My new shmup: Dragon Dancer (compo version B).

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Adigun A. Polack
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My new shmup: Dragon Dancer (compo version B).

Post by Adigun A. Polack »

This original new vertically scrolling shooting game from me is *definitely* for all of you Dragon Spirit and DoDonPachi fans alike, and it is entitled Dragon Dancer, a brand-new project of mine that is also an official entry of the Shmup-dev’s current “Dragon Shmup” competition. :D

Feast your eyes upon these blazing hot screenshots:

Image Image
Image Image

....and best of all, in addition with the usual Upright mode that this high-fantasy shmup provides, it even has TATE mode for that true arcade experience!!! ;)=b !

Now, I will happily share this new game with all of you, so please get clicking now to http://dhost.hopto.org/aapproj/dragondancer/ to go to the official pages of this game where you have a sure shot at downloading this early demo which features only the first area. Right now, there is no boss yet and plenty of work for me to do on it, but what is presented to you so far in this game is quite a helluva start once you begin playing it!! :) !

Also, keep tuned to this thread for more of the latest-breaking news and developments from me going up to the next new version of this game, ok?

Well, be seeing you again, and do enjoy my shmup demo!! :D
Last edited by Adigun A. Polack on Thu Sep 07, 2006 2:29 am, edited 1 time in total.
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mirkvid
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Post by mirkvid »

that looks awsome! great work on the artwork especially! i'll check it out and give you my thoughts later (right now my thoughts are that i need to put in a lot more work into my own shmup!)
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Frederik
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Post by Frederik »

Wow, the style look extremely similar to Dimahoo. I like the font of the big chain number and the gold coins that the enemies drop. But the bullet patterns are way too much and too unstructured :? I would make the dragon a bit shorter, at the beginning I thought the tail was some kind of graphical error :lol: Overall this demo looks very solid. Definitely one of the more promising shmup homebrews I`ve seen so far.
THE BULLETS ARE NOW DIAMONDS!
Adigun A. Polack
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My words for you here tonight.

Post by Adigun A. Polack »

Thanks for your honest opinion, FrederikJurk. I am only learning to create something original and stuff like that in shmups like the one here. :D And you are absolutely right, the bullet patterns need to be more refined, and I am gonna think about straightening them up to make much them more easier to dodge (like slowing the fast bullets down, for instance).

And to everyone else, two of the sheer beauties of Dragon Dancer are 1) the new Dragon EXP system (more on that in a bit); and 2) the way the body segments of your dragon block a lot of enemy bullets and damage the hell out of the enemies themselves, tearing them apart (think Jaleco’s 1988 arcade game Saint Dragon and you know what I am talking about! ;) ! ).

The Dragon EXP system goes like this: you simply collect the many gold items released from the enemies you destroy. This will start your chain going. However, there is a chain timer in which you have a short amount of time to increase your chain to greater heights! When time runs out, you end your chain. BUT, there is a special twist for this game: upon ending your chains indeed, the chain amount will be transformed into that exact same amount in EP (or experience points!). If you meet or exceed the target amount of experience points that are needed, you will level-up your current weapon, just like that!!! :D=b

Something worth thinking about, you know? :cool:
Adigun A. Polack
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The new gameplay vids for my game are now up!!

Post by Adigun A. Polack »

Alright. I have just registered for YouTube recently now, and here now are three (3) of my brief but sweet gameplay demonstrations of this project of Dragon Dancer that I have just uploaded this week, with even more on the way soon! You may check them all out on my new game videos page right here please. :D !

Thanks so much again, and I am gonna do some special webpages on this game this week, so watch for them soon, ok? In the meantime though, bye for now and enjoy my vids!! :cool:
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BulletMagnet
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Post by BulletMagnet »

Hmm...just tried the demo and watched the vids, some pretty cool stuff happening there. Here are a few of my opinions:

- Definitely plenty o' destruction happening, the overall "style" somehow reminds me of Lords of Thunder. Lots of explosions and shiny medals also give it a bit of a Giga Wing feel, but it works pretty well.

- The pace is very fast for a manic shmup: the hitbox is very small indeed, but with all those enemies and bullets coming at you so fast (and with the showers of medals making it even tougher to make out what's what), things can get confusing pretty fast. Also, the very large player sprite can make it tough to hone in on the hitbox in the thick of things.

- The "experience" system reminds me of Radiant Silvergun...do I read it right that whenever your chain ends, no matter how much you've exceeded the EP requirements for a Level Up (is that displayed onscreen anyplace? I didn't notice), you can still Level Up only once per chain? This might mean that it'd be in the player's interest to purposely end chains in order to "level up" more frequently, if two shorter chains mean you Level Up twice, while one long one means you only do so once. Also, of course, I need mention the obligatory "Silvergun Syndrome," which pretty much forces you to play for score just to survive (which might put off some players), though I'd hafta see the whole game in action to see how much this comes into effect.

- The "tail" is pretty long, it almost seems as if you could circle it around your entire hitbox and freeze it there, making yourself all but invincible to everything except unblockable shots...at least that's how the video made it look. The player just mowed down everything with that tail, he didn'ty even have to shoot, really.

- On that note, I don't think you've mentioned much about the scoring system yet, but will there be any point incentives for killing enemies with your tail instead of your shots, sort of like Kyuin offers?

- Off to the side, joystick support would be great. ;)

Lots of potential here, don't take my above comments as evidence that I hate this or anything, I think this could be really cool if you keep up the good work. :) Best o' luck!
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TalkingOctopus
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Post by TalkingOctopus »

Very nice. As an aspiring shmup dev, I wonder what programming languages and tools you are using to program the game and create the artwork? My guess from the assembly, would be directx and C++ or C? Any advice for learning DirectX? I already have a good grasp on SDL.
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Fenrir
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Post by Fenrir »

Well, ok.
It is very, very nice indeed. From the programming side at least, it's fantastic. Bullets, medals, heaps of monsters and the tail don't slow things a bit. The artwork is nice, and to be an amateur shmup it's kinda impressive.
One couple of questions... were the "expanding" wings really necessary? I mean, I think a couple of animated sprites for the wings would really look better in my opinion. The stretching stuff hurts my eyes.
Of course I do know that it's in early stages, but a bit of "fantasy" in the monsters waves could help.
By the screenshots I could tell that it was kinda chaotic, but I'm glad to see it in motion and say that it's not chaotic at all. Maybe the gothic to write "chain" was not a good choice? It adds up to the already super-colourful environment.

By the way, can't wait to see the tail's shenigans (it's a very nice addition, plays like Gradius V and Saint Dragon :D).
Alas, Ikaruga is going...

Undesired, unwanted them...
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FRO
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Post by FRO »

Pretty impressive - I'd be very curious to see the final product. Any game that uses the gameplay mechanic of Saint Dragon (using the tail as a bullet shield) could be fun. However, I will say that it does look REALLY busy (even more so than Mars Matrix or Gigawing), & that could be a problem for some, including myself.

As a former guitarist of Overkill once said, you can only play thrash metal so fast before it burns itself out. I think that holds true for manic shooters as well - you can only cram so many bullets, medals, enemies, etc. on screen at one time before the player either is physically unable to perform the moves required to contend w/ all those things, or just gets so confused by everything on screen that they have to process that they are unable to do so. Sorry for the "shmup philosiphy" but I can see what others have pointed out that it might be too busy.
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Icarus
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Post by Icarus »

That tail looks a little unbalanced, like it's possible to fly through the whole stage using it as a shield. while that would be good for scoring purposes, perhaps there should be some kind of counter-measure to stop it being abused, like a timed usage of the tail shield, or bullets that aren't stopped by the tail itself.

The bullet patterns are kind of swarmy as well. Maybe start to add some structure to the bullet patterns themselves? Observe shmups from the Toaplan era and further to see how patterns can be created. Creating a good structure for the stages is also important, very few shmups nowadays operate on the swarm principle of stage structure, opting for a more ordered layout and combining with bullet patterns to create the difficulty.

Overall its very promising, I'm looking forward to playing the final product. Keep it up!
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Adigun A. Polack
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Here is my take on this, plus more!

Post by Adigun A. Polack »

Hey, regarding this game, I thank you all for some constructive criticism and also for putting a lot of ideas up to the plate that I can *sure* use in continuing my project here. :D !

About the dragons themselves, in the programming of the game Dragon Dancer, I first thought that I am to make the wings animated as silky-smooth as possible instead of just 2-5 frames of it and that’s it, you know? I was aiming for some realism as best as I can. But, I will be taking at least some of your opinions to heart when I do continue this project, you guys! ;)

As for the bullet patterns, Icarus, you wrote down this:
The bullet patterns are kind of swarmy as well. Maybe start to add some structure to the bullet patterns themselves? Observe shmups from the Toaplan era and further to see how patterns can be created. Creating a good structure for the stages is also important, very few shmups nowadays operate on the swarm principle of stage structure, opting for a more ordered layout and combining with bullet patterns to create the difficulty.
That is such great advice. Definitely. I mean, look, I believe in the phrase “Keep it real, keep it simple”, and this sure is to be the case with my game when I do some additions and tweaking on it, got it? :D Having said that, listen: I am gonna have players start the game with the approaching enemies firing as *fewer* bullets than was presented in my current demo, with the bullet patterns very simple and easier for the player to dodge. Then later on, I’d gradually turn up the bullet patterns by making them slowly more complex and challenging for the later areas! You know, with this potentially fair tactic (and a slow-to-medium enemy bullet speed to start with!), this game could get better and better for all of you, I am sure. That is what I am endeavoring for on this!! ;)=b

And TalkingOctopus, you wrote this:
Very nice. As an aspiring shmup dev, I wonder what programming languages and tools you are using to program the game and create the artwork? My guess from the assembly, would be directx and C++ or C? Any advice for learning DirectX? I already have a good grasp on SDL.
The programming language I am using for this wonderful project is FreeBASIC, really. ^-^ The official page for it is located at http://www.freebasic.net, ok?

Also, at least a couple of the programming tools that I have used so far in this game are:
  • Jasc Paint Shop Pro 7 (10th Anniversary Edition)
    Texture Maker (an OUTSTANDING tool to use in creating new textures in shmups and stuff, and you can find it here! :D )
On learning DirectX programming, I do not know any ins-and-outs yet on how the inner workings of it are made, but I can guarantee you, I am doing my best with what I know to do on developing this project, let me tell you now. ^^

As well, with my original art designs for Dragon Dancer, I first drew and colored them on paper, and then I scanned them to Paint Shop Pro 7, and added some extra touches. Here are three (3) of them right now, and they show you three VERY beautiful iron-fisted queens from three different kingdoms, with a brief description for each queen indeed. Ready? :cool:

___________________________________________________________________________________

Image Queen Elizia
————————————————————————————————
Queen of the Volcanic Kingdom of Zelasiu, whose lands are made up of islands teeming with huge and active volcanoes that can go off at anytime without warning! In battle, she transforms herself into the mighty Lava Dragon, whose main attack is a neverendingly intense stream of lava bursts coming out of its mouth.



Image Queen Ariteena
————————————————————————————————
Queen of the Green Kingdom of Selandis, whose lands gush forth such unforgettably beautiful emerald-like forests, as well as richly fertile, lush, and even miry quicksand-filled swamps. In battle, she transforms herself into the awesome Forest Dragon, whose main attack includes releasing forth many deadly spores from its mouth.



Image Queen Zelondia
————————————————————————————————
Queen of the Aqua Kingdom of Meotani, whose lands yield forth an immensely vast tropical-like paradise of lovely rain forests, as well as such huge magical rivers and waterfalls that usually lead to so many different and amazing places at once!! In battle, she transforms herself into the great and powerful Water Dragon, whose main attack includes a spread-like tidal wave of intensified water blasts that emits from its mouth.

___________________________________________________________________________________

And those three women are also known as the Dragon Dancers, gifted with the awesome power to transform themselves into such fierce and elegantly magnificent dragons in battle, each with different weaponry, bombers, and more!!!

And finally for you, BulletMagnet, as part of your reply, you wrote the following opinions:
- Definitely plenty o' destruction happening, the overall "style" somehow reminds me of Lords of Thunder. Lots of explosions and shiny medals also give it a bit of a Giga Wing feel, but it works pretty well.

- The pace is very fast for a manic shmup: the hitbox is very small indeed, but with all those enemies and bullets coming at you so fast (and with the showers of medals making it even tougher to make out what's what), things can get confusing pretty fast. Also, the very large player sprite can make it tough to hone in on the hitbox in the thick of things.

- The "experience" system reminds me of Radiant Silvergun...do I read it right that whenever your chain ends, no matter how much you've exceeded the EP requirements for a Level Up (is that displayed onscreen anyplace? I didn't notice), you can still Level Up only once per chain? This might mean that it'd be in the player's interest to purposely end chains in order to "level up" more frequently, if two shorter chains mean you Level Up twice, while one long one means you only do so once. Also, of course, I need mention the obligatory "Silvergun Syndrome," which pretty much forces you to play for score just to survive (which might put off some players), though I'd hafta see the whole game in action to see how much this comes into effect.

- The "tail" is pretty long, it almost seems as if you could circle it around your entire hitbox and freeze it there, making yourself all but invincible to everything except unblockable shots...at least that's how the video made it look. The player just mowed down everything with that tail, he didn'ty even have to shoot, really.

- On that note, I don't think you've mentioned much about the scoring system yet, but will there be any point incentives for killing enemies with your tail instead of your shots, sort of like Kyuin offers?

- Off to the side, joystick support would be great. ;)
While you got some excellent opinions going on, my man, I think you have come to a couple of the best ones I have seen which are 1) the incentive idea for killing enemies with the tail; and 2) adding joystick/gamepad support. d=:D=b !

Here is the thing on that incentive one that I plan on implementing into the game, BulletMagnet: for *every* enemy that you successfully kill with your tail, you will score at least 1 experience point (or 1 EP), helping you to Level-Up your weapon further rather than just waiting for your chain to end as the only way to bring home the EP there. Are you with me so far? :idea:

As for the second one which is the joystick/gamepad support, I will NO DOUBT add it for a forthcoming and better version of Dragon Dancer, so just hang on tight!! ;)

All of you, I thank you so much again for both your opinions and your time as well!!! See you again as I upload some more of my Dragon Dancer demonstration videos!! :D
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Post by PC Engine Fan X! »

For Adigun,

I d/l your Dragon Dancer demo and unzipped it. Is it possible to play in 'tate' mode in full-screen mode?

I also noticed that there's no full-screen mode support for 'yoko' mode either.

Could you add full-screen support for both modes would be great idea. ^_~

I wouldn't mind playing this shmup demo on my PSP. ^_~

Will you do a PSP conversion of Dragon Dancer as well as the PC version?

PC Engine Fan X! ^_~
Adigun A. Polack
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Let me give you some straight answers, man. ;)

Post by Adigun A. Polack »

Unfortunately, PC Engine Fan X, I do not even know how to do PSP programming at all (much less even know about it at all, sadly!), so there is just no possible way that I come up with a PSP version of my game here. Ever. After all, it was all being done indeed through a programming tool called FreeBASIC, which is honestly all that I know how to do on this project. Sorry about that, man, I have my limitations. You know how it is. :(

Also, the TATE mode in this case is a 272x384 vertical screen rotated 90 degrees to fit into a 400x300 full-screen mode, which is the closest that you can get (and as pixel-perfect as you can get, too! :D ). Hey, if there were such a full-screen mode that fills the *whole* TATE mode screen (a 384x272 full-screen mode I am talking about here, by the way!) instead of just having black borders at the ends, I’d be very happy to fix that, but unfortunately, Windows does not support such a thing in DirectX at all. The closest indeed I can get to that is a 400x300 full-screen mode, which is what I think very useful stuff. Anyway, adding the TATE mode for Dragon Dancer is quite a marvelous feat for me that I have *never* done before at all because this mode in a way gives the very impression that you are actually playing it in the arcades, you know what I mean now? ;)

And as for the Yoko (or Upright) mode, since it consists of a normal 272x384 vertical screen that fits just perfectly on a 512x384 graphics mode, YES, is possible for me to do it on a full-screen since a 512x384 graphics mode definitely has full-screen support, with no excuses whatsoever!! :cool:=b Therefore I am gonna be adding it for the next version, so do stick around as I plan on doing so, ok?

Thanks very much for your wonderful time and honesty, PC Engine Fan X!! A pleasure to have you!!! :D

(And to everyone here: the new Dragon Dancer official webpages are now up today, and you can see them right here! They even include another chance to download my current demo, plus some amazing previews of the new music that I am working on for the continuing developments of this project, also!! :) ! )
Adigun A. Polack
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Now programming the bullet fixes for Dragon Dancer!!

Post by Adigun A. Polack »

Okay! :cool: I have just gotten started this week on making the fixes to make the game even better (especially in Area-1, too!).

For example, the overall amount of bullets fired by the enemies. Well, I have toned down some really unnecessary firepower of the enemies and even slowed the bullets down, making them easier for the player to dodge, thereby giving him/her more time. Check out these before-and-after screens:

_______________________________________
B E F O R E :
Image

A F T E R :
Image
_______________________________________

And how about the part where the starting enemies got a bit *too* busy with the enemy bullets:

_______________________________________
B E F O R E :
Image

A F T E R :
Image
_______________________________________

So you see, I am really working now, you know? :D I am just doing my absolute best to make this game even more well-balanced and fun to play, that is all.

Thanks again so much tonight! ;)=b
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Icarus
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Post by Icarus »

Don't forget, enemy formations are your friend. While swarming formations can be fun to deal with, try and mix it up a little and challenge the player to make full use of the tail defense mechanism.

Looking good though. Looking forward to playing a beta nearer completion. ^_-
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Middlemoor
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Post by Middlemoor »

Cool, can you implement joystick support in the final version?
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Adigun A. Polack
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Let’s talk a bit today.

Post by Adigun A. Polack »

Middlemoor, you wrote:Cool, can you implement joystick support in the final version?
Hey, yes I can!! I might have said it from before, but no problem about me arranging it, you know? :D

And Icarus, I sure will not forget about the enemy formations, because that is part of what makes this game more fun, got it? ;) I mean, just look at Batsugun for example, because that game had some of the BEST enemy formation movements I have ever seen in a shmup myself!!! :D
Gopher's Ambition
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Post by Gopher's Ambition »

Is it just me, or am I completely invincible while playing this? I didn't even have a chance to get my tail in position, but none of the bullets could kill me, and a lot of them were aimed at my center.
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Xargon
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Post by Xargon »

Gopher's Ambition wrote:Is it just me, or am I completely invincible while playing this? I didn't even have a chance to get my tail in position, but none of the bullets could kill me, and a lot of them were aimed at my center.
Same here. :?
But this at least proves that shmups with invincibility sucks. :o
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BulletMagnet
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Post by BulletMagnet »

I think he said that he hasn't programmed the hit detection for the dragon yet.
Adigun A. Polack
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There you go. :D

Post by Adigun A. Polack »

On BulletMagnet’s last reply here, he wrote:I think he said that he hasn't programmed the hit detection for the dragon yet.
Right you exactly are, BulletMagnet. And I am looking to add the hit detection between the bullets and the dragon’s miniscule hitbox to make the dragons vulnerable, so to speak. ;)

Speaking of which, I am simply thinking of this: just one bullet hit to the hitbox, and the dragons go down for the count. And in addition, in the later areas, I *can* even throw in (as a bonus power-up) a special shield that will last at least 1 good hit. ^-^ !

Also, I am thinking of showing the players an even better view of where the hitbox is located (instead of just a small flashing cursor) for when the “Slowdown Button” is pressed and held to slow your dragon down, in the way that it was done in Mushihimesama.

And finally, the one big advantage: like the later Raiden Fighers games, you can fly over even the airborne enemies safely without harm, which means you can damage and tear them apart with impunity!!! :D

Sound good to you, people? :idea:
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Icarus
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Post by Icarus »

I think shield + tail won't work very well, you're giving people almost permanent invincibility with the tail anyways. It'd be more challenging to work in bullet and enemy formations that challenge a player to make use of the tail in effective and unconventional ways, as I suggested in previous posts.

Keep it simple. ^_-

Small hitbox is good though.
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No_not_like_Quake
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Post by No_not_like_Quake »

Those pics look nice. Can my shiye PC of 650 mhz handle that, needed question before I'm disapointed.
Adigun A. Polack
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Firing away some sure answers.....

Post by Adigun A. Polack »

Icarus, now that you mentioned it about the tail+shield stuff, I think the shield needs to go (period!), because adding it there will throw the whole game right down the drain. I totally agree with you, my man. :) !

And No_not_like_Quake, your question to me just now was:
Can my shiye PC of 650 mhz handle that, needed question before I'm disapointed.
Yes, it can certainly do so even at 650mhz, although FPS (frames-per-second) performance there on this game might suffer. That is why that while *any* Windows 98/ME/2000/NT/XP-based computer can access this game with at least DirectX 5-7 installed, for full speed, I would recommend a 1.5Ghz computer with a Pentium-4 processor or better!! :D
Adigun A. Polack
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I am back online now, and I got updates for ‘ya!!!

Post by Adigun A. Polack »

Alright now. After I have been disconnected from the internet beyond my control for more than three (3) weeks, I am back in action!!! :D During my long absence, I have continued working on the Dragon Dancer project to make it even better, and here is what I have got now so far!!!

_______________________________________________________________________________
(Note: all times listed in this post are Eastern Standard Time.)

Wednesday, August 2, 2006 at 12:51am
Fixed the exact pixel spacings for the upright mode to make sure the 272x384 game graphics viewport is as *absolutely* faithful as TATE mode while rotated to Upright mode to fit into a 512x384 graphics mode.

Tuesday, August 8, 2006 at 5:50pm
Added full gamepad support (including some precise sensitivity for an analogue gamepad as well!! :D ! ).

Sunday, August 20, 2006 at 10:39pm
Successfully added the bullet-to-hitbox collision and implemented the explosion for the player’s dragon for when it takes a direct hit and goes down for the count!

Image Image
Image

Thursday, August 24, 2006 at 11:48pm
Implemented the arcade-style continue screen.

Image

Thursday, August 31, 2006 at 5:37pm
You have asked for it and here it is: I implemented the experience point bonus system for every enemy destroyed using the tail of your dragon. ;)=b !!

Image

Saturday, September 2, 2006 at 6:44pm
Implemented the all-new bomber for the Forest Dragon successfully!!

Image Image
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Also folks, I was heavily working on the new “Character Select” screen from during my absence indeed, and here are the screenies for you now!!

Image
Image
Image

And, I plan on working on the full 7 initial areas, with a VERY special 2nd loop available if you are *really* good!!! ;) I’m a make Dragon Dancer something a lot more special than ever, I promise.

About the new enemy patterns, I have not gotten to them yet (since I was so busy), but I will get there. Believe me. :) !

On the seven areas, here are the names of them so far:

_______________________________________________________________________________
Area-1 :: Floating Island Continent
Area-2 :: The Emerald Forests of Selandis
Area-3 :: The Erupting Volcanoes on Zelasiu
Area-4 :: The Aqua Kingdom of Meotani
Area-5 :: Multicolored Ice Cave
Area-6 :: Soaring Through the Thunderous Skies
Area-7 :: The Palace of the Evil Volisian Empire

_______________________________________________________________________________


See you all again, and it is so good to be back!!! ^-^=b
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Leroy
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Post by Leroy »

Cool! Is there a current link to the demo? The one in the original post is dead.
Adigun A. Polack
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Why yes! ;)

Post by Adigun A. Polack »

Yes there is, Leroy. Please see the *very* first post that I have updated in this thread tonight for the new link, ok? :D

Thanks so much, man!! ;) !
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