02-17-2013, 04:11 PM
A suuuuuuuuper thanks for that high quality review.
So:
Yes, the data.txt in the so called "fix" version had everything in it (it was a "some big sprite sheets" problem).
http://www.youtube.com/watch?v=jUdpRqrJSn0

Again, thanks a bunch for this ultimately useful review. Gotta start working on what you said. Next update shall clear all the problems above.
Totally appreciated.
So:
Yes, the data.txt in the so called "fix" version had everything in it (it was a "some big sprite sheets" problem).
Quote: but I wasn't sure of how many things worked correctly as I had to mutilate the data.txtDoes this mean there were some problems with the loading? was it an art surface error?
Quote:Stage mode started up and greeted me, like last time, with a ton of dead soldiers. Splendid.Lool! Did they fall dead? or is it that you're pointing out that they are very weak?
Quote:I understand that Zorro is an uber fast multi sword wielder, but on his special moves I can see his swords flashing around.I didn't make up any of those effects. They are all from the anime itself:
http://www.youtube.com/watch?v=jUdpRqrJSn0
Quote:If you don't have a universal movement animation that suits all directions I would suggest you to try and add some dvx directly inside the walking frames.You're right.. I've always thought about that when i worked on the game, but me getting used to it made me look over it. Will hopefully fix this.
That way you will give the characters more angles and speeds to walk at and at the same time disable the extremley weird looking z only movement.
(always going a little forward even when only pressing up/down may be a little weird too though - but at least look better than this)
Quote:Not to mention that all three of them don't allow any movement at all making it the most static straight line, uncontrollable basic attack I have ever used.Hitting it on the spot again. A mistake I did is that I started working on this game just when i discovered datachanging. So you can find a lot of low quality work. Sorry for that.. Imma do wat you said and try to make the game more flexable.
Add some well tuned dvz values and it will feel and work a lot better.
Quote:running == walking? This looks damn weird as the characters move too slow for that, and moving straight up or down makes this animation look even worse.You're right again
If you don't have a universal movement animation that suits all directions I would suggest you to try and add some dvx directly inside the walking frames.

Quote:The huge guy is distracted by not being able to pick a boulderI am getting what you mean. It looks dumb. I should either remove the boulder from the game, or make the AI ignore it or act with it according to the game mechanics.my chance.
Quote:Fighting myself, again snails doing most of the damange.Support characters can die too. Hit them just before they start attacking. But still, you're sorta right. Gonna decrease the damage these support characters do. And maybe make them appear less frequently.
Two big guys killing my just aquired ally copy, all snail support and myself.
Again, thanks a bunch for this ultimately useful review. Gotta start working on what you said. Next update shall clear all the problems above.
Totally appreciated.
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