fix is out
sevencrane
Creator of
Recent community posts
I used a higher-res rig and then render everything to a low-res texture, then scale it up. The characters are high-res sorta-pixel art, and the backgrounds and almost everything else are hand-drawn. This post is sorta old and out of date, but it covers the basics:
https://sevencrane.itch.io/vapor-trails/devlog/214252/tutorial-basic-skeletal-an...
Those comments make sense. I'll address them by paragraph:
- do you mean the up-air kick? or the unaimed kick? either way, I'm planning on adding air combos in the future.
- I think dash should refresh on a divekick now, I agree that it should give you another dash if you bounce. And yes, I'm going to move everything to the new system.
- The forward jumps and dash are actually at the same speed in-game, I think the effects just make it feel different. The platform sliding thing was a bug that I fixed (you still have momentum but it won't carry you over ledges, you'll stop at the edge)
- Multiple keys is definitely possible. I added a "Tornado Kick" unlockable for a multi-hit aerial in the early game. You can find it in the Prismatic Graveyard.
Thanks for playing!
Thanks for the feedback.
- I might add an initial dash state like Smash Bros where you can instantly turn around when you start dashing.
- The boost mechanic is actually identical to the other Vapor Trails build. You keep any vertical momentum, but you can't fall while boosting.
- I will definitely rework the stages that exist to compensate for the new movement.
Cool demo, I like the fusion of RPG top down with run and gun. Also really nice sprite work on some of the enemies, especially the motorcycle boss (she was supposed to teach you about just flying and shooting down, right...)
I can't wait until the cop stops being a cop. I also didn't use the roll very much though, or the high jump.
The one thing I wish is that people could get into the action a bit sooner, but the tutorial still wasn't very long. good stuff