I’ve tried making Temperi’s icon. I’m actually more used to drawing in bigger spaces, so it’ll be bad. If anyone wants to make adjustments, feel free to do so without telling me.
Hey guys! So… I noticed the loading screen was just the logo and the “loading” symbol, so I thought maybe we could change that up a little bit. Let’s say there’s more than one loading screen, and each loading screen has their own beautiful image.
For example, take a look at the image I made for the game below:
Side Note: Tried making Baron’s skin more realistic.
(If anyone would like to put this in the game, please do so and add the “loading” text somewhere. Also, the colorful background represents Temperi as she lost most of her code.)
The side with grass is reality. The other side represents… glitches. I made it like that because when you code for the first time there HAS to be glitches in your first game, and it represents Temperi, just like Baron’s loading screen (every single loading screen featuring a character has a background referencing Temperi)
I don’t know if it’s as good as Baron’s background. I’ll probably make some… “adjustments” later.
Should be easy to add since we already have a “remap keys” option in the settings
I used this file:
Remap key settings should work now: FFR 1.5.wick (2.7 MB)
I also noticed that the coin thing (character select screen) is missing in this version
Someone must’ve updated the wrong version, @KringlePrinkles’s last update had the coin thing (along with other changes), so I think we should go back to that version before making any more changes.
So I decided to update that file instead, and while I’m at it, I wanted to add a timer to the game, you know, just to rush the players a bit, since when I was testing this game with my brother (who beat me) I noticed that a player could keep on jumping all over the place to dodge shots when they’re at low health.
Maybe with a timer, the player with the lower health will be the one to rush the other.
I still don’t know whether to just have the player with the lower health lose when the timer ends, or if we should throw fireballs from the sky (depending on the map), or if both players start losing 1’s from their health slowly until one dies… I think the fireball option would be good (the other options might have some confusing results if both players had the same exact health), but I’ll leave it up to you guys to decide.
Here’s the file:
FFR 1.5.wick (2.7 MB)
The “timeLimit” variable is currently set to 3 minutes and can be changed in the default script of the first frame.
The timer is also inside of the “camera_border” clip in the top layer
The code for the timer is pretty simple to understand, here it is:
Update Script
var _cfn = project.currentFrameNumber;
if(Math.min(16,Math.max(6,_cfn))===_cfn){
this.opacity+=0.3;
if(!project.frozen)
this.sec=Math.max(0,this.sec-1/project.framerate);
}else{
this.opacity=0;
this.sec = (timeLimit*60);
}
var stepA = Math.round(this.sec);
var Minutes = (stepA-(stepA%60))/60;
var Seconds = stepA-(Minutes*60);
this.txt.setText(Minutes+":"+(Seconds<10 ? "0"+Seconds : Seconds));
this.txt.x=0;
updated version number and timer design, and idk how nobody noticed this but the cam border wasn’t on the front layer, which caused players to see things that they shouldn’t have
i also added a Low performance alert to the fps counter if it drops below 8 FFR 1.5.1 - Nightly 7_27_20227-27-2022_16-47-03.wick (2.7 MB)
FFR 1.5.1 - Nightly 7_28_20227-28-2022_22-24-59.wick (3.3 MB)
(this is a feature test build, not final, when modifying please use the file in the last post) @Dol_Boonsomchin i tried putting your loading screens in action, however they pump the filesize up a bit, so we’ll have to externally store them. for now, i redid the layout and added your screens.
Project leads please provide feedback.
My bad! I tried putting the size of the project canvas while drawing the loading screens, as I thought it would fit perfectly. Is there anything I can do to actually get the loading screens in?
Haven’t planned out the attacks yet, though. However, this guy has the ability to control Fate, Probability, Thoughts, and more! (Let’s make his boss fight even harder than bullet heck)
Edit: Oh, and let’s make it so that there will be a decent chance that he gets a power up that restores him to full health.
This isnt a bullet hell game, it’s more of a… Metrovana… Kinda. But it certainly isn’t a bullet hell.
If a boss is able to regen health, it has to do so SPARINGLY. If it happens too often it can drag on and make the fight unfun.
Examples of good ways healing can be done on bosses:
The boss is low on max health, but If you don’t take him within ___seconds he’ll regen and you have to start over.
The boss has a long charge up time for its heal and you need to do something technically-difficult to stop him, or risk him undoing large amounts of dmg.
If The player makes a mistake, such as getting hot by the boss, then yes the boss can heal off the player’s mistake.
By using Slow consistent regen, you encourage the player to not let down their attacks. Since the player has to be consistently doing dmg to win the fight
Imagine from the player’s perspective that after doing 90% of the dmg needed, only for the boss to heal to full BY CHANCE x-x not fun
But… It’s a fairly nice design, it’s line art gives the skull depth, it’s sharp edges on its skull and hands have off signs of danger. However I feel like the Sash and the shoes seem out of place and for a tough and battle hardened character. Also, noticed that it’s modeled after madness characters, which is Interesting AND you have shaped her chest in a way suggesting that fate’s a female, just to note.
So, over all good design, I’ll consider her during my world building. Her battered and self-repaired design is interesting to apply.