Yeah, those stages are available in the patreon version. I'll probably start working on stage 3 this month.
bomb-a-head
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Well, I believe it's already been said that GuideOne learned some of the ropes of flash development from me. At some point, he decided to step away from this scene, I'm assuming due to RL.
Other than that, I don't know what to tell you.
As far as I'm aware, for whoever else SMBVIP does not source, the main reason behind it is that those individual(s) wished to remain anonymous for whatever reason.
Quite frankly, if you would harass whichever dev over these things the way I've been harassed for what seems like a while now, then I don't blame them.
How about just dropping it?
Hello! Thank you for the feedback! You raised some good points. I've definitely been thinking of ways to populate the castle. I've also been thinking about adjusting the characters speed and/or adding more to the starting area. I'll be looking into these things.
Also, I'm not quite sure what you mean by "nodes of the plant". Are you referring to an enemy?
Hello! Thank you for the feedback.
The green ring only gaining experience when hitting the dryads is an oversight that I'll fix in the next update. Where/what enemy did you notice the Magic Lens(HP/MP viewer) not working? Also, do you remember which hole in the cave you got stuck in?
Titania will become recruitable again in the future, but I'm deciding on the conditions for this as well as other enemy characters. The wisps are still a bit of a WIP, but keep in mind that they are not supposed to be easy to reach right away.
As far as the difficulty is concerned, there are going to be parts of the game that are harder than others, where you have to think or strategize to get through, instead of just bluntly pushing forward. For example, that first small area on the tree becomes pretty easy if you simply do not go there first, and bring some allies with you beforehand. If you attempt it and notice it's too hard, you can just go to the menu and return to the castle. The gemini trap spell, though less ideal, can also be a big help in getting past that first small area, if you have no allies.That is not to say that I'm not still tempering the difficulty however.
I have several areas planned, but after the forest area I will continue developing the fire and ice areas that I've already started. Ideally, I would like to finish this game this year.
Again, you're talking about unexplained controls, when I'm pretty sure I included printed instructions with all the games you've just mentioned. Retrodom even had control mapping, which is counter to what you're saying. It's not my fault if certain people don't bother to take the time to read.
Do some of my older games have some jank to them? Most certainly, I will definitely admit. Does that mean you get to slap some arbitrary "fingerprint" on me, and relegate my future projects to whatever that is? No.
You're trying to give constructive criticism, but you don't even bother with details such as the fact that I did not make Zako Fight, or the fact that I just explained to you that this game is an early prototype, which should be obvious. Why you insist on treating this game like it should be a finished product is a mystery to me. You seem to not really be concerned with what I have to say in regards to my work, and you seem to be pushing your own personal opinions and preferences forward in whatever comments you make.
Thanks for the feedback.
In a nutshell, this is FAR from a finished game. Given some of your critique, I'm not quite sure whether or not you realize that.
There are a lot of interface things and refinement that will happen in due time, as I've been saying. For the time being, I think I covered the majority of the controls in a neat little file called "Controls.txt" right in the folder with the executable.
Maybe try looking at that.
Hello! Interesting idea you got going. It's not bad, but off the bat from playing the demo, I'll say that the CPU needs to actually attempt to grab the player, grabs need to be easier to pull off (maybe nix the special bar or make it cost less), and grabs need to decrease the opponent's health instead of increase it. Also, would be nice if you threw some optional ground recovery in there, but that's just a personal preference.
Kudos on actually having a demo though! There are too many of these small games that don't bother having one.
Did the VM change somehow? I would say it's a registry error that seems to happen to some people, in which case I would try using sfc/ scannow in the command line. I've never had this problem, as all the games still run fine on both my updated PC as well as on a decade old laptop, without any issue (although some games are slow on the laptop), so I'm never entirely sure how best to troubleshoot it.
Flash and Unity are two completely different architectures. Importing the games would take way too long.















