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Please stop using Photobucket for images due to their recent stances on 3rd-party-hotlinking. Find an alternative such as imgur.Ummm, imgur disabled third party linking for the most part as well. You have to request to be whitelisted, which they don't have to grant.
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The specific check for $20 when detecting the Cx4 is just a heuristic that bsnes (and possibly other emulators) use to make sure it doesn't get falsely detected for ROMs that don't actually use it. I could modify said check to support $30 as well, but trying that might make it inconsistent with other emulators.Why would the state of other emulators even matter? Why bring it up at all? It's irrelevant. It's up to them to keep up with the times. Not your responsibility to abide their laziness.
Starting at the beginning, this guy up here is completely ineffectual, you should move him somewhere else, as it is, he just drops into the pit and poses no threat, I do like how you have just enough time to kill that bot and get off the platforms before they go though.He's mostly useless, but not entirely. Most players will try and get their bearings, and will likely wait, or if they're impatient jump and get hit to their doom.
This platform kinda sucks, these spikes are also harmless unless you put something here to trick the player into jumping on them.Actually, the spikes are a prevention method to keep players from jumping down and meeting their doom in the clusterfuck. Could've just made the whole thing solid, but it looked kinda bland.
This room is just a clusterfuck of instant death and stun-locking, it sucks hard and you should redo it, I am also aware that you can use the kick to get over, which brings me to the next pic.It only appears overwhelming at first. Granted, it's not the best design, but I felt like keeping the player on their toes. I've been too nice of a designer laterly!
When the player lands on this platform using the kick attack, they get attacked by several enemies at once, this will most likely lead to cheap deaths as they careen over the edge trying to defend themselves until they learn to swap back to M.Buster quickly to dispatch them, easily fixed by redoing the layout of the previous bit.Potentially, yes. That Metool is far more dangerous alive than dead, though!
This guy up here, his placement is kinda bad, there's also a 50/50 chance of him offscreening himself if he goes the other direction, making him pretty much harmless.I tried tweaking that a bit, but in the end I wanted to go with another enemy altogether and forgot about it.
This one here (whatever it is), is in a bad position, its quite easy to blow it to hell before it can even launch an attack, you need to put it somewhere where it's harder to hit.That turret is generally kinda easy to kill no matter where it's positioned. Anyone with quick enough fingers can mash it to death before it hits you.
At first I thought this was too hard, and then I realized I have the wide-range buster-charge making these trivial to get to, you should make players work for these kinds of pickups by putting them somewhere that requires skill or risk to reach.Super easy with charge, and if a player tries to charge a shot. Some will, some won't. You will take damage by dropping down, otherwise. I've noticed that lives are completely useless, as well! E-tanks are...not really needed?
Last picture, the placement here is bad because it's too easy to knock a player into instant death here, giving the player more room to dodge might make this more fair, it's also painful to die right here inches from the checkpoint.That's the main reason I went with a delayed platform, and not one that will quickly kill the player. Best setup? No, clearly. But I tried to be as fair as possible.
I also thought the boss arena was pretty bland compared to the rest of your level, the boss was also tough to beat with only the M.BusterI tried changing it up, but Plantman's AI breaks horribly with any kinds of obstacles. A new boss entirely would be needed. And yeah, regular shots are terrible. Charged shots are much better, but still not the fastest.
LDA $1D80,X ; with indexing, it should be at $1DA2 for mario
BCC _ThirdCoin ; first logic check, making sure a third digit is incremented!
; so now we need to do display stuff, essentially just adding in support to increment the third digit
JSL $3BF400 ; update coins
padbyte $00 : pad $29E72F
PHA ; save upper A before it gets destroyed, just in case it's needed
CMP #$03E8 ; 1000 coins?
BCC not_maxed_out ; this branch will generally always be taken
; but if for some reason it's not, let's do max numbers
PLA ; restore A
STA $1F60 ; store it away for now
LDA #$03 ; 3 loops
PHY ; preserve Y, we likely need it
STA $1F63 ; for math
STZ $1F65 ; and more math
LDA $1F60 ; load our original value
SBC $1F63 ; and subtract our LUTs value, either 100, 10, or 1
BCC mathloop2 ; if carry is clear, we wrapped
STA $1F60 ; effectively restoring our original value
; now that all of the conversions are done, we need to get them to display
STA $1F48 ; ten's digit
STA $1F49 ; one's digit
STA $1F30 ; hundred's digit
2) I do not want Savestates being used. I also won't use them in my runs, so if it's a pain playing it without using them, I'll just reduce the difficulty.I like what I see.
3) Sure, getting a Game Over every 5 minutes is not fun at all. But strolling trough a game without a single one, well... some people think that this is fun. Some (like me) don't. I think I know what your mean, that's also why the enemies' stats are nowhere near carved into stone.
4) Well, it's hard to tell what is regarded as "cheap".It's kind of a catch-all, but basically in this context it refers to a situation you wouldn't expect to hit that just murders you and laughs about it. You literally have zero chance to survive just based on RNG, or maybe not RNG depending on the situation.
And about the Level Cap:Definitely not the best choice of words. Arbitrary is more accurate. That just seems like the most oddball of arbitrary decisions to make. Certainly rebalancing could easily take into consideration the leveling process. Do any stats raise, other than HP and MP per level? I know FF5 is much like FF6, and the damage formula is greatly determined by level.
"astronomically stupid" - wow, just "stupid" wasn't enough on its own? ^^
Thanks for the critique - I definitely do not want to lie to the audience intentionally. I hope it won't be a big deal to change the title when I'm halfway done.As long as you are up-front about what people should expect, you have nothing to worry about. This sounds interesting, at the very least. Definitely keep up what you're doing.
-The maximum level is 51 (It's a soft cap though, so you can still level up to 99 by grinding like crazy. However, you will NOT able to reach any LV between 52 and 98. After 51 comes 99.)That sounds astronomically stupid. There's a difference between "rebalance" and "challenge," and here you hit the latter.