What i say is that you haven't enough air control, like steer vigil in mid air.
I'll work on that today, I'll give some mid air control but not too much.
If you are standing still, you can only jump straight up, not forward/backwards, and for a diagonal jump forwards, you need to walk first. Understand what mean?
I know it's only a early preview you gave us, but you asked for bug reports, so here i am ;)
-Aside of the jump thing, you can not move in diagonals, only in four way.
4 Way movement is normal for a beat 'em up, you can move right, left, move back and move forward and combine any of these movements together. The movement code when you're on the ground seems fine to me.
-Without a shadow under the vigil's feets, is way too hard to position for a atack, vertically, you have no sense of depth.
I'll try adding a shadow sprite under your feet, I'm not sure how well I can do this though - I tried it once before and I got some weird results but I'll give it another shot.
-If you are too near a enemy, you cannot hit it, the colision detection seems to be weird.
The way it's setup is you cannot hit an enemy if you're inside of it, ofcourse I can change this. It's very hard to do the collision detection of attacks simply because I cannot see the collision radius's being outputted on the screen so it's mostly trial and error guessing. I've talked to LordHavoc though and got an idea as how to check the radius on an attack. (It involves new engine features however such as .scale which simply stretches models/sprites.)
-Don't know if it is a bug worth of mention in this stage, but only the 2 first soldiers atacked me before entering the cave, and a dog after it. All the others were frozen like training dolls.
Hmm, the enemies should not be frozen at all. I've never had this problem except for one time when I spun attack out of being hit, I'll check into their AI though. I'll also add "developer 1" mode so it outputs information to the screen. Thanks.
I'm also gonna add a training mode level where you can simply knock around a dummy training enemy, it'll be good to practice combos and test things out.
Put more fluidity in the jumps and movements and it will rock :)
NPCs and cities would leave it really RPGistic.
More weapons and exclusive combos to them. Double knives, axe, spear and some sort of bowgun... Nah, i'm demmanding so mutch ;)
The games story line is all about the Vol'Brand sword so other weapons are possible but I doubt I'll be adding 'em, it also means that I'd have twice as much work just for adding new weapons since it requires:
A) New animations on Vigil, this takes long to do.. I love animating but at times it can be hard.
B) A decent weapon model that I'd either have to wait for Chillo to make, or finding one from a mod.
C) 2D Sprites, and programming the actual weapons - this is the hardest to do
I do plan some RPG elements though such as leveling up which will increase attack power, health and mana.
Worth of mention is the musics, i loved the choice. Very apropriate. And for the magic system, now i realize it's more like golden axe.
Thanks, the music is from "Dungeons & Dragons: Shadow over Mystara" - I ripped the music from the Sega Saturn version of the game (which is the exact same as the arcade version). The introduction level music I think is from Breath of Fire 2 - I may have to replace the music as to avoid copyright violations and such.
I thought it could be a rpg way of beat'em up. maybe you can have a type of inventory to stock accessories, weapons, magic itens (is it you plan?) and itens (exchange sequences?). Fragger can help you in a menu style of thing i think.
I doubt I'll have a menu system with an inventory, if I do though that means I've managed to gather more time to work on the mod, I'm
already pretty busy with college and finding a job. :P
But still is a great thing you are doing, now i'm waiting for 3 mods to come in full bright form: Codename: Evenom, Lunkin's Journey and Ascension of Vigil besides the ultimate thing nxquake :D
Thanks and I assure you they'll all be great.
EDIT: i was playing while posting and don't saw your last post ;)
That's okay, remember that I'll keep posting updates version of this mod at the same URL location - I've already noticed a bug when you're dead that you can move your dead body around (oops!).