Thanks for the feedback! I agree with the jumping on enemies, but unfortunately, I'm having some big problems with the item mechanic. If more than 1 rock exist at the map at once, both will be picked up at once, since the game can't understand that only 1 can be picked up. Therefore, I probably can only have 1 rock in each level... so if I made this pick-up mechanic for enemies - well, you can understand yourself how that'd go. So this was the best solution I could come up with. Same goes for weak- and strong throw, too. Ground Pound might be a bit slow, yeah. The backflip he does is both a reference to Mario 64, and his Down Throw from Smash Bros (where he does a backflip first too). I could perhaps shorten his landing animation, thoGood stuff! The game is looking great so far, although a few key differences from the main series make it look a tad cumbersome to me currently. From the footage, I'm noticing that a lot of the animations seem a bit sluggish. Normally, his ground pound comes out instantly, whereas here he takes the time to spin in place first, like in Super Mario 64 or Yoshi's Island (albeit with a somewhat longer animation). He also seems to have a very long landing animation, which sort of varies from game to game in the Wario Land series, but it seems a little inconvenient as-is to me personally. The same thing goes for throwing objects, which normally comes out faster than this (although there's usually two strengths; a short toss and a charged, straight throw, and this follows the straight path of the charged throw), and throwing objects looks like it's not that great for attacking currently. Additionally, while Wario doesn't normally kill enemies from a mere stomp, this does usually stun enemies, turning them into an object to throw, rather than harmlessly bouncing off their heads (I can definitely see this happening for the giant enemies, though). I don't mean to sound overly-critical, of course. It looks fantastic, but these things would really help the game feel like an authentic Wario Land game.
Wait, huh? They don't need to be individual objects, they can simply be separate instances. It worked with the killing too, right?He can fly forever here, too.
I'm using Clickteam Fusion 2, making the engine myself. The thing is that the enemies are "copies" of each other. If I made all of them individual objects, I'd have to code EVERY SINGLE enemy I make. And as long as they're copies, the actions will apply to all of them if no very specific condition is made. And picking them up is very complex, so it affects all of them. But I'll try to ask on some forums.
You could put all those events in a script and execute the script as the single event. Or is that not possible with that software either?It does work like that with klling yeah, but there's only 1 event happening then - the enemy getting destroyed. With picking up, there have to be several events, from being picked up, to being located in Wario's hand, to being thrown.
Also, while it's true that it's "drag-and-drop", it's definitely not that easy. It's a software where you code and make stuff all yourself. You can draw objects yourself and place them wherever you want in the frame. That's kind of why it's described as "drag-and-drop", but a game is definitely not made by simply doing that. Only with this Wario game so far, I've struggled a lot with coding, designing, camera work, etc etc etc