Pocket Dimensional Clash 2

Complete Pocket Dimensional Clash 2 2.3

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Project is completed.
Question: How do you select the color since the cursor can move in four directions? Do you select the template first, then the color at the top and bottom? Is it possible to undo the selection?
Did you not read @O Ilusionista's post?

It's also in the video too - the commands are shown on screen at the top. Color cycling is mapped to Attack / Jump. The fact you asked this question is exactly why I chose those two buttons. So players will discover it by accident when they habitually press Attack.

It would be possible to have an undo, but also add to the complexity for not much benefit since the engine already lets you back out of selection with the Escape key.

DC
 
The four-direction highlight in the select screen is a very nice touch to look at. Job well done. (y)
Thansk buddy. Kudos do @DCurrent he did all the magic :)

Question: How do you select the color since the cursor can move in four directions? Do you select the template first, then the color at the top and bottom? Is it possible to undo the selection?
It's a very complex method, all handled by script - almost everything is being handle by script. Damon could explain it better, but here is a short version

The grid area is a subscreen. Before this method, I had to make a custom background will all the icons for EVERY select file I have on my game and if I needed to change anything, I had to remake every image (like I did when I included Mack to be close to Captain Commando). Now the script takes care of it and we have absolute control

The type/trait are is a also a subscreen. Before this method, I had to make a giant bios image and change its z position for every character. Now its all handle by script - the type icon is a separated image, and the text are being read directly from the character header with some amazing custom fields.

It's not possible to undo the selection and, as DC said, I don't see any benefit for that.
 
Did you not read @O Ilusionista's post?

It's also in the video too - the commands are shown on screen at the top. Color cycling is mapped to Attack / Jump. The fact you asked this question is exactly why I chose those two buttons. So players will discover it by accident when they habitually press Attack.

It would be possible to have an undo, but also add to the complexity for not much benefit since the engine already lets you back out of selection with the Escape key.

DC
No, it seems I missed some information; next time I'll read carefully before asking ;) .
The character selection system is truly impressive, all scripted; it's very useful when you want to reorganize your list of selectable characters or add more.
 
Although I prefer Marvel, we'll also have some DC characters in the game. And if there's any temporal/multiversal mess, Barry Allen is definitely involved :)

Showing his various costumes, not all of them will be playable or available in PDC4.

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Say hello to the newly confirmed playable character: Hannah Dundee, from Cadillacs and Dinosaurs.
She already has about 85% of her sprites ready, made by Jhfer. We're trying to incorporate as many moves from the original game into her moveset as possible.
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And, in her color palettes, she pays homage to other characters from the game.
 
Preview of the new playable character: To-Fu, a ninja with sonic powers, in the new Marvel Morlocks sewer level.

The character has some unique moves, such as the run attack, based on sound waves, and clones.

This was the most complex level I've programmed in the game so far, and I really liked the result (btw thanks @Kratus for all the help). And yes, the level is quite difficult as it has several sub-bosses (Arpoon, Vertigo, Archlight) and the final boss, Sabretooth, is quite aggressive.

For those familiar with the comics, we are following the Mutant Massacre arc.

ah, Ignore the temporary HUD, we're updating it to something unique that we'll show you soon :)
 
Great work on that level! It looks very advanced especially for the water effect. That's very complex, but I'm glad you made it this far. I wanted to make a water effect myself years ago but couldn't figure out how.
 
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