
Yes.. yes.. this is the good version, not eggrolled again. xD
The new changes? The leaf jumping zone fixed, the vore mouth rape have been changed, and the traductions are fixed too.
Added the new Arena Mode, is a bit different than the original, but im sure all gonna like it.
Enjoy and comment please!
Download:
http://neoeclipseworld.com/secretfiles/projectx/
The new changes? The leaf jumping zone fixed, the vore mouth rape have been changed, and the traductions are fixed too.
Added the new Arena Mode, is a bit different than the original, but im sure all gonna like it.
Enjoy and comment please!
Download:
http://neoeclipseworld.com/secretfiles/projectx/
Category Other / Sonic
Species Unspecified / Any
Size 485 x 685px
File Size 189.6 kB
I like the new arena mode. It's fun and a good challenge. The checkpoints are a nice touch and just the right amount of healing items are available to keep it challenging. This is my favorite of your changes for this demo.
For the cutscenes, as other people have said before, I think it would be nice to be able to press the forward button to see the next sentence. Right now, I can read the scene faster than the screen changes, so waiting for the screen to change is kind of annoying. But if I press any button it skips the whole cutscene altogether, which isn't good either.
The new jumping part, I think, is kind of a wash. I liked the way the old leaves looked (it was exotic), and I didn't think it was too difficult once I practiced it a little. The new jumping part is a little easier, which I suppose was the goal.
Abortive pill... That will offend some people, although in the context of this game I guess it's kind of silly. I suggest replacing the "abortive pill" with a beverage called "Falcon Punch." It would be much funnier (lighthearted) that way and less offensive.
And finally, as for the vore scene... You already know my opinion on that. It would make a good secret boss.
For the cutscenes, as other people have said before, I think it would be nice to be able to press the forward button to see the next sentence. Right now, I can read the scene faster than the screen changes, so waiting for the screen to change is kind of annoying. But if I press any button it skips the whole cutscene altogether, which isn't good either.
The new jumping part, I think, is kind of a wash. I liked the way the old leaves looked (it was exotic), and I didn't think it was too difficult once I practiced it a little. The new jumping part is a little easier, which I suppose was the goal.
Abortive pill... That will offend some people, although in the context of this game I guess it's kind of silly. I suggest replacing the "abortive pill" with a beverage called "Falcon Punch." It would be much funnier (lighthearted) that way and less offensive.
And finally, as for the vore scene... You already know my opinion on that. It would make a good secret boss.
Reading over openBOR's capabilities, cutscenes are just animated gifs with a sound/music file playing in the background. The engine is hardcoded to kill the entire gif animation sequence when a button is pressed. Even if they could skip frames based on key presses, the cutscene's music and sound would fall out of sync as a result.
Probably not gonna happen; just don't have the control. Same with adding in better platforming and jumping physics. Would require they make changes to openBOR's source code to make it happen.
Probably not gonna happen; just don't have the control. Same with adding in better platforming and jumping physics. Would require they make changes to openBOR's source code to make it happen.
Yeah, I guess you're right. The arena mode is much easier playing as Zeta than as, say, Zu. Maybe, to make it more challenging, there shouldn't be as many healing items for Zeta as for Zu. I'm also assuming that the arena mode will become longer and more difficult as more levels (and enemies) are created, so the difficulty shouldn't be too difficult for the first two levels.
Actually, I found Zu the easiest to play arena with. She may not be able to take a whole lot of hits, but you can combo the dash attack, regular attack, and special together to clear the screen much faster with her than the other characters. She also seems to have a faster 'turn' speed, allowing you to hit enemies coming from both directions quickly.
Haha, well, maybe that explains it. I'm just using the arrow keys on my laptop. However, Zeta's dash attack is very powerful compared to the other players (it kills most enemies with one hit), so I found arena mode with Zeta to be rather easy by just using this attack.
In any case, we can probably agree that the arena mode could be a bit more difficult. I think this is best accomplished by providing fewer healing items (maybe half or a third as many?).
As for not being touched by any enemies... If you're never touched by the second boss or even the earthworms, well, you're just an awesome player then, better than most.
In any case, we can probably agree that the arena mode could be a bit more difficult. I think this is best accomplished by providing fewer healing items (maybe half or a third as many?).
As for not being touched by any enemies... If you're never touched by the second boss or even the earthworms, well, you're just an awesome player then, better than most.
Still great, but there is still the problem of other enemies getting in the way while you're getting attacked, especially the horses. I'm sorry, but your platforming section is an absolute joke, the character only stands on the platforms when hovering slightly above them, causing you to fall through when you think you're landing on them. I fell off the stupid bridge 4 times in a row and it is IMPOSSIBLE to line up the jumps, it reminds me of something I saw on the angry video game nerd. The worms are too fast, I keep getting attacked by the same one over and over because they move around the screen too fast and give almost no warning when they attack. I'm glad you removed the 1-hit kill move the giant plant boss uses, but the fight can be leveled a bit more if your attacks actually did some knockback or stunned them, I mean, if I let up on the attack for a second they'll simply attack me again and as soon as I take them out they grow back, usually attacking me while I'm still trying to kill the other 2! Also I don't like the hadoken style move, I keep doing it by accident when I'm trying to line up an attack, and when I TRY to use it the button combo makes me take a step down, so my attack misses, that move really works better in a side scroller, not an isometric game like this.
The cutscenes could still use a way to speed them along without skipping them entirely, and maybe a few cosmetic improvements like an unlockable gallery that has the enemy attack animations in it.
The cutscenes could still use a way to speed them along without skipping them entirely, and maybe a few cosmetic improvements like an unlockable gallery that has the enemy attack animations in it.
I think the horses have some glitch in Amy's french kiss animation.
The platforming doesn't look and work very good, though. As I said before, most keyboard support not more than 2 keys pressed at the same time. I could use a joystick, but not everyone has it. I say add leaves in successive order, not diagonally.
The platforming doesn't look and work very good, though. As I said before, most keyboard support not more than 2 keys pressed at the same time. I could use a joystick, but not everyone has it. I say add leaves in successive order, not diagonally.
Meh, its only a minor bug, would be best to just leave it for the final touches.
That animation does bug me though, when I play as Amy I almost always get the kiss and blowing the load on the face, and I rarely get the much more sexy one with the actual penetration. Come to think of it, that one is probably my favorite animation in the whole game...so far at least.
That animation does bug me though, when I play as Amy I almost always get the kiss and blowing the load on the face, and I rarely get the much more sexy one with the actual penetration. Come to think of it, that one is probably my favorite animation in the whole game...so far at least.
The new platforming section was much, much harder. Sure, the first one ended with you dying a lot at first, but it was easy once you figured out the trick of lining up and tapping left and right back and forth to position yourself over the next leaf. But in this one, I tried to just walk along the paths, and would inexplicably fall off through the platform and die. Platforming just doesn't seem to be openBOR's strongpoint...
I like the new plant boss animation better. Not because I absolutely loathed the vore, but just because the attacks that boss performs are all rather dull. Two varieties of being eaten, being spanked, and being quickly impaled cunt to mouth... Just not a lot there to get excited about. The picture-in-picture view is certainly the direction I would have gone in, under the same circumstances.
It also gave me an idea, though. I understand that openBOR has a script command to cut from the gameplay action to a GIF animation. Might be a good way to add in rare super-rape scenes. A 1% chance that a successful enemy attack will trigger a detailed "fullscreen" cutscene, instead of a little sprite animation. You would likely want to limit these types of attacks quite a bit though... Perhaps to one enemy, per character, per zone, due to the relatively larger time investment to create the animations. If you did it for every single enemy, that facet of the project might become too large for your team to handle. Might be something to consider after you have the basic game all done.
I like the new plant boss animation better. Not because I absolutely loathed the vore, but just because the attacks that boss performs are all rather dull. Two varieties of being eaten, being spanked, and being quickly impaled cunt to mouth... Just not a lot there to get excited about. The picture-in-picture view is certainly the direction I would have gone in, under the same circumstances.
It also gave me an idea, though. I understand that openBOR has a script command to cut from the gameplay action to a GIF animation. Might be a good way to add in rare super-rape scenes. A 1% chance that a successful enemy attack will trigger a detailed "fullscreen" cutscene, instead of a little sprite animation. You would likely want to limit these types of attacks quite a bit though... Perhaps to one enemy, per character, per zone, due to the relatively larger time investment to create the animations. If you did it for every single enemy, that facet of the project might become too large for your team to handle. Might be something to consider after you have the basic game all done.
I was wondering, what are the plans for the third stage? Entering the city itself? Or maybe entering a suburb of some kind beforehand?
Another thing i'm dying to know is will there be a female type enemy? Or even a female cop enemy that uses her police baton as a double ended dildo on the character.....Or dare I say herm type enemy? Perhaps as a mini-boss? Oh the possibilities!
Another thing i'm dying to know is will there be a female type enemy? Or even a female cop enemy that uses her police baton as a double ended dildo on the character.....Or dare I say herm type enemy? Perhaps as a mini-boss? Oh the possibilities!
I believe the story text hinted the next stage would be called "Atlantis Ruins". Take what you will from the name in trying to figure out the aesthetics of the stage and it's enemies. It seems it could go two ways: Lots of water, or something derivative of Marble Garden (and other ruin stages from the games).
Emerald Town would follow that, assuming the player is not side tracked or re-routed at the end of the ruins stage.
Emerald Town would follow that, assuming the player is not side tracked or re-routed at the end of the ruins stage.
So I play thru the game again yesterday getting ideas for the contest, so I did a change of pace playing as Rouge..So I play thru, get past the first area and on to Leaf Forest, go thru get the secret area and get to the boss. Fighting the boss, and the mouth catches me, the extra panel showing the girl getting pounded in the mouth, really awesome touch by the way, but after that happened it one-hit kills me, IDK if its IA and a percent chance of that happens in the game, cause I remember you said you took it out.
The other thing I saw is the escape attack against this boss has a issue, if the vines and the mouth pin get close and you escape attack, you don't get a recovery time to dash away, it gets another attack. I keep escaping but if the 3 pin you down in the corner it will get an attack on you. The last thing and IDK if you put this in the game but, is there a fail safe against the escape attack if you use it alot on a boss? I realize after awhile the vines got the attack without the escape icon showing up, mind you had energy to pull the attack off. This might be cause of the range of the escape attack between characters. Your character has the burst of energy while Rouge does a handstand attack so another thing to keep in mind.
Oh something that might help you, after watching gameplay of streets of rage and final fight. Something you could do with the enemies is the color swap between their stronger versions. So like the horse, the first one you see if brown, and a stronger of horse could be white or black. This way players won't be confused by which is what version even a expression change like a eviler look or the heart craved eyes like the the first stage boss.
Lastly. Are you going to add weapons? Streets of Rages has the knife to slash and throw, and pipe, or the throwing trash can or something like that?
The other thing I saw is the escape attack against this boss has a issue, if the vines and the mouth pin get close and you escape attack, you don't get a recovery time to dash away, it gets another attack. I keep escaping but if the 3 pin you down in the corner it will get an attack on you. The last thing and IDK if you put this in the game but, is there a fail safe against the escape attack if you use it alot on a boss? I realize after awhile the vines got the attack without the escape icon showing up, mind you had energy to pull the attack off. This might be cause of the range of the escape attack between characters. Your character has the burst of energy while Rouge does a handstand attack so another thing to keep in mind.
Oh something that might help you, after watching gameplay of streets of rage and final fight. Something you could do with the enemies is the color swap between their stronger versions. So like the horse, the first one you see if brown, and a stronger of horse could be white or black. This way players won't be confused by which is what version even a expression change like a eviler look or the heart craved eyes like the the first stage boss.
Lastly. Are you going to add weapons? Streets of Rages has the knife to slash and throw, and pipe, or the throwing trash can or something like that?
Hmm, some scenes have been changed since the original release? Why take the time to? It's your creation. If people argue over something that's already offensive, that being a sex game, then they shouldn't play it. If people complain, let them complain. It wasn't even that bad. At best, if you want to add a mature toggle, which is kinda pointless in an already mature game to remove or keep the scene in question...
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