I've slipped in a fully operational co-op multiplayer now. Just curious, since I've already put it in, would anyone use it? It's really simple.
If player 2 presses any key then the CPU cuts out for Tsol and the player takes over. Leaving the system alone for a few seconds and it returns back to CPU. Skipping out needless menu jazz.
Hey, saw your stuff on deviantart. Maybe this has already been covered somewhere in these 7 pages but is there going to be joystick support? If I buy it I'd love to ship it to my tv and play it like that.
I'm really looking forward to Tormishire and I do hope you finish it, but for all the trailers, screenshots and self-pleasing intros I've seen of this game, I still don't know very much about it.
The trailer shows that you have the ability to run, jump, swim, and do other things that are almost a standard feature of any modern platform adventure game. I also saw a fight with a simple enemy and a conversation. The background graphics and music are excellent, as is the movement engine - swimming in particular looks fun. But until the I see the list of enemies, puzzles, goals (basically, things to do besides running from one end of a map to the other) starts growing, the trailers seem quite empty. So I hope that 20000*7000px world that made Photoshop eat all your RAM is full of interesting things to do - building huge levels and quoting their dimensions is nothing more than tile placing and empty boasting, to be honest with you.
Do try to take that as constructive criticism, as the opinion of an average gamer following the project.
building huge levels and quoting their dimensions is nothing more than tile placing and empty boasting, to be honest with you
Ow, I would've been halfway over the bridge if Nim said that to me lol.
Hey, is it joystick-only, or keyboard too? I wonder if making a joystick-only game would be a good idea or not, since most likely not everyone has one. (I do, but still).
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"The trailer shows that you have the ability to run, jump, swim, and do other things that are almost a standard feature of any modern platform adventure game. I also saw a fight with a simple enemy and a conversation. The background graphics and music are excellent, as is the movement engine - swimming in particular looks fun. But until the I see the list of enemies, puzzles, goals (basically, things to do besides running from one end of a map to the other) starts growing, the trailers seem quite empty. So I hope that 20000*7000px world that made Photoshop eat all your RAM is full of interesting things to do - building huge levels and quoting their dimensions is nothing more than tile placing and empty boasting, to be honest with you.
Do try to take that as constructive criticism, as the opinion of an average gamer following the project. "
I'll take it that point of view is comparing this game to commercial releases and not other click games? For a click project it's very very good. For sale? Considering you can buy a game like jak and daxter in the bargain bin for $5, yeah, there's some work to go. But this is a project by one person, and considering what I've seen, it definitely compares to games from the snes/genesis era that were worked on by large development teams. . . and then sold for $60-$70.