggested quite a few times but if there's time, it'd be a nice feature.

The games programming might restrict it and I get that


It's not so much the programming, as the level design actually. It is all based on this view size and there are many rooms that rely on being exactly that size.

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 [us]
 Post subject: Re: Design topic
PostPosted: Thu Aug 23, 2012 12:43 am 
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Rex
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Guinea wrote:
I'm just curious if a widescreen resolution is going to be an option. Its probably been suggested quite a few times but if there's time, it'd be a nice feature.

The games programming might restrict it and I get that


It's not so much the programming, as the level design actually. It is all based on this view size and there are many rooms that rely on being exactly that size.



I thought as much. But hey you guys are doing a terrific job, keep it up :D

 
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 [us]
 Post subject: Re: Design topic
PostPosted: Thu Aug 23, 2012 1:10 pm 
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This is long overdue, but I'd like to apologize profusely for not actually following up on my earlier ideas in this thread. I got caught up in a swell of other projects and completely neglected to keep up with progress on this game in a meaningful way. I'm very sorry about that.

 
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 [us]
 Post subject: Re: Design topic
PostPosted: Sun Sep 09, 2012 2:35 pm 
The plot thickens
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Just a design for a boss I thought of for a later world. Well, a mini boss.
Image
We were planning on having Blooper Glooper as a miniboss but I recently had some ideas so I revised it into this weird golem like creature.

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 [jp]
 Post subject: Re: Design topic
PostPosted: Sun Sep 09, 2012 2:42 pm 
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I though of a name: Ruin Golem Rock Blooper or Rolem Rooper for short.

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 [zz]
 Post subject: Re: Design topic
PostPosted: Sun Sep 09, 2012 3:00 pm 
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Thanks Gato!
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Looks like a Snifit to me.

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