Re: Fairy Fighting
One thing of note also... Is that during the Loading screens, every monster has slightly more "Health" on Tiki's health bar...
I beleive this may just be a Progress meter towards overall Game Completion...
Once this Bar reaches "Full" will the final boss of Fairy Fighting be realeased...
But then again... This is just what I have noticed... Eluku hasn't exactly said anything on it so...
The health bar is the level select. Due to the nature of the Fighter Maker, you have to make some complicated stuff in order to make selecting levels possible.
All the stages are basically one string of events, with demos inbetween. But you can make certain diversions after clearing a stage. For example: "if you completed the last stage with full health, omit the next demo/stage". By adding several of these diversions after the first stage, you can make the story jump to certain stages depending on the amount of health left. So you set up a stage without a fight and - depending on what you chose as your enemy - Tiki loses a certain amount of health. After that stage is complete, you jump to the corresponding enemy.
This is the method I used in Fairy War/PotR and FW2, and the method Eluku used. I don't know if there is another way, actually.
Ever wondered why in Fairy Fighting, when you use level select/start the first stage, you see a "loading screen" while you don't see one in the stages afterwards? Or why Princess of the Ring doesn't have any loading screens, even though it's 5-10 times the size of Fairy Fighting?
That's because this first stage, which functions as a level select, needs to be completed before you can start playing. Eluku chose a certain amount of time after each fight is over and before the game over screen appears. In this time frame you usually see the rape animations. But you can't change this time frame for the first stage - it's a set amount of seconds for each and every stage. So while in each other stage you see a rape animation or tiki standing there for several seconds without doing anything, in this first stage you have to look at
something and wait for that time to pass. And that's the whole reason for this animation of Tiki throwing her balls.
I don't have this problem because I made this time-frame before the game over screen 0 seconds long. Has its advantages.
Just thought I'd explain this, since you need some experience with the Fighter Maker in order to figure this out.