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It takes 6 MOBs :)

or is it 3 MOBs and 6 gram cards? *scratches head*. I see 3 colors and it is not half card height. So it can be 16 pixels high. I think you will need MOBs for green snakes, spiders, red snakes, bees for the beehives, big cobra snake as the boss, scarab, deadly frogs that hop in place, Genie with the lamp, mummies, and more dangerous devious enemies. Just now after thinking for a few minute, it is using that many MOBs to make the sprite 16 pixels across. I think I answered my own question, I do need to get some sleep...

 

The game is looking really well Oscar, I do like the bridge breaking apart section. And also loved the multiple death animation. Really cool stuff!

  • Like 1

Please tell me if I can stomp on these spiders, they are huge and would make a very nice splat.

 

Really dig the idea actually :cool:

 

But this time, Sydney is unarmed, so any weapons/defense

The Sacred Tribe confiscated Sydney's boomerang

 

One hit and you're dead (well, you loose 1 of your 3 lifes ;) )

  • Like 3

Doorways to strange places, I'm afraid :dunce:

Mystery doors are always fun. How about adding a door entry/exit animation? At the moment it looks quite odd with Sydney bouncing up and down. It looks like you are using all the MOBs, so you'd have to clip the entry/exit graphics in the ROM data and not use spare MOBs to mask out parts of the doorway. That way Sydney appears to enter/exit from "behind" the doorway.

  • Like 2

Mystery doors are always fun. How about adding a door entry/exit animation? At the moment it looks quite odd with Sydney bouncing up and down. It looks like you are using all the MOBs, so you'd have to clip the entry/exit graphics in the ROM data and not use spare MOBs to mask out parts of the doorway. That way Sydney appears to enter/exit from "behind" the doorway.

I don't know, this nano guy seems like kind of an amateur, I don't know if he can duplicate the zelda stairs effect ;-)

 

https://youtu.be/P5VCGPXMaik?t=731

Mystery doors are always fun. How about adding a door entry/exit animation? At the moment it looks quite odd with Sydney bouncing up and down. It looks like you are using all the MOBs, so you'd have to clip the entry/exit graphics in the ROM data and not use spare MOBs to mask out parts of the doorway. That way Sydney appears to enter/exit from "behind" the doorway.

 

 

I don't know, this nano guy seems like kind of an amateur, I don't know if he can duplicate the zelda stairs effect ;-)

 

https://youtu.be/P5VCGPXMaik?t=731

 

J-F is the idea and graphics guy, I'm sure he is thinking about your suggestions ;)

  • Like 2

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