Wonder if gasega68k already had time to work on this project some more, and maybe add some new enemies.

Regarding the pickups topic, how exactly does the SNES edition does this anyway (if anyone knows)?
Moderator: Mask of Destiny
Well, I've been fixing some bugs and I made some small optimizations, and I've also added dogs and SS, and I want to add the end of level screen, in a few days I'll be posting this new version, which will already be almost complete (the first episode), and only left to do the final boss of the episode, add a few more things on the menu of options, the option to save the game, the end of episode sequence, some other things I can not remember now, and maybe fix some more errors.inu wrote:Oh... the wait...!
Wonder if gasega68k already had time to work on this project some more, and maybe add some new enemies.
Well, now to grab the items are exactly like the original, before it was not, because when the objects they were very close, a small error occurred and therefore had to modify a variable, but not much (I did not remember that I had done this), but now I've already corrected and can now be more easily grab the items.inu wrote:Regarding the pickups topic, how exactly does the SNES edition does this anyway (if anyone knows)?
Now I'm not sure if it's easier or harder to wait for the next release.gasega68k wrote:Well, I've been fixing some bugs and I made some small optimizations, and I've also added dogs and SS, and I want to add the end of level screen, in a few days I'll be posting this new version, which will already be almost complete (the first episode), and only left to do the final boss of the episode, add a few more things on the menu of options, the option to save the game, the end of episode sequence, some other things I can not remember now, and maybe fix some more errors.
Would agree with this one.ICEknight wrote:Great update!
Regarding the saving feature, I'd try to avoid prompting the user to save after each level. After all, saving would always be the player's default, so in case that having the option of not saving is really needed, I'd have an "Autosave: On/Off" option present in the Load/Save menus.
gasega68k wrote:Now it is easier to grab the items (now it is as in the original).
It really is a VAST improvement from previous versions. It feels much more natural, and accurate now to grab items!ICEknight wrote:Just something I've noticed: It seems like grabbing the objects is a bit more difficult to do if you approach them by walking backwards.
Well, I've been thinking a lot about this saving feature too, not that it matters to gasega68k master plan, but we can discuss it as players.ICEknight wrote:Regarding the saving feature, I'd try to avoid prompting the user to save after each level. After all, saving would always be the player's default, so in case that having the option of not saving is really needed, I'd have an "Autosave: On/Off" option present in the Load/Save menus.
I guess I had never tried doing that before.inu wrote:But regarding picking up items by walking backwards, I didn't feel it was possible in previous beta releases ICEknight.ICEknight wrote:It seems like grabbing the objects is a bit more difficult to do if you approach them by walking backwards.
I recognizes suggesting passwords over save game for the function described was not totally thought out, as unlike game like Sonic 3, Phantasy Star or The Story of Thor, it doesn't really matter if the battery ever goes dry and we lose all the data at some point.Oerg866 wrote:This. We're living in 2014, you know.ICEknight wrote:Choosing passwords over saved games? Whaaat.![]()