Bowser's Castle 2.0.0.1

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Re: Bowser's Castle 2.0.0.1

Postby Dead2112man » Thu Jun 12, 2014 3:56 pm

Ok, PornPorn69, not to hate on your Ideas which some I like, but remember, Bowser's Castle was a playshape game, and to finish it, you have to think what would playshape added in or changed.
things I liked about your ideas, adding Rarewere characters, which like you also notice or should have noticed from the original version where you didn't, Berri and conker where in the game. No need to go much deeper with Rarewere than that.
second thing I liked, more interactions, but that one is just or should be a know thing that is going to happen with the people picking up the project.
With you character variation, liked it up to the point of adding the T.V. female side kicks of pokemon, doesn't seem like something playshapes would do. But, if you want that, why not play the Pokémon Unscensored game on this site?
Last thing I liked was your Idea of adding music, which I also see being add in no matter what at some point.

Ideas that I'm iffy about is was SSB characters, to many characters will take years to finish this project that will take maybe two years at the least to finish as is with all the characters playshape original decided to add in.

Things I will have to disagree on
Adding to many Rarewere or Capcom characters, like your Megaman. This is more of a Nintendo based game, but who knows, maybe someone on this site will read your comment and start a Megaman game.
adding in power ups, would go off the main point of the game, for this is not a start to finish multiple level game.
Multiple worlds, I personally hate this idea for then we would just be making a never ending updating game like another playshape project, Mario is Missing. Not a single version of playshapes original version of this game showed multiple levels and would just feel weird knowing this was meant to be a one Huge level game.
Different Playable Characters, this is more of a Mario game and a simple pallet swap on Mario is easy to handle for the entirety of the game's events, a different character sprite would not only add on to the huge length of programming time but also once again, stray of from playshapes original intentions.
and just no, with how you think the final boss should be, just no, doesn't even sound right in any way.
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Re: Bowser's Castle 2.0.0.1

Postby FurrinGok » Thu Jun 12, 2014 7:50 pm

Personally, with the entire game just being one large level, I think the focus should first be on getting the level layout finished. Once that is done, you can tweak it around a bit to add some of the simpler characters and combat, give the player a sense that there's something to do, but focus on a lot of the scenes should probably be left for later on in the works.
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Re: Bowser's Castle 2.0.0.1

Postby dethkrow » Fri Jun 13, 2014 7:28 am

idk if I'm just dumb, but if I bbick up an object, like the bomb or the bottle I can't get rid of it or switch items
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Re: Bowser's Castle 2.0.0.1

Postby FurrinGok » Fri Jun 13, 2014 5:29 pm

dethkrow Wrote:idk if I'm just dumb, but if I bbick up an object, like the bomb or the bottle I can't get rid of it or switch items

Read the thread, man, that's obsolete. That developer quit the forums and the project's been taken over by Terrantor, who's building it up from scratch.
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Re: Bowser's Castle 2.0.0.1

Postby Terrantor!!! » Sat Jun 14, 2014 3:28 am

FurrinGok Wrote:
dethkrow Wrote:idk if I'm just dumb, but if I bbick up an object, like the bomb or the bottle I can't get rid of it or switch items

Read the thread, man, that's obsolete. That developer quit the forums and the project's been taken over by Terrantor, who's building it up from scratch.


Damn straight. ;)

Sorry it's been about a week. I was just in the mood for working my real life job and sleeping. I'm out of it, now and I'll be continuing work on the engine. As for castle design, I'm thinking of eliminating the big gray platform things and building that shit minecraft style with blocks. I'm beginning to collab with an excellent animator, as well and hopefully we can make the tech demos x-rated, soon. Since I really just need to fine-tune the collision, I'm feeling almost ready to start a new thread up and start adding arts to it. I do need to figure out the item system, and as far as rareware, I'm in total support of it. I'm a big fan of humba-wumba and the mermaid from donkey kong 64 (I'm from that time where we had to fap to low-poly). So Really, the only problem I have with new chars is that they will not match up w/ playshapes style of art. But we'll see what we can do and even think about revising the original characters.
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Re: Bowser's Castle 2.0.0.1

Postby Entropy960 » Thu Jun 19, 2014 9:13 am

Nice to see someone trying to pick this up, the original screamed potential to me.
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Re: Bowser's Castle 2.0.0.1

Postby ranoutofnameideas » Mon Jun 23, 2014 6:49 pm

Where's Zelda? I can't find her and as far as I know I've searched the whole place.
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Re: Bowser's Castle 2.0.0.1

Postby thetruemog » Fri Dec 19, 2014 9:38 pm

Terrantor!!! Wrote:
FurrinGok Wrote:
dethkrow Wrote:idk if I'm just dumb, but if I bbick up an object, like the bomb or the bottle I can't get rid of it or switch items

Read the thread, man, that's obsolete. That developer quit the forums and the project's been taken over by Terrantor, who's building it up from scratch.


Damn straight. ;)

Sorry it's been about a week. I was just in the mood for working my real life job and sleeping. I'm out of it, now and I'll be continuing work on the engine. As for castle design, I'm thinking of eliminating the big gray platform things and building that shit minecraft style with blocks. I'm beginning to collab with an excellent animator, as well and hopefully we can make the tech demos x-rated, soon. Since I really just need to fine-tune the collision, I'm feeling almost ready to start a new thread up and start adding arts to it. I do need to figure out the item system, and as far as rareware, I'm in total support of it. I'm a big fan of humba-wumba and the mermaid from donkey kong 64 (I'm from that time where we had to fap to low-poly). So Really, the only problem I have with new chars is that they will not match up w/ playshapes style of art. But we'll see what we can do and even think about revising the original characters.

so just to be clear are you just mod editing the original post for updates or id you make a new thread?
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Re: Bowser's Castle 2.0.0.1

Postby Dead2112man » Sat Dec 20, 2014 6:03 am

There is a new thread for this game and is currently on haitus due to many real life things going on with the new people working on the game
I might not create games, but I will test them, Then I will give advice on what I think needs to be added, removed, or improved.
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Re: Bowser's Castle 2.0.0.1

Postby Hoodini_MagicMan » Thu Aug 03, 2017 5:51 pm

is this game still being updated?
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Re: Bowser's Castle 2.0.0.1

Postby Firefall » Thu Aug 03, 2017 9:10 pm

Hoodini_MagicMan Wrote:is this game still being updated?


After 3 years with no posts I highly doubt it.
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Re: Bowser's Castle 2.0.0.1

Postby AlphaGammaZX » Fri Aug 04, 2017 9:12 pm

I wish that they would pick this back up. I really liked it...
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Re: Bowser's Castle 2.0.0.1

Postby ANooB » Wed Aug 30, 2017 4:26 am

AlphaGammaZX Wrote:I wish that they would pick this back up. I really liked it...


Been there done that. This engine was crafted by an autist that apparently had no idea what he was doing. It's virtually impossible to go in and fix, I've tried many times. The damn thing was written in Actionscript 2 when even 3 would have a hard time managing all of the shit he was doing.
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Re: Bowser's Castle 2.0.0.1

Postby Rikuhino » Sat Sep 02, 2017 5:04 am

you sir are a god send... we praise be to the
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