Had time this week, so I've been knocking a lot off my checklist.
One of the fancier things I did was combine the jump and the jump attack into 1 single action step. That frees up an entire player action step for another purpose. I'm thinking of a super move, since most beat-em-ups have some variation of a power/supermove
But I'm stuck, cause I can't decide the best way to implement a power move. The goal is to make the module as flexible as possible for people to make their own, but still work with little to no coding. of course coders can make up their own, but what should it be out-of-the-box?
1: what button or button combo should I use?
- A+B at the same time
- select button
- Down and attack
2: how do you enable/limit power move?
- timer to replenish
- must fill up a bar by defeating enemies
- collect a pickup
- cost HP per use
3: what should the power move be?
- a projectile (shoot, throw an object)
- a dash attack (a forward jump)
- a radius attack (hurt enemies in range)
- a full screen attack (hurt all enemies on screen)
- a period of invincibility/extra damage (like a rage mode)