Homebrew Parallel Worlds: Combined

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Alpha 3 Released!

Changes in this version:
-Ground enemy system completed (very buggy)
-You can now jump on enemies to kill them
-Beautified the game a bit
 
So far, works fine on G6DS Real and AceKard 2.1

No problems getting it running, and I can go all the way to the end of the level
 
I tried the new beta (well, alpha actually XP) and it's very nice and smooth! Though I've got a few bugs to report:

1)there is a black dot in the background image among the light-blue background tiles.. At first I though it was a broken pixel in my DS but it moves (with the background) and it's in both screens... it's on the 2nd lower right square as soon as the game starts.. it's just a pixel black dot :3
2)If you die because of an enemy facing left, you start at the beginning of the game and if you don't "refresh" your right arrow button on the D-PAD (as in you don't press it two times) you keep facing left even though you're running to the right XD
3)if there are 3 enemies at the same place and you jump over them you kill them all in one shot... that's not a bug really, but I think it's a bit un-elegant (?) because it'd be better if you just killed one and had to jump 3 times on them (one for each enemy) but maybe that's just me...
wink.gif



EDIT: another bug is that when you are jumping and you get on the 2nd screen (the top one) the jumping sprite is the standing still sprite, not the one with the folded legs that is used on the lower screen to jump... I think you swapped them ^^
 
Hi keep up the work
i have an dstt if u seek another testers than i am your man
tongue.gif

but still how about ssbr?

Posts merged

getting mailed

Posts merged


now its good
 
Well, here's my run-through:

-There's a quick-step in the walking animation
-The animations don't follow to the top screen. The animation becomes 'standing still and looking right', even if he was looking left and jumping
-Collision errors, but I think you don't really want to hear about those?
-If you manage to get to the end while looking left, you end up off the screen. The screen scrolls back to the beginning
-If you stop running, and then start running again, you go for about a second before the sliding view picks up and catches up to you. It's so small that it feels like a jerk instead of a pan
-The panning is too slow. You can travel half the map before it catches up to your side. Taking out that slow decelleration should help, too
-Enemies that randomly touch your lower half will die. This should be aimed at the feet, rather than just 'anywhere low'

For the purposes of alpha/beta testers, would it be possible to add a function that resets all the enemies? (By pressing the start button, for example)

Am I helping? I won't bother if I'm just telling you things you already know.
 

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