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NovaStar86B

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A member registered 3 days ago · View creator page →

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Thank you for the compliment!

I'm glad you enjoyed it! I'm not currently planning on making any more major updates to this project at the moment, as its original goal was simply to realize some of the gameplay concepts the Kid Kirby developers had using the publicly released assets, and now that most of the concepts and assets have been used, there's not much more I could do with the game that wouldn't be wholly invented by myself (also, the only reason the game was made in the first place was really for the sake of my own youtube video).

I might make another fangame at some point in the future though!

It's very in spirit with Mass Attack and Canvas Curse in my opinion!

That's strange, on my end fullscreen mode does not stretch the screen at all and the sides of the screen simply have black bars, while testing on two different windows machines I was not able to reproduce the stretching. Could you let me know what kind of monitor/display you're using (including its resolution, if you know it), and what graphics card you have? Also, does the game display correctly in windowed mode and only become stretched when you switch to fullscreen?

Also, you can return to the title screen in-game! Press P to pause and click on Return to Hub if in a level, then press P to pause in the hub world and click Return to Menu to get back to the title screen.

The main reason for this is because the sprite sheet that most of the Kirby sprites in the fangame are taken from was actually just a placeholder, and if the final game were developed, there probably would have been many more sprites expressing dynamic motion and direction.

From former DMA programmer James Watson: "The sprite sheet you see here were actually old placeholder graphics for the game, the proper graphics were cleaned up, larger (24x24) and the proper Kirby colour, unfortunately the SNES only dealt with 8x8 or 16x16 sprites and the sprite sheets for the improved sprites wouldn't have made a very good image since the tiles are all mixed up, the actual sprite was 24x24 normally, but could grow conciderably larger when you pulled Kirby back to full power, making the standard SNES sprite sheet even less viewable.

All the graphics for the game were rendered on SGi workstations (lucky artists, I had a horrible IBM Blue Lightning PC at work), and then hand retouched afterwards, this was quite a task  given the number of directions you could pull kirby back in and the number of power variations you could use, it didn't show every direction/power combination but it was still a lot of frames just for kirby."

Thank you for letting me know! I found the issue and it should now be fixed with the latest build of the game. Your save data is stored separately from the game files, so you should be able to safely replace the old game files with the new ones.

Yep, I can confirm the issue was a stray Cursor.visible = true; left over from earlier in development that would trigger whenever you unpause specifically. Like you said not gamebreaking but the fix is as simple as deleting the line, so I went ahead and updated the windows build, and will update the linux build momentarily. 

Your save data is stored separately from the game files, so you should be able to safely replace the old game with the new version. Just delete the old game folder, download the newest zip file for your machine, extract, open and launch the game, and the cursor issue should be fixed.

Thanks for letting me know so fast!