11 March 2016 - Forum Rules
Started by Bisqwit, December 19, 2012, 01:38:36 PM
Quote from: Vanya on April 05, 2013, 10:27:24 PMB button should be confirm, and A should be cancel as a rule of thumb.
Quote from: TheZunar123 on April 05, 2013, 11:42:36 PMI don't know where you got that crazy idea. That should be switched around, A should be confirm and B should be cancel. It really bugs me when they are switched.
Quote from: Bisqwit on April 06, 2013, 12:56:55 AMThank you Vanya for your valuable out-of-box thoughts.
Quote from: Bisqwit on April 06, 2013, 12:56:55 AM> When I exit from saving, Simon jumps when I return to the game.Use the start button rather than the A button to select the Cancel option. I will fix it some day when I stumble upon the right way to do it.This I'm curious about. Would changing it to B result in Simon whipping when I exit? Come to think of it this might be the reason why they didn't use B & A button inputs on the status menu.Quote from: Bisqwit on April 06, 2013, 12:56:55 AM> skeletonsYeah, not going to touch them. It's a bit too holy-cowey to me.I might do it just to see if I can figure it out. At the very least I'd prefer to have the bones not burst into flames.Quote from: Bisqwit on April 06, 2013, 12:56:55 AM> to give town interiors a different tile setPerhaps. But I am not feeling graphics artisty enough. If someone is, I am open for contributions (but I do not promise to approve them).I'll do it. I'm in the mood since I've been making new 8-bit graphics for my Eggerland remake lately. Plus at the very least I'll use them myself for my personal version of the patch.
Quote from: Bisqwit on April 06, 2013, 12:56:55 AM> skeletonsYeah, not going to touch them. It's a bit too holy-cowey to me.
Quote from: Bisqwit on April 06, 2013, 12:56:55 AM> to give town interiors a different tile setPerhaps. But I am not feeling graphics artisty enough. If someone is, I am open for contributions (but I do not promise to approve them).
Quote from: Vanya on April 06, 2013, 06:10:04 AMSince the "Horrible night" and "Vanquishing sun" dialogs are gone and the were intended to be in the game...Are they going to appear anywhere else? Maybe as part of the extended dialogue portion of the patch?
Quote from: MathUser2929 on April 06, 2013, 09:17:29 AMI'd probably click the option to restore the day/night transition dialogue if one were offered. Funny that the hack is a retranslation, yet dialogue is being removed.
Quote from: MathUser2929 on April 06, 2013, 10:27:17 AMSo far, the removal of the day/night transition text doesn't seem to be popular:http://castlevaniadungeon.net/forums/index.php?topic=5519.30
Quote from: Vanya on April 06, 2013, 04:34:10 AMMany decades of playing games where B is the primary button used to do your main attack. B is the aggressive button used to take offensive action. A is the passive button used to retreat by jumping away. Even in SMB where jumping is your main attack, you still spend most of your time interacting with the B button by holding down to run. And in CV2 B is the main action button used to attack, throw sub-weapons and initiate dialogue.
Quote from: MathUser2929 on April 06, 2013, 04:42:23 AMI see what is being said when B should be confirm and A cancel. In the US on Playstation games, this is what is done for the most part. In JP it is common to have Circle (A) confirm and X (B) cancel. But in US X is usually confirm and Circle is usually cancel. It can be confusing on some localized US games that don't switch the buttons. For a while you might be pressing the wrong button to confirm and cancel until you've played the game a while. Dunno why it was decided to make it different in different regions.
Quote from: Fes on April 06, 2013, 12:16:41 PMQuick question since you know the game's code inside and out by now. I used to speedrun this game years ago, and always wondered about the heart drop algorithm. While practicing in an emulator I noticed that whether or not an enemy drops a heart is related to controller input, but couldn't glean any more than that. I'm curious if there's a weakness in the algorithm that could be exploited to increase the odds of a heart drop without requiring TAS-like precision.
Quote from: Vanya on April 06, 2013, 04:01:21 PMAnother thought. One of the things that makes platforming in CV2 more of a hassle than it should be is the fact that Simon collides with overhead block when he jumps. The problem with that is that the designers didn't really compensate for this as much as they should have. This causes certain jumps to be a pain in the ass where in CV1/CV3 they pose no problem at all. Perhaps an option to use CV1/CV3 style collision detection is in order? Presumably the simple thing would be to branch passed the block collision code if there is not solid object directly over Simon's head.
Quote from: Bregalad on April 06, 2013, 05:39:21 PMThe problem I see is that despite that I picked a "no save game" feature patch, I still have the save option show up (even if it can't be used).
Quote from: Turambar on April 06, 2013, 06:32:07 PMIs it good or bad that the life bar disappears during the day/night transition?Is it possible to create an exception for the life bar during transition?I don't see much point for it to disappear.
Quote from: MathUser2929 on April 06, 2013, 12:58:35 PMOh, I see that you added the option to have the day/night transitional text on your website.
Page created in 0.109 seconds with 20 queries.