Bakasensei, thanks for the suggestions. Most of them can probably be done without making any changes to the library, but I can add these features as examples in the demos that come with the library.
I always thought it would be neat to have ropes, but its been a very low priority. I do want to have a better way to handle pushing and pulling objects. I'll see if I can get a solid example of this in the next update. Your third and fourth suggestions could easily be added to the shooter demo in the Sidescroller library. The fifth suggestion might require some changes to the library, but I'm not sure how useful it would be.
Toadfish, the bosses just had more attacks but they didn't do anything that was intelligent. They just wandered in a small area and used their attacks when a player was nearby. You didn't have to figure out how to beat a boss, you just needed a lot of potions.
I guess it'll really depend on how many different dungeons I want to make and how much work I feel like putting into each one. I'd like for each one to have some unique enemies (besides the bosses), but I might run out of ideas. If most dungeons will have the same types of enemies, it would be wise to give them more varied behavior (otherwise there'd be no variety). If each dungeon has its own unique set of enemies then you're getting variety a different way.
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The game will have two different player options: Multiplayer; with advanced AI to fill up the space when there is less players, and many different game modes. And a Single Player Game: This part of the game will have tons of more features, run a lot faster, a story line and all the works. So thank you once again for making my dream game plausible.
And I have some suggestions For you that would make the libraries have some very useful and just plain-badass features. Making a rope effect, so you can attach onto them using the latter proc, and have it swing sort of fluidly like the SNES style ones. That feature also would allowcyrtain type walls you can walk through that fold over your body as you go through them, ribbons, flags etc.
Secondly, idk if this is in yet, but the ability to push and pull objects.
Thirdly, add a proc&variable to add in trails to mobs. for like rockets flame&smoke, the player itself to make a visual effect of running very fast, even for bullets to make tracer rounds or flare guns.
Fourth, To have bullets and projectiles etc to face(turn into) the angle they are moving in.
Fifth, sloped ramps. Like Sonic the Hedgehog as an example. Have the ramps Be able to be customized and even made into loops for say vehicles or moving mobs to loop around it if fast enough. And just sloped ramps, not loops, make you "get air" like jumpFor a skateboard game example.
Sorry for the wall of text,, IMO this would make your libraries so flexible, interactive and would attract many more intermediate programmers to utilize you wonderful creation.
(BTW); I have tried making all of this on my own, but I don't get great results, just bland less than decent results like you'd see on the NES. Thank you for taking time to read this. And thank you so much for giving BYONDsucha masterful piece of work. When you not busy could you comment here on if your doing to do them, that'd be much appreciated.
Also everyone else who reads this, could your express your feelings by 'yea' / 'nay' this post and/or comment on it.