I'm in the process of decreasing the size of the Sailor Senshi sprites as to make them more SMS-realistic since the SMS could only have 64 8x8 sprites on screen at once. For an example, the idle sprite was originally 16x53 (16x56 following the 8x8 character sizes) is now 16x48. It also should mean that they take up less space on the screen.
The main game's time is now "Min : Sec". The time attack however will still retain "Min : Sec : Mil Sec." This is again to make it more SMS-realistic (the Sailor Senshi exclusive to main game take up a fair bit of the 8x8 character budget).
Both the glider and regular glider have had their up-down controls stiffened a little to make it harder to fly upwards quickly. It was quite broken.
I noticed in several playthroughs of the demo that players would spindash into the glider. I've now made it so the glider will gradually decrease to its normal speed instead of instantly snapping to it. Now your momentum carries into the glider.
I've made progress on Sailor Jupiter's combo-moveset; her upwards combo will launch the player upwards like they're being carried by the wind with left-right movement control. Her forwards combo is a simple lighting dash forwards.
Special Stage 4 (the green one) has had the annoying starting section changed so it's more beatable.
Revamped the main menu.
I plan on making the MMZ boss easier. It appears that MANY players have struggled with that boss.
I've finally completed Super Mario Galaxy 100% yesterday. Totally unrelated, I just wanted to say that.
Next up
Here's a look at another mini-game, one that's more akin to golf (or SNOLF, I suppose), except with an upside-down parasol.
Also, special thanks to Creative Araya for providing some more accurate translations to Brazilian Portuguese.
Merry Christmas to everyone! Demo 4.0 is finally public on Windows!
Quick playthrough: https://www.youtube.com/watch?v=JPw_EUiEexI
Decided to redo the art. I prefer drawing them like this (smaller, multiple drawings per sheet). What do you think?
I drew a piece of artwork for the project. I hope to do more of these. They'll be perfect for the instruction manual (as well as thumbnails for YouTube playthroughs).
I can't believe this project has hit 400+ followers (my own account event hit 200+)! Thank you all!
More in the article:
Before I go to bed before Christmas, I figured I'd share a quick update. Don't worry, this project isn't dead but it has been a LOOOOOOONG time since I made any update.
I redrew the key art again and I'm quite happy with how it's turned out this time. Also, here's the logo. Hopefully, I can show a W.I.P instruction manual soon.
Also, thank you very much for 700 followers! I can't believe it's continued to grow, somehow.
Here's some pages of the W.I.P manual. I was originally going to go with a plain design similar to a lot of SMS manuals. Instead I opted for a more colourful design inspired by several Game Gear manuals I saw.
What do you think?
In the lead up to Demo 4, here's Soundwave Star Zone Act 1 which can be accessed via Up, Down, Up, Down, Left, Right, Button 1 running in 50Hz mode.
Important stuff in the article below.
Some of the FM soundtrack in action. In addition, I've added a new punching move to CCZ's boss, Boom Dogg. I've also redone his sprites. His animation is still limited but I think he looks a bit better.
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