11 March 2016 - Forum Rules
Started by magus, July 10, 2017, 10:58:34 PM
Quote from: SleepyFist on July 19, 2017, 06:30:24 PMhttps://www.dropbox.com/s/7xxsv60r0w043jy/Heat%20Man%20-%20Remixed.mmlv?dl=0
Quote from: Lenophis on July 20, 2017, 01:16:46 PMHave at it, and let me know how bad it is.
Quote from: SleepyFist on July 20, 2017, 08:10:42 PMStarting 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.
QuoteThis platform kinda sucks, these spikes are also harmless unless you put something here to trick the player into jumping on them.
QuoteThis 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.
QuoteWhen 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.
QuoteThis 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.
QuoteThis 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.
QuoteAt 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.
QuoteLast 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.
QuoteI 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.Buster
Quote from: pianohombre on July 21, 2017, 05:57:13 AMFortunately, they use the registry or something because I can just unzip the new version, unpack it, delete the old folder, and all the levels I've downloaded are still there.
Quote from: Lenophis on July 21, 2017, 02:53:06 AMThanks for the review. The first level is always the hardest one to do. Should get better from here.
Quote from: pianohombre on July 25, 2017, 05:45:10 PMWow slows down high-end PC's? I think they need to re-write the core of their program in ASM or something. They should be using similar logic to how the NES ran the game. It is a bit bulky in comparison to the NES. 10mb compressed. Sure it's tiny compared to most programs (I believe Candy Crush takes up more than 100mb), but still pretty large compared to the original architecture. Maybe they could somehow get it to run at 8-bit, instead of just running fake 8-bit graphics at 64-bit. I'm not sure exactly how the program works, but if they are wasting a lot of processes pre-loading the entire level it will be laggy. Also perhaps he hasn't understood a key programming concept? Like O(n) and what types of functions cause heavy processing speed, or failing to use recursion when possible.(sorry I don't mean to complain. I love the program, but also took a class on data structures where we calculated run-time comparisons for separate problems).
Quote from: pianohombre on July 26, 2017, 05:08:19 AMLead programmer could just simulate the NES. Only load up the on-screen graphics and sprites + 1/2 screens away. When reaching certain points in the level, invisible to the player, switch palettes for different graphics. This may speed up run-time. Processes have to go through a queue so if it's loading up graphics for the end part of the level, and/or boss it's waiting to load the graphics as Mega is scrolling right. This could add milliseconds to loading times. Threads should help speed up problems like this with multi-core processors now. Also, if there are multiple embedded loops that's going to bring run-time from O(1) to O(n)^2.https://rob-bell.net/2009/06/a-beginners-guide-to-big-o-notation/
Page created in 0.086 seconds with 19 queries.