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« Reply #1050 on: June 13, 2010, 06:02:03 AM » |
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Look out, world - Silver Sword build 3New features include: diagonal aiming; tweaked physics; more foes; sound effects; helpful signs; health meter. (But dying/respawning is yet to come.)
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Perrin
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« Reply #1051 on: June 13, 2010, 07:15:04 AM » |
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Look out, world - Silver Sword build 3New features include: diagonal aiming; tweaked physics; more foes; sound effects; helpful signs; health meter. (But dying/respawning is yet to come.) You going to do any more work on the enemy AI? They all currently just move directly towards you if they can which isn't that fun. You just end up doing loops around to get enough distance to shoot at them. Personally I think it would be better if the different enemy types had some different behvaiours, even if one of two are just walking patrol paths and engage when you get very close.
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« Last Edit: June 13, 2010, 07:19:26 AM by Perrin »
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« Reply #1052 on: June 13, 2010, 07:58:07 AM » |
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I personally think that for just the first level I can make do with putting the current enemies in situations where it is quite impractical to try and kill them outright. A good deal of these situations involve the "Big Guy" - an enemy that (as you can see in the later screens) runs faster than you. But I'll be sure to think of other possibilities for the later levels.
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Perrin
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« Reply #1054 on: June 13, 2010, 09:41:22 AM » |
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I personally think that for just the first level I can make do with putting the current enemies in situations where it is quite impractical to try and kill them outright. A good deal of these situations involve the "Big Guy" - an enemy that (as you can see in the later screens) runs faster than you. But I'll be sure to think of other possibilities for the later levels.
The problem I had is that once a few of them got free from the obstacles I just had a zombie like horde constantly moving at me, and the patterns I had to move to keep some distance and shoot them wasn't particulary enjoyable. Would have just felt better for me personally if everything on the screen wasn't constantly trying to stand where I was.
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« Last Edit: June 13, 2010, 09:48:28 AM by Perrin »
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Triplefox
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« Reply #1055 on: June 13, 2010, 10:53:22 AM » |
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This sounds exactly like where I was about two weeks ago  And after starting on the AI state machines(examples here and here), I realized "this could easily be another month if I went through and tried to formulate all the enemies like a 'proper' beat-em-up, and it would still kind of suck and have 1000 tuning issues." Which is why I'm changing the design tack really sharply now.
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Scattle
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« Reply #1056 on: June 13, 2010, 11:11:08 AM » |
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didn't get too much actual level design done, but I did get the text boxes to work:  I also got the attack working too  Now, should I keep in the, "air stall" when you attack in mid air? I actually sorta want to
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CPW
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« Reply #1057 on: June 13, 2010, 11:43:52 AM » |
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Yes, you should.
Looking good, by the way.
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AuthenticKaizen
Freeware Ninja
Level 10
*Prestige Worldwide*
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« Reply #1058 on: June 13, 2010, 12:02:03 PM » |
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MaloEspada
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« Reply #1059 on: June 13, 2010, 12:11:29 PM » |
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awesomeness
My only question is, isn't that a weird resolution? I think you need to do 320x240 and then scale it to 640x480?
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increpare
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« Reply #1060 on: June 13, 2010, 12:34:49 PM » |
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Looking interesting, scattle : )
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Melly
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« Reply #1061 on: June 13, 2010, 12:46:43 PM » |
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That's looking pretty good Scattle. Is that a post-apocalyptic vibe I'm getting from that character design? Has the world been sunken into the Sweetness Apocalypse, and now candy mutants rule the sugar wastelands?
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Scattle
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« Reply #1062 on: June 13, 2010, 01:44:09 PM » |
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Hey, Thanks guys! @Rdein The resolution is weird, because it's the resolution of the NES (256x240) so, I just scaled it x2 haha @Melly yeah, there is a bit of that going on, and that is one sick idea! Keep it coming, because I really have no idea where to take the story 
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Melly
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« Reply #1063 on: June 13, 2010, 02:32:14 PM » |
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I believe Podunkian put in the rules that all games should be 640x480 windowed. But you can always put some black borders to keep the NES res.
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hamburger
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« Reply #1064 on: June 13, 2010, 02:59:33 PM » |
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How have the rest of you implemented Pause? Early in this thread, someone suggested using Esc to pause, with the second Esc quitting the game, or X or C to unpause. This is pretty awkward. A dedicated pause/unpause key (like Start on the NES) would feel a lot better.
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