Lazrool
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« on: February 18, 2010, 09:26:16 AM » |
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So hello there. I started this project just a few days ago. It's sort of a demake of Banana Nababa because it's in gameboy resolution/aspect ratio but at the same time it's more of a remake because it's graphically and gameplay wise superior but at the same time it's not a remake because it's a different game with similar gameplay. The improvements I want to include that were not present in the first game are as follows: - Short cinematic entrances - Stage objects that can be manipulated before starting the fight - Custom difficulty options (health, damage, minion count, etc.) - Completely new bosses - Better control scheme - Better mobility (Dash, 4-direction fire, double jump) Here is a picture of the first boss: Here are videos: BY THE WAY: Arrows Z = Attack X = Jump C = Dash Space = Change keys to --> Z = Dash X = Jump C = Dash I removed down+jump as dash and also drop-through platforms because you now can shoot up and down and it really hurt the gameplay to have more than 1 down key feature I'm specifically looking for any complaints you have with the gameplay and difficulty and glitches/bugs, things like aesthetics and such are of no concern to me at this time. Discuss.
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« Last Edit: March 06, 2010, 12:00:58 PM by Lazrool »
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knight
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« Reply #1 on: February 18, 2010, 05:43:39 PM » |
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Holy snap I cant wait to play this. Loved the other one!
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MaloEspada
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« Reply #2 on: February 18, 2010, 05:51:24 PM » |
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Just asking, arent you the guy who was REMAKING this with im9today, with snes graphics and such?
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Lazrool
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« Reply #3 on: February 19, 2010, 12:20:01 AM » |
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Holy snap I cant wait to play this. Loved the other one!
There is a link there, you can play it as much as you like. Just asking, arent you the guy who was REMAKING this with im9today, with snes graphics and such? I was somewhat involved in that project but the person you are talking about would be bisse. I did make the original that looked like a NES game.
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shig
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« Reply #4 on: February 19, 2010, 02:12:34 AM » |
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Did you fix the annoyingly long transition between the game over screen and the next fight?
That was the only thing I didn't like about the first one so far, really. Will be playing this as soon as I beat the first.
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FiaStarta
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« Reply #5 on: February 19, 2010, 02:35:32 AM » |
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looks nice
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supershigi
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« Reply #6 on: February 19, 2010, 05:58:47 PM » |
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Haha, it's cute ^_^ What does Banana Nababa come from? I watched the video trailer and the battle reminded me of a boss fight in Megaman, but I can't remember which one... the way he holds onto the walls and then shoots 3 bananas off... was it Slash Man? Bah, my memory is going downhill. And I liked the music from Darkwing Duck a lot, I'm surprsied someone else has heard of it!
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Lazrool
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« Reply #7 on: February 19, 2010, 11:23:27 PM » |
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Did you fix the annoyingly long transition between the game over screen and the next fight? I think I'll have the player have an option to either try again right away or go back to the stage selection. But thanks for bringing that up.
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s0
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« Reply #8 on: February 20, 2010, 02:30:19 AM » |
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Nice I liked the first one and this looks good too. Two things though:
1. I can't seem to die. When my health bar depletes, I can just keep on and nothing happens.
2. Will you make the controls configurable in the final release, or least change them to ASD, as opposed to ZXC? Not everyone has an American keyboard, y'know.
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Lazrool
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« Reply #9 on: February 20, 2010, 02:37:11 AM » |
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1. At this time there is no event when death occurs so the game just goes on.
2. It's a goal to have configurable controls to some degree.
Also I'm not American and the keyboard layout I have and the one I believe is the most common is QWERTY. I can include some configuration to change the buttons to ASD in the next build if you want.
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s0
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« Reply #10 on: February 20, 2010, 03:02:14 AM » |
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1. At this time there is no event when death occurs so the game just goes on.
Oh well, I figured as much. Still thought I'd mention it just in case. Also, just make the controls freely configurable and everyone will be happy. Anyway, apart from the things I mentioned the game feels good to play. Didn't encounter any glitches either.
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« Last Edit: February 20, 2010, 03:07:42 AM by C.A. Sinclair »
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JMickle
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« Reply #11 on: February 20, 2010, 07:27:13 AM » |
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1. At this time there is no event when death occurs so the game just goes on.
Oh well, I figured as much. Still thought I'd mention it just in case. Also, just make the controls freely configurable and everyone will be happy. Anyway, apart from the things I mentioned the game feels good to play. Didn't encounter any glitches either. The difference between making controls switchable between ASD and ZXC and making them completely customizable is HUGE, btw.
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s0
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« Reply #12 on: February 20, 2010, 01:32:15 PM » |
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The difference between making controls switchable between ASD and ZXC and making them completely customizable is HUGE, btw.
Really? Pinknoise was the first real game I ever made with Game Maker, I was literally learning GML as I was making it and implementing configurable controls took me something like 2 hours.
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JMickle
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« Reply #13 on: February 20, 2010, 03:32:44 PM » |
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5 mins < 2 hours
ok yeah, 2 hours isn't a huge amount in the whole time of the game, but just as a small thing for the next update, I think it can wait. That's all I was getting at.
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s0
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« Reply #14 on: February 20, 2010, 04:13:02 PM » |
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Fair enough. Also @Lazrool, you don't have to change the controls for the next build because of me, there's still the possibility of changing the keyboard layout in Windows, which isn't very "elegant" but gets the job done regardless.
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« Last Edit: February 20, 2010, 06:24:09 PM by C.A. Sinclair »
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Lazrool
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« Reply #15 on: February 21, 2010, 12:20:30 PM » |
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Well I added a REALLY crude controls configuration, I hope it will suffice for now.
Also there's a new boss and I'd like to hear if there's any complaints about him or the stage. Before that ignore the large healthpool he has, I'll reduce that to half and add another form there instead sometime later.
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