Whenever I start a jump, it feels like he is a superhero. Make it gravity-based for sure if you want immersion. My favourite way (which works extremely well) is to set the vspeed to a certain value when you press up (-8 or whatever) and then divide it by 2 when you release up. You seem to want to limit the minimum height you can jump. If you wanted to incorporate that with my method, just put on a timer when you jump, and don't have it check the key release until that timer ends (you would want to put the key release check in step rather than using the event for it).
Don't mean to be offensive, just providing a suggestion.... and giving you every detail on how to implement it..... : P
There was no real goal in mind when I was doing the jump, I just gave him negative vspeed and positive gravity, and the rest worked itself. I'll try your method!
I like how he says he will use right to run right, left to run left, up for jump, and down for down. That is something you should probably change.
He says 'Down Arrow,' or at least in my version he does. So, I see no issues then.
My character seems to have little respect for the floor. Sometimes he is just above it, sometimes below. Up to him I guess.
Because I hand-drew the floors, they can go off the actual collision blocks which are invisible. I'm still perfecting the style, but I've been doing better with making good floors with more playtesting and experimentation. The next levels are looking good.
I get lag a lot. Not sure when it happens exactly though. I thought it might be a memory leak but then I ran around a lot in the final area and I got no lag. It might be something to do with the AI, as I *think* it happened more when there were enemies in the area.
The AI is extremely basic, so I doubt they're creating issues. It must have been some outside thing that made it lag.
"Deaths: 2 times" would make more sense as "Deaths: 2" (or "died: 2 times")
I'll change that, then.
The combo animation looks really good. However, it makes the run animation look bad. Maybe you could beg some really good animator (on Pixeljoint or Pixelation or something) to bang out a quick run cycle for you. Or just tweak it somewhat, or maybe ask someone else if you can draw over their run cycle.
Um, no. Others said the run animation was really good-- this may just be a matter of opinion. I really have fun animating Blue, so there's no way in hell I'm passing it off to anybody anyway. I mean, if the run animation suddenly becomes better than everything else, then I'll have to outsource all the OTHER animations too, and... it would be a mess. Let's keep it as is. =)
I'm glad you enjoyed it!
Although this is just me, I would really love it if the character could fall faster and be able to short hop. It's just my style, but I love being able to short hop and attack, it makes me feel cool. biggrin.gif
I'll work with TH KAPPTIN's method and this should be possible then. Though, you can still do a big jump and hit them on the rise... I like doing that myself.
The thing is though, the assassin is WAY too colorful to be an assassin. He's wearing such a light blue suit, and a red cape? o.O He seems like Superman.
That was on purpose! This is two character traits being played out: 1) The protagonist is a showy guy and likes to dress up in bright colors like that, 2) He's arrogant enough to think he can get away with dressing in a bright red cape despite his occupation. He's not really your average assassin-- he carries out missions by running around and killing the guards rather than avoiding them, and just makes a big show of the whole thing. And that's why we love him.
Also, the color for wall jumping... I must say, you picked a very weird choice. I suggest blue, not something that stands out as much as yellow does.
It was more as a 'starburst' kind of effect, like you see in comics. The levels will be lots of different colors as you move on-- obviously, the first few levels are "Blue," but then we'll get into different colors for the next few levels. Yellow is a nice, universally bright color. Would a yellow-tinted white be better?
Looking for updates! It would be awesome if the assassin could move faster like a ninja. It feels like he's floating when he jumps.
He is kind of floaty... I'll see how he moves with THE KAPPTIN's method. He already moves pretty fast, though! It's tough making levels for him because he can just speed right through them...
@Santris and @felpman: Thanks to you two for playing, and I'm glad you both enjoyed it!
With any luck, I'll be able to upload the next update today. I'm still working on the menus, but there are some cool things coming up. I'll work on employing THE KAPPTIN's jump method and see how that plays, and if it works I'll be sure to include it with my next update. I've also had the ninjas to a quick animation when they walk into you so that there's no confusion.
Thanks to everyone for the kind words!