Rhindon's Forum Posts

  • LIKE:

    -- The deep paper-rock-scissors strategy "hidden" in a seemingly kiddie game.

    -- Large, spacious cities. Lots to do on the side.

    -- Expanding Pokedex features and other available add-ons (like the watch that even responded to external input on the GameBoy / Nintendo DS).

    DISLIKE:

    -- While this is more in tune with traditional RPGs, I didn't like that battles didn't have more direct control from the player. In other more action-oriented RGPs (ie: Super Mario RPG), you have additional player-input that can affect the outcome of the match. This requires more skill from the player, which I like.

    -- "Incomplete" towns or cities. More people than there are homes for or towns that just don't make a lot of sense in their planning...even for "small communities".

  • This is just an idea... it might help blend with what you have in mind and with what Ashley and C-7 said, but if you load a giant layout as you have in mind, you might want to keep track of starting positions of objects by way of variables and then, when either 1) enter a certain region or 2) come within a certain proximity to where those objects would be, tell C2 actually create those objects and have them follow their normal behaviors. That way you're only loading objects in the immediate vicinity.

    This may or may not actually work, but may you could adapt it if it's somehow viable.

  • - indeed. My favorites. Hence my user name. The name of Peter's sword, actually.

  • ...speaking of doors, have you see the wardrobe to Narnia? I can't find it. LOL

  • ryanrybot - Very thoughtful planning! And blending features from BM and Metroid is perfect. In a rather loose sense, they share many similar features in terms of exploration. So I think that will work very well.

  • Hi Defender225. Just in case you're new to the stats for the forums, you have to have a certain number of reputation points before you can post links (which includes links to images).

    The best way to remedy this is to participate in commenting on other posts. Below yourprofile picture, you will see how many points you have - you're almost there! - and then your links will show up. Keep up the good work on your game, too! I look forward to see it.

  • ryanrybot - So what are your next plans for your game here?

  • ryanrybot - Indeed. But I'm still greatly inexperienced and how I'm going to execute these plans and dreams is going to be no small task. Half the time I'm pretty sure I'm flying blind or just "innocently" naive.

  • This may or may not be a foregone conclusion, but the audio portion of game making is not my forte.

    My brother and I are discussing a somewhat "original" way to playback different music tracks depending on the actions in the game (similar to how the music transitions from normal overworld music to an "enemy is nearby" piece in the Zelda franchise starting with Ocarina of Time). Rather than a transition, it will be two tracks played one on top of the other.

    Is this doable or does C2 only play one music track at a time?

  • ryanrybot - *GRINS* Dude, I could write a year-long sermon series and bring people to Jesus AND have a love for video games!

  • CigarOfSinatra - Thanks! I'm very eager to get started.

    After the initial week of the Game Jam, I'll be dedicating another 3 months to development. I aim to really make this a polished game while retaining the feel of a classic coin-op.

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  • Just looking at the first images here on the post, Mitch, and the game already stands out in an amazing way!

  • It's my pleasure. I understand the importance of encouragement and feedback. We all need it. And you really do have a marvel of a game here. It's very well presented. AND FUN!

    As for me...

    Nothing to play yet, but the link in my signature area below my comment is my pre-production post about a coin-op mash-up game I'll be starting in less than a month. Although I'm trying not to be too anxious for feedback with nothing to SHOW for it LOL, I definitely would be encouraged for input and thoughts. But the real kicker will come in April when I begin work on it.

  • // Resevered for upcoming updates. //

  • UPDATE: April 23-24, 2015

    What's a chaotic shooter without enemies to shoot at?!

    For the sake of the game jam, enemy desires are somewhat generic and have relatively no animation to them. This is due to the fact that time is not our friend - only seven days of development to work with. But the images my artist, Emily, was able to put together should prove to be interesting to say the least. She did very well to make each one unique, I think.

    The Chaser

    This guy is the most gregaious of them all. He likes to get up close and personal and ram right into the ship. He's actually quite friendly...just dangerously so.

    The Line Driver

    Passivity is the aggressive choice of action here. While moving in straight lines vertically or horizontally, this foe will respond to the ship's rotational movements, making those close calls difficult to navigate.

    The Bouncer

    Don't confuse this guy for a club entry guard. This guy could care less. He's going to bounce around the field and if you crash into him, he won't even notice.

    Crystal

    While not an enemy, you're going to be swamped by lots of them as you try to destroy these crystals. During Blitz Wave runs, you'll have to destroy all four crystals in order to destroy each corresponding base to win the wave. Crystal methodology...don't do drugs, kids.