Hehe, I got the same (nearly exact) comment over at GD.NET. My response there was that I agree entirely that the rope detection width needs to be wider, but that grabbing a rope while running/walking won't be added. The reason being is because if you wanted to, say, jump over a mine but a rope is at where you'd jump, you'd climb the rope instead. It can create aggrevation either way. :/Originally Posted by K4Z
I personally have no problem releasing the left/right key for a split second to hit the up key, but like I said, I'll work on the rope detection.It's a little hard, when your running from the opponent, to stop, try and line up the rope to your skinny body, and then climb.
The lack of air-control was intentional. Just paying homage to the original. ;)And although it's not really posible, but every game does it, is to allow air control, when you can change direction in air, while you jump. Makes it a little more user freindly.
Heh. Recommend anyone? I can't find anybody. :-xApart from the need of a graphic artist, it's quite fun :P .
I appreciate the feedback, though. I'm going to work on it and see if I can add in a basic AI opponent (or two!), as well as the above fixes.
@WILL: Thanks a bunch for the praise. :D
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