Language…
2 users online: MeatBro,  Telinc1 - Guests: 78 - Bots: 132
Users: 67,615 (2,009 active)
Latest user: Ethan745

Super Blooper

Downloads:
Demo 1

Story:
A young Blooper was playing out in a coral reef. Later that day, he was swimming home, and he noticed odd land formations under the water that hadn't been before. As he continued, he realizes he isn't as close to home as he thought. Little Blooper was lost in a land full of creatures he hasn't seen before. He must return home before something terrible happens!

ScreenShots:




Notes/Misc:
Minor slowdown in some areas, I already used the No Sprite Tile Limits patch, though.
Some levels are linear, but that'll be changed within the next demo.



Fun game, just one major issue...


Did you accidentally have too many level screens?
Working on something!


Better than the cape!

I realized that right as I uploaded the demo, I must have forgot to fix that. D:



Hm. This wasn't exactly what I was expecting. I was hoping it would be more Stafy like, with mostly water levels with parts of land thrown in. It seems to be the opposite.

The hack isn't bad, but I was kinda dissappointed with what I got because I was hyped for a water-based hack.
Originally posted by Dylan Yoshi
Hm. This wasn't exactly what I was expecting. I was hoping it would be more Stafy like, with mostly water levels with parts of land thrown in. It seems to be the opposite.

The hack isn't bad, but I was kinda dissappointed with what I got because I was hyped for a water-based hack.

Yeah, I myself was disappointed by what I've worked on so far. I'd have added more of water levels, but I wanted to make new and different ExGFX sets for every new level.

My fuel is ExGFX, if there's an awesome idea I can use for an ExGFX set, there's an even more awesome idea for levels.



I like the idea behind this hack. Expect to hear more from me after i play it.
I liked the demo. The lack of water levels didn't bother me because having blooper go out of water makes it more of a challenge, and it's a unique challenge.
I've removed my NoFades patch until I can find the brightness code for Star Road warps.
Very nice indeed. Very nice idea of a time limit of being out of water: A real twist on an overused concept.

A few points, though.

I don't know whether or not it's because of the air meter, but I got hurrendous slowdown for about 85% of the time I was playing.

Another thing, on the cargo fleet level i don't seem to be able to go through the door.
Even though the level's aren't perfect, your unique style of gameplay makes up for it. I hope to see how you use this idea next. Great job Sonikku!
This is such a nice hack, Sonikku. I enjoyed everything from it, but as BlazeDragon132 mentioned, you should fix that small editing problem. Also, I noticed a few things that are a bit too weird while playing the hack:

First, the level "Mushroom Forest" is located on the water at the overworld, and this doesn't make sense (unless it's supposed to be there). I would suggest to place the level icon on the grass, then.

Secondly, in "Seaside City", the water doesn't animate. Is it supposed to be like that?

Otherwise, excellent demo. Your levels and your graphics choices, as well as the bright palettes make me smile. :)
I played up to the cave level, then I stopped to take a break.

I only noticed one minor problem, the overworld 'unlocked' when I beat the second level, giving me access to every single level.
Thanks for the comments guys.

I was aware of the slowdown, I'm thinking of learning more ASM to hopefully make a layer 3 water meter to take the place of the sprite. And the door does have that minor bug- You have to release all buttons before pressing up. I also knew of the unlocking overworld thing, I want everyone to be forced to play the first level because I want the players to learn the new gameplay style, and partly because I never really learned to do the whole path unravel thing.


..Actually, when you think about it, its hilarious- I can do simple ASM, but I never learned to do the OW event stuff.



Looks interesting, I love the idea. Perhaps you should add some more water-levels in the start of the game, and as the game progresses, the levels get "drier"?
I like waffles.