Just downloaded the latest version...
I think it's lost some of it's charm by getting too complicated, 6 controls is way too many for a game like this. I don't like the shooting either, it seems to go against the cutsie image of it. Maybe you should be able to pick up a smart bomb or something? I think pointing a gun at a cute blob and blowing it away seems a little odd. Anyway, that's just me!
Here's some cls colour stuff that fades from the initial colour (just after the image scrolls off the screen) to the final colour based on the max height you specify. Looks best in 32 bit colour.
Not only but also... A B3D proggy to create coins, I've upped the frames to 16 rather than 8, I would suggest speeding up the spin. This needs to textures B and B2 B is a B and B2 is a B mirrored. I'm thinking there could be B O N U S coins. This will kick out a coin.bmp so you'll need to stick it into a paint package and png it! Maybe there should be S M A R T too that does the smart bomb thing?
Not only but also...








I've taken the antialiasing off the graphics to allow them to work on different background and added a new monster and a new tileset.
I did do a soundtrack too but it seems there's already one so I won't worry about that.
I think there's too much concentration on making this game more complicated and I think it's jepardising game play, it's not a simple little game anymore. I think we need to concentrate on levels.
Dare I suggest removing the shooting?
I like the drop off a platform, although I don't think we should have the extra control so I would suggest that if your power of jump goes off the scale then you drop off the platform, this way you've got to control your jumps better which adds an extra aspect to the game.
I think it's lost some of it's charm by getting too complicated, 6 controls is way too many for a game like this. I don't like the shooting either, it seems to go against the cutsie image of it. Maybe you should be able to pick up a smart bomb or something? I think pointing a gun at a cute blob and blowing it away seems a little odd. Anyway, that's just me!
Here's some cls colour stuff that fades from the initial colour (just after the image scrolls off the screen) to the final colour based on the max height you specify. Looks best in 32 bit colour.
Global initr#=154 Global initg#=198 Global initb#=237 Global finalr#=0 Global finalg#=0 Global finalb#=80 top#=1500 Function clscoloradjust(backscroll,top) If backscroll>480 If backscroll<top pos#=(Float(backscroll)-480.0)/(top-480.0) r=initr+((finalr-initr)*pos) g=initg+((finalg-initg)*pos) b=initb+((finalb-initb)*pos) Else r=finalr g=finalg b=finalb EndIf Else r=initr g=initg b=initb EndIf ClsColor r,g,b End Function
Not only but also... A B3D proggy to create coins, I've upped the frames to 16 rather than 8, I would suggest speeding up the spin. This needs to textures B and B2 B is a B and B2 is a B mirrored. I'm thinking there could be B O N U S coins. This will kick out a coin.bmp so you'll need to stick it into a paint package and png it! Maybe there should be S M A R T too that does the smart bomb thing?
Graphics3D 256,256,32,2 camera=CreateCamera() CameraViewport camera,0,0,16,16 light=CreateLight(2) coin=CreateCylinder(32) ScaleMesh coin,1,.1,1 RotateMesh coin,90,0,0 PositionMesh coin,0,0,0 MoveEntity camera,0,0,-1.9 CameraZoom camera,1.5 CameraRange camera,.0001,100 EntityFX coin,0 EntityShininess coin,1 PositionEntity light,1000,0,-1000 AmbientLight 50,50,50 EntityTexture coin,LoadTexture("b.png") tmp=CreateImage(256,16) For n=0 To 15 If n=9 Then EntityTexture coin,LoadTexture("b2.png") UpdateWorld RenderWorld Flip CopyRect 0,0,16,16,n*16,0,FrontBuffer(),ImageBuffer(tmp) TurnEntity coin,0,11.25,0 Next SaveImage(tmp,"coin.bmp")
Not only but also...






I've taken the antialiasing off the graphics to allow them to work on different background and added a new monster and a new tileset.
I did do a soundtrack too but it seems there's already one so I won't worry about that.
I think there's too much concentration on making this game more complicated and I think it's jepardising game play, it's not a simple little game anymore. I think we need to concentrate on levels.
Dare I suggest removing the shooting?
I like the drop off a platform, although I don't think we should have the extra control so I would suggest that if your power of jump goes off the scale then you drop off the platform, this way you've got to control your jumps better which adds an extra aspect to the game.