10-29-2014, 07:50 AM
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10-29-2014, 08:04 AM
If you do, make sure to only cut the speed when the player is no longer holding the key to go in that direction, otherwise it'll make running and then jumping feel weird. But hey, maybe it's just me being bad at platforming.
10-29-2014, 09:53 AM
I am liking what I see. Keep it up!
10-29-2014, 12:57 PM
(10-29-2014, 08:04 AM)Key0808 Wrote: [ -> ]If you do, make sure to only cut the speed when the player is no longer holding the key to go in that direction, otherwise it'll make running and then jumping feel weird. But hey, maybe it's just me being bad at platforming.
Done. Thanks for the tip. ^^
Also, if anyone here is good at drawing backdrops, I'd like to commission you for them. I'm looking for anything like what's in Megaman X or Metroid Zero Mission. Not to concerned about color palette, so long as it retains a 16-bit look. I'm willing to negotiate on prices, so talk to me.
10-29-2014, 05:06 PM
I like it so far! I'm not a big fan on the control scheme (maybe replace the jump to up arrow?), but its manageable.
All I can really say in complaint is that, maybe, he could build up a bit more speed if he's running for so and so time to go faster.
Keep it up, Midi-
All I can really say in complaint is that, maybe, he could build up a bit more speed if he's running for so and so time to go faster.
Keep it up, Midi-
10-29-2014, 07:27 PM
I don't think the speed is an issue since I don't plan on having that many wide open spaces. As for the controls, they'll be customizable once I have menus done. Thanks for the support. ^^
10-30-2014, 06:23 AM
The squirrel has has terrible attack range, none of his punches actually go far away to hit the enemy. Change that
10-30-2014, 04:34 PM
Since increasing the punch range makes it look like he's hitting with nothing, I added a little visual effect so it doesn't look like you're just airbending the penguins away. Also, when bumping into an enemy, Midi will jump back instead of going into a non-blinking hurt animation. That way, the controls aren't locked and you can retaliate by attacking in the air. That way, if I do have any constantly moving enemies, you won't be able to be easily pushed off a ledge or anything like that. I'm starting on bombs now, so that'll be a thing soon.
11-27-2014, 12:20 PM
OK, news time. Penguins now occasionally stop while patrolling, and can throw snowballs. Also, they do not have to be hit specifically by the punch object to take damage from a melee attack; if they collide with you while you're in one of you're attacking animations, they'll also get hurt, allowing them to be hit more easily. I haven't gotten around to making Midi able to throw bombs yet, since I've been uber busy with work lately, but I should have that done soon. Once it's done, the next playable build will be released.
01-06-2015, 02:45 PM
Well, it's been a while since I last posted anything about this game, and I'll tell you why: I've been wanting to get XYG done before I work on this game, but to be honest, I always find myself itching to make more gameplay stuff and not wanting to wait for a new devkit to be made. For now, GM8 does what I need, but that doesn't mean the sequels can't be done in XYG. After all, Half Life and Half Life 2 were done in separate engines, so why not KL? With that said, I'm continuing with GM8, and perhaps moving it up to GMStudio for cross-platform release, assuming I ever get the money for that.
So, today I worked on the enemy knockback. Rather than having every enemy send you flying backwards on contact, I've made it so they act as pseudo-solids; you touch them, and they try to push you back, but without impeding your ability to jump and attack. Also, this started as a physics glitch, but I've decided to make it a feature: if you're running at top speed, you'll be able to barrel past smaller enemies. Some enemies will still knock you back on contact, such as bosses and flying/ramming enemies. I think this will make the game a lot less frustrating, since they can't pin you to a corner and leave you bouncing out of control anymore. And if a moving enemy is pushing you, just use the melee attack to push back.
Since I've been avoiding GM for so long, I still haven't finished being able to shoot. Sorry. I'll try to get that done soon, and then post another demo. Until then, you guys can enjoy the game's soundtrack on the Game Jolt page. If anyone here is on GJ, please give my game a follow!
So, today I worked on the enemy knockback. Rather than having every enemy send you flying backwards on contact, I've made it so they act as pseudo-solids; you touch them, and they try to push you back, but without impeding your ability to jump and attack. Also, this started as a physics glitch, but I've decided to make it a feature: if you're running at top speed, you'll be able to barrel past smaller enemies. Some enemies will still knock you back on contact, such as bosses and flying/ramming enemies. I think this will make the game a lot less frustrating, since they can't pin you to a corner and leave you bouncing out of control anymore. And if a moving enemy is pushing you, just use the melee attack to push back.
Since I've been avoiding GM for so long, I still haven't finished being able to shoot. Sorry. I'll try to get that done soon, and then post another demo. Until then, you guys can enjoy the game's soundtrack on the Game Jolt page. If anyone here is on GJ, please give my game a follow!
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