gellin
Administrator
startropics.com
Posts: 560
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Post by gellin on Nov 27, 2011 22:57:45 GMT -5
Here's where you can request any new features or additions that you would like to see in the game or editor.
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deko
Coralcolian Villager
Posts: 23
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Post by deko on Dec 7, 2011 23:00:09 GMT -5
I have quite a couple suggestions.
Maybe a trigger that changes the music when you kill all enemies or a certain enemy in the room (similar to the other triggers). Maybe a good example of that happening is when you kill a boss in the original game and then the victory bgm plays afterwards.
Another suggestion would be putting a switch that lets you have your main weapon stay on one level no matter how many hearts you have (except the super nova for obvious reasons). Like for example, keeping the yoyo despite having 6 or more hearts or keeping the shooting star even though you have more than the number of hearts required to use the super nova.
Another would be maybe you can add the Zoda's Revenge main weapons to replace the current weapon? Or at least an option that lets you do so.
Also add a trigger that tells the hut guard to say something else and move away when a certain number of villagers are spoken to (or however that works).
Last but not least, add more bosses. It gets a little boring when the only bosses you can fight are the hoodoo dolls and the 2 jetpack jumpers. But its probably best if you add the simple ones first (IE the C serpent, broken joe, octo the huge and its sprite swap, the twin sumocho statues and maxie) then start on the more complicated ones.
EDIT: Forgot to suggest something else. Could you maybe add another slot for warps since having only one warp slot makes stairways a one way trip and having the stairway that's supposed to go to the previous room has it end up going to the next room instead.
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gellin
Administrator
startropics.com
Posts: 560
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Post by gellin on Dec 10, 2011 11:27:53 GMT -5
Thanks for the suggestions deko. Some thoughts... Maybe a trigger that changes the music when you kill all enemies or a certain enemy in the room (similar to the other triggers). Maybe a good example of that happening is when you kill a boss in the original game and then the victory bgm plays afterwards. Are there any reasons anyone might want to change the music in anything other than after a boss battle? I could do it as triggers or I can just make a true/false flag on the room called "BossRoom" and it would automatically turn to victory music whenever all enemies are dead. This might actually be better if I implement some way to acquire new weapons. Just like in the first game, you only start out with a yoyo and that's the way it should be here regardless of how many hearts you have. I've got a few ideas for the Psychic Shockwave but you'll have to wait and see how that is going to be used! Agreed, this has been a heavily requested feature. This and a flag so the villager won't move around. I never added any big bosses in because I wanted to focus on new bosses for ST3 and bosses are A LOT of work. If enough people feel strongly about adding in the original bosses, I can put it on the to-do list. I'm not sure what you mean here. I see 3 warp slots that you can place down in the editor.
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deko
Coralcolian Villager
Posts: 23
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Post by deko on Dec 12, 2011 21:30:37 GMT -5
Now that you meantion a true/false flag, i think that would be better than what i suggested.
You'd have to custom sprite those, right? Original bosses i mean. Unless you just take the easy route and just edit or recolor an existing enemy or boss.
What i mean is in the room properties, there's only one warp room slot. You should add another one so the player can go back to the previous room if the current room supposed to connect to the next room and previous room (think of something like the warp rooms in the first dungeon of chapter 7)
Also got another idea. Maybe adding special objects that can end the dungeon in a different manner (like the fountain spring in ch3)
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nysichu
Coralcolian Villager
Posts: 2
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Post by nysichu on Jun 29, 2015 16:28:27 GMT -5
I am using an xbox controller to play my PC games and I found you can't map directionnal buttons to move Mike, you are stick to the joystick. If you can map select / start / A / B , why you can't map directionnal buttons to accommodate many various controllers ?
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deko
Coralcolian Villager
Posts: 23
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Post by deko on Aug 14, 2015 23:36:25 GMT -5
I am using an xbox controller to play my PC games and I found you can't map directionnal buttons to move Mike, you are stick to the joystick. If you can map select / start / A / B , why you can't map directionnal buttons to accommodate many various controllers ? A little late for this, but I'm very sure that its a problem on the controller's end rather than the game since it see's the joystick as the primary input. At least in the game's end. Really not sure if this can be fixed or not. Mainly say cause I've experimented with x-box controller inputs in the past.
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