Thanks all!
Memblers: I didn't post because I didn't think I'd work on it so long, and the early stuff was not that interesting to this audience. (People who see NES stuff
often.)
There is a devlog:
http://skullgirls.com/forums/index.php? ... eavy.8488/My favorite post is
this one about button input.I totally regret not posting updates in more places once I realized I was in it for the long haul.
rainwarrior: You're the first person to publicly post a time (that I know about)!
Rahsennor: There's so much more to write about! In theory. I have post drafts and over 300 gifs recorded over the course of development. Most didn't make it to that thread. Here's one gem:
God Mode (Light Spoilers, don't click until you've played!) (You can't actually unlock this, it's just a silly thing I did during development because it was easy.)
But there's some things I need to take care of before I really can write much more. Just getting this done was a struggle with current going-ons.
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I very much like that you went with large meta-sprites despite the per scanline limit. It helps the visual presentation having its own identity.
Thanks! This game even handles >64 sprites, but there's only one way to
really see that happen and it ain't the vines.
I sort of regret the graphical style, but that's a thing I'll probably write a whole giant post on.
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Switching to bare hands helped a bit with timing evasions, but i've yet not beat it.
Other people, definitely don't use barehands because then that fight takes like twice as long. (Axe does more damage). Glad you beat it, though!
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Are there more bosses after this one?
"Just like the original game." is probably the best answer to that question.
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EDIT 2: I noticed you get to start with the axe on the second round!
Yep. And if you beat it again that way you'll get different clear text showing it.
I obviously didn't do the battle system, but this game took some pretty great pains to be close to the original in most other ways.