Reapergod36 Wrote:Please update this.
AnotherArrow Wrote:@ Jake
viewtopic.php?f=7&t=2462#p148912
To update my status and situation:
Yes, I'm still here... still working on AT, if at a snails pace, when I can... there is still too much real life shit going on right now.
As I posted back in June (in another thread =/), this version of AT was corrupted to the extent that I lost 3 months worth of animations and sprites... well... corrupted is the wrong term. I know what happened now that I've played with Flash more... regardless, the data is lost. (PS: Don't use the "projects" feature of flash to share assets between files, unless you know what you are doing. I didn't.) The loss of work pissed me off that I decided not to continue with the frame by frame approach for animation.
So, I'm kind of stuck in limbo at the moment. I know what I want for art and animation, but I can't seem to translate it into flash... yet. I have been experimenting with other ideas over the last month which I may post later for constructive criticism if they pan out. No promises.
Till then, AA out.
->Valpas Wrote:Other than that. Out of curiosity, are you planning on heading the same direction as before with a metroidy feeling to the game? I really liked the idea of mixing the two of them. If so I would like to refer to my previous post a bit up on this page, as I am too lazy to repeat myself and seeing as this is a completely new start.
Valpas Wrote:I must say that just by getting the reference you did there at the title, I realized that this game will have potential. If you want to continue making metroid references, the best way to start is by making the actual gameplay work like metroid. This means exploration and free-roaming, perhaps puzzle-solving to some degree. I have yet to see actual gameplay, but so far this seems really promising!
Lucky777 Wrote:On the topic of the project itself, this new start looks interesting enough, but that running animation's tendency to jerk Krystal back and forth is odd for days.
Seems to work a LOT better when the screen is actually moving and following her, though ... although it's still odd.
A case of something that looks fantastically peculiar in a vacuum actually turning out to be pretty suitable when fully implemented? I don't know. ...MAYBE NOT.
AnotherArrow Wrote:Please note, I'm using the poll to gauge how the community feels about each game type. But, just because one poll is winning, does not mean I'll use that model. A person with a good argument and idea will weigh more then the poll. Keep that in mind.
Um.. yes! I probably should have explained the fighter portion a bit better, but you phrased it well. The fighter combat aspect won't be limited to 1 vs 1 but 1 vs X... where its you vs X amount of enemies. Pressing Q or E would rotate focusing/targeting on an enemy (or maybe some other mechanic)... and you would press 1,2,3, or something to rotate between your fighters. I too want to create something with more "combat depth" then a side-scroller, which I why I came up with the idea of mixing the "fighter" with the "platormer action adventure", but it will take some serious testing to really make it work as I envision.Lucky777 Wrote:As to the actual question you've asked, I'd like to see a sidescrolling platformer-type thing, but with the "combat depth" one would find in a fighting game.
So basically: "The same moveset you've given to Krystal up there, but with Krystal not limited to fighting 'one enemy at a time in some arena 2 screens wide and divorced from the rest of the stage/game'."
I found turn-based combat gets boring and repetitive when you feel no sense of progression and using the SAME attacks over and over. If I use RPG as my model, I'll probably borrow Xenogears combat system... for some reason, that system never gets old with me. Also, I would use a time base model for determining whose turn it is... so, instead of going 1,2,3,4,1,2,3,4,1,2,3,4.... if say 2 was really really fast, it could go 1,2,3,4,2,1,3,2,4,2,1,3,4,2... and I would never set the game up such the player feels like he's waiting an eternity to move. (and definitely no random battles!)Chocolatnave Wrote:Honestly, turn-based combat gets very, very repetitive, and sometimes frustrating, such as when it's the character against numerous enemies, you're constantly waiting for them to stop attacking you so you can get a shot in.
Lucky777 Wrote:Well, I went ahead and voted for the 2D scrolling platformer, but one of the assumptions that went into that vote was this:
"At least the same number of moves will be available to the player as in the example in the first post." So like, weapon skill, strong attack, weak attack, that stuff.
Button-combo special attacks (hadoken!) MIGHT be cool, BUT trying to code those combos might be a hair-tearing invitation to madness, so I'm really not insisting on them.
Users browsing this forum: No registered users