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(3 edits)

The effort put into this is incredible, and full of charm. It's just frustratingly unoptimized at the moment, no matter how low my ping is. Hopefully you can get it working in the v2.0 version of MvLO, that way I'm not constantly trying to predict where someone will be standing in the next 3 seconds, just for 90% of my projectiles to phase through players anyway. (I'm also having trouble deciphering what platforms you can stand on and which ones are part of the background. I really don't think platforms should be copy-pasted into the background like that. It makes the janky experience more confusing than it is.) I do mean well; with this much new content of  course I want to see this succeed and become the new go-to for MvLO. Congratulations & Good Job!

(+1)

you are right about the ping

its literally unbeatable ngl

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hey thanks so much for the kind words, it genuinely means a lot to me!  and uhhh yeah the mod being on 1.7 does handicap it a bit, but i didnt really have much of a choice given it started development years before 2.0's conception. im not entirely sure id want to work on any kind of port to 2.0 considering how taxing this already was on me lol, but maybe one day i could get around to it. also im curious as to which maps exactly youre having the background trouble with, as i can really only think of one map (at least that ive made) with that problem (waterfall woods). despite the 1.7 jank im happy youve enjoyed the mod :)

(5 edits)

Thanks for the response! Yeah about the trippy map design,

This is a collage of some of the examples that repeatedly trip me up. This issue is with only one or two maps, and I know not all of these are your maps, and in retrospect maybe it's just me who needs to adapt & practice, but these are the areas that catch me off guard in ways I don't think were by design (especially on the Factory map.)

The main issue is that the background colors can be too similar to the foreground colors sometimes. And with all the multiplayer chaos happening, it takes that much longer to plan a precise escape route. You end up losing momentum because you began planning to parkour around something that you didn't realize you can just jump through because it seemed to be in the foreground, or you end up trying to wall jump around an opponent just to pass right through what you thought was a solid object, and before you can process what just happened, you've lost a star.


Usually when an foreground object is  pasted into the background, the designer shrinks its size to make its position clearer. For the factory map, those 4 pipes over the Big Red '?' Box could use those metal squares under them, like the one to the left, because currently, it just looks a bit off. Ultimately, it doesn't seriously matter; these maps are just fine and perfectly challenging, and it's probably just my poor eyesight. Again, great work compiling everything