mersox
Active member
Hi guys. I am very close to releasing a new remake game but issues keep popping up. I have devoted too much time on these issues, and now I ask for your advice on a couple of points.
Counter for special attack
you know how in some games like Contra 3 of the Castlevania series, you have a special move that is finite and depends on how many bombs/hearts you have in your arsenal? I tried having something like this, so I implemented an MP bar. But the thing is that the MP bar behaves differently than in the given examples, because:
- You start the game with a full bar, when I wanted to start with just a few moves (4 out of 20) (I added script to get around this)
- After completing a level, MP increases a little (ugh)
- being a bar instead of a number makes it hard for players to know how many moves they have left.
What should I do? continue using MP, or is there another way? This sounds like I should be using a weapon with an ammo count, but already my character has many weapons and adding another one just for a special move sounds unnecessarily complicated.
Add wind feature
that pushes players back to the left. How can I accomplish this? I know D&D Rise of Warduke has this but my internet BLOWS and I haven't been able to download the pak and check it out for myself.
endlevel item that doesn't work
This one is getting on my nerves. I have this endlevel entity that when touched, should send player to branch "level03". Yet this idiot is sending me to the stage right after it in levels.txt and not to branch level03. And then to add insult to injury is gives players an extra life (WHY)
Spawn coords getting funked up after diverting quickly to another branch
Does this sound familiar? I have this stage. There is a door. You enter a door and go to a bonus level. Bonus level ends and player is sent back to previous stage right where the door is. This works fine. What is weird is that everything else's spawn coords are shifted a few pixels (around 50?) to the right. What gives? Could this be due to scrollspeed being set too fast?
This part is not fun at all guys
Counter for special attack
you know how in some games like Contra 3 of the Castlevania series, you have a special move that is finite and depends on how many bombs/hearts you have in your arsenal? I tried having something like this, so I implemented an MP bar. But the thing is that the MP bar behaves differently than in the given examples, because:
- You start the game with a full bar, when I wanted to start with just a few moves (4 out of 20) (I added script to get around this)
- After completing a level, MP increases a little (ugh)
- being a bar instead of a number makes it hard for players to know how many moves they have left.
What should I do? continue using MP, or is there another way? This sounds like I should be using a weapon with an ammo count, but already my character has many weapons and adding another one just for a special move sounds unnecessarily complicated.
Add wind feature
that pushes players back to the left. How can I accomplish this? I know D&D Rise of Warduke has this but my internet BLOWS and I haven't been able to download the pak and check it out for myself.
endlevel item that doesn't work
This one is getting on my nerves. I have this endlevel entity that when touched, should send player to branch "level03". Yet this idiot is sending me to the stage right after it in levels.txt and not to branch level03. And then to add insult to injury is gives players an extra life (WHY)
name bell_girl
type item
branch level03
health 0
shadow 0
nolife 1
offscreenkill 5000
score 0
didhitscript data/scripts/didhitscriptsilent2.c
anim idle
loop 1
delay 20
offset 26 55
itembox 23 17 7 39
frame data/chars/items/bell_girl_01.png
frame data/chars/items/bell_girl_02.png
Spawn coords getting funked up after diverting quickly to another branch
Does this sound familiar? I have this stage. There is a door. You enter a door and go to a bonus level. Bonus level ends and player is sent back to previous stage right where the door is. This works fine. What is weird is that everything else's spawn coords are shifted a few pixels (around 50?) to the right. What gives? Could this be due to scrollspeed being set too fast?
This part is not fun at all guys