Here's a screenshot of the newest map, called Cruiser. It still needs to be playtested but I like how it turned out. The plane will fly off screen at times, carrying its hapless passengers along for the ride. It can also be destroyed if it's hit with enough missiles, although the graphical effects for this are pretty bad at the moment.
Other things I did:
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Since the beginning of this project, the Slam Technique has experienced many stages: overpowered, underpowered, glitchy, boring, useless. Today I've done an entire rework of it that will hopefully fix all the issues. So far it works great, although I haven't been able to test it in a live game. Here's a basic rundown of the changes:
Previously, it dealt 100 damage. The knockback, recovery, and range/speed of the shockwaves were all dependent upon the height from which your fighter activated the technique. However, the way this was calculated was very strange, causing it to be at some times completely useless and at others ridiculously powerful. Slamming on an opponent did nothing, since the shockwaves traveled above them. Now it deals a straight 40 damage with a knockback of 12. The speed of the waves are fixed at 8 pixels per frame and they travel a total of 4 tiles away from the fighter. However, I left the framework in place for easy adjustment on the fly, so if we wanted to take another stab at scaling these based on jump height, that would be easily done. For now though, I like the values where they're at. Also, if you slam on a fighter they will be shoved through the platform they're standing on and you'll earn as many points as if you had hit them with one of the shockwaves. If there's nowhere for them to go, they'll go below the stage and immediately respawn, giving you 50 for knocking them off. This has been a great day with lots of advancement. Next thing I'll tackle will probably be a new stage suggestion: "Cruiser." Today I created this simple blog/website hybrid thing to keep track of the progress of my project.
Other things that I did:
I'm not actually quite done for tonight, so maybe I'll edit a few more things. Next on the list: a total rework of the Slam technique, so it's hopefully more useful and less glitchy. Note: I recorded this on a text file before the creation of the site.
Things I did:
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