Bowser's Seven Sins (New Animated Screenshot 1.8.19)

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MECHDRAGON777
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Re: Bowser's Seven Sins (New video 21.3.2019)

Postby MECHDRAGON777 » Fri Mar 22, 2019 2:24 pm

Eri7 wrote:
Fri Mar 22, 2019 2:04 pm
MECHDRAGON777 wrote:
Fri Mar 22, 2019 1:56 pm
Eri7 wrote:
Thu Mar 21, 2019 7:41 pm
The level is indeed nice, the vertical scrolling is creative too.
Yeah, I just need get ti working with NPCs as well.
Ooof, that sounds a bit complicated, i am lucky 38A has it as default feature which works with npcs so i wish you good luck implementing this feature for your level!
Yeah, The player's vertical wrap is at least easy to implement.

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Re: Bowser's Seven Sins (New video 21.3.2019)

Postby MegaDood » Wed Mar 27, 2019 1:16 am

This project looks cool, I think the graphics used work very well.
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Re: Bowser's Seven Sins (New video 21.3.2019)

Postby Eri7 » Wed May 08, 2019 7:36 am

Hey has there been any new progress regarding this project?
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MECHDRAGON777
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Re: Bowser's Seven Sins (New Animated Screenshot 1.8.19)

Postby MECHDRAGON777 » Thu Aug 01, 2019 2:14 pm

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Live farms are okay every once in a while. Here is an example of one.

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Enjl
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Re: Bowser's Seven Sins (New Animated Screenshot 1.8.19)

Postby Enjl » Thu Aug 01, 2019 2:18 pm

Lives... haven't heard that name in years.
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Re: Bowser's Seven Sins (New Animated Screenshot 1.8.19)

Postby MegaDood » Thu Aug 08, 2019 1:05 am

I'm confused as to why the shells coming out of the pipes don't cancel out with the other moving shell. Could someone be able to perhaps explain why this is?
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MECHDRAGON777
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Re: Bowser's Seven Sins (New Animated Screenshot 1.8.19)

Postby MECHDRAGON777 » Wed Aug 14, 2019 7:44 am

MegaDood wrote:
Thu Aug 08, 2019 1:05 am
I'm confused as to why the shells coming out of the pipes don't cancel out with the other moving shell. Could someone be able to perhaps explain why this is?
I have reason to believe that the clear pipes work even when clogged up. The shell still coming out of the pipe is higher on the kill priority since it is not considered in motion til it completely comes out of the clear pipe. It is why the ice flower had to be timed as perfectly as it did in that gif.

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Re: Bowser's Seven Sins (New Animated Screenshot 1.8.19)

Postby MegaDood » Sat Aug 17, 2019 8:44 pm

MECHDRAGON777 wrote:
Wed Aug 14, 2019 7:44 am
MegaDood wrote:
Thu Aug 08, 2019 1:05 am
I'm confused as to why the shells coming out of the pipes don't cancel out with the other moving shell. Could someone be able to perhaps explain why this is?
I have reason to believe that the clear pipes work even when clogged up. The shell still coming out of the pipe is higher on the kill priority since it is not considered in motion til it completely comes out of the clear pipe. It is why the ice flower had to be timed as perfectly as it did in that gif.
Ah that makes sense, thanks.
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Re: Bowser's Seven Sins (New Animated Screenshot 1.8.19)

Postby Cedur » Mon Sep 30, 2019 4:08 pm

Thread hasn't been updated for two months, any recent happenings?
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