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PostPosted: Fri 06 May, 2005 9:36 pm 
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Calc King
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Location: SXIOPO = Infinite lives for both players
Hehe....I'm still stuck on the mapper, Remember that stray opcode I was telling about, it turned out to be conceptual flaw in my design. :oops:
Don't worry I know the fix. I just got rewrite some stuff. :wink:

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PostPosted: Fri 06 May, 2005 11:12 pm 
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jim jim jim jim jim jim jim jim jim jim jim!!
*encourages jim*
:D :D 8) :lol: :cry:

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PostPosted: Fri 06 May, 2005 11:24 pm 
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Location: Lost in a land of mysteries.....
Alright Mario will rock!!!! :D How meny levels are you planing to have???

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PostPosted: Fri 06 May, 2005 11:27 pm 
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Will you make it.... 8 level grayscale with parralax scrolling? :lol: just kidding. I think there should be a lv editor so ppl can make their own level. There should be a feather too :)

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PostPosted: Sat 07 May, 2005 12:07 am 
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Kevin wrote:
Will you make it.... 8 level grayscale with parralax scrolling? :lol: just kidding. I think there should be a lv editor so ppl can make their own level. There should be a feather too :)


:lol:

Its so fast right now, you might need 8 level grey just to slow it down a tad. WE WANT A FEATHER! :)

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PostPosted: Sat 07 May, 2005 3:59 am 
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Wow, finally a place for 8 level!! Yeah, awsome. It does really fly. Is anyone planning on picking up where duck left off still?

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PostPosted: Sat 07 May, 2005 4:41 am 
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Oh and one thing that annoyed me a bit- plez make the turtle shell kill enemies when you kick it. :)

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PostPosted: Sat 07 May, 2005 4:46 am 
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don't forget sprite masking so you can actually SEE where enemies are. I lost track of how many times i died because i couldn't see an enemy

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PostPosted: Sat 07 May, 2005 7:32 am 
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Are you talking about Duck's? Iirc it has sprite masking?

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PostPosted: Sat 07 May, 2005 3:07 pm 
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it might've, i don't remember too well...i know that alot of the times when there were large black parts of the background and an enemy was 'in front' of it, and you were running, it was hard to see the enemy. caused me to die many times

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PostPosted: Sun 08 May, 2005 2:23 am 
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vahn...when did your avatar change? Where did his hat go? :)

I think Jim has a few ideas/ways on slowing things down a bit, but still keep it relatively fast. I dont thing you will have a problem telling the enemies apart from the background either...but we'll have to wait and see.

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PostPosted: Sun 08 May, 2005 2:36 am 
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hat? what hat? he's never had a hat, just a metal headblade...

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PostPosted: Sun 08 May, 2005 6:45 am 
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Joined: Sat 18 Dec, 2004 3:38 am
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There's still pretty much to be done, for example:
- inter-object collisions (e.g. shell-shell)
- sloped surfaces
- lots more items
- more upgrades

Especially after applying sloped surfaces, things _will_ be slower. By the way, you may find some code for sloped surfaces already. I was working on it by the time I released this. It also may have been the cause of some bugs.


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PostPosted: Mon 09 May, 2005 2:49 am 
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hat? what hat? he's never had a hat, just a metal headblade...

-thats what I meant..headblade. Sorry mind blank! :wink:

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PostPosted: Mon 09 May, 2005 6:08 am 
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Well he had a metal hat in SM64 :).

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