![]() In Paper Mario 64, you couldn't do timed attacks until after you beat the Goombaron (this was bad design imo. You want to start the game off fast, but then you have to explain all of these things so the player isn't lost.and it ends up like every other rpg game intro: slow. ![]() Would be nice to return to my old project though, but I currently have a Wii/GC backlog to try and finish as well as college being in the way.ħ4 downloads on that site Penguin, I sort of agree with you. Another problem I had was that I wanted to use my own resources since there's some things not in SW that I needed. Reasons I gave up are mainly the same things C-D just mentioned, the battle system and pretty much all the custom stuff they did for SW. But after a while on barely making any progress, I gave up, I still decrypted the full version of SW even though I did give up. With the 2nd demo, I started making a load of maps and managed to make a decent intro for the game using the original SW intro as a guideline for pictures and transitions. When I started working with the resources I got from the first demo of SW, I was just changing some things to my needs but I was pretty limited. But right now, I guess it doesn't matter since it will be officially open source. As I was working on it though, I got worried that C-D and U-D might get mad if I ever managed to upload screenshots/videos in a topic here since they would recognise most of the stuff. I actually did that myself, I used a tool called DRGSS to decrypt SW and use the resources and stuff for the Mario RPG I was trying to make. Cabal901 wrote:it was already open source with a little effort :^)
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