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Offline metroidquest

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This happened in both CV 1 and CV 3 as well so it's not indigenous programming to CV 2 alone. I personally never found it a bother. In fact I though it was beneficial in some ways. That I don't have to cautiously step right at the edge of a platform in order to climb down or up a set of stairs without worrying about accidentally stepping too far and falling to my doom.

I agree with X on that particular quirk.

Offline Inccubus

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Actually every classicvania does the 'sucking in' thing I mentioned. And they all allow the use of up/down as well as left/right for stair climbing.

Thinking about it and looking closely at the games I think that the very last part of the stair climbing when you reach the end of stair might have a similar property to when you first get on. What I mean is that the last step is largely automatic and ignores your input so as to prevent the player falling off short edges easily.

I mentioned studying RoB and DX because they most resemble the graphic style in Revamped.

IMO the best version of stair climbing was in SCV4 where they had specific stairs in certain 'dangerous' placed that would automatically make you climb them instead of risking letting you fall to your doom.
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Offline Claimh Solais

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IMO the best version of stair climbing was in SCV4 where they had specific stairs in certain 'dangerous' placed that would automatically make you climb them instead of risking letting you fall to your doom.

I think in Dracula X on SNES, the stairway in the last stage you could walk right through it. I might be wrong, but I think the original RoB was like that too with the final staircase.
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Offline X

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Some staircases in the SNES Dracula X were solid. Several stages had them, as well as the final staircase at the beginning of the final stage was also solid so you could not fall through it. In Rondo however the final stage staircase was not solid so you have to manually climb it or die.
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Oh. I got them mixed up, it seems. I just remembered it was one of the Richter games with the final staircase. Thankfully, DXC fixed that last staircase and you couldn't fall through it at all since it was a full three dimensional staircase.
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I wonder if they did that on purpose to mess with our heads?
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Offline piscesdreams

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This may have been said already, but what about some cutscenes?

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I will petition for a new intro at least like the beta one added to the translation patch. That's basically a big fat cut scene. Don't know where it would be good to add any more. Not without adding a lot of unnecessary exposition anyway.
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Offline metroidquest

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Thank you all for your suggestions so far. I have some great new ideas to implement and possibly some collaborators. I will keep you posted as development progresses!

Offline metroidquest

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Just to let you know there is progress, I posted this video yesterday. Things are moving along:

« Last Edit: August 26, 2015, 08:26:41 AM by metroidquest »

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Video is not working for me. But maybe that's just me...

Offline metroidquest

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Thanks for noticing! updated

Offline optkiller

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better window or full screen resolution would be nice

Offline BLOOD MONKEY

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Yeah, it is 2015. Why not use a 16:9 resolution which most moniters support nowadays?
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Offline metroidquest

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Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
« Reply #44 on: September 02, 2015, 09:46:09 AM »
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Yeah, it is 2015. Why not use a 16:9 resolution which most moniters support nowadays?

I think I can do that. I'll put it on the list.

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