Closer but still much too quiet I tried an experiment if you can throw me another build with the attached patches. I will get you an updated version pretty soon with some improved sounds. I can't hear them that well until they are louder, but VERY luckily(since build problems led this to be entirely based off imagination) they seem fit the action and music rather nicely. Jump needs to be proportionally louder, perhaps higher frequency, I might redo it but it's a quick easy one. Getting shot needs to fade quicker to match game timing. Claw getting caught needs some little punch right at the beginning but seems decent. Regular bullet shot seems a bit off but maybe good, I'll have to hear it with fixed volume. Beating the level zoom out seems way better match than expected, but it almost seems like it's clipping somehow depending on where the song is at, I will investigate that. Super Zapper needs to be way louder and other details, but what I can hear so far I am very happy with. It's better sound than anything I managed before which were mostly simple blips, bloops, and blops.
CunningFellow wrote:Is it shared or separate ?
Eh, that's a tough one and a couple extra important decisions to make that I can see.
If 1 player dies do both players restart the level or does the dead player respawn in place(with a short invincibility flashing to avoid rapid re-death) and the action keeps going? That seems like the biggest decision that affects gameplay. If you must restart, then having separate lives might make sense. It would be kind of funny like the old Contra games, the other guy has squandered his lives and hes been watching you play alone for 2 levels....he "accidentally" hits start button to steal a rest from you... then immediately proceeds to throw that rest into a bullet
The social element made it always better with a second player, even if they made it harder to win.
I don't know how feasible it is to make more enemies come if you are playing cooperative. If it's not, assuming roughly equal skill, there isn't much reason to have separate scores since you'd be better off alone for a high score. Shared powerups and loss of the AI droid help to balance the difficulty. If lives are shared, you have twice as much claw area the enemy can hit and cost a life during hectic moments, but twice as much firepower also..with variable player skill I doubt that "equation" means anything. I'd probably just share both as I imagine it's easier to implement, and see if it works out well.
Would there be any issues if both players had jump ability and are at different "zoom out" positions?
PS, I don't hear the "PLAY" sample happening and "D3ATHADD3R" should be "D3THADD3R"
Alec, I notice some instruments that don't use "PC_NOTE_CUT", do you think that will cause any issues?