It's horrible awkward uncommented spaghetti code, unoptimized. I just throw code at it until something looks good. At some point, I may clean it up or redo it to make something releasable, but it's low priority.
Nice work, very "juicy". I like the sound effect for the rocket pack; it sounds like someone sipping the last of a drink through a straw.
Suggestions:
* Make the jump higher, but the double jump lower (same net jump height), and only put the spin on the double jump. Reasoning: Currently, the double jump doesn't feel so special, but makes the normal jump feel short. Making the double jump shorter will also make it slightly harder to make some tricky jumps, like falling off a platform then double jumping to a ledge below it.
* Make it so you bounce when you land. The farther you fall, the higher the bounce. This would help add a twist to the controls and make him feel more like the ball that he is.
* Another flying item: wings. Instead of the smooth flying of the rocket pack, it'd be like flappy bird / smb3 style button tapping. You could plan areas around this, with spikes or timed moving obstacles.
You're welcome. Here's some ideas for usage. Cluster them, scatter them, put on bushes, etc:
I played your project megupets, I recognized those doors and stairs (good improvements) :)
Thanks!
As for the code:
It's horrible awkward uncommented spaghetti code, unoptimized. I just throw code at it until something looks good. At some point, I may clean it up or redo it to make something releasable, but it's low priority.
Very nice. Here's a mockup I made with some of my stuff:
See if you like these:
http://opengameart.org/content/animated-top-down-zombie
http://opengameart.org/content/top-down-sci-fi-shooter-characters-20
BTW this thread should be moved to resource requests section; you might have better luck there.
Nice work, very "juicy". I like the sound effect for the rocket pack; it sounds like someone sipping the last of a drink through a straw.
Suggestions:
* Make the jump higher, but the double jump lower (same net jump height), and only put the spin on the double jump. Reasoning: Currently, the double jump doesn't feel so special, but makes the normal jump feel short. Making the double jump shorter will also make it slightly harder to make some tricky jumps, like falling off a platform then double jumping to a ledge below it.
* Make it so you bounce when you land. The farther you fall, the higher the bounce. This would help add a twist to the controls and make him feel more like the ball that he is.
* Another flying item: wings. Instead of the smooth flying of the rocket pack, it'd be like flappy bird / smb3 style button tapping. You could plan areas around this, with spikes or timed moving obstacles.
Good stuff!
Still no response from Bart. I don't even know who else would be able to fix this. This is really disheartening; Making a thread shouldn't take weeks.
I made a topic days ago in Show of your Project and it hasn't appeared. Can someone check for a technical issue?
I'm using this in my game Robot Spider Invasion.
With chess pieces, there is always a progression of height from tallest to shortest:
king, queen, bishop, knight, rook, pawn. Other than that, looks great.
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