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Topics - Eater

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1
Entertainment / I finally finished a Metroid game *spoilers, I guess*
« on: September 24, 2007, 03:19:36 am »
In about 16 hours or so, which is shorter than the 22 hours I have so far in the first Prime game(and I haven't gone back to try and kill Metroid Prime yet).  I finished with 81% scans, and 73% of the items(most of them missile expansions, because I found all the energy tanks, half the light/dark ammo things, and two of the three charge combos).

The first part of the Emperor Ing battle was almost as tough as either the Boost or Spider Ball Guardians, but after that it was really a piece of cake.  And I wouldn't have run out of time in the Dark Samus battle if I had known I was SUPPOSED to let those little phazon things hit me, but overall it seems that DS battle is the easiest out of the other two.

I think I might be able to see why people think MP2 is harder than the first one, but MP2 seems easier to me; it's just more full of things to do.  I went through MP1 tumbling over energy tanks and missile expansions, while I actually had to think about how to get them in MP2.  It's like MM or TWW is to OoT.  While OoT has an almost decent main quest, MM and TWW offer a much more complete experience all around.

Besides that, there is no way the majority of the bosses in MP2 are easier than those in MP1.  It is simply impossible.  I might agree about Flaahgra or whatever it's name is, but that thing would keep flipping those sun-reflector-things back down if you didn't pay attention.

And no matter what anybody says, it would make no sense to say that MP2 had any more backtracking than MP1 did.  The only backtracking I remember was having to go get the Missile upgrade in the Temple Grounds, and then the Power bomb upgrade in Torvus Bog.  And of course there are the Sky Temple keys, but they're only as bad as those Artifacts.

As for the game itself, it was fun, I guess, but after getting a stupid ending like that, I don't feel it was quite worth it, and I definetly won't be trying hard mode out unless I'm bored.

2
Graphics / Metroid fan art
« on: September 14, 2007, 08:40:18 pm »
Well, one of my siblings got a camera for her birthday and is allowing me to use it, and I've recently been playing a lot of Metroid games, so I decided to make some fanart.  So here it is:

Samus

Spider ball

That won't be the last of it.  Feel free to speak your mind, or whatever.

3
Entertainment / Metroid Prime *Rant* *Spoilers?*
« on: September 08, 2007, 04:47:24 am »
As most of you may not know, a few days ago I'd traded in Sonic and the Secret Rings for both True Crime: Streets of LA and Metroid Prime at a Gamestop.  I'd played both before, but never owned them or got through to the end of them, so I wanted to see if I could.  The former seems impossible, but I thought I might actually get to the end of the latter, or at least close.

But Thardus and everything after turned out to be almost a chore to do because of how so fooking difficult it is.  Unlike Echoes, there is so much backtracking to do, taking you to the other parts of the whole freaking planet instead of just in that one area, and it only gives you what room to go to but not even a general direction to take.

And aside from the smaller enemies and those rip-off dinosuars from Torvus Bog(forgot their name), maybe even the bosses, the AI seems to hard for me to handle, especialy the Space Pirates.

And that brings me to the Phazon Mines issue.  There are Space Pirates and those stupid cameras everywhere.  They can make magnets and cranes and computers and put Phazon in themselves and mine and everything, but they don't have the intelligence enough to actually put more than one Save Station somewhere in their mines?  Not  even on the terribly insanely long path to get the Power Bomb upgrade?

By the time I actually get to the room with it, six out of seven of my energy tanks are gone, as are 75 or so of my 80 missiles, and I meet a totally unexpected enemy that I can't lock onto or even damage!  So I try to get under the floor somehow to hide or whatever in Morphball mode, but there isn't anywhere to get in, so I die for the first time, and have to start ALL THE FOOKING WAY UP AT THE TOP OF THE MINES!! WTF.  THE ORIGINAL IS TEN TIMES EASIER.

Anyone else think so?

4
Entertainment / Anyone know how to bake a cake?
« on: August 25, 2007, 09:53:22 pm »
Paper Mario ftfl.  If anyone has played it and finished it, can you tell me what the real recipe for whatever Gourmet !@#$% Guy wants in his stupid cake?  I've tried 5+ times to use the ingredients that gay star told me to use, and none of them worked.  I've tried using more eggs, tried overloading it with cream and strawberries, and I've tried adding 3 tons of sugar, but that guy has completely horrible fooking taste, because he thinks everything sucks.  I've tried reading a walkthrough, but all they say is "bake a cake and he'll tell you blah blah blah," completely skipping the important details on how to do it.

5
Entertainment / Has anyone here played Kirby for the NES?
« on: August 24, 2007, 01:21:54 am »
I downloaded it for the VC today, and so far, just past level 2, it's pretty fun.  It's not as hard as LoZ, AoL, or SMB, or perhaps even SMW, which is good, but it definetly feels a bit more challenging than Kirby 64(the only other Kirby game I'vge played), but maybe that's because I'm just not as good as controlling Kirby with the Wiimote rather than the N64 controller.  But it's fun.

However, I have a question to ask: Does this game automaticaly save?  I would suppose so, since you get to make a file at the title screen, but just to be safe I left through the HOME menu, because nowhere did I get any sort of message or notice that it was saving.  And trying to get past Metaknight's soldiers again would be painful.

Also, what do you think of this game?

6
Discussion / [Pre?] Robo Jesus Ftw *Video update*
« on: August 22, 2007, 03:35:42 am »
Notes:

-I've decided I was bored with whatever projects I was working on before(aside from Loste), so I wanted to try and do something that's not a fan game, thus allowing me to have more freedom with the engine(of which I've made from scratch so far) and other things.

-I prefer to call this a pre-project because it is far from done; none of the bosses are made, not all of the music or tilesheets are made, nor are the cutscenes or spells, etc.  I've only been working on it for a few days so far, and I'm only one person, so I don't expect it to be done anytime soon.

-Please, if you have something negative to say about the graphics or the way the game is played or the way the music sounds, please refrain from saying so.  They are meant to be the way that they are.  However, if you have any good ideas, such as "I think this should be in," or "Why not try this instead?" in a non-flaming fashion, then you can go ahead.

-This game is being made in GM v.5(unregistered), if that's important to anyone.

Story:
A thousand years in the future, Robo Jesus is created by a mad scientist that goes by the name of Dr. Kintobor.  Kintobor tries to control Robo Jesus in order to gain fame, but Robo Jesus escapes, and in doing so, finds one of the many ancient inventions Kintobor stopped working on.  You'll have to wait for the game to find out more.  :P

Screenshots:


Trailers:
Click

Boss - Gohtan - Sorry that there's no music.  It has to do with my music card or whatever it is, because I don't have the right option to record music on my computer, or something.  And the real game looks a lot smoother than this.  Anyway, this is one of the bosses that will be in the game, or a mini-boss.  Notice that next to it you can see numbers-that's it's health.

Demos:
None yet.

Credits:
Sprites - Eater
Music - Eater(aside from the trailer, the title screen, and possibly at the end when the credits roll)
Sound effects - So far, I've only used some from the Metroid Fan Mission website, but I'll probably use other
Scripter/coder/designer - Eater


7
Audio / [Request] Zant battle?
« on: August 14, 2007, 03:36:02 am »
Anyone who's played Zelda: Twilight Princess most of the way through should know about Zant.  I've searched just about everywhere for any of the themes that play during the battle, but have no luck(as with many other themes from TP).  Is it possible to find any(particularly in the "ice" or "water" segments?  Or the last?)?  Even a midi remake of the songs would do.

8
Recruitment / Attention: Lost fans
« on: August 09, 2007, 06:07:34 am »
This isn't really all that important, and I'm not sure how long it'll take me to make another one(if enough people like the first), but I'd like voice actors for a project I'm doing: making a funny series of videos on youtube based off of Lost, called Lawst.  The only episode up right now is A Tale Of Two Lockes(click here to see it).

I think it could be alright with the text alone, if I make it a bit bigger or clearer somehow, but I don't think it would hurt to try to have people do the voices for any of the characters(as long as they work with Windows Movie Maker).

Is anyone interested?

9
Entertainment / Anyone else play Prince of Persia: The Two Thrones?
« on: August 07, 2007, 12:48:51 am »
Before I hadn't been all that much interested in the series(although I thought I might get it for the Wii after reading about it in an NP magazine), but my brother happened to buy the game for his PS2, and since I don't have any games that I haven't already finished, I decided to give it a try.

It is definetly harder than most other games I have played(and I've been playing it on Easy), but I did manage to get to the last boss today, and I only just started about a week ago without much help.  The bosses are really a pain in the arse, and I don't think I'll ever kill this Brazeer thing, but it is a lot more fun when there is actually a challenge(*coughganoncough*). 

I guess I don't know all the story details either because I haven't played the others, but it seems mostly gameplay-driven, like Sonic or Mario, so I don't really care.  I do dislike playing as Black Prince, though(the Well of Ancestors FTFL), and the story around it reminds me of Shadow the Hedgehog all over again.

So what do you guys think?  And do you have any tips for me?  I'm not going to restart the game just because I could only bother to find one of the health upgrades.

10
Apparently Locke, from Lost, is going to be in Super Smash Bros. Brawl, and so I made some sprites with ideas of how he may be like:


11
Audio / No wave input???
« on: June 14, 2007, 07:17:11 am »
Hey, I've been looking for a program that can record sound from my computer, like from Youtube or any other music file, etc., but none of them have worked. I tried using Unregistered Hypercam 2, but for some reason that only records what's on the computer screen, no matter what I do. And then I tried using Blaze Media Pro(or whatever it's called), which seemed like an EXTREMELY large file, but it turns out it was only a trial, and can't record music from my computer at ALL!  And neither will Freecorder, which even lies in its own description, saying that it will "record the music coming from your computer's speakers". ::)

wtf is the problem?

Can anyone point me to one? This is getting too frustrating.

12
Other Projects / [Completed] Hookers
« on: June 11, 2007, 11:58:45 pm »
 :P

Seriously, this is just a small game I recently made, and it didn't take too long to make, so I didn't bother making a topic for it at all until now(although I could probably make more functions to make the game more in-depth, but those could also be in some kind of sequel).

Basically, this is a mini-game, in which you have to keep from falling to the bottom of the screen by using your grappling hook to latch onto and pull yourself to the falling blocks.  Depending on which way you choose to play, you can use either the left or right keys, or the mouse, to move the character, and either press the space bar or click anywhere on the screen to use the grappling hook.

Also, watch out for falling spikes.  The longer you stay alive, the more points you'll have.

Screenshots:


Download:
Here it is

Hope you have fun with it.

13
Other Projects / [Pre] MP3 *Sept 22 update*
« on: June 07, 2007, 04:32:16 am »
Videos:
Trailer showing off the new side-scrolling engine I made from scratch.
Intro
*NEW* - Malfunctionator

Story:
LOG 48.1516.2342
Distress signal found on Sun.  Preparing to land.


Obviously, Samus finds out about a distress signal coming from the sun, and goes to check it out.  But when she does, a rogue turret spots her and destroys her ship.  Samus herself gets to her destination, though.  The end.

Artwork:
Samus
Spider ball

Screenshots:

1.Well, the first one doesn't show much, aside from what was in the trailer.  I didn't add a background to that room because I was lazy and that room obviously won't be in the final build.
2.Not much else, except that I've added the number of health units you have left next to the health bar and energy tanks.  The number under those tells you how much you've scanned/progressed/etc., which will effect the ending of the game.
3.I've found out how to stop Samus from shooting while in morph/spider ball mode.  As you can see, you can use the morph bombs to jump as high as you want to.

Controls:
Shift - Pause/unpause
A & D - Switch between weapons
S - Jump, or shoot webs while in spider ball mode
Z & C - Move left and right
X - Go into/out of morph/spider ball mode
V - Lock onto enemies
F - Use visor/Use boost ball
Space - Use current weapon, or lay morphbombs
Left click - Scan
Mouse - Aim

Comments/Updates:
-I've tried to but failed to implement locking onto enemies so far, because even though I try to set a certian variable off if there aren't any oEnemy objects in the room, it still ends up telling me that "x" is an unknown variable after I've killed all the enemies in the debug room.  Oh well, it'll be more of a challenge without that.
-After finding out that Samus gets stuck in the walls, I was able to fix it.  The floors seem to be no problem though.
-I've added scanning, and everything you scan automaticaly gets copied, so you can paste it to a clipboard or notepad or whatever.
-Since I thought the warning system in MP1 and 2 were cool, I've decided to implement it into this fangame.
-Fixed another jumping bug, along with a glitch I found with the webs.
-Fixed the lock-on feature, so now you can hold V to lock on to any enemies.
-Added a visor feature.
-Added Boost ball upgrade, so you can hold V while in morphball mode to charge it up.
*NEW* -As you can see from the Malfunctionator video, a map telling you which area you are in has been added.*

14
Other Projects / [Completed] Super Mario LOL
« on: May 21, 2007, 07:38:02 pm »
Well, just because this is my first finished game doesn't mean you need to go "easy on it."  Any comments at all would be welcome(and even if they aren't, it's your opinion.  It wouldn't be my fault that you didn't enjoy the game(to an extent)).

Story:
I didn't bother much with the story, because side-scrollers aren't really meant to have long, complex stories, but here's what I came up with: A monster called the Shadow Dragon, that lives in the Stormy Skies, ate Mario's soul, thus cutting him off from the world of the living, where Peach was and could now be kidnapped by Bowser(again) with nobody to stop him.  Now Mario needs to venture to the skies and take his soul back from the beast.

How to Play:
Arrow Keys-Move/Climb/Duck(if you duck and you slide under some obstacles, such as invisible blocks)
Ctrl-Jump
Shift-Hold to run faster and jump farther
Enter-Pause the game
Click-Choose options at title screen/Save the game(in Easy version)
Space bar-Load the game you saved(at any time)(both)
R Key-Restart the level(at any time)

Goal:
The goal in this game is to get to the end of each level(there will be two levels and a fortress/castle and boss per world) and hit the gray box marked with the "!" However, there are some secret passages in each of the levels that make it easier to get through the game.(and, on depending on which version you download, either checkpoint, or being allowed to save at any time by clicking anywhere on the screen)

Download:
Since I couldn't make up my mind, I made two versions of this game, which are mostly the same except for the saving system.
Easy version-Able to save at any time by clicking on the screen
Hard version-Only able to save by getting the checkpoints, which are the red "!"-marked boxes.
Note: They're both .zip files

Credits:
Myself/Travis Box - Most of the sprites, level design
Martin Piecyk - For the basic Super Mario engine, ripped Mario and Goomba sprites
Those who make music for the Midi Shrine - for the music so far
Those at Mario Fan Game Galaxy - for ripping the sound effects

15
Coding / Drawn lives and score following the screen?
« on: May 14, 2007, 04:07:48 am »
Well, I've been working a lot on my fan game for the past few days, the first of which I actually see being completed some time in the future, unlike all my other failed attempts. However, to try to make the game harder than it is already, I've decided to add lives, and a score that actually effects the gameplay(right now it's only really simple; get enough and get a 1-up, lose enough and lose a life).

The lives and score are drawn just fine and all, but the problem is that they won't follow the screen! It shows the score at the top, outside of the actual screen, still, but I want to be able to know how many lives I have left.

Would this have something to do with the view following oCharacter? If I'm not being specific enough, let me know.

Thanks in advance.

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