07-24-2020, 03:00 PM
(This post was last modified: 08-06-2020, 03:13 AM by Pedigree. Edited 14 times in total.)
NEW Build to download, click HERE: https://forums.mfgg.net/showthread.php?t...4#pid28994
Download: https://drive.google.com/file/d/1Oni5QZ7...sp=sharing
Currently just messing around with coming up with fun movement/abilities for a Boo game. Check it out and let me know what issues you come across.
Known issues and to-dos:
Suggestions:
-Yoshin requested dinput controller support.
-Rebindable controls are requested by Yrr, they are already planned but that will come at the end during the polishing phase. Same with dinput support as well.
-Swoofy suggested after image effects to make the Boo look more ghostly.
-General effects during graphics polish.
-Swoofy suggested making enemies drop coins to keep your combo up. Great QOL enhancement. ✔️ Will be in next build.
-Swoofy suggested having the transition between levels be haunted paintings that unlock with enough candy.
-Maybe combos will be tied to progression in some way? Thinking on it.
-Idle animation 1: make a spoopy face ✔️ will be in next build
-Idle animation 2: playing game boy with the gameboo horror music playing in the bg from Luigi's Mansion. ✔️ will be in next build
Download: https://drive.google.com/file/d/1Oni5QZ7...sp=sharing
Currently just messing around with coming up with fun movement/abilities for a Boo game. Check it out and let me know what issues you come across.
Known issues and to-dos:
- If you tongue attack facing away from the enemy and the enemy touches you at all, it is defeated. I plan to fix this by making the tongue a separate object during the attack state, to focus the collisions more on the tongue itself.
- Collisions with the block need to be refined and smoothed out.
- Sound effects still need to be added for Boo's tongue and hide attacks.
- The idle animation needs some work, the tongue is a bit weird in a few frames and isn't what I was going for.
- Goomba's sketchy graphics are only for this test. If the goomba should be kept as an enemy in the future, this will change ofc.
- Powerups to vary the gameplay will be tested out in the future to find out what works and what doesn't.
- I still need to figure out what I'm going to do with an hp and lives system. Leaning heavily towards no lives and punishing player with coin and/or score loss. Let me know what you think about that.
- Thanks to a suggestion from swoof, the tongue attack will no longer lock you in place but will reduce your speed and lock the direction you're facing in future builds.
Suggestions:
-Yoshin requested dinput controller support.
-Rebindable controls are requested by Yrr, they are already planned but that will come at the end during the polishing phase. Same with dinput support as well.
-Swoofy suggested after image effects to make the Boo look more ghostly.
-General effects during graphics polish.
-Swoofy suggested making enemies drop coins to keep your combo up. Great QOL enhancement. ✔️ Will be in next build.
-Swoofy suggested having the transition between levels be haunted paintings that unlock with enough candy.
-Maybe combos will be tied to progression in some way? Thinking on it.
-Idle animation 1: make a spoopy face ✔️ will be in next build
-Idle animation 2: playing game boy with the gameboo horror music playing in the bg from Luigi's Mansion. ✔️ will be in next build