Ok, fine, maybe I have been bull headed towards you guys.
But really just about all crit's you have made, are thing's that I have already noticed. Thing's which I plan to fix.
As recently, I have decided to re arrange just about the hole project. Using codes that are more speed efficient.
In the real game, about 70% of the game is played 2D or 3D platforming, the other 30 is played as a scrolling shooter.
The 3D part of the platforming will have the same controls as the 2D, except you have a button which you press to move from one point on the z axis to another (preset point's depending on where you lie on the x and y axis (in other words, depending on where you are on the map))
The battle system in the platforming part is the same for 2D or 3D, the battle system itself incorporates mainly 4 things:
Stomp: Your primary attack, not untypical for many plat former's that do not revolve around fighting.
Beams: This is a power-up which you acquire at one point in the game. Normally it is just a safer way to defeat enemies, but some times, enemies can only be defeated by beams, others times you might fight an enemy that is resistant to beams.
Rolling: A technique that can be used as a double jump, but in combat it is typically used to knock your opponent down, usually it does no damage, but depending on the circumstance of your enemy it can be useful.
Items: These will work in a rather Mario Kart like fashion, in that you find them in certain part's of a level, and they may offer a few uses (1-5), the item's are usually preset (unlike Mario Kart), and usually become a part of the platforming, the puzzle, or the current battle.
In addition, there is another thing which can be used every once in a while really just for fun, an attack which you select before entering a level that can attack multiple enemies. You can compare it to a pow block in Yoshi's Island.
As for the scrolling shooter side of the game, there are 2 main functions, shooting of course, and dashing, I think you should be able to imagine well enough how it might be. But a brief description:
Shooting can differ depending on your character, the boy (Koki) will always shoot left or right, but the girl (Sami) will shoot in the direction your aiming, however Sami's shot's will spread offering wider aim, in addition she shoots more frequently.
Dashing can be used as an attack and a way to dodge.
Really though, it will be much differeant then what you see in the trailer.
I'm going to pretend that I have never known you guy's before today, Maybe now I'll be able to find your message more easily.
About Zeemont's advice, it's not that it. It's not like I'm not accepting any of your advice, just understand, that I was just a little annoyed that you did not even consider that I had already noticed these things.
But really just about all crit's you have made, are thing's that I have already noticed. Thing's which I plan to fix.
As recently, I have decided to re arrange just about the hole project. Using codes that are more speed efficient.
In the real game, about 70% of the game is played 2D or 3D platforming, the other 30 is played as a scrolling shooter.
The 3D part of the platforming will have the same controls as the 2D, except you have a button which you press to move from one point on the z axis to another (preset point's depending on where you lie on the x and y axis (in other words, depending on where you are on the map))
The battle system in the platforming part is the same for 2D or 3D, the battle system itself incorporates mainly 4 things:
Stomp: Your primary attack, not untypical for many plat former's that do not revolve around fighting.
Beams: This is a power-up which you acquire at one point in the game. Normally it is just a safer way to defeat enemies, but some times, enemies can only be defeated by beams, others times you might fight an enemy that is resistant to beams.
Rolling: A technique that can be used as a double jump, but in combat it is typically used to knock your opponent down, usually it does no damage, but depending on the circumstance of your enemy it can be useful.
Items: These will work in a rather Mario Kart like fashion, in that you find them in certain part's of a level, and they may offer a few uses (1-5), the item's are usually preset (unlike Mario Kart), and usually become a part of the platforming, the puzzle, or the current battle.
In addition, there is another thing which can be used every once in a while really just for fun, an attack which you select before entering a level that can attack multiple enemies. You can compare it to a pow block in Yoshi's Island.
As for the scrolling shooter side of the game, there are 2 main functions, shooting of course, and dashing, I think you should be able to imagine well enough how it might be. But a brief description:
Shooting can differ depending on your character, the boy (Koki) will always shoot left or right, but the girl (Sami) will shoot in the direction your aiming, however Sami's shot's will spread offering wider aim, in addition she shoots more frequently.
Dashing can be used as an attack and a way to dodge.
Really though, it will be much differeant then what you see in the trailer.
I'm going to pretend that I have never known you guy's before today, Maybe now I'll be able to find your message more easily.
About Zeemont's advice, it's not that it. It's not like I'm not accepting any of your advice, just understand, that I was just a little annoyed that you did not even consider that I had already noticed these things.