Not sure I like the auto-popover-one-block-stairs. Kind of want it to not work if pressing down, at least. (I notice that this also works like the Power Grip, catching you on some ledges you'd miss by about a tile.)
I have to manually place them in the level editor. They were supposed to be a replacement for slopes but you're right, they're not that helpful and players won't be expecting it to happen. Auto-climb for the player is now taken out, but auto-climbable corners are left in because enemies climbing them is still useful.
Still absolutely love the idea of a glider gun as a weapon.
It's going to get a lot of focus in puzzle-y levels, with switches that you'll press with a glider, things you can bounce a glider off of, and so on.
The screen-blank on ability-copy or ability-ditch is rather irksome.
I'll rework that to upload over a few frames, shouldn't be too hard.
You can, in fact, break bricks straight on…but only with the "nothing" power's shot. (I was expecting it to be the tailslap too.)
Making the stunning shots break bricks was not a good solution and I think I'll just check for bricks in front of the player when the tail attack animation is playing.
cannot walk/run and attack
If you switch it to Kirby-style running ("Tap") in the options you can. Should this be the default considering how Kirby-like a lot of the rest of the game is?
can't pass down through a ledge if you're holding left or right.
I was trying to make it harder to accidentally fall through platforms, but it would be bad level design to use fall-through platforms in a place where falling would kill you, so I guess that's unnecessary.
Level 2 repeats level 1's (very long) cutscene of announcement of new policy. Thankfully, they're all skippable!
Nice Faceball 2000 reference. Have a nice day!
I'll look into that. Until recently that cutscene didn't trigger at all because I wasn't clearing a flag when I should have, and cutscenes don't replay when replaying a level, so I'm not surprised there's problems.
The Smiloids in the plot are pretty much directly supposed to be the Smiloids from Faceball 2000.
Stunning isn't actually even necessary, I just recommend that it be done since it makes it a lot easier. I'm getting the idea that enemies using complete randomness when throwing projectiles is not a good idea at all and I should just use a timer instead.
I made it so that burgers stop if they're stunned, and I'll make it so you can stun a cannon to stop it, though probably not destroy it.
It's not obvious for a lot of moving platforms where they turn around. This is particularly nasty with one that stops one tile short of where you could walk on (see attachment), when all the previous ones went right up to the ledge.
Moving platforms, if you stand near the edge of a ledge they do reach at the end of their motion, will automatically take you from it. This is true even if it goes down from that ledge, and it'll "suck" you off of the edge. Not sure if bug or feature…? It makes it easy to get on platforms if you know about it.
Right now moving platforms are either line-guided or have a specific distance they have to travel. I should replace the specific distance ones with line-guided ones or just make them go all the way until they bump into something.
I'll see what I can do, probably just make it so to board a moving platform you can't already be standing on something.
Swimming to the top of a water under a ceiling results in continuous "I hit an unbreakable ceiling!" noise, even with no directions pressed.
No longer triggers the sound effect while swimming and standing still.
Unpausing from inventory (with A) sometimes leaves a garbage line on screen momentarily. Haven't checked if this happens on hardware yet.
Pizza does nothing? (even when damaged)
Dying on 1-1 refills your inventory with all the toys. Dying on 1-2 (or later) does not.
The lines are from rewriting the palette. Pushing out all the palette updates and then doing graphics afterwards is on the to-do list.
Pizza now works. I erroneously swapped the values on a LDA and a CMP and expected it to work the same way still.
Originally, a lot of state was going to be saved at checkpoints (the whole inventory, flags, the current ability) because I felt like the player should be able to have another shot at something with the same chances, but I took out the ability since that was unintuitive. I guess I'll take out the inventory saving too.
I'm not particularly enamored of the "plz" there either, but that's just me being old, perhaps…
Only Nova can stand on bombs. Enemies fall right through.
Changing it to "Loading:". Enemies fall through moving platforms too, and I think most NES and SNES games I've played don't bother to make sprites interact with sprite-based platforms. Forcing them into a grid and putting them in the background seems to work for Pocket Bomberman though.