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DarkLink1996

8
Posts
A member registered Jun 02, 2019

Recent community posts

I have the same problem, except when it doesn't crash, it warps me to the upper-left corner of the screen. Which has me permanently stuck in the final boss rush, since I can't damage the witch.


And sometimes, I do get a Kernel error. Other times, I get colorful garbage and the music keeps going. Most of the time, it's a white screen with frozen music.

(2 edits)

Wishlist for 3.0 (if it's planned)

Opening cutscene. Pretty self explanatory.

Show the currently equipped item in the UI. Even if it has to take up a little bit more playspace to do it, it goes a long way into making it feel like on the the official games.

Knockback from contact damage, to prevent from getting hit multiple times in a row from one hit. Would also allow you to be a little more liberal with enemy collision, since it seems that some enemies can be practically stepped on without taking damage.

Better attack animation. At least a sprite showing Zelda holding the wand in front of her, ala Link's Zelda 1 sword sprite, instead of just the wand appearing in front of her idle sprite.

Wand animation for all of the spells. In theory, she's swinging the wand to cast them, so it should still show the wand.

Boomerang spell returns to the player. Even if the original game didn't do that, the boomerang spell should act like a boomerang. It should also carry items back to the player instead of collecting them on its own. You can probably cheat it a little by having it collect the items when it disappears instead of relying on the item contacting the player.

Sprite flickering. I know it's a controversial thing, but it helps readability if, say, you use the fire spell when you're on the same line as two moblins when you use it. Instead of making the fireballs invisible, make the moblins and fireballs flicker.


All in all, this is a really good fangame. And I'm honestly not sure which of these, if any, GB Studio would allow you to do.

Could you rename the APK Package? You're not the only one that went with the default, and its causing conflicts

Is there any chance we could see the mazes from the NES, Tengen, GBC, Game Gear, and Lynx versions added? It would be great to have an "ultimate" Ms. Pac-Man with everything.

Is an Android port possible? Would be nice to have this with swipe and dpad controls

Look closer. It's in the same folder as wadsmoosh.exe and can hide in plain sight with how much is already in there

That makes sense. Anyway, the point I was attempting to make stems from wanting (near) universal compatibility with this. No PK3 format, since many source ports can't handle the zip format, or Mapinfo, since that would be the job of the sourceport. But, if that isn't your goal, then that's just the way it is.

However, do you think that future versions could add in device-exclusive official maps? Sush as by extracting the maps from the GBA ROM and PSX ISO? That's st least in-line with the goal of the project. 

This is SO COOL. I was just trying to put together my own SuperWAD that does this, but was failing miserably. Broken textures and whatnot.

Will this add Plutmidi.wad if it's put into the folder? Or do I need to modify and add it myself?

Also a version that turns it into a standard iWAD instead of a PK3 and without ZDoom stuff so that other source ports can support it would be cool. Although that's simple enough to do with SLADE, it would be cool for this to become the equivalent to Doom 64 EX's WADGEN and Complete becomes the defacto Doom iWAD for every source port