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Project Base 0.7.3 release

Started by begrimed, August 31, 2009, 06:03:10 AM

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advancedpillow

I think I'll just wait for the final release then. I don't want to spoil any surprises I may find within.

Incidentally, I saw you uploaded a trailer for Rise on YT. It looks fantastic. I especially love those massive spikes on those blocks. I never thought of doing that or saw that before anywhere else.

squishy_ichigo

http://www.twitch.tv/squishy_ichigo/b/306202583

Playthrough/commentary with squishy and Grime! Aiming for 100%, I sit down with the Project Bases creator and tell him what I think of his hack!

About two and a half hours, with me embarrassing myself a few times. (ie. Phantoon)

advancedpillow

This was great to watch. Grime's comments and opinions about PB and future ideas are fascinating.

Respect to you, as well, for keeping your cool with Phantoon. I would've lost it. Completely.

Zhs2

He got to practice against Phantoon before this when he raced through Project Base against ProjectXVIII (both streamed, but not necessarily kept in video form?) but ended up giving up at Phantoon. :)

Quietus

Firstly, a few thoughts:

I love the large majority of the recolours and the backgrounds.
Horizontal acceleration on normal jumps feels like overkill, especially when you're trying to do small / cramped platforming.  The room just before Kraid is a perfect example, as jumping on those posts is a bitch.
Mini Kraid doing one whole tank of damage and being able to hit you multiple times in quick succesion (physical contact) is not good, as an unwitting player can be killed from full health in about one second.
Spore Spawn seemed to only produce one round of the spores?  This meant that since I didn't collect the Charge Beam, and had used my Missiles, I had no way to damage him.

Secondly, just to make squishy feel sick:
[spoiler]http://www.youtube.com/watch?v=LzCVeqlqOwA[/spoiler]
:heheh:

begrimed

@Quietus: Spore Spawn and faster spinjumps have since been fixed/undone. Will probably adjust mini Kraid too.

ICEing

PB was great. If you make an updated one, have one with the same difficulty as the recent one. Loved it.

begrimed

I'm well into the next version, but it'll be little while before I can give it my full focus again. The difficulty should be about the same, as I think I finally found a good balance on that. Not to say a hard version can't exist someday when I have a polished 1.0 release out.

passarbye

awesome. very excited for the next version to be released!


ianfrombristol

I just started playing this hack and I have to admit it really is a thing of beauty.  I also love all the small changes

MATHGODpi

#135
Played through it and it looks f'ng amazing!! Especially the backgrounds.

Been spending the last few days repaletting my own hack... never made it look anywhere near that good!

daldec

Hello, first of all I have to thank you for this awesome hack, in my opinion it is the best hack, but I have a question, is this project dead now? Or you're going to finish it later?
Thanks again for the hack, keep it up please.
Mmmh, I have another question, can you tell how can I change the death animation?
And is this a BUG? When I charge the beam there is no "spheres" like things glowing around the beam charged but when I use a power bomb and the charge the beam there are spheres now, then I save the game, exit and enter again and the charge beam was good again but again I use a power bomb and the charge again goes with the spheres. How can I fix it? Thanks in advance.

Quietus

As Grime said in reply #132 above, he's still working on it, but it's on pause at the moment.  Most likely because he's focusing on Rise.

begrimed

Been working on Project Base again. Still no guarantees on a speedy release though. It really depends how long I can stick with it before something else takes priority. There's a lot I wanna get done before it'd feel right posting a new version.



Made some different lava blends. Love it.

passarbye

fucking gorgeous.

patiently awaiting the arrival of an updated PB.

Quietus

Is the background being shaped like the Speed Booster a deliberate design choice?

begrimed

You bet'cha. I had very little tile space left for that room's BG, and a booster arrow took very little space to make. I'm working within the default tile data limits until version 1.0 is finished, which is still pretty far away, I'm sure. Most of what stands between 0.6 and 1.0 are a lot of bug fixes and a lot of ASM edits that I can't do myself, along with foreground appearance edits.

begrimed

#142
Bumping with a little something else. I looked at JAM's beam editing guide and realized that having a unique palette for every beam combination was very easy. Ice beam will now have a tint to match the beams it is combined with:



Edit: improved the colors a bit. The gray parts of frozen enemies now have a slight tint to make the individual color combos stand out more.


passarbye



begrimed

   

Been doin' a lot of palette blend stuff. Also reworking a bunch of backgrounds and tileset/enemy colors.

PB be becoming vibrant, yo.



Parabox

HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG I WANT TO PLAY THIS BUT IT'S NOT DONE YET ;_;