I think you may wanna fix the zoom-in from death. It doesn't look convincing since it always start zooming from the top-left first and slowly into the target, instead of directly at the target.
Trimint123
Recent community posts
Thanks for the answer! I've seen the videos others provide on YouTube, and besides the very basic UI for the menus, the goal is pretty ambitious from what I've seen in the Bonus Games, which include these obscure arcade Pac-Man games that didn't match the classic Pac-Man styled gameplay. One of your beta tester in the comment even said that you're planning to include the Pinball section of Baby Pac-Man, which is an insane attention of details that otherwise was very difficult to emulate. Hopefully the project goes smoothly on your end and can't wait for the demo!
And btw, yeah, it would be interesting if you get CE1 mechanics down when you get the chance. Would be interesting to see CE2 mazes in CE1-styled gameplay for example.
I had some questions regarding about this project:
- Does every new ghosts has a unique behavior to make them stand out as the original fours?
- Is there going to be an accessibly feature, such as giving ghost an color outline when in Frighten mode to tell which is which?
- How are you going to replicate most mechanics on specific maze games? Example, Arrangements with its unique boosters and teleporters along with Kinky's Kinzo's ghost mechanic, or Championship with its predetermine generated maze along with Sleepy's ghost mechanics.
I may had more in mind, but this is the questions I'm mostly curious about.
You can download, owned, or even design your own using Vroid.
https://vroid.com/en/studio
I guess I should ask some question as well; Will you decide to add certain Community related patches like widescreen and MIDI packs for repeated image and music respectively?
Would be a bit difficult to port considering the new monsters and weapons, but it looks like it'll work with GZDoom standalone seeing videos by pagb666 trying with it, although there are some bugs with it like the Banshee don't do any damage to you. It only missing the DOOM 1-styled map transition screen.
UPDATE: The latest dev build of GZDoom seems to fixed the Banshee monster. Consider update it to the latest dev build.
Please do not lock the Y-axis. The reason the original Getting Over It were controls well is because your cursor is focused on the character's center on the camera, making it easy to controls your hammer as it was remains in the circle area. Removing vertical camera makes controlling Mario way more difficult and can lead to unnecessary launch when you aren't suppose to because your cursor aren't in the center of Mario.
