Hey
@Sylvain Regnier really thanks for your feedback! Even the public demo being kinda old - so many things were changed already - I always can use some feedback to improve the game
Let me reply some points
I tried to look about, but I don't see if the initial game also require combo input for special attack. If that's not the case, I'm kinda iffed about it : it's a game when a lot, at least a third of the ennemies use projectile attacks..your character moves pretty fast, but since your projectile/charge consume a few of your power, I never empty it no matter how hard I try to spam. tldr; if that's not against the game feel, I would advise having the projectile and charge be for specific buttons while they consume more power, especially the projectile. The special, working like a aera, could be of combo if you need it, something that the player starts to mash button in panick, like A+B.
- The original game uses a buttom combination for the special moves, but they do way less damage than here. After some experiences, I decided to not use two things on OpenBOR: button combinations (like A+B) and charge buttons. Button combinations aren't an OpenBOR issue per se (although it works better on other engines), but they are specially bad for android users with touch screen; The native OpenBOR charge attack fails a lot (it rarely works, to be honest) and even can trigger wrong attacks (I often trigger RISEATTACK after a jump attack). There is a scripted solution, but I haven't tried it yet.
It's already crossed my mind to change the commands from special motion inputs (as they are now) to directional + button (including this is what I'm testing in the MMPR project and I'm going to change it in the PDC), so I'm doing these tests to see the result. A priori I shouldn't change it, but I want to test the result.
some added work on the alternate paths would be welcome before working on new stages.
Care to give more information, please?
And now the paths really are paths: each choice leads to different levels, with different enemies, bosses and even unlocks different characters. To unlock all characters in the game, you'll need to finish the game multiple times, in multiple modes.
Currently, there is no going back in choosing paths - once you choose, you follow that path to the end. But it's in my plans to do one more crossroads, where you can choose the route again (connected with the story, so I can't give spoilers).
There is even a level that has something that is not usual in beat em ups:
a choice of paths within the level itself, which leads to a battle against different bosses depending on whether you finished the level in the high or low part of the level. My idea, in the future, is to make these paths lead to different routes within the route itself.
-Diamond Emma Frost rolls over competition. Sure, she loses mobility, but can't be stunned, tripped and gain so much life ! I would suggest 4 of health at this point, the 5 of defense being already pretty tough.
As Zvitor once told me, trying to balance something that is unbalanced by nature (superheroes) is practically impossible - either you make them too weak, or you make them too strong.
I'm trying to be a little "comic accurate" where I can, although I know there's no way to be 100% accurate or the Hulk would kill all enemies and bosses with just one punch and watch them explode in an explosion of flesh and guts lol .
Emma's Diamond form is extremely resistant to damage (she becomes a living diamond after all). She gained a few different attacks in Diamond form, but her normal form gained more tools as well. And it's in my plans to decide how I'm going to let her switch modes - if I'm going to allow it based on life only, or if she'll have 2 Avenger Powers, one of them being to switch modes.
-the voice presentation at the beginning is..kinda jarring. ShockDingo did a good take, but the mic still lacks quality. Futhermore, the mix can be better, especially if you add a bit of reverb, it would make a more enthralling voice ! It's no issue, but if the occasion to redo it comes again, by all means, go ahead ! ^^
That was more my fault than ShockDingo's one - he is an amazing voice actor.
To optimize resources, all voices in the game were sampled in 22khz mono 8bits, which reduced quality in some cases.
Maybe I can make the announcer's voices higher quality than the rest. The choice of 8bits was because, at the time, I cared about some platforms that didn't get along with audios that weren't in 8bits, like the WII and the PSP if I'm not mistaken. But currently this project no longer runs on these platforms (I believe it still runs on PS Vita), so this optimization doesn't make much sense anymore.
It's just that I care a lot about optimization - I've always found it bizarre that some games made in OpenBOR weigh around 1GB, for no real reason to (especially when those games don't have much content to be that heavy). I even used to optimize games and send them to developers for a while.
Currently, this project has 15,648 files and the .pak size is only 116mb.
using Marvel Database entries for presenting the characters seems nice, but add some trouble..the HydrAven™ have very few words to describe them and, while being proper english, it's not formulated as its best.
Ah, I am aware there are still some english errors (or things that could be better worded) but I am not an english speaker, so I rely on the help of people who wants to help me
Any help would be really appreciated!
About the Hydra copies, they are so unknown that there is information that not even Marvel's own wikia has anything about them - the best known is perhaps the Captain America version.
Also, the Namor description write its wings as "vestigial", witch is inaccurate as it would means they would be unable to make him fly, witch isn't the case. Do you know what I mean, or would you like some precisions about vestigiality in biology ? ^^*
Yes, the word "vestigial" doesn't make sense here - because Namor is able to fly. In fact, Marvel never really explained exactlywhy Namor has these wings on his ankles...
-Namor thunder sound during the flight sequence is a little jarring to hear, especially since you're supposed to spam them. A sweeter sound for electricity, or using the laser sound would seems better to me.
Yeah I agree.
-HYDRA soldier trying to defeat the Avengers using a Forklift is my spirit animal !!
There is a curious thing about this: I have a friend who works with this, driving a forklift. He said that the game was very successful among his friends,
to the point that they kept recreating the scene using the forklift against his friends on real life, hahhaahah.
Workplace safety is everything! LOL
-Stage 1, alternate route : the flashing Avengers help icon in your HUD can be visible in the buildings' upper glasses(the 1st level) reflections while the character walks alongside them.
I already know about it. It happens because the icon is an entity, not a simple sprite. Unfortunately, we don't have something like "subject_to_mirror" for entities or being able to turn that off like we can with shadows. I would have to switch to a simple image and manipulate it via code, which is much more complicated. It's something that one day I intend to change but, due to the size of the effort, I don't want to change it now.
Stage 2, first scene : your ally is unaffected by the hook(maybe cause it's Luke Cage idk, but I would have at least expected him to trips and falls).
Exactly, its because he is Luke Cage and its parts of his powers. The enemies can't knockdown him easily too.
Reall thanks for all your feeedback!