Users browsing this thread: 8 Guest(s)
Super Mario World: All-Star Edition: Team Fangame Project
#60
Dude, we have other things to worry about than just the fucking graphics. What you are saying about everyone pointing out the graphics which you point out that the graphics problem needs to be addressed is only limited to this forum. Have you checked other forums other than here and MFGG that has SMW: ASE being showcased and see people complaining about the graphics such as SMWCentral, GDRL, The Minus World? NO! Check your sources as just a bunch of nitpicks complaining about the graphics isnt really enough, If SMW: ASE was complained aboout the graphics problem in other places, then its a problem that needs to be IMMEDIATELY addressed. SMW: ASE needs more graphical resources (namely, tilesets and backgrounds) that fits and matches the overall graphical style of the game so that the problem can be addressed.


The Level HUD isnt really that confusing, as we said, some things dont appear all the time like the Doki Doki Panic meter, the Shop Currency (definately NOT the standard gold coins), and the SMB3 Goal card inventory. The amount of collectables seen in this game are homages to many different Mario games (ex: Subcon levels have cherries) and some non-mario games.


We havent released a demo yet because of a lack of levels completed, the World Maps havent even been touched on yet, and trying to optimize the code to make the game run faster. The "plenty" that you are talking about is what the FPS was from the members actually receiving the dev to test the game out. It was laggy on their computers, but around two of them had the game run at normal speed.


Its too early to judge if the game will be fun or not Zero Kirby, thats why progress is being made.
http://s4.zetaboards.com/SMWASE_Reactor/index

A top-notch Mario fangame in the works.
Thanked by:


Messages In This Thread
RE: Super Mario World: All-Star Edition: Team Fangame Project - by StrikeForcer - 08-10-2012, 11:18 PM

Forum Jump: