So far with this release, I have seen some significant improvement for this game over STIII.
Oh, about the manual saving that's not implemented? I found out that quick save and quick load works. F5 for quick save and F6 for quick load = perfect.
Other questions: 1) What do I do after I was given the watch in-game? Just fly the spaceship out of Earth to the next chapter and/or land? I tried going home, but no trigger to sleep on the bed. 2) There are two areas where terminating two bosses that are impossible to hit on. What do I actually hit with? 3) There is one house with an impossible boss to destroy. Couldn't you simplify that? Persuading to use a boxing glove to hit the ball and pray to hit the monster on top takes only a slight chance. It's better off attacking via jumping using normal weapons just like terminating the dragon boss in STII.
One more thing, I think you might merge some of your assets from this game to what the creator is currently doing for STIII, because I think this Zoda's Revenge 2 looks more like the real STIII I shall recognize.
F5 and F6 are savestates for Game Maker. I enabled them for test purposes.
I am planning to use the savestate system as the main save system, however this will be limited through entering areas like in the original game (game autosaves when going in a place).
I will have the game save another file to tell whenever a game 7is actually being loaded or if it was saved. So whenever you do load, you won't load with 1/2 a heart with 1 life left, because that would be completely ridiculous. Obviously it would start your lives at 3 minimum, and a minimum amount of hearts as well when loading, otherwise if it exceeds that number it'll just bypass resetting your hearts/lives.
1) That is the current end of the game. The watch is just a demo of the time function that will be activated after you're done at the lab. I haven't completed the dialogue/story yet for the lab scene, but in the end you'll be given a watch to activate time for now on in the game
2) Those are test areas and the bosses are unbeatable. Do not enter those areas if you do not want to get stuck in the game.
3) I kind of want to bring a creative aspect to some of the bossfights back that was rather lacking in Zoda's Revenge 1, but there in the original StarTropics. I'll probably work with this more so it's not as complicated, but I think the concept is nice. Just needs to be less frustrating.
I'm not really sure what you mean with STIII. What is he currently doing to STIII? Though I am proud of my work, I have decided not to call it STIII to avoid confusion and conflict with his project. I'd like to respect his choice of making the Fangame STIII we all know, and my project will be known as StarTropics: Zoda's Revenge 2
This will let people know that this is a StarTropics game, but the style of gameplay is in that of Zoda's Revenge.
I have worked very hard on this game, and I'll always work on it on and off, but it's a slow process.
If I ever get ideas I throw them in as fast as I can to make sure I am at least making some progress. I do need to work on level though. The problem is programming enemies.
Anyways, I think that I'm going on hiatus with this project, and if I bring it back, I'm starting from scratch.
Reason 1: Rewrite it to work with Game Maker Studios so we can have STARTROPICS ON THE PHONE! That's right, I think it would be awesome if I can export this game to the phone, but the current coding won't allow it to work on the new Game Maker correctly.
Reason 2: Tighten up all the sloppy written code and make the engine better.
Reason 3: Redo the levels, abandon test levels that I should have thrown out long ago instead of editing them to go into the main game.
I hope you all enjoyed the progress I've done with this game, but I think redoing it will make it more focused and more stable.