I set the difficulty based on my memories of playing some NES action games :). The cheat code is the classic Konami code!
Retrolead
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Dear Sasha Zenko,
Thank you for reaching out. I tried looking for the MHOOK software, but it seems to only lead me to some GitHub repositories with code for developers.it seems like it's based on a technique using Windows API hooks for input mapping. From my research, this software might work depending on the APIs the game uses to handle input. However, since my game is developed using Godot (specifically Godot 3), making changes to the underlying code would require patches or updates from the Godot development team itself.
I suggest testing other Godot games from itch.io(https://itch.io/games/tag-godot) to see if the issue persists. This might help us understand if it's a broader Godot-related problem. I'm happy to assist further based on your findings.
Best regards,
Retrolead
I appreciate your honesty.Let me try to answer some of your questions.
First,the spin jump and improved enemy visibility are already in the plans.
Enemies having longer range than players is intended to encourage players to charge forward, just like in the original version, rather than playing as snipers.
You shouldn't trust the forest too much. Remember how enemies in the original version used to ambush players from the forest? The forest favors the enemies :)
And most importantly, you will die many times when you first run,just like in the good old days :)
I prioritize the gameplay experience, and since this is a 2D to 3D remake, many original mechanics may be adjusted.
Again, thank you very much for your sincere and detailed feedback.
Yeah, “giant alien bosses in 3D” are one of the motivations behind this project.
I didn't know there were so many abandoned 2D to 3D projects. It's really unfortunate even though such projects are quite challenging. It's difficult enough to design effective 3D levels, let alone make sure the final product preserves the original's aesthetic. You are disassembling and reassembling these 2D classics in 3D, which made them legendary in their day. You have to make difficult choices during this process to get rid of some of the original components, like the jump flip that many players are attached to :) It will also introduce some new components, something like the sudden appearance of enemies that you mentioned. to make sure the game is still enjoyable.
I'm just doing this project for fun, and I'm not sure how far it will go. But I promise to at least create a huge alien boss :)
No matter what, I'm very grateful for your suggestions.
Really? Thanks! I'm really looking forward to seeing it.
The adjustment of the footsteps FX is already planned. It may take a long time though. I've received a lot of good suggestions, and after addressing them all, I'll release the next version along with the second level.
For cheat codes, they need to be converted to the actual game function keys (WWSSADAD JUMP SHOOT).
The Easter egg is a signature action of Contra, but it's "odd" in a third-person shooter:)
Oh, hello! I've been watching your YouTube channel for a long time, So glad to see your comment here.
I’ve always wanted to make the game closer to the original atmosphere. Thank you for the suggestion!
You can enter the Konami Code(↑ ↑ ↓ ↓ ← → ← → B A ) any time before the scene loads. If successful, you'll hear an extra life sound effect. However, be careful: if the last two digits of the cheat code are entered in reverse order,you'll hear a death sound effect insted, and the game will enter an easter egg mode.