Interestingly enough, the first normal level I tried that actually worked (the rest crashed due to an apparent lack of world.ini, even when a world.ini was present) was Gaia. So I guess very large worlds aren't a problem at all.
Which are the levels that crashed?
Also, I did happen upon a small graphical anomaly, illustrated best with pictures:
Yup, I know about that one. It's a problem with the priorities of the sprites, and I hope to solve it sooner than later.
Besides that, the only off things I've noticed are just small things in Juni's movement and collision detection. She appears to hover one pixel above the ground, and hits walls while facing right several pixels before the actual wall. This can also be seen while climbing walls facing right. Left seems to be ok, but may be off, too. Also, jumping could use a smoother arc, but is functionally fine. There also appear to be a few pixels in the running, walking, and jumping animations that aren't the correct transparency color.
Oh, those ones... that's an heritage of when I started to work in the physics of the game. I'll leave that for the end, because I'm sure I'll get some headaches solving those bugs (sorry for being so lazy...)
Other than those small issues, this is shaping up to be absolutely FANTASTIC. It's really quite awesome how well Knytt Stories translates to the DS.
The only other thing I'd suggest adding is making one of the buttons switch between the mini-map and world map on the top screen. Other than that, I'd say it's good.
Already though on that... but I need to see how the engine can deal automatically with maps that have flags / warpers / etc...
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Stuff I noticed in the tutorial level:
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Some are bugs (need to solve!), some are lazy coding (sorry!), and some are "I don't have the source + Multimedia Fusion 2 so the game cannot be 1:1". Thanks for pointing them out!
Bugs in other levels:
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Be sure I'll check those bugs. Thanks!
Other stuff:
* Would be awesome if you could make the buttons in the menus react in some way when pressed or when moving the stylus over it
* I sure hope custom objects will be implemented at some point.
About reactive buttons...yup. About custom objects... wish me the best
This is freaking awesome already
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There are some things that could be better, but the fact of being able to play this on the DS is really nice. I dont know if the issues can or will be addressed anytime, but it would be great in order to enhace the playability. Some of them are: sound effects (you cant hear Juni walking or the sound that comes out when you wall on water) and the long time it takes to load from one scene to another (which fucks the whole game on games like skyflower where you need it to be fast).
Sound effects will be introduced. About slow map loading, I'll either a) add a cache in the flashcart or b) add an option that caches the tilesets (although it'll consume lot of DS memory).
I think the Item Bar on the top screen should have a dark background and the level name too, with a sans serif font, but that's on my own personal opinion. I know this is an alpha and im really glad Rodrigo made it this far.
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this is the "blushing" post)