Miru said:Maybe he could work as a fleeing generic civilian? After all, he does have that sort of look to him moreso than a heroic vibe.
Soon, I've spent all this time switching between the NPC menu for this and Universe Brawl. The menu so far seems to be ok and will be the only thing in this next update, so no new stage in this or the next update, cause that's gonna focus on something I'm adding to every character, thankfully less complicated then a script.So, when are we getting more screenshots?
Haven't given much thought to this but hopefully it's not a big issue switching the script from detecting players to NPC's.And what I meant about the dialogue thing is that it would allow players to experience the full stories of the levels even when playing alone using the NPC function.
Sounds like a cool idea, I'm sorta burned out on seeing the classic over and over.kimono said:I'm waiting for a good Sonic Maker for creating a true sonic adventure with Magical Cat environment
I already have one, it'll be redone soon. Using attack 3 was Bloodbane's idea btw.Miru said:So, the NPC summon function replaces one of the special attacks... I thought it would be the CHARGEATTACK animation that would be used for the summon menu. I have a solution; perhaps once the summon limit is reached, the old special attack is re-enabled?
A mistake on my part, guess I missed it but that's how they'll be re-implemented, Sega Brawlers style. The thing is I'll have to add a new attack for every character while I'm at it.(I noticed Sonic can perform that attack while walking)
I actually had another idea that I just have to act on so this will come later.Now I wonder what other small changes are coming next...
Leaf Forest has also gotten an overhaul, with the first sections having random enemy spawners now. Although I feel it's not totally complete yet, it feels like there should be a couple more mini-bosses in the stage.
Keep in mind NPC were barely being used outside of secret characters so programming all of them at once to fit every situation will take some time. As for summoning them in 2D stages, that's something I'd have to go to Bloodbane about. Also, using subject to screen in some of those 2D stages could force them into a hole or something. These are fixes I'll get to at a later time.Miru said:Here for another bug report. The summon function seems to work best in the 3D stages and the board stages. In 2D stages, the spawn offsets don't always work out and often leave summons trapped. In running stages, summons have a tendency to go AWOL, yet cannot be replaced with attack3. (use "subjectoscreen" for that)
By the way, I think pressing attack+jump would be a good method for activating the summon screen.
Most characters are designed to take on a lot of enemies at once, especially when your freespecials make you invincible and most enemies have 20 to 40 health and most character do an average of 10 damage, that being said, some characters can use a bit more work. Also, I'm trying to design this mod to be more akin to Gunstar Heroes and Contra Hard Corps, lost of enemies and fast paced action. This is why there's less level design cause I'll be focusing more on, what the creators of Sonic Dissected call "set pieces" though I can't find which video talked about that specifically. For example there's 2 places you destroy enemies spawners, destroying bombs before they go off, and taking down an entire fleet of ships. One stage didn't even have any "wait" commands on it to make playing through it faster.kimono said:DJGameFreak TheIguana: I think that your game need less enemies and more level design like platforms, curves, slopes...you can also double size your sprites.
That's cool that we can summon a npc ally.
I just try to look into your pak....DJGameFreak TheIguana said:Zanac, I have no idea what rencoding is, but I'll give it a shot if someone can explain what it is and if there's a way to di this with multiple images rather then one at a time, cause there's a lot of material in this mod.
X)
You only listed 3 though.J9_2R said:Real talk, there are a lot of bugs and issues with this game.
This is the exact same font from Streets of Rage, unless you just don't like it's style. Being unreadable only depends on certain spots, but I know they're at least legible.1) The text style used for the menus looks terrible and is barely readable.
Not sure what that means, I'd need an example of this.2) Some of the sprites have palettes which are broken.
That's not a bug, and I made sure to let everyone know that menu was put there to let people summon NPC's, I even made several youtube videos of it. I also checked the last zip file I made and I mentioned it there, though I noticed in several videos other people made, a lot of people don't read it.3) Using attack 4 creates this weird broken menu to pop up which summons other characters into battle.
Still a work in progress, and there's older stuff I put in that going to get reworked in the future and have new additions. Thanks for the comment, I'll be trying to make this mod better as I progress.Overall though, it could be a lot worse.