Well, I rolled back movement so that's out of question.
Good news though, is that I coded a script to automate graphic overlays for a winter effect. What it does is swap the ground texture with a snow one, and place overlay tiles on every single platform on the map. There's also some objects that get a sprite swap, like the trees and floating platforms. This is done during when you enter the map if winter is enabled:
Wow, now that is interesting! It's definitely not how I would have imagined space travel would work in ST, but I really like what I see! ;D
Well either Sub C will have an upgrade or a flying version of the model.
There will be upgrades for the aircraft, such as the ability to travel around the world (I've coded the world map already and there's a working world map level that allows you to travel between the starting overworld, Dr J's lab area, and the baseball level). There will also be an upgrade to actually launch into space like in the GIF of my game I posted.
I plan to have space travel for a point where you go to Mica's planet, and later Zoda's planet.
Post by Michael Jones on Nov 1, 2013 1:04:32 GMT -5
I didn't imagine it having so much depth to it, and rather imagined traveling around on a flat space-like background similar to if you were just cruising through the water. But what you did really went above and beyond that expectation and I really like it! ;D
Yeah, I did some crazy coding on the background to give it depth. The planets in the backgrounds are sprites with a math formula to move out of the screen at certain rates depending on the view's position.
The stars are 2 layered backgrounds doing the same thing.
Anyways, the reason I have space travel in the game is because since this is a Zoda's Revenge game, I thought maybe Mike would have to travel to Mica's planet for help and Zoda's planet to defeat Zoda once and for all.
I was thinking there was a cloning facility that kept making new Zodas, and mike has to put a stop to it to make sure Zoda doesn't come back.
Mica would give Mike coordinates to her planet to be able to help, having been able to rebuild since Zoda attacked them.
I also would have some bonus material where you could get items and upgrades in certain areas in space.
This would happen late in the game, kind of like how the first game gives a crazy turn when you step onto Zoda's ship.
New items: Miracle Mirror - allows you to bounce back enemy missiles for now (basically makes enemy missiles to chase nearby enemies)
If I haven't mentioned a long time ago: 3 way spiked balls from ZR
Slingshot - Basically these were originally just the flame weapon with different graphics in the game, so I changed up the functionality. It's a weapon you can actually charge by holding down the weapon button. The longer it's charged, the further/faster it goes and more powerful it is. You can also change directions still while you're still aiming, unlike other weapons.
Pretty much what I imagined space travel would look like on there. Awesome job! The more and more of these custom-made ST sequels, the more and more tempted I am to learn different programs to create my own.
Miami: Where the water's warm, the drinks are cold, I don't know the names of the players, AND, I won't get sick from being too cold...
The current demo I have is a bit spoily, but then again so are some of the posts I made about my plot idea.
Linear Dungeons are still on hault after all this time, though I have been working on a dungeon that's hidden under a collapseable mountain below your house.
I'll put the dropbox link up.
Saving is still not implemented yet. I'm thinking of using savestates with flags that tell when a game is loaded to preform actions to set up starting up the game, as I think loading a savestate with say 1/2 heart and 1 life left would be pretty lame.
The reason I'm thinking of using savestates is because I think it would be way too complicated to program a save file that saves every single room detail in the game.
For now, there is a config file for stuff though, like full screen, aspect ratio and other things.
Anyways here's the link to the latest export of my game.