I was messing around with the new 'player' object. This player has its own set of controls, and I'm still trying to figure out how to do weapons for it. The model is loosely based off of Gastly/Haunter/Gengar pokemon (very loosely).
-Controls-
You can move normally.
SHOOT (the specific button not the directional keys) - releases a burst of gas in all directions, high damage, getting hit in this state will always result in death
JUMP - triggers a brief but quick dash, allows you to phase through monsters and absorb bullets
Hey guys. Made the first boss for this, and I wanna ask for feedback before I finish. Is the boss too hard? I think it is, but a few changes in number and it becomes too easy (For me, at least). I'm not looking for what you guys think I should omit, but just nerf (specifically how to nerf it would be helpful, too).
How 'bout mobs get a sort of "timeline" of sorts. It would sort of work like the monster's animations, but being able to change the monster's properties with each "frame" (speed, life, hitbox, etc.). This would allow things like custom spawning animations and staged boss fights, even being able to replicate dillos' or hounds' attack styles.
Hey guys, here's a level I found lying around in my save files. It's something I did pre-0.2.4 (so no zombies yet)
It's a level about the zombie apocalypse (because zombie apocalypses aren't extremely common in pop culture). After fighting through hordes of creatures from zep's imagination, you are rescued by a mysterious woman. Now, I don't remember if I said I was going to make a level based on choices, but here it is.
It's only halfway finished. Of course I'll be revising it into a true 0.2.4 level and completing it. I'd just like some feedback from the common community.
"Idum, old buddy! It's been a long time, ain't it?"
"I would suppose, Prodi," Idum replied. He took a sip of his drink. Soon he got drunk, and a few cups were spilled on the floor. Idum woke up. He saw a door there, and something urged him to enter. As he twisted the knob a light shined, and he took his first step into what might be his untimely demise...
I've decided to split it up into 2 parts. I've started working on part 2 and will make use of splots as I did here. They have a nice graphical effect.
Anyways, I know it's not much, didn't have much time to work on it, with school and such. I can't guarantee that' it's going to be amazing, but hey, hope part 2 is better.
"It's been 35 years since your journey to Darestia. As you go into the bar for a drink, you notice a shimmer to the newly installed room in the bar. You go through the door, and a familiar feeling tingles you. The feeling of adventure."
It's still a work in progress, and I'll be updating it more soon, but for now, enjoy what I have so far. I promise. It'll be much longer than the previous Sock Ghost games when it's finished.
UPDATE
-fixed the forest, you should now be able to proceed to the final room in the beta
It's been 10 years since you cleared out the Voxelite Infestation. The people of Ghostia praise you like a god for your heroic actions. As you enter the bar, you hear talk of dragons in Darestia. Of course, there were dragons that inhabited it long, long ago. You simply think it's just another silly rumor, but something tells you that it might be real. Overcome by curiosity, you set out to Darestia, unaware of what the Dragon God has in store for unwanted guests.
My second "Sock Ghost" game. It's a bit short, but hopefully the Boss Battle will make up for it.
~Piepender
As a Sock Ghost your dream was to become one of the Fancy Hat Ghosts. After several years of training, the FHGA, or the Fancy Hat Ghost Academy, finally accepts you. Your first mission is to clear out the Voxelites. You think it's a simple task, but you simply just can't imagine what lies on the journey ahead.
This is my second level, and I'm pretty happy with it. You may not be. As always, any feedback is appreciated.
~Piepender