Great project. Keep up the good work!
nice progress!! And oh man, I've always been sooo bad ad dodging these sinusiodal wave enemies like the ghosts in your video!!
I had the same thought about the falling black balls, it took me a while to realize there was a little dud spawning them and that they were not appearing out of thin air haha. Maybe the little due could hold the ball up in the air for a second before dropping it?
That looks cool! I wouldn't say there were that many sprites though...
Thanks!
Well. Depends on how you count That's why I wrote "technically". 6 double-sprite enemies and the player is 14 and 12 sprites on each side for the border becomes 36. In "another game-setting" the black border blocks could have had the looks of a typical sprites and it would be easier to count them I guess.
Some polishing idea: these bridges would be fun if they would move down a bit because you walk on them...
Oh. Good one. But advanced one.
Also, these big bullets, they appear out of thin air. Could use a bit more polish
You certainly have a point. Not sure what to do here. The vram is filled up with sprites already (I try to work with static sprite patterns as a limitation). But I'll have it in the long list of things that can be improved on.
Thanks for the feedback!
Wow! This is looking and sounding amazing.
Great project. Keep up the good work!
Thanks!
nice progress!! And oh man, I've always been sooo bad ad dodging these sinusiodal wave enemies like the ghosts in your video!!
Thank you!
Agree. I find them very tricky too
I had the same thought about the falling black balls, it took me a while to realize there was a little dud spawning them and that they were not appearing out of thin air haha. Maybe the little due could hold the ball up in the air for a second before dropping it?
Interesting feedback! --As I have been working with this... I've become blind to what you guys are telling me. It was not obvious to me that the balls seem to come out of thin air.
The cloud is supposed to be somewhat similar to Lakitu in Mario, but simplified due to sprite-pattern limitations and other gameplay design choices. I appreciate your suggestion --I haven't been thinking in those directions! Given enough time, I should do something, somehow in this area
It will be an hit for sure!
6 double-sprite enemies and the player is 14 and 12 sprites on each side for the border becomes 36.
Sorry, my bad, 14+11+11 = 36. Math is hard
I adore the ghosts! Not a big fan of the little clouds dropping those huge black bowling balls. Something doesn't feel right there... is the cloud too little compared to the ball maybe? And the cloud is already gone even before the ball starts to drop. But I love the progress you're making!
Wow! This is looking and sounding amazing.
It will be an hit for sure!
But I love the progress you're making!
Thanks for the nice words, all!
I adore the ghosts! Not a big fan of the little clouds dropping those huge black bowling balls. Something doesn't feel right there... is the cloud too little compared to the ball maybe? And the cloud is already gone even before the ball starts to drop.
Yeah, I see what you mean, thanks for pointing out another "angle" of this. Well, I'm sure I will keep the basic idea here, as the gameplay type is an important addition to the rest (I need "ranged" types for balance and variety). Not sure at this point, how to tweak it - I'm currently out space for two-color enemy patterns - that is why I reuse the ball from the horizontal cannons. Also, from a performance perspective it is important that all enemies are the same size, so that the player-enemy-collision-routine can be fast enough. Hence the ball is as big as "Cloudy" (and all other enemies (well - except the boss...)). I appreciate the feedback though!
You could change patterns if not both are on the same screen at the same time, right? Maybe you can do some tricks with that?