Nimono wrote: ↑1 year ago
Sometimes, it's really worth saying "This ain't working out" and scrapping the idea, and some work toward it.
Sorry for quickly sniping you, but I was re-reading the thread and you happened to post. From what I've been seeing on the A2XT2 devchat, a lot of this has been happening though Hoeloe and Rixi still have to catch themselves on a few rare occasions. Thankfully development does seem to be going rather smoothly, though the amount of things to make is still quite a bit (half-understatement). No spoilers!!!
What I'm saying is, I agree that it's not exactly necessary to have everything be mandatory for the final project. The "final" version of A2MT doesn't even have Sibling Halls or proper bosses aside from Ado and maybe "proto-Serac", and I feel it's still a proper game, wack difficulty curve and design choices aside. Maks has plans to make it "more final", basically a bugfix in Demo Kong Country and making B Side part of the main rom, and maybe another extra, but yeah. It's basically finished. Nimono is 100% right.
I will say, post-ASMT1 talkhaus was on a scope creep trip. The only ones that made it out of that was ASMBXT and SDS, specifically because they didn't scope creep. Though JUMP the first's biggest problem was aterra mostly bailing on it. I think AAT was kind of close to it, until I just decided on a whim that I Did Not Want To Code Complex ASM Bosses Because I Haven't Touched That Shit In Months
EDIT:
Nimono wrote: ↑1 year ago
Ahahaha... Man do I have a story on that "immature" part...
If you ever need advice on ZC stuff, I can help you out! I even did a small stream on a tutorial once on twitch. Not sure how much it would help, but aside from that, you can always pick my brain for anything ya need. That goes for everyone looking in here!
thank u sweet pea
I still remember the basics of setting down basic dungeon layouts, I believe, but I'll try to make some basic dungeons, maps and script when I have free time to get used to it again. When I was 15/16 I was very airheaded and didn't really have a full grasp on the flexibility of Lunar Magic (fuck fusoya tho), old SMBX (fuck redigit) or Zelda Classic.
Let the records show that I tried to insert the ancient Spinia sprite on my MaGL2 Masterchef™ Mystery Box but I did not understand Romi's Spritetool at all, it was my first time inserting graphics and music too. These days I can mostly manage most recent tools and even try to convert some older ASM. Akaginite's jsl.asm, trashkas, reverse engineering on Geiger (need to practice on Mesen-S) and decompiling old BlockTool blocks for life.