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Hello! After finishing Luminous Dream (http://www.shrinemaiden.org/forum/index.php???), I have returned almost immediately to the Danmakufu scene with a new project: Tree of Life.
(http://i.imgur.com/7izAbKg.png)
Tree of Life is (or at least will be) another full-length seven stage Danmakufu script, starring seven new original characters in a new incident. Gensokyo is thrown into bewilderment as massive forests grow overnight all over the place, going as far as to choke out the Kappa factories. I won't say too much about the overarching plot, but it has themes of religion and industrialization.
Included here for your perusing pleasure is a preliminary playable demo:
Tree of Life v0.1
Complete package (http://www.mediafire.com/download/t35g7ucd2to3nqs/Touhou_Tree_of_Life_v0.1.rar)
Scripts only (http://www.mediafire.com/download/vmfh4ihfql9lhmp/Touhou_Tree_of_Life_v0.1_Lite.rar) (Extract into Danmakufu ph3 folder)
Included in this demo:
One stage, with original art, music, events and danmaku!
Five difficulty levels: In addition to the usual four, there's a 'beginner' level for people who have never touched a Touhou game and are turned off by the high difficulty!
One playable character: Nitori Kawashiro, with an original player script and variable shot power!
Vitality System: A new set of special mechanics revolving around absorbing life energy from your foes!
Special unlockable Last Word spellcards at the end of every boss battle on Easy or above!
Features to look forward to in the next demo:
Two more stages, starring three new original characters!
Two more playable characters: Reimu and Marisa!
A proper main menu and game package!
A wide variety of graphical and system improvements!
Further features to look forward to in the final game:
A full storyline and Extra Stage, starring another three new original characters!
Spell Practice!
Six endings!
(http://i.imgur.com/nm3blYo.png)
(http://i.imgur.com/CfVUu2F.png)
(http://i.imgur.com/enhYYOL.png)
Gameplay:
Controls as per any standard Touhou game. To begin, select 'Stage' from the main menu, then select your difficulty. 'I' to turn on invincibility, 'U' to turn it back off, 'Ctrl' to fast forward.
As you defeat enemies, you will collect leaves that increase your Vitality (lower left corner). The higher your VIT, the more points you get from all sources, including point items and spell card captures.
During spell cards, a green Life Gauge will appear around the player, slowly filling up. The closer you are to the boss, the faster it will fill. When the spell card ends, the number of leaves you get as a reward is proportional to how full the Life Gauge was. When it's full, you will automatically Death Bomb on a hit.
Hearts and Stars give 1/5th of an extra life or spell. Since there aren't enough of either on stage 1 to give any, they are non-functional for now.
The demo provided here is far from the final shape of the game. There is a lot to change - placeholder graphics, missing effects, inconsistent sound, balance tweaks, and Vitality mechanic adjustments all need to be taken care of. In the meantime, please play it and leave comments about your impressions so far - I particularly need testing on Hard and Lunatic difficulties.
Music by Joel, art by Ayame and Pixle - same team as the last project. Expect Demo 2 to be released in a few more months - this should go much faster than Luminous Dream, since I have a full dev group from the beginning. Until then, I'll be using this thread as a dev blog as work continues. Anything from past Stage 3 will be marked as spoilers.
Enjoy!
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I saw this topic when I was browsing through this forum.
I literally was like:
"OH MAH GAWD!!!! TREE OF LIFE TOPIC!!!"
I am so surprised and excited.
I have never seen Nitori as a playable character.
And I can't wait for the rest of the game.
Edit: I really love the gimmicks of this game. The leaf collecting reminds me of Mystical Power Plant for some reason.
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Cleared hard mode in first try. It was really easy except for that final spell which i failed.
After several attempts i also cleared lunatic. It felt like bombing happened with a delay or deathbombing is impossible. I didn't like the long delay where player character was not available after losing a life. At first i thought that final spell is just not fun, but limiting myself to only horizontal movement made it doable.
I like the music and stage portions of the game the most currently.
And I can't wait for the rest of the game.
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AHHHHH I SAW THIS IN TUMBLR so I just came to poke at this topic too 8D
First of all, I have absolutely no idea about danmafuku, and how to program it. I only played it for a while and that's it. ^^;
So far, I played Normal. (Because I'm horrible in Hard/Lunatic...;; ) My only complaint is that I really love the stage music, but the boss theme fell a bit flat, but other than that, it's really enjoyable! I like how the normal enemy formations and the Last word is a bit creative, reminds me a bit of Mystia. Maybe you can do a little effect on Nitori like the spell 'affected' her?
BUT YES CAN'T WAIT FOR THE REST!
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Whoa, this looks really impressive. Imma give the demo a shot!
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My thoughts:
1) ph3 [.0 pre12]? That's... outdated.
2) Stage background didn't show up, but the spell background did. I mean, I got a 100% white screen. I have the v0.1 complete package
3) When Nitori bombs, the shaking is overdone. Also, the spell name is where the boss spell name usually is
4) Graze SFX might make it easier to tell when you're grazing.
5) Stage music is really nice, boss music is... underwhelming. Not very exciting, definitely not memorable.
6) Beginner Mode has some pretty hard attacks, such as the throwing lantern (only the lantern) and the optical illusion (where the bullets are coming from the sides at ridiculous speeds for beginners.
7) Nitori's shottype is... underwhelming. It's not bad, but it's not very impressive either. Or maybe that's just because I'm used to using Veemon (which has 10 different shottypes in one player script)
8) The SFX sound a little too artificial.
Other than that, nice job! Can't wait to see what comes next!
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@Sparen
1: Switching to the latest PH3 in the middle of the game might change some stuff.
2: The stage background loaded for me. I just extracted the folder onto my desktop and played.
7: it's fine to me.
I kind of agree with the rest.
Edit: 5: After listening to it, it does get sound memorable and unique. I kind of like the the boss music. I recommend to manually go into the files and listen to it.
And you are actually my biggest inspiration. Without you, I might not be here on this forum. Much less scripting. I am really looking forward to this game. Good luck.
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Your feedback is being noted for the next release. Thank you for your continued support.
Currently working on the remaining character designs for the rest of the game, and the spell cards for stage 2. For now, have some rough early designs for the bosses of stages 2, 3 and 4:
(http://i.imgur.com/iW3APDC.png)
(http://i.imgur.com/NAnVMiI.png)
http://i.imgur.com/HUd2xGd.png (http://i.imgur.com/HUd2xGd.png)
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Liking the design of the Stage 3 boss. I'll play your demo as soon as I get home later~
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Nice work, I only played Normal so I'm afraid I can't comment much. It looks pretty good but I did notice this (http://i.imgur.com/DRaFqAz.png). None of the text fits in the text boxes. Maybe this is a problem on my end since it seems nobody else has reported it. Any idea what's going on.
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Nice work, I only played Normal so I'm afraid I can't comment much. It looks pretty good but I did notice this (http://i.imgur.com/DRaFqAz.png). None of the text fits in the text boxes. Maybe this is a problem on my end since it seems nobody else has reported it. Any idea what's going on.
If you are not running native Windows or are using a different font, the text will now fit correctly.
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Yikes! I didn't do any testing on non-Windows platforms, so I didn't catch this at all. I'll need to figure out a workaround...
In the meantime, have one more design sketch, for a character who appears on stage 2, but isn't properly introduced until much later.
(http://31.media.tumblr.com/52a046093ba77d7735ae01dea52a5efc/tumblr_mqdc3ymRZq1r6x7pto4_250.png)
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Yikes! I didn't do any testing on non-Windows platforms, so I didn't catch this at all. I'll need to figure out a workaround...
In the meantime, have one more design sketch, for a character who appears on stage 2, but isn't properly introduced until much later.
(http://31.media.tumblr.com/52a046093ba77d7735ae01dea52a5efc/tumblr_mqdc3ymRZq1r6x7pto4_250.png)
Inb4 Extra boss. She look cool. A ghost of some form I presume?
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Her armpits seem exposed. A ghost shrine maiden perhaps?
Also, that hat looks really nice.
Is she like Nazrin, appearing two times in the game, or like Keine, appearing once in the extra stage and once in the 6 stages?
Or maybe Yoshika?
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Very nice game, I like it a lot. The boss music does feel a little... less, than the stage music? It doesn't feel like a boss theme, but since the boss is the youkai of confusion, that seems very fitting. The background is really nice too. I like the fact that it's 2D, it feels a little like the PC98 games (in a good way, I love them.) Actually just art and general everything is really wonderful.
Though, there is one thing I've noticed I'd suggest looking at. During the pre-battle conversation with the boss, usually pressing ctrl skips the conversation. However, on this, it just seems to speed up the movement of everything (sprite floating, background scrolling etc.) and have no effect on the conversation. I've no idea if that's just a danmakufu thing, but I thought I'd mention it.
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If you are not running native Windows or are using a different font, the text will now fit correctly.
I'm running off of a Windows operating system, if that's what you mean. I'm not entirely sure what native Windows is.
@Sakkeru: If you hit ctrl during a stage it will speed up all the bullets too.
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Spoiler info about that last character design:
Stage 2 and (sort of) 6 midboss and stage 5 boss, Ryoka Akategawa. The ghost of the number one disciple of a certain god. Has the power to invoke emotions using music. If I make a third game (yes, I have plans for one), then she may become a playable character.
The Ctrl functionality is indeed a staple of Danmakufu ph3 - as far as I know, there isn't a way to turn it off. I'll add a different button for dialogue skipping (spacebar?) as a workaround, at the least.
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She sounds very much connected to the plot.
I might be able to figure out the final boss now. :3
Anyways, her ability sounds really interesting and I want to know how you are able to turn it into danmaku.
You have big plans don't you. Making a series of game and all.
I've dreamed of making a series of Danmaku games by learning C++.
I wish you luck on your games.
And a little info:
I saw LD on youtube one day after learning about Danmakufu. (About 2012, two years after learning about Touhou.)
I found it interesting and it led me to this site. I wouldn't be here if it weren't for you.
I would have probably just sat on the sidelines and never learning how to script.
~Thanks you~ Don't give up. :3
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Noticed this topic yesterday and finally got a catch to try out the demo today. Played it on Hard difficulty twice and I'll list off the positive and negatives in no particular order:
Pros:
+ Difficulty of the enemies, non-cards and spellcards all seemed fairly appropriate for the difficulty level. The Last Word was awesome, once you figured out how it worked.
+ Stage 1 Theme. I enjoy it very much
+ I like the uniqueness of Nitori's shot type.
+ The background for Stage 1 and the boss is very eye-pleasing. Simple but effective.
+ The character art has that charm to it.
Cons:
- Stage 1 Boss Theme. Eh...doesn't really feel like it fits. The battle or the character.
- While the difficulty of all the cards seemed appropriate, a couple non-cards and spellcards felt like they had a bit too much life. On the boss's midboss noncard, first boss spellcard and second boss non-card, I was getting a time out warning despite trying to pound the boss.
(Edit: On Lunatic Sayori's second noncard is flat out not worth taking down. It's less trouble to just dodge and wait for the time out then to put yourself at constant danger to try and beat the timer.)
The good definitely outweighs the bad. I must express some legitimate concern with the boss theme though. One of Luminous Dream's weakest points (imo) was the boss themes and this (admittedly one stage demo) didn't really alleviate that concern. I'm glad I can actually kill all the enemies on the screen this time though.
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Progress is still going on behind the scenes! It's just not progress that's too fun to look at.
I just got the designs done for this game's versions of Reimu and Marisa. Music-wise, I have 8 of the game's 17 music tracks at least rough-drafted, and we're looking at revisiting Sayuri's theme. I have demo files of every midboss/boss danmaku pattern on stage 2, although a lot of them still need tweaking to be more fun.
For some visual content, have a look at how Marisa has changed since LD (http://i.imgur.com/2uMFX2O.png).
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(http://i.imgur.com/TU4YCgx.png)
Art and gameplay side of stage 2 are making good progress. Backgrounds still pending, Chiwa's danmaku still needs a lot of work before release.
I had to redo the boss rendering code, because the code I have assumes a generally symmetrical boss and just flips the sprite for left/right facing. Since Chiwa's hair is distinctively asymmetrical, I need separate left/right sprite support.
Next: Designing the last remaining undesigned character, combat sprite for stage 2's midboss, then backgrounds and the other two player characters.
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Double Dealing Character spoilers:
FRIG Kijin sort-of has Sayuri's Last Word gimmick
I'll probably keep it as-is, I guess. I don't have any better ideas, and it's not like Kijin ever does exactly what Sayuri does...
EX boss has been approximately designed, giving me a full cast. Got some more danmaku ideas, which fills in some of the holes in my design doc.
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(http://i.imgur.com/s7NFR5F.png)
Stage 2 midboss fight complete, along with a lot of spell/nonspell concepts filled in on later stages. Next task is rebalancing the Stage 2 boss fight.
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(http://i.imgur.com/rfPETQv.png)
More in-game art. All the enemies in Demo 2 are now renderable, although cut-in and dialogue art are still pending. Also began work on the Stage 3 midboss fight here. This particular pattern looks dull in screenshots but pretty cool in motion.
Next up in the art department is the other two playable characters, finalized design for the EX boss, and the backgrounds. A lot of music being written as we speak - if you were one of the many people who didn't like Sayuri's boss theme, prepare to be pleasantly surprised by the next demo.
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I really, I mean REALLY love the Character Design of the Stage 3 Boss ( I think her name is Rizalia Vivas). She's really up there in my "Favourite Fanmade Bosses List". I know I'm inexperienced but some time in my life I will make a stage with enemies, a midboss and boss. It's seems pretty hard, but there's nothing practice can't do.
I am loving the game and really liking all of it's features so far, keep it up :D
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Thank you!
Rizalia Vivas is indeed the correct name - she's a Kapre, a mythological creature from the Philippines associated with smoke and practical jokes. I'm quite happy with her design as well.
By the way, I was crunching some schedule numbers, and it looks like the earliest release Demo 2 could see is around Thanksgiving. Being more realistic, I'm going to shoot for Demo 2 launch by Christmas day.
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Here's all that this thread will see of the final two characters before the full game's release:
This (http://i.imgur.com/8DwughQ.png)
That (http://i.imgur.com/eph6fqD.png)
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Here's all that this thread will see of the final two characters before the full game's release:
This (http://i.imgur.com/8DwughQ.png)
That (http://i.imgur.com/eph6fqD.png)
I hope that second one ISN'T who I think it is.
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I hope that second one ISN'T who I think it is.
The playable characters are the only visitors from canon.
So, don't worry.
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The playable characters are the only visitors from canon.
So, don't worry.
*Phew*
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What is wrong if it was who you think it was?
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Presumably that it would be disappointing and annoying if I just rehashed Flandre for my EX stage.
They have pretty similar silhouettes, but Eliza
is a very different character.
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A new challenger appears!
(http://i.imgur.com/gCycvfU.png)
Reimu's game sprite, bullet logic and dialogue have been implemented/written, making her about half done. She's still lacking bullet sprites, spell card logic, and character art for cut-ins and dialogue.
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My artist took this last week off, but my musician is still delivering!
Sanctuary for Broken Angels (http://www.mediafire.com/listen/6bh71pjmpdzbg7q/Sanctuary_for_Broken_Angels_Demo.mp3) (demo)
Not a final track - the first ten seconds, at least, are going to see some tweaking before release. Hearts Entwined, the boss theme from the first demo, has been thrown out completely, meaning you can look forward to three new boss themes. Of the 17 tracks in the final soundtrack, 10 are at least drafted, with only one more required for the next demo launch.
Stage 2 is one spell card tweak short of being done as far as boss/midboss scripts go. Once all the resources for stage 2 are in place, I'll put out another teaser video.
EDIT: As of 15 minutes ago, I have drafts for every song the demo requires. Now things just need some massaging and one aspect of Demo 2 will be complete.
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(http://25.media.tumblr.com/09558ca4b18d54812ccfbc9d26bdda90/tumblr_mszwrlT26G1r6x7pto1_400.png)
Mysterious stage 2 cameo character has a completed design now!
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Marvelous... simply impressive her design...
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I always find the music catchy and different from the original musics which makes it feel more original than like Mystical Power Plant, etc.
Must be because of the lack of Zunpets. It's always nice to hear different music once in a while.
Keep up the good work. Is the goal still by Christmas?
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The goal is a second demo released by Christmas. Release date for the full version is still up in the air, but hopefully it'll be faster than the four and a half year dev cycle for Luminous Dream.
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Wow... on second review... the cameo girl is carrying some sort of flute, isn't she? Well, she looks enigmatic with or without it nonetheless, but Vivas has so far my favorite design...
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Minor update, since there's no visual stuff to add: Design and danmaku complete for stage 2 midboss, stage 2 boss, and stage 3 midboss. One boss and two stages left before my danmaku is complete.
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I love her design. She reminds me of a komuso priest.
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I've played through the first one you made, It was awesome, although the music has so much violin... A change of main instrument use could use a little bit of tweaking in this game.
Otherwise, I'll be eagerly waiting!
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It looks like I'm a little late to the party, but I played the demo just now and I quite enjoyed it. So I guess I'll say some stuff about it.
1) The Nitori player is really great. She's unique but not hard to use.
2) The background is really great too. A lot of 2d backgrounds look really out of place, but this just seems to fit perfectly. I didn't even notice it was 2d at first. It looks really nice, good job with it.
3) The stage design is great. I love the trails of fairies that fly across the screen when you defeat the lead fairy, very creative. This is the sort of inviting stage design that makes you want to see what's going to come next.
4) Tunnel vision is a good spell, but it seems like I get hit by cheap shots a lot. It's a bit of a problem that the green and blue bullets get hidden behind the red bullets, although that's kind of inevitable with danmakufu. The fact that the blue and green bullets move in such strange directions, as well as the fact that it's the hardest card in the stage, kind of accentuates the problem, though.
5) I'm not really sure how the name of Optical Illusion relates to the danmaku, but whatever I guess. It's a good spell, anyways. I really love the use of those glowing ball bullets, it gives the impression that they're lanterns spinning around or something.
6) Broken Lantern seems pretty forced to me. Spelling 何 in danmaku seems like something from a joke script, not an actual full game. I'm sure other people have different opinions, but it left a bad impression on me.
7) I realize that this came out before DDC, but Walking Backwards with Closed Eyes just seems like a lazy rip-off of Seija's spells, without any of the nice effects. You should at least add in some effects, even just a circle around the player or something.
Anyways, the previews of things to come look quite exciting as well. I'm looking forward to the next version.
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(http://25.media.tumblr.com/e42724e1dab150778c21143ca94ec67f/tumblr_mtcsj3GOrJ1r6x7pto1_400.png)
Stage 2 is fully coded, and all characters for it fully designed. All music for the stage is in place (although some things aren't quite finalized in that regard), conversation art still pending. Player Reimu has bullet art now, just leaving the bomb to be coded and illustrated. Gonna start work on Marisa soon.
Chiwa's design is probably the simplest of the cast. She has the ability to see into the future.
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"I can see your demise in this battle!"
*A Few nonspells and spellcards later"
"No way, It's Impossible!!"
I love her pose~!
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It's a bit of a problem that the green and blue bullets get hidden behind the red bullets, although that's kind of inevitable with danmakufu.
On the contrary, I'm actually 99% sure I can fix this. ph3 has a lot of very nice flexibility features that 0.12m lacked.
Did a first round of internal playtesting for stage 2 that led to a lot of tweaks, including some pretty dramatic changes to how Beginner difficulty works - I'm experimenting with the idea of having all items always auto-collect on it. Testing shows that one of the things that freaks out inexperienced players is how many things you need to keep track of at once, so that would make one less distraction. Starting on a Marisa player script when I get her sprite tomorrow evening, and soon to start some proper work on the stage 3 boss.
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On the contrary, I'm actually 99% sure I can fix this. ph3 has a lot of very nice flexibility features that 0.12m lacked.
Oh, good, apparently bullets are the one object that Obj_SetRenderPriority doesn't work on.
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(http://i.imgur.com/VIFx7UC.png)
Rizalia Vivas design completed! She's a kapre, a mythological creature from the Phillipines known for smoking and playing tricks on people. Having the power to manipulate and turn her body into smoke, she'll act as the final boss of the second demo.
Things are going a bit slow - that Christmas Day release may be a bit too ambitious.
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Project is still alive!
(http://i.imgur.com/s2vEOHB.png)
Backgrounds done for stage 2. Dialogue art done for all bosses in the demo. Getting final versions of some more of the songs in place. Remaining work that needs doing:
-Dialogue art for Reimu and Marisa.
-Bomb programming and art for Reimu and Marisa.
-Stage 3 backgrounds.
-Touched up versions of several music tracks.
-Main menu scripting.
Christmas is a pipe dream at this point, but Q1 2014 is pretty realistic.
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Project is still alive!
(http://i.imgur.com/s2vEOHB.png)
Backgrounds done for stage 2. Dialogue art done for all bosses in the demo. Getting final versions of some more of the songs in place. Remaining work that needs doing:
-Dialogue art for Reimu and Marisa.
-Bomb programming and art for Reimu and Marisa.
-Stage 3 backgrounds.
-Touched up versions of several music tracks.
-Main menu scripting.
Christmas is a pipe dream at this point, but Q1 2014 is pretty realistic.
OOOOOOOOOH~!
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Are you going to make it like a real Touhou game like Mystical Power Plant is?
This includes having a main menu, having danmakufu automatically start Tree of Life without the menus, and a stage frame.
I can't wait till Q1, even though I don't know when it is or what it is.
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Are you going to make it like a real Touhou game like Mystical Power Plant is?
This includes having a main menu, having danmakufu automatically start Tree of Life without the menus, and a stage frame.
Yes.
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(http://i.imgur.com/NHGWxEt.png)
Dialogue art for Reimu complete. Now I just need Marisa and a couple more expressions for Nitori and the character art will be locked in for the second demo.
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Oh, and I uploaded a quick teaser video (https://www.youtube.com/watch?v=5CgjNFRqOvM) for the second demo.
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Ugh... I hate to do this, but there's just no way around it.
I've lost all my momentum and motivation for this project. Haven't touched it in over a month. I think I'm going to have to put it on hiatus.
It may still eventually see the light of day, but it's gonna be another timeline like Luminous Dream. Sorry to everyone who was looking forward to it.
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I've lost all my momentum and motivation for this project. Haven't touched it in over a month.
Welcome to the club. This feeling can be extremely frustrating. Let me guess, you open up your editor, engine and other tools > you stare at your screen for several minutes, start getting distracted and end up doing something else (game/browsing) while the stuff is still open in the background. Eventually end your 'day' by closing all windows/tools/editors?
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Oh my, I know this all too well. IT's a shame when it happens, I know. Well, hopefully you can take this time as some kind of vacation, since programming sometimes can be very onboxious...
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It has happened to me as well. Though recently I have found motivation to continue going.
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^ it happens to everyone unless you are very determined or have someone watch over you.
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It has happened to me as well. Though recently I have found motivation to continue going.
Aye, same here.
^ it happens to everyone unless you are very determined or have someone watch over you.
Determination is indeed required, though when solo-making something, hard to have anyone watching over you :V Unless you're like inside a club that works on their stuff (Artist club alike).
I too have picked up the pace well with my own game. Steaming forward again. Motivation seriously comes and goes depending on real life incidents. Sometimes you get inspired by something in life, a person, an event, an image or anything.
Prof. Scissors, take a break for a week or two or maybe more. Don't force it and you'll notice it yourself when the inspiration starts flowing again.
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Hello again.
(http://i.imgur.com/leFokW9.png)
Work is resuming. Before I get to new content, I'm redesigning a few of stage 2's spellcards. Chiwa's new first spell tries to anticipate where you're going to be in the immediate future and lays bombs there.
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Why, good to see you again working!
Interesting concept, with her ability being reading the future, I am looking forward to her danmaku. See what I did there? :V
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It's good to see that you're working again. I liked the first game and the first stage of this one, and I'm looking forward to seeing what you'll do with Chiwa's danmaku :)
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Work continues!
(http://i.imgur.com/6ylzGzr.png)
Rizalia's danmaku was a roadblock for a long time, but now I've got a good system for rendering walls of smoke. Her spells remain very much in alpha state, but it's reasonably fun so far.
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(http://i.minus.com/icG8rkgUd3JRX.gif)
Still alive. Have a small, animated glimpse of Rizalia in action.
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(http://i.minus.com/icG8rkgUd3JRX.gif)
Still alive. Have a small, animated glimpse of Rizalia in action.
My god, that's Satori's Mercury Poisoning on steroids.
So, how's progress?
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My god, that's Satori's Mercury Poisoning on steroids.
So, how's progress?
Slow and steady. I need to hash out one more spell card for Rizalia, then make the stage surrounding her. At that point, I'll probably toss out an early version for testing before tying it all together with nice graphics and a menu script. I'm in touch with my artist again, and all music needed for the demo is already done or close to it.
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I like what you've done with the current demo. A lot of little things are already finished, and those add up.
Just one question though. In ph3, how are lives and life pieces going to be shown? Or is there going to be a different HUD entirely?
Looking forward to the next demo!
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As of the finalized Demo 2, there will be a new display for lives/bombs, along with a general overhaul of the HUD. For now, they are invisible until you collect 5.