I don't know why CV fan makers now are so obsessed with having a time limit on their whip power-ups. Why couldn't it be like Castlevania: The Adventure, Castlevania 2: Belmont's Revenge and Castlevania: Bloodlines, where the power-up was lost if you took a hit? That imo is a far better system then a time limit. By having a power-up that you would lose upon being hit, it forced you to be a better and more thought-out player, because you would strive to keep your power-up for as long as you could. It made you want to dodge enemies and traps in preparation to use your power against the boss at the end of the stage. This was something I always looked forward to while playing bloodlines or the two Gameboy titles.
It's not an obsession with me so much as laziness. I'm in my senior year of high school and there's a lot, I mean a LOT, of shit that I have to do. And that's not even counting scholarship stuff for college and job-hunting. Time limits on the flame whip are because I don't have a lot of time to program in a variable that would coincide with the enemy parent and the whip parent. While I know how to do it, I haven't had a lot of time to work on the game. Notice that I rarely get on here anymore? And how I haven't updated the game's videos in almost a year? I've been busy. Once summer hits, assuming I don't get a job, I'll have more time to do stuff. I've planned on having the whip be BR style, but lack of time has effectively prevented me from implementing it.
Also, could someone here please clarify what "polished" means? I keep hearing that words thrown around, but the varying contexts are confusing as to whether they're referring to gameplay, graphics, I don't know what. Someone help lest I drown in the unknown.
Well I admit when I read the title of the game I was expecting another Sotn wannabe 'cause it seems everyone copies that type of names since this game came out instead of picking a more badass name but it's looking good, I'm getting annoyed by the Medusa's heads just by watching this video, good music, it would be nice if they speed up Richter a bit.
They were pretty cheap. I adjusted their speed and spawn rate based on difficulty level and tweaked the movement arcs a bit. The character's a bit quicker, too.
It may lack polish but overall it looks pretty solid. The character movement looks fairly accurate to the older games like dracula x or rondo.
Hee hee. Yep. Them's the physics I was aiming for.