Today, Cocopuffs and I continued working on Twinsen, probably the best streak we've ever done, he's just about fully implemented a new combo counting system into the game, with some really cool effects.
And man, having it count how many enemies you hit in one jump, or one string of moves makes it a lot more fun, I've been playing level 2 over and over trying to string impressive combos together.In fact, I love this combo counter so much I don't really feel that guilty because it's been so long since the last demo, like we can almost justify how long we have taken. Here's a screen of it in action:Doesn't really do it justice, as it looks a lot better in motion and it's really hard to print screen while you're trying to hit all those dragonflies.And if you're some kind of freak, who has probably played more Twinsen than I have, you might have noticed the 'flash frame' is different, well we made a new system where no longer is there one specific flash for each enemy, instead it picks 1 of 8 ( >_> ) flash frames randomly, and applies the enemy's sprite glowing white in the center, just means it will make the combos look that little bit better since every kill you make of the same enemy doesn't die exactly the same.And you may have noticed the counter has 4 digits, instead of maxing out at 999 like in the last demo.Well with the way the combo works, this is a must, and 999 is rather low considering how long we both want to make the game.9999 is a lot more to work with. Tomorrow I'm gonna sit down and make everything Cocopuffs will need for the new story, then we are seriously close to finally releasing a new demo. BYAAH!
level 3 should be more combo friendly.
It is inded a neat combo system. Uh, not that I've played it <_< >_> *sweats*
Looks phukin good! :o But I hope that red font is going to change.
Only justice I see is the 8 hitts thing.
Change the red font, but otherwise, its amazing!
Ya, red doesn't fit with the softer colours. Also the font could use a black pixel outline perhaps?