MadGear said:Oh holy s...! You two are actually going to do a co-op run for this game?This is the part that's actually making me nervous because the co-op part of the game is the one thing that I cannot test properly because I have nobody to test it with during development. I'm really hoping everything goes well. Fingers crossed because this is the mod's ultimate final test!
(I may sound like a nervous train-wreck... that's because I am!)
I once did do a co-op run with a cousin of mine. But that was from an earlier version many years ago. I think it was v.5 of the mod. The co-op worked fine during my run with my cousin, so let's hope that carried over to this latest v.9 version of the mod.Davpreec said:MadGear said:Oh holy s...! You two are actually going to do a co-op run for this game?This is the part that's actually making me nervous because the co-op part of the game is the one thing that I cannot test properly because I have nobody to test it with during development. I'm really hoping everything goes well. Fingers crossed because this is the mod's ultimate final test!
(I may sound like a nervous train-wreck... that's because I am!)
Hahaha yeah thats one thing that is hard to test or even balance is 2 players with openbor. I think it will go great but if anything strange or buggy happens atleast you will be able to see it with are playthrough![]()
MadGear said:I'm assuming you're talking about the moments when T.Bird is talking to the team when beginning a new stage, right? I'll see what I can do.
I'm sorry about that boss then. Would you find the game more fun if he was less cheaper? If so, then I may consider changing that. The last thing I wanna do is deliver a broken game. Did you at least enjoy what came before the Big Blag boss? Or do you not enjoy the game in general?O Ilusionista said:I understand your point of trying to recreating the original game, but for me (with no offense) that is a huge game design flaw: the game isn't fun to play. We were playing and recording and we decided to quit from it.
There is a fragile line between challenge and cheapness, and while I remember the original game being hard, that boss is broken, really.
There are some other feedback I could give, but since you won't work on this game for now, I don't want to look I am bashing your work.
I think giving the player more time to dodge, whether the boss is jumping higher or getting longer on the floor with every jump, is a good idea.I can change that to something lesser like 15 or so. I can also make him jump higher so the player has more time to get out of his way.
MadGear said:Glad to hear that there were no bugs when playing co-op
About that friendly-fire thing: I don't think I can do anything about that. Perhaps it requires scripting? I don't know.
All the barriers in the space ship level can be avoided. You just gotta know when and where they'll appear. When you do the level enough times and practice it, you'll be able to avoid all of them. I know for sure, because I'm able to get through that level without dying. In the original Battletoads game, you had to practice those kinds of levels too. You would die a lot until you were able to memorize where the traps would appear.
Big Blag is overpowered because I tried to re-create the battle with him from the original BDD. In that game, he could kill you with three hits. In my game, he can too.
Really? range is super easy. You just set the distance you want them to attack - if you use OpenBORstats, you can set it graphically.I don't wish to mess with the 'range' feature simply because I just don't understand how that works.