The Guardian Legend

Sequel of The Game => Work => Topic started by: BmpCorp on August 16, 2010, 03:58:46 AM

Title: Sequel Demo - Flash version
Post by: BmpCorp on August 16, 2010, 03:58:46 AM
download sequel demo progress made in flash
http://www.box.net/shared/7ys4givqpy (http://www.box.net/shared/7ys4givqpy)
Default controls (can be changed in 'Controls' menu):
WASD/Arrows - movement
Slash/Q - shoot normal weapon
Quote/E - shoot special weapon
Space - pause
Tab - map and menus

How about two remakes instead of one?

Greetings, TGL lovers. That's a pity that I found this forum kinda late, though site adress is trivial. I see you're working on the remake and I wonder if the work is still on. 'cause not so long ago...

...I started to work on my own TGL remake. I'm using Flash technology, programming on ActionScript, and to this moment I've created one playable corridor and some rooms. Other basics of the original game, like map, weapon changing, upgrade of weapons and hero, seals etc are implemented, too. Though, there is still a lot of work to do.

One thing to mention, I haven't set myself the task of creating the exact copy of the original with new levels. So I made some changes not regarding to the basics, for example, I changed the resolution of the screen and behavior of some enemies. And of course I wanna made some quantitative changes, like creating higher levels of upgrade, more keys and weapons, and so on. Some of such changes are already implemented.

Here are some screenshots, by way of proof:
(http://img46.imageshack.us/img46/192/scr000.jpg) (http://img46.imageshack.us/i/scr000.jpg/)
(http://img535.imageshack.us/img535/1184/scr001.jpg) (http://img535.imageshack.us/i/scr001.jpg/)

Surely, two remakes are better than one. Still, I'd like to hear that the older one isn't abandoned, too.

Comment, please, if you are interested. I think you will be interested, so I'll upload some demo version soon :)
Title: Re: How about two remakes instead of one?
Post by: RandomSpriter on August 16, 2010, 08:39:35 AM
It's a rather slow summer for most of us, since we're all busy with family/Vacations etc etc.
So don't expect alot of posts here.

I'm interested to see what you have gotten so far, but the game I'm trying to make is pure scratch, with only references to the original with all new sprites/Characters, which means there's alot of ground work to be done.

And I can say it'll take time, alot and alot of time and remaking sprites until I am happy.
Title: Re: How about two remakes instead of one?
Post by: arseniy on August 16, 2010, 11:22:16 PM
Umm... Seems like a nice stuff!
Teremochek started to learn flash he might like this stuff. I do flash games but I not do programming anymore.

I think it would be better to have a remake yeah. Not exact copy.

Thanks, tell your thoughts if you want to do this all alone or looking for someone to join :redlander:
Title: Re: How about two remakes instead of one?
Post by: BmpCorp on August 17, 2010, 07:56:01 AM
I understand you're on vacations or somewhat, that's OK, I'll wait.

Quote from: RandomSpriter on August 16, 2010, 08:39:35 AM
I'm interested to see what you have gotten so far, but the game I'm trying to make is pure scratch, with only references to the original with all new sprites/Characters, which means there's alot of ground work to be done.

And I can say it'll take time, alot and alot of time and remaking sprites until I am happy.
So it seems it is more like standalone game than a remake. Good luck, I'm looking forward too see the result.

Quote from: arseniy on August 16, 2010, 11:22:16 PM
Umm... Seems like a nice stuff!
Teremochek started to learn flash he might like this stuff. I do flash games but I not do programming anymore.
Yeah, my question was more about Teremochek's projects, if any of them is online now.

Quote from: arseniy on August 16, 2010, 11:22:16 PM
Thanks, tell your thoughts if you want to do this all alone or looking for someone to join :redlander:
Well, I used to work alone all the time and I think I'm capable of doing it that way. But if somebody wants to help with technical work, I don't mind (I'd like to help other creators, too, if I can do it and have time). Your ideas are always appreciated, too.

For example, now I have two things which needs discussion. First one is music for the game: should it be some high-quality covers of original music or should I use NES music (to make it, like, more nostalgic), not only from TGL. I, personally, wanted to choose the first variant, but it seems there aren't many covers exist. That problem won't be with NES music, so looks like I'll have to choose that variant.

Another point is an idea to create some items which you need to collect during the game and which will grant you a secret boss fight/secret area/better ending etc. I think that's a good idea, but I wonder what should be that items. Maybe you can help with that. :bluelander:

OK, thanks for reading all that, but please read a bit more and you'll get prize - demo of my remake. :) I attched it, so you can see what I made to this moment. There is one corridor and several rooms. There is also the map, but not all rooms are completed yet, so you may suddenly find yourself in starting room :) Just don't go up in first room with enemies, and don't go to the right in the room with red spiders below it, or you'll stuck in the wall.

There's also a bit of a plot, but the story isn't final and complete, since I hadn't pay much attention to it yet. The first screen of the game should show you something about a distress call from space object identified as NAJU, which was destroyed 22 years before in TGL. So our guardianess dispatched there to investigate. Some more story pieces you can find in this demo.

The default controls if WASD/Arrow keys and Q/Slash to shoot. You don't need special weapon key since there aren't any special weapons in demo. Use Space to pause and Tab to see the map. You can also change controls and some other options, including language, in game menu (it's on the map screen).

So, I hope you'll enjoy it! Also, don't pay much attention to the file name. :bluelander: It's here (http://slil.ru/29572514).

PS: Forgot to mention: you cannot die :)
Title: Re: How about two remakes instead of one?
Post by: arseniy on August 17, 2010, 09:20:52 AM
Going to look at the demo tomorrow.
Also about music -
check this out

http://theguardianlegend.com/forum/index.php/topic,205.0.html
Title: Re: How about two remakes instead of one?
Post by: teremochek on August 18, 2010, 10:45:31 PM
Looks well! I think that for today is the best variant of sequel.  :redlander:
I can't tell that better: Three games or one. But all can-be it is necessary to unite?
Title: Re: How about two remakes instead of one?
Post by: arseniy on August 20, 2010, 01:34:22 AM
This is very impressive.
It feels like a big upgrade of the original.
All mechanics seems very fit the original. It plays kinda well. Well awesome awesome.


my opinion as a feedback on downsides:
1.The first level is too long(which is probably bcuz u try everything in it)
2.The background things in color like asteroids can confuse.
3.the FPS(frames per second). really should be in 30 fps. This seems 12 FPS kinda low frame rate.

All and all that's really awesome effort. Very impressive   :heart::grimgrin::heart:
Title: Re: How about two remakes instead of one?
Post by: BmpCorp on August 20, 2010, 01:46:06 AM
Quote from: arseniy on August 17, 2010, 09:20:52 AM
Also about music -
check this out

http://theguardianlegend.com/forum/index.php/topic,205.0.html
Nice track, which could also fit my remake. But if you want to help me with the music, it will take a lot of your time since that is a time-consuming and not an easy work I presume. :) If you have time and will, well maybe...

Quote from: teremochek on August 18, 2010, 10:45:31 PM
Looks well! I think that for today is the best variant of sequel.  :redlander:
Really? Glad to hear that. :)

Quote from: teremochek on August 18, 2010, 10:45:31 PM
I can't tell that better: Three games or one. But all can-be it is necessary to unite?
Um, yes, it's a big question if we should merge our projects or not, but the bigger question I think is just how we gonna do it. So maybe we should leave it as it is, working on serapate projects. I think I also won't be much of help with your projects since I'm only good in programming on ActionScript and similar OOP languages, but creating music/sprites from scratch is not something I can show.

Glad to hear that you liked the demo :) By the way, for now I have implemented a save/load feature (no more long passwords, though, just savegame files) and some special weapons.
Title: Re: How about two remakes instead of one?
Post by: BmpCorp on August 20, 2010, 02:15:41 AM
Quote1.The first level is too long(which is probably bcuz u try everything in it)
Well, maybe because I always wanted to extend my fauvorite game and everything in it :) But I, personally, don't think that it is too long and can exsaust or irritate somebody. I wonder what you will say about the whole remake length, as I really plan a lot of areas and corridors...

Quote2.The background things in color like asteroids can confuse.
Yes, you're right, I've already darkened those red and blue planets, so it is no more confusing.

Quote3.the FPS(frames per second). really should be in 30 fps. This seems 12 FPS kinda low frame rate.
The framerate is 20 FPS. I now tried to advance it to 30. Well, it plays much smoother, but it also raises the system requirements, especially in fullscreen mode (yes, I'm not so good in optimisation :skull:). On my PC it still never exceeded 8% of clock time in windowed mode, but if you've seen 12 FPS instead of 20... well, can you tell me maximum CPU loading percentage while playing?
Title: Re: Sequel Demo - Flash version
Post by: arseniy on August 20, 2010, 06:54:06 PM
Hello. I made change and posted a link to the first post also renamed it into "Sequel Demo - Flash version"
I think with a previous name people could miss it and not read 3 posts to find a link...
If you not like the change you can change it back.
Title: Re: Sequel Demo - Flash version
Post by: arseniy on August 20, 2010, 07:01:39 PM
Such longer level with few defense system bosses could be another outspace level maybe when u fly from one part of planet to other or to other planet if you plan to make few of them.

My CPU usage is very low on this game even on full screen. Means it can handle 30 fps for sure.

This DEMO gives an idea that there could be an exact port of the original TGL and the stages could be modified with more areas and there u could fight a double bosses  :3 or even triple. I mean like imagine people you fight aganst Optomon and GrimGrin at the same time!  :optomon: :grimgrin: - what a horrible pleasure! XD
Title: Re: Sequel Demo - Flash version
Post by: Roundcreatureinnextroom on August 20, 2010, 07:31:32 PM
 :P ace hardware
Title: Re: Sequel Demo - Flash version
Post by: BmpCorp on August 21, 2010, 09:21:38 AM
Quote from: arseniy on August 20, 2010, 06:54:06 PM
Hello. I made change and posted a link to the first post also renamed it into "Sequel Demo - Flash version"
I think with a previous name people could miss it and not read 3 posts to find a link...
If you not like the change you can change it back.
Thanks, that's much better. I also updated the link - now you can try it in 30 fps. :)
Also, there is now save/load feature (save room is at X14Y19) and Multibullet weapon at X18Y12. I also added the music (that's why the file is much bigger) - it's by Russell Cox from OCremix, if someone wants to know. Enjoy and comment :)

QuoteSuch longer level with few defense system bosses could be another outspace level maybe when u fly from one part of planet to other or to other planet if you plan to make few of them.
Heh, you've guessed one of my ideas. I've added multi-maps feature already, so there can be multiple planets. :)

QuoteThis DEMO gives an idea that there could be an exact port of the original TGL and the stages could be modified with more areas and there u could fight a double bosses  :3 or even triple. I mean like imagine people you fight aganst Optomon and GrimGrin at the same time!  :optomon: :grimgrin: - what a horrible pleasure! XD
Well, I told you that I don't want to create an exact copy or port, but maybe we have some different opinions about 'exact' word :) And that's a good idea about bosses. I'll definitely think about that.
Title: Re: Sequel Demo - Flash version
Post by: teremochek on August 22, 2010, 02:57:42 AM
Yes. Music has made good impression. (I too would want that in my game there was music OCR remixes).
With 30fps it became much better. Is interesting Can-whether learn my computer to hold 60fps.

It was pleasant to me:
- A circle of meteorites
(It is made masterful)
- The big square guns which shoot turns   :bluelander: :redlander:
(It was pleasant, and has a little reminded Aleste and Zanac (That on mine is very good).)
Title: Re: Sequel Demo - Flash version
Post by: Roundcreatureinnextroom on August 23, 2010, 11:20:43 AM
what key fires weapon?
Title: Re: Sequel Demo - Flash version
Post by: BmpCorp on August 23, 2010, 11:01:43 PM
It's E or quote (') by default. But you can change it on controls screen.
Title: Re: Sequel Demo - Flash version
Post by: Platonist on August 29, 2010, 04:21:29 AM
wow! it's a really cool demo game ;D
I wish there were some new 8bit music to dig and maybe some better grammar in the info sections - no hate - im just honest! keep up the good work  :heart0:


edit:
also, in my opinion 30 fps is too much. i'd put it at around 25 fps if i were you. ^^
Title: Re: Sequel Demo - Flash version
Post by: arseniy on August 29, 2010, 09:18:15 AM
don't listen to him! 30 FPS is best from the lowest  :3
Title: Re: Sequel Demo - Flash version
Post by: snesmaster on August 30, 2010, 10:01:48 AM
Great work on the demo.  The format looks great, and it looks like you could make a great sequel using that engine.  I can't wait to see where it goes from here.
Title: Re: Sequel Demo - Flash version
Post by: Platonist on August 31, 2010, 05:45:05 AM
Quote from: arseniy on August 29, 2010, 09:18:15 AM
don't listen to him! 30 FPS is best from the lowest  :3

ok, everyone is entitled to an opinion after all ^^
but as i played the game, it felt like it was running on high speed - compared to the original game
Title: Re: Sequel Demo - Flash version
Post by: arseniy on August 31, 2010, 06:26:52 AM
High speed and FPS isn't a connection. Original game runs 60FPS  :redlander::redlander::redlander:
Title: Re: Sequel Demo - Flash version
Post by: RagnarokNAJU on August 31, 2010, 06:32:25 AM
i cant fire for the life of me!!!! i cant figure out any controls lol
Title: Re: Sequel Demo - Flash version
Post by: Megadeth502 on September 04, 2010, 12:42:22 AM
Wow cool demo! I only played for about 2 mins. for some reason i couldn't die  ???
Title: Re: Sequel Demo - Flash version
Post by: arseniy on September 04, 2010, 07:39:10 AM
Because! It's DEMo! ;D :redlander::redlander::redlander::heart::heart::heart::redlander::redlander::redlander:
Title: Re: Sequel Demo - Flash version
Post by: BmpCorp on September 05, 2010, 01:50:45 AM
Thank you for your comments everybody. I have updated demo once more, now there's no more unfinished rooms and something like that. There are two corridors along with complete first area, also some new enemies and bosses :) I have added some 8-bit music, too, though, not in every type of room ('cause I haven't chosen it yet). I hope you'll enjoy it. :bluelander:

Quote from: Platonist on August 29, 2010, 04:21:29 AM
I wish there were some new 8bit music to dig and maybe some better grammar in the info sections - no hate - im just honest! keep up the good work  :heart0:

also, in my opinion 30 fps is too much. i'd put it at around 25 fps if i were you. ^^
Well, English isn't my native language, so I'm not perfect in it. I think I'll need some little help with this.

Why do you think 30 fps is too much? Change of fps doesn't affect game speed much, it affects, um, smoothness instead. I think 30 fps is better than 20 or 25, the only drawback I see is the rising of system requirements.

Quote from: RagnarokNAJU on August 31, 2010, 06:32:25 AM
i cant fire for the life of me!!!! i cant figure out any controls lol
I've seen such problem with some players different from Adobe Flash Player. So use it, standalone or as browser plugin. It works either ways on most PCs, though one of my testers had such problem even in Flash Player. I don't really know what about that, but it should work with it correctly.

Also, I've added default controls in the first message, I think it could be handy.

Quote from: Megadeth502 on September 04, 2010, 12:42:22 AM
Wow cool demo! I only played for about 2 mins. for some reason i couldn't die  ???
Now you can! :skull:

Well, I think it would not be necessary to upload every next version of game. Otherwise it will be uninteresting to play it when it is finished, I suppose :) But your ideas could be useful, so post them if you wish. Thanks again for all the support :)
Title: Re: Sequel Demo - Flash version
Post by: arseniy on September 05, 2010, 05:14:35 AM
The game should be played in the player version you compiled or higher. I think it is 10 player compilation?
In player 9 controls not works. I have 10 player in firefox and games works there.
Title: Re: Sequel Demo - Flash version
Post by: arseniy on September 06, 2010, 05:41:15 AM
I stuck on some place bcuz of a bug. The gun stopped to work.
(http://a.imageshack.us/img713/4846/bug02.jpg)
Title: Re: Sequel Demo - Flash version
Post by: BmpCorp on September 06, 2010, 10:49:53 AM
Quote from: arseniy on September 05, 2010, 05:14:35 AM
The game should be played in the player version you compiled or higher. I think it is 10 player compilation?
In player 9 controls not works. I have 10 player in firefox and games works there.
The game requires Flash Player 10 and I'm surprised you could even launch it on 9. I thought it should give you a "Movie not loaded..." message.

Quote from: arseniy on September 06, 2010, 05:41:15 AM
I stuck on some place bcuz of a bug. The gun stopped to work.
Oh man. I though I had fixed this bug for good... well, do you have the same problem every time you get there?
Title: Re: Sequel Demo - Flash version
Post by: arseniy on September 06, 2010, 11:00:02 AM
Not everytime./ The next time I got to the adventure mode. I was killed there, screen went black and it said after half minute maybe flash player was crashed.

I ask you or someone else  attach saved game file.

I think 1st level as is is too hard for a novice player.

It was nice to hear the music from Sentai Jetman. I also like that music  :heart::heart::heart: (the game also was OK but too little variation in the levels)
Title: Re: Sequel Demo - Flash version
Post by: BmpCorp on September 07, 2010, 06:40:05 AM
Quote from: arseniy on September 06, 2010, 11:00:02 AM
Not everytime./
Well, did you encounter this bug several times? I and my testers haven't encounter it during countless runs... that's strange.

Quote from: arseniy on September 06, 2010, 11:00:02 AM
screen went black and it said after half minute maybe flash player was crashed.
Maybe you've tried to load a savegame from older versions. That's it, when there's something wrong with the savegame, screen becomes black.

I've attached a savegame just after first corridor, if you need one.

I know that the beginning of the game is harder than original game, but it is supposed to be such way. Do you think it is too much?
Title: Re: Sequel Demo - Flash version
Post by: arseniy on September 07, 2010, 10:07:40 AM
That might be happen because I did made the options changes?
Title: Re: Sequel Demo - Flash version
Post by: BmpCorp on September 12, 2010, 08:50:42 AM
I don't think so, I've tested savegames on different options, and they are loaded normally.

BTW, remember the game these guys are from? :)
(http://img210.imageshack.us/img210/5584/scr002.jpg)
Title: Re: Sequel Demo - Flash version
Post by: arseniy on October 08, 2010, 11:36:57 PM
Well when I tried to save game the game crashed.
I not know where those guys from ;)
Title: Re: Sequel Demo - Flash version
Post by: BmpCorp on October 24, 2010, 02:01:08 AM
Strange, strange... how it could crash even there. Well, I just have to do intensive testing.

I am working on Area 2 right now, though work is not so fast as it were in the beginning. I am planning to do every area in its own style (e.g. desert, cave, volcano etc), unlike original where two areas were of the same style. So it entails more styles, and I am asking for your help with that. What styles can you imagine?

Btw, these gyus are from Contra: Hard Corps :)
Title: Re: Sequel Demo - Flash version
Post by: arseniy on October 24, 2010, 04:52:58 AM
Played Contra Hard Corps only once :P So I don't really rememebr. I remember NES contra much better  :3
Title: Re: Sequel Demo - Flash version
Post by: UserK on October 30, 2010, 01:10:02 AM
Those guys recall me an old tv show (http://en.wikipedia.org/wiki/Beavis_and_butt_head). LOL intended!
Title: Re: Sequel Demo - Flash version
Post by: MoonCloud on July 04, 2012, 06:32:39 AM
wow thanks for this Demo, playing it now for the first time ^_^
can't believe I have missed it before ..... is it a dead project now?
Title: Re: Sequel Demo - Flash version
Post by: Golbez on July 04, 2012, 02:03:15 PM
Yeah, thanks, Mooncloud, for the bump. This is the first I've seen this. And a huge thanks to BmpCorp. This demo is amazing. I can't seem to work out how to change the controls though. I bring up the menu (tab) and move over to Controls, but I can't select it to change anything. Any button I hit just returns to the game. It's hard to control the ship with WASD and fire at the same time with Q. And my right hand sucks at controlling the arrow keys. I played too many FPS's. Would love some clarification on this.

Edit - Figured it out! Q/fire is the select option. Works great now. Many thanks!

Lol. Found a glitch with the first mini boss on the map screen. If you pull the old trick of standing on the blocks as they appear to kind of "test the waters" of what the boss is and how hard he is, then leave after the boss music comes up, it stays playing. So then I went back in to try and beat him, and after I did, I have both songs playing at the same time.

Also, I think it would be cool to hide items in the brown blocks. That make them a little more valuable and justify shooting them all to find extra goodies. Kind of like random secrets. In fact, maybe they should appear randomly, so that it is more of a "secret" and a random bonus.

I love the Metroid side scrolly things. Excellent idea and implementation.

The loading saved game thing doesn't seem to work. I was able to save a file, and select it to try and load, but the screen just went blank. I'm using a movie player to play it. GOM player.
Title: Re: Sequel Demo - Flash version
Post by: arseniy on July 05, 2012, 12:36:33 AM
Yes project goes very slowly.
Title: Re: Sequel Demo - Flash version
Post by: BmpCorp on September 07, 2012, 11:30:35 AM
Well yes, the project is not dead or abandoned, I am continuing to work on it. :bluelander: But as Arseniy said, very slowly, 'cause I don't have much time to do it. Still, about 65% is already completed now, and my enthusiasm for sequel hasn't yet disappeared.

The main reason I don't appear here often and post any news is my precaution, maybe unnecessary, but... if you know what happened to Streets of Rage Remake, you should understand. I don't think that Sega or other companies will come for my head because I use their resources, but taking some precautions might be a wise idea. Still, there are Flash games like Abobo's big adventure, which, too, uses these resources, and lots of others on Newgrounds. So I'm starting to change my mind now, and even decided to post here :)

Now, for demo and bugs. Lots of them are already fixed, also you should use Flash Player v.10.3 or higher in order to play game properly. I can't guarantee correct work of the SWF in lower versions or other players like KMP Player, GOM Player etc. You should use your browser plugin or standalone Flash Player, which I personally prefer. You can take the latest version of standalone player from Adobe official website (http://www.adobe.com/support/flashplayer/downloads.html). For example, here (http://download.macromedia.com/pub/flashplayer/updaters/11/flashplayer_11_sa.exe) is the latest (by now) version for Windows.

Once you're sure you use correct player, you may look for bugs :) And post them. Now for posted bugs.
Quote from: Golbez on July 04, 2012, 02:03:15 PM
Lol. Found a glitch with the first mini boss on the map screen. If you pull the old trick of standing on the blocks as they appear to kind of "test the waters" of what the boss is and how hard he is, then leave after the boss music comes up, it stays playing. So then I went back in to try and beat him, and after I did, I have both songs playing at the same time.
This one is fixed.
Quote from: Golbez on July 04, 2012, 02:03:15 PM
The loading saved game thing doesn't seem to work. I was able to save a file, and select it to try and load, but the screen just went blank. I'm using a movie player to play it. GOM player.
Yeah, that might have happened because of GOM player, but also could be a bug. The loading procedure just blacks out the screen if it thinks that save file is wrong. ::) I didn't test it much in demo. Now it works differently, and I test it heavily every time I make a change.


Oh well. Here's somewhat important news about the sequel. I decided to make it in two parts: classical and non-classical. The classical part is designed to be as close to original game as possible, with few changes like non-eight bit graphic and a new room type. The non-classical part, which I'm currently working on, and which starts after classical part, doesn't stick to the original game much. Well, it's not something completely different - it still has walking and flying levels, the world is still divided into areas and areas are a set of rooms with fixed size of the screen. Here are some crucial changes:
- rooms don't have fixed repeating layout. Every room looks different (which makes room creation much more time-consuming :skull: but the result is worth it, I believe);
- flying levels have some parts when Miria changes her flying direction. I don't plan to turn the game into a side-scroller, but I think sometimes it can be interesting; :)
- music is not 8-bit. Well, that was a hard decision, but Arseniy convinced me to do it :) Besides, I have lots of awesome non-eight-bit music to insert.
So, that's it. I thought it would be a good idea to divide the game like that, so people wouldn't get bored or tired of repetitive rooms and areas (well, I can't say they are actually repetitive, and I wouldn't get tired of them either :)), also I think it would be more interesting than just copying of the original game. I hope this idea won't disappoint the fans.

I didn't make a full list of changes in this part yet, so your ideas about it is appreciated. Just as your ideas about the game interface I made and any other feature of the game.
QuoteAlso, I think it would be cool to hide items in the brown blocks. That make them a little more valuable and justify shooting them all to find extra goodies. Kind of like random secrets. In fact, maybe they should appear randomly, so that it is more of a "secret" and a random bonus.
Well, I've been thinking about some new bonuses. I want to add some bonus effects like increasing player's damage for a while or making him invincible. These bonuses might be rare and found in new type of blocks, as you say. Thanks for the idea.
QuoteEdit - Figured it out! Q/fire is the select option. Works great now.
I don't think it works great, actually :) I'm going to allow player use mouse to select menus. That will be much more comfortable.
Also, if you play a lot of FPS, I think you will find the ability to quickly change weapons with digits really handy :)

Thanks for playing my game and reading all this. :redlander: A couple of screenshots I haven't posted yet:
(http://img13.imageshack.us/img13/1218/scr003.jpg)
(http://img36.imageshack.us/img36/7195/scr006.jpg)
Title: Re: Sequel Demo - Flash version
Post by: Golbez on September 07, 2012, 02:06:10 PM
Looks and sounds spectacular. Thanks for the thorough update! I can't wait for the finished product.
Title: Re: Sequel Demo - Flash version
Post by: teremochek on September 08, 2012, 06:02:16 AM
Great!
Title: Re: Sequel Demo - Flash version
Post by: AlastorSX on October 25, 2012, 12:35:34 AM
Definitely a step in the right direction. One thing I would definitely change right off the bat is the rate of fire. The gun fires about twice as fast in the original, and that is one thing I would never change in a sequel. Other than that, it was a very fun demo!
Title: Re: Sequel Demo - Flash version
Post by: BmpCorp on December 18, 2012, 11:45:38 PM
Thanks for response, but what exactly did you mean by the "rate of fire" - a time interval between two shots or speed of player's projectiles? I've slightly increased the velocity of projectiles already to keep the game balanced. Anyhow, it's not a problem to change both of these parameters.
Title: Re: Sequel Demo - Flash version
Post by: BmpCorp on June 22, 2018, 11:27:23 AM
Hello again, fans! Just five and a half years passed, and I hope someone is still waiting for my project)
I could describe what has changed in detail, but I think it's better to just see how it looks and plays:

https://youtu.be/p6OA4lmNEvA (https://youtu.be/p6OA4lmNEvA)

And now... some more info)
The work on the project went really slooooooow because I didn't have time. But about a year ago, I started to work more intensively and rewrote game engine almost from scratch. Thanks to this, game looks much better now and freezes no more. I also considered some useful advices about map rendering and boss health bar, including less significant features like the ability to hold the walk key while changing the room.

The spirit of the game remains the same, however - it is a TGL sequel with classic gameplay and some other moments, which I intentionally made similar to original game. Earlier I wanted to divide my game into two parts - a "classic" one and a "new" one, but now I clearly see that I have time only for classic part. So I decided to release it alone and not make fans (including myself) wait for another N years.

The game is still harder than the original and the difficulty is still adjustable. The quantity of monsters you encounter is one of the things which depends on difficulty level. The video shows hard level (the beginning of the game, obviously, has less enemies).

Oh, the sequel has the name now, as you can see. Look, it's so awesomely original: Shadow of Naju! Well, to be honest, it suits the game story pretty well.

Now, the cherry on the cake. Work on the project is almost done. Things that left are finishing some cut scenes and polish some corridors. It will be exactly one year of the new life of the project on 20th of July, and I believe the game will be "released" before that date.

I'm going to publish more screenshots later. Wake up, fans)) Sorry to make you waiting.
Title: Re: Sequel Demo - Flash version
Post by: BmpCorp on June 23, 2018, 12:53:40 AM
A few screenshosts.
(https://thumb.ibb.co/jeShaT/Flash_Player_Debugger_2018_06_23_14_24_29_25.jpg) (https://ibb.co/jeShaT) (https://thumb.ibb.co/eonhaT/Flash_Player_Debugger_2018_06_23_14_32_07_68.jpg) (https://ibb.co/eonhaT) (https://thumb.ibb.co/ccOc9o/Scr1.jpg) (https://ibb.co/ccOc9o) (https://thumb.ibb.co/jr6m28/Scr2.jpg) (https://ibb.co/jr6m28)