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StormyVenture

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Everything posted by StormyVenture

  1. Oddly enough, trying to go to your profile directly returns a 404. (HTTP response code which indicates that the requested resource wasn't found). https://en.wikipedia.org/wiki/List_of_HTTP_status_codes https://en.wikipedia.org/wiki/HTTP_404 That seems pretty weird to me, but maybe the data was lost/corrupted or the site's code changed and doesn't work correctly for some things? Based on Pony.FM's FAQ page, you might try sending an email about this issue directly to mercury@poniverse.net or support@pony.fm if you haven't already done so. Given the description of Issue #239 (https://github.com/Poniverse/Pony.fm/issues/239), which I see someone (probably you) commented on, I would guess that either there is a more complicated problem or the site back-end may be treating your profile as though it is disabled. I assume you are still able to login based on your statements?
  2. You might have seen OP's other post already, but: https://happyhearth.itch.io/final-fantasy-friendship I should warn you that, having played through the intro/demo, it's pretty short at the moment and heavier on dialog than game play. Hopefully we will get to play a version with more things to do soon...
  3. Just checked this out. It was kinda fun to play, albeit the game play is very simple and not particularly challenging in any way. Also, a few things weren't entirely obvious right away... Just my two cents, but I do think there is some room for improvement/changes that could make it a little more appealing.
  4. I would argue that instead of trying to kludge away an ugly artifact of the problem, you would be, in fact, better off fixing. One possibility is to make it so the sprite/subsprite switches to a version where the umbrella is tilted out of the way or closed+folded down somehow. Ultimately, whatt you really want is at least three planes. For example, you could have a background, a foreground, and an in-between plane where you can draw the character. Either that or you might consider faking it with a z-index system that simply draws things in the right relative order. That is, as opposed to building three separate, independent layers and then compositing them.
  5. Looks interesting. After watching the video, I do think it could use some more pony-like colors m (e.g. not enough pink and purple), I don't know what the SNES color/palette limitations are (if any).
  6. For the sake of simplification, I would suggest you make the hit box enclose every part of the actual pony except manes, tails, and horns. In theory you could even play with excluding part of the pony's outline and any pixels around it that are just accessories/equipment (crown, shoes, etc) if it makes sense once you have a playable game. With regards to the mane and tail, I feel like it would logically be a glancing blow at best and a total miss at worst. So, consequently it doesn't really benefit you to make the box larger to include them. A direct hit on the horn would probably really suck if ponies were real, but it's such a small area and would add a lot of empty space to the hit box. Since you can't use a polygon hit box, it's hard to exclude the area/empty space in front of the hooves and under the head or the area above the back and behind the head. Those are probably going to be the most frustrating aspects to the player.
  7. For Rainbow Dash you could have her create a little mini tornado/vortex that would just strike an opponent directly or pick one up and shoot it out the top. Alternatively one of those little miniature thunderclouds that the pegasi jumps on to make it shoot out lightning. Fluttershy could potentially call up an animal stampede or get an animal friend to take out an enemy (bear?). I think the basic move should be more related to ponies/their 'race' (unicorn, pegasus, earth) and their "ultimate" or a stronger move should be something related to their cutiemark/talent. A 'fire form' could be the same for each of them and along the lines of that bit where Twilight catches fire in S1E15 or just likr Fluttershy using the stare instead of her ability to communicate with animals.
  8. This seems like a silly question, given that the show itself only ended a year ago. That said I think it's worth noting that there are various ways you can divide up the show. For example pre-/post- Alicorn Twilight and before/after Tirek. IIRC something were kind of divisive in the fandom. I for one would recommend watching S1 through S3 first and maybe rewatching it. Those episodes are all prior to Twilight becoming an Alicorn/Princess. I feel like the later episodes take on a slightly different character because of that change.
  9. Okay... I didn't see another obvious route, but I'm not real familiar with the original game. I can have another look later. That does lend a bit more weight to my comment about marking other paths as the wrong way, though.
  10. I take it this is a game you are/were working on? If so, I have a couple suggestions that seem like they would improve on it: - increase falling speed to be a bit more realistic. right now it looks more like a falling feather. - you could make those shuriken/throwing stars more visually appealing by coloring the tips witha white to black gradient and outlining the inner edge in a color (red, blue, green, etc -- it should be on the lighter side). - showing some kind of effect (burst, explosion) on impact/collision would be a nice touch and makes it clear when you've hit the enemy any time it's not a one hit kill. - if you just allow jumping /off of a ladder/ you can use a long continuous stretch of ladder. alternatively putting a thin platform in would make it clear that you're supposed to jump up through the open space - on a similar note, rounding the tips of the latter sides and some very basic pixel shading would make the ladders seem less flat.
  11. I apologize for any confusion. In the first level to the left after starting a new game there is a gray platform (w/a horizontal chevron texture?) about 3-4 jumps to the right. There are two flower platforms between the level start and the gray platform. That platform will fall down after maybe 5-10 seconds of staying put and cause an insta-death. I'm calling it a 'floating' platform because there's nothing below it to land on and it disappears or drops quite abruptly after a short time of standing on it.
  12. I definitely think the judges and I were on the same page with the first one up top, though they had more patience than me if they made it to the other end of the level. That is, the MLP reference is clear, it's okay play wise, but it falls short of what it could be. Regarding your other entry, it's a little more like what I'd expect, but could use improvement. For starters I would suggest figuring out if you can change the level names (and if so, make it more thematically appropriate) as well as clearly indicate that the level to the right side is a dead end. The latter could be accomplished with a simple level name change (e.g. 'Not This Way!'), some in-level signage (chain of signs telling you to stop and turn around already), a solid wall/obstruction, or possibly an obnoxiously frustrating level with a congratulatory message informing you of how this was totally pointless and you should have gone left. Unfortunately I didn't get past the first "real" level even after 5 tries. Playability wise it seems just a tad too difficult for someone who never a SNES and the original game. I do have the SNES Classic though which I think has SMW2, so maybe I'll play that at some point. I do think your first level is just a little too difficult though with it's jumps that are relatively hard to make, floating platform that falls right away (lose game once just finding that out), and enemies positioned out of view and in places you're likely to bump into even if you stick the landing. Also, maybe it's just the way the game was or SNES 9x as an emulator, but Spike seems like he moves too fast and the spinning jump is a little unpredictable somehow in terms of landing position. P.S. I'd suggest directly linking to the javascript, web page version of the patching tool (link in download description on SMWCentral). I found that it makes for an easier flow from seeing your post to trying out the patched rom (and one less download).
  13. Looks nice! That said, I think that her ears and horn should have been a little more solid.
  14. Meh. There's just not a lot there and what is there isn't all that enjoyable. You have a "level" with Luna as a character sprite and Discord gets a cameo appearance of a sort. It probably does a decent job of meeting the criteria of "questionable", but otherwise it's not that great. It took me a while to figure out that 'shooting' the flowers turns them into coins and in the "chaos" part of the level it is very hard to tell what can be killed and what can't. I do think you could make something a whole lot better out of the basic elements (i.e. Luna, Discord, Canterlot Gardens, Luna stuck in some sort of chaos mode/world) here. --- If you think your other entry is worth sharing, I'd be willing to have a look.
  15. Would you care to elaborate? Any specific examples come to mind?
  16. So, wouldn't it make sense to hide/remove the entire sub-forum then or at the very least update the forum's "banner" so that it's clear to anyone that it's totally down/gone? https://mlpforums.com/forum/201-poniarcade/
  17. It would be best to avoid picking nits. Everybody understands that Hasbro is a company and that companies have employees, but at the same time we all understand, I think, that when we say "Hasbro" we are talking about a single entity/mouthpiece. In general the employees are not the company and the CEO may not be either. Ultimately someone holds the real authority though. It might be their board of directors, I don't know. Nevertheless what is important here is that the owner of the intellectual property gets to decide what's canon for MLP:FiM and their answer is definitive and final. Whatever any of the rest of us have to say is "head-canon" or "fanon". Ashleigh Ball can say what she likes, but she's just a voice actress. She may have more insight into the thought processes of the writer, but even the writers don't get the final say. If you assert that there is no official source of canon then all of this is just a bunch of bickering, because nothing is canon.
  18. As I pointed out a couple posts ago, canon is not subjective, especially as it applies to this sort of thing, but rather is something that Hasbro (or the owner of the IP) defines. Anything else is a headcanon, fanon, community consensus, etc. In the same way, Kkat gets to define what is canon in relation to the original Fallout Equestria fanfic and nobody else's opinion matters. And by extension her thoughts on other related fan-works bear rather more weight if another fanfic insists that it's part of the world /she/ created, as opposed to simply a vaguely similar crossover. If anyone in the fandom is being honest, they are really just providing their own view plus an objective criteria for why they think something should or shouldn't be accepted as canon in relation to the show. P.S. https://www.merriam-webster.com/dictionary/canon
  19. Strictly speaking something is only canon of Hasbro declares it so. It is a matter of the position/judgement/ruling of the authority on the matter. Comtinuity errors are a separate issue. Many of them can be handwaved by asserting that fictional characters, like their all too human writers, do not have absolutely perfect recollections of past events.
  20. I'd very disappointed if I didn't get a totally fresh start as a (newly born?) member of the opposite sex (filly, mare). It would probably be profoundly disconcerting at first, especially if I still had all the now "foreign" memories without the body/context/etc. But at least I'd get to be my own pony from the start with minimal baggage. The absolute last thing I'd want is a direct 1:1 translation.
  21. There are tools out there that can to rip/extract game data or files from the game's "archive" file. So at least some stuff could be recovered if he's got the executable version. Is this more of a "lost most of his recent work", then? P.S. Does anybody have the version 0.2.0 demo?
  22. Forever! It does depend on how you define "being a Brony" though. I consider myself a fan indefinitely and as long as there's a convention I can reasonably make it to, I would definitely go! At least for a long time yet. How active anyone will be in the future is undoubtedly going to vary though.
  23. No offense intended, but threatening to call the whole show off if someone doesn't magically provide whatever you need isn't a good way to attract help. Also maybe just pick -ONE- specific asset you need to help with and focus on that for now.
  24. Definitely a we there because you're the one that made the initial assertion. It's better because no one has to run a web browser and all the intrinsic overhead, just to play your game. Surely you've used Discord? It's an absolute resource hog for the fairly modest task it performs. And they also have to hope that you keep your website secure, updated, compatible, etc. Basically they're relying on a cloud client and a cloud server that could just go poof. With a true Peer-to-Peer (aka P2P) setup and proper port forwarding a direct connection is possible. As you point out once there's a proxy involved you might as well just have client-server. As for releasing a build for "every OS you want to target", that's not such a big deal since there are basically only two OSes of real importance to most people. And once you make it run on Linux it shouldn't be a huge problem to make it work on macOS. You shouldn't release an unstable build, so the "stable" bit is kinda moot. I think what you're trying to say is it's better and easier for -you- as a developer, whereas I'm looking at this from more of a user perspective. Honestly, that's an absolute load of tripe. A game client downloaded from the legitimate website of the developer isn't "a random executable" and downloading stuff off the internet isn't magically more dangerous than your friending giving you some files they made on removable media. Sure there is some risk, but the vast majority of the time that risk is negligible. Visiting a website is only as safe as the browser you use makes it and is still subject to whether the site's server is malicious or not.
  25. I don't see how the downloadable client is a "bad design choice", it's really not that big a hurdle to download a program. native client: download it (launching it is nothing). host a game, send some sort of password/lobby code to your friend (not much different than sending a link), have them download the app (again launching it is trivial), copy in the code web app: visit the website, click host game, send the link to a friend (they have to visit the website too), start game (note: you assume that both people have a browser with which the web app is compatible) These are simply not that different, the only real difference (most of the time) is the code sharing step. I agree that hosting a dedicated server is a hurdle, but hosting a website can be too. A peer to peer solution would make a bit more sense, albeit the port forwarding and stuff can be a mess. Having a server that provides a lobby (to facilitate finding and joining games) is probably essential though. And that same server could be a gateway for data without needing to run the game itself or do anything beyond assigning one of the clients as authoritative (I'm assuming the client is a pseudo-server here). In other words some sort of hybrid architecture. You don't really need chat, though it can be more convenient. Simply providing some means of sharing contact data directly is all that's needed. In other words some way to send a specific person info like your_username @ chat service. Thanks. Firefox doesn't seem to like the security/certificate, but idk why. It complains about your site: https://www.tsssf.net/, but not about this one: https://www.bronies.be/spelletjes/pmq.php. P.S. Thanks for the link
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