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Re: Sargeant Rampage, 2d top down shootem up [Re: miez] #383211
09/17/11 11:24
09/17/11 11:24
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
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Superku  Offline
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Posts: 6,861
Kiel (Germany)
Haha I think it looks pretty good and hard. There's one thing that bothers me, though: When you run, f.i., to the left side of the screen, you will outrun the camera a little. As a result, you cannot see much and esp. not what you are shooting at. IMO the camera should either be fixed on the player's position or anticipate player's next position.


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Re: Sargeant Rampage, 2d top down shootem up [Re: Superku] #383213
09/17/11 11:30
09/17/11 11:30
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline
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3run  Offline
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Posts: 5,370
Caucasus
Awesome work laugh Bloody rumble! laugh I don't like how sprites turn while movement up and down, but that's just my opinion laugh


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Re: Sargeant Rampage, 2d top down shootem up [Re: miez] #383230
09/17/11 15:37
09/17/11 15:37
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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lostclimate  Offline
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Joined: Oct 2005
Posts: 4,771
Bay City, MI
Originally Posted By: miez
Not bad, but I find it a bit too rstricting to have only shooting directions. Why not implementing a free 360 aiming?
Would give the player more mobility, and I would prefer a bit slower paced gameplay... they are not running anymore, they are flying literally. A bit more strategy...


yeah, i kept finding myself looking for him to shoot freely when i first started watching. seems more natural. looks fast paced tho. i like it.

Re: Sargeant Rampage, 2d top down shootem up [Re: miez] #383232
09/17/11 15:53
09/17/11 15:53
Joined: Dec 2008
Posts: 1,660
North America
Redeemer Offline
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Redeemer  Offline
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Posts: 1,660
North America
Quote:
Not bad, but I find it a bit too rstricting to have only shooting directions. Why not implementing a free 360 aiming?
Would give the player more mobility, and I would prefer a bit slower paced gameplay...

I have to advise against all of these ideas. If he does this, it will turn the game into just another bland shooter.

Part of the fun is the fast gameplay and the slightly restrictive controls! laugh


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Re: Sargeant Rampage, 2d top down shootem up [Re: Redeemer] #383251
09/17/11 18:52
09/17/11 18:52
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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lostclimate  Offline
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Joined: Oct 2005
Posts: 4,771
Bay City, MI
or go contra style and make the type of gun affect its mobility and range. kinda hybrid that into the mouse.

Re: Sargeant Rampage, 2d top down shootem up [Re: Redeemer] #383267
09/18/11 12:22
09/18/11 12:22
Joined: Nov 2005
Posts: 112
M
miez Offline
Member
miez  Offline
Member
M

Joined: Nov 2005
Posts: 112
Quote:
I have to advise against all of these ideas. If he does this, it will turn the game into just another bland shooter.

Part of the fun is the fast gameplay and the slightly restrictive controls! laugh


I am sure you are right in your own way.
My suggestions are only my tasted related preference (or something like that...)
But I did this things for my old Topdownshooter (not gamestudio) and it worked
very good.
I would find it rather demotivating to die within seconds,
but maybe it is because I am getting too old and the slower
things are starting to appeal me...
Something that I realize very often lately, when I play old SNES Games.

Re: Sargeant Rampage, 2d top down shootem up [Re: miez] #383283
09/18/11 17:01
09/18/11 17:01
Joined: Apr 2002
Posts: 1,246
ny
jumpman Offline OP
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jumpman  Offline OP
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Joined: Apr 2002
Posts: 1,246
ny
hey everyone, thanks for taking a look!

@miez

I'm going to slow down the enemy soldiers more, i dont want them to be flying around at that speed all the time. I will however introduce an enemy that would be moving at that speed to mix things up. As far as strategy is concerned, I was looking for a bit more arcadey feel to the game, not too much thinking would be required. If the game would be slowed down, I would need to introduce some A* pathfinding for the enemies, and that would take alot of time to implement.

@superku

thank you! I'll be speeding up the player camera!

@3run

thank you! I agree about the sprites. I thought that I could just rotate the sprite like DigDug on the NES, but it just seems weird. Ill add more sprite directions.

@lostclimate, @redeemer

hmm, a predicament laugh. Should I add mouse support for 360 shooting? Im thinking maybe making it 8 angles of shooting. It keeps it simple for me laugh

Re: Sargeant Rampage, 2d top down shootem up [Re: jumpman] #383298
09/18/11 18:36
09/18/11 18:36
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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lostclimate  Offline
Expert

Joined: Oct 2005
Posts: 4,771
Bay City, MI
8 angles would keep it fun instead of just 2, but not so much freedom that it becomes a generic platform shooter. i like the idea. laugh

Re: Sargeant Rampage, 2d top down shootem up [Re: lostclimate] #383351
09/19/11 14:15
09/19/11 14:15
Joined: May 2009
Posts: 1,816
at my pc (duh)
darkinferno Offline
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darkinferno  Offline
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Joined: May 2009
Posts: 1,816
at my pc (duh)
i think you should keep the shooting direction as it is now though or it may just look like just another shooter

Re: Sargeant Rampage, 2d top down shootem up [Re: darkinferno] #383355
09/19/11 14:47
09/19/11 14:47
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline
Expert
JibbSmart  Offline
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J

Joined: Mar 2006
Posts: 3,538
WA, Australia
Yeah, keep it as is. It'd bring all sorts of problems if you had only 4 directions and the player could only shoot in the direction they are moving (which I'd assumed from a cursory glance at the comments above), but as is with the ability to strafe and run backwards while shooting in one direction, 4 directions are plenty (although 8 would also make sense).

I have no doubt you'll design the levels to accommodate any control restrictions, as well.

Jibb


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