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Luigi Action RPG [Title Pending], New demo out - June 20th, 2011
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Blue_Gazelle
I just realized why I thought something looks off with the house and pipes, there isn't a shadow. If Luigi has one, I'd recommend giving the house one too.


I'll take it into consideration but where do I put the shadow?



EDIT: Oh the sides?
Oh boy...
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If that's how Nintendo did it.
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I don't understand how they did it. How's this?

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The pipes just look plain weird. They're stacked as if it were a top-down view, while everything else is different.
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Miles
The pipes just look plain weird. They're stacked as if it were a top-down view, while everything else is different.


I think I understand. What else should I do? I want pipes there and I can't really sprite

EDIT - Is there a place in MLSS with pipes at that angle? The ones in the Bean Bean Sewers are way too big and have patches and corks.

EDIT 2 - Would this look better? It's the same pipes but more cleverly placed:


Oh boy...
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It looks much better now. I could give them a shadow if you want.
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New demo out.
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So far, so good. I liked the fact that you remembered to let Luigi bounce on the beds like in Super Mario RPG. However, I would encourage using keyboard mapping (or adjustable controls) so players have another way to control the game besides the unorthodox combination of the A, S, and D keys.
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Bibby
So far, so good. I liked the fact that you remembered to let Luigi bounce on the beds like in Super Mario RPG. However, I would encourage using keyboard mapping (or adjustable controls) so players have another way to control the game besides the unorthodox combination of the A, S, and D keys.


Keyboard mapping? Right now it's a lot of a keyboard_check(global._keyJump) type of thing so I'm quite sure customizable controls will be no problem (every single move action is controlled in the step event with these variables, including the walking directions.)

I'd still like to know what the "defaults" would be, but I'll be sure that the very first demo with a title screen has a "controls" section for changing them.

Also I've thought about toggling the run instead of making it so the player is forced to hold it down. (There'd be an icon in the HUD)
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If you're doing "keyboard_check(global._keyJump)" and that sort of thing, control customization should be even easier. The run-toggling feature could be nice, too.

Z, X, and C are pretty standard default controls, or alternatively, SHIFT, CTRL, and SPACE/ENTER.
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