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Author Topic: [Pre] MP3 *Sept 22 update*  (Read 8745 times)

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[Pre] MP3 *Sept 22 update*
« on: June 07, 2007, 04:32:16 am »
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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.*
« Last Edit: September 22, 2007, 07:51:45 pm by Eater »
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Re: [Pre] MP3 *Bumpdate*
« Reply #1 on: June 09, 2007, 12:00:43 am »
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*bUmPDATE*
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Re: [Pre] MP3 *Bumpdate*
« Reply #2 on: June 09, 2007, 12:06:07 am »
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You can't expect much messages or atleast 1 message if you don't show any ingame screenshots. Allot people including me don't like to download things without having seen a screenshot. I almost never download anything without having seen a screenshot! So I just did it for you and I hope this won't dissapoint me and reminding me why I almost never download anything without having seen a single screenshot.

EDIT: No wonder this topic doesn't gets any replies! The game is almost not playable, and did you think your enemies have A.I becaused you added this in their step event?
Code: [Select]
move_towards_point(obj_Samus.x,obj_Samus.y,3);Also why the !@#$% do I have to press R so I can control samus again? You where not able to code that Samus  stops flickering after a few seconds right? So you decided to create an other object if you get hurt and if you press R it destroys that object and creates the normal samus object? Also why do I hear Mario Music in a Metroid based game?
« Last Edit: June 09, 2007, 12:15:15 am by Hyrule_boy »
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Re: [Pre] MP3 *Bumpdate*
« Reply #3 on: June 09, 2007, 05:58:33 am »
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 ::)

1.The game IS playable, noob.

2.Any A.I. is A.I.

3.Because there was a bug I hadn't fixed yet.  It's a funking TEST DEMO BISH.

4.Mario music = any music to hold you over until I get more Metroid music

5.I fixed all of the bugs in this: Basic Engine Finished  Keep in mind though I'm still far from done and there will probably be more bugs.  No need to !@#$% and moan about it. :|

Mod Edit Eater, Play Nice please ~andrew.
« Last Edit: July 03, 2007, 05:58:38 am by Andrew »
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Re: [Pre] MP3 *Bumpdate*
« Reply #4 on: June 09, 2007, 11:40:54 am »
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::)

1.The game IS playable, noob.

2.Any A.I. is A.I.

3.Because there was a bug I hadn't fixed yet.  It's a funking TEST DEMO BISH.

4.Mario music = any music to hold you over until I get more Metroid music

5.I fixed all of the bugs in this: Basic Engine Finished  Keep in mind though I'm still far from done and there will probably be more bugs.  No need to !@#$% and moan about it. :|
I gave you some feedback noob! and it's not playable because the enemies keep following you and bumping you in a wall. Wich causes that I can't move and they kill me! You seriously fail with this maze edit.

Mod Edit Hyrule_Boy, Play Nice please ~andrew.
« Last Edit: July 03, 2007, 05:58:25 am by Andrew »
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Re: [Pre] MP3 *Finished Basic Engine, Screenshot...
« Reply #5 on: June 09, 2007, 01:44:56 pm »
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As much as I don't want to, I have to agree that this ain't really playable.  Movement and collision is dodgy (i have to perfectly align myself before I can fit though a corridor, and sometimes it won't even let me do that!), A.I. is too overpowered, I have no method of attacking it once it gets me because I'm paralyzed because of the collision issues making it difficult to move and shoot.

And the "it's only a test demo" excuse is pathetic, what the hell are you doing releasing a demo in the first place when there is so many obvious issues in the first place?

No one's going to obviously attempt to play it when it's in that state, all you're doing is giving your own project a bad name.
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Re: [Pre] MP3 *Finished Basic Engine, Screenshot...
« Reply #6 on: June 09, 2007, 07:39:21 pm »
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Of course, that's the point of those enemies.  You don't want to get too close to them or else you'll be screwed.  You're supposed to kill them from AFAR.  Has anyone here ever played a Metroid game before??
And as for the corridors you can't fit through, that's meant for the morphball mode, if you haven't figured that out already.  No wonder you think it's "unplayable" if you don't even know how to play it.  ::)
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Re: [Pre] MP3 *Finished Basic Engine, Screenshot...
« Reply #7 on: June 09, 2007, 07:56:13 pm »
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Knock it off guys. Criticism and feedback is fine, but what your doing is close to outright flaming.
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Re: [Pre] MP3 *Finished Basic Engine, Screenshot...
« Reply #8 on: June 09, 2007, 09:55:20 pm »
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Of course, that's the point of those enemies.  You don't want to get too close to them or else you'll be screwed.  You're supposed to kill them from AFAR.  Has anyone here ever played a Metroid game before??
We damn well know how it goes in a Metroid game and we also know damn well that your game doesn't even get's close to it.
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Re: [Pre] MP3 *More problems finished, but this ...
« Reply #9 on: June 09, 2007, 10:22:08 pm »
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YOU'RE GAME !@#$% SUCKS YOU GAY MOFO. NEVER MAKE GAMES AGAIN, MY GRANDMA MAKES BETTER !@#$% GAMES THEN YOUR DUMB ASS DOES YOU STUPID !@#$%!




JK. :) (Sorry if you were offended.)

 Anyway, I had my fun with it, like I do every game although I have a few suggestions:

 When you go from morphball to Samus, you sometimes get stuck in the wall... you should write some code to measure wall to wall then place the morphball in the middle before you change.

 Although collisions worked perfectly they still seemed blocky... you should lower the size of the mask on Samus a bit.

 (How do you destroy the yellow blocks?)
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Re: [Pre] MP3 *More problems finished, but this ...
« Reply #10 on: June 09, 2007, 10:44:34 pm »
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Thanks for not being so forceful of you own personal opinions, Peirs. :p  I'll start to ignore others if I feel they're similar to the ones HB have made.  I will say though that this isn't supposed to copy EVERY SINGLE THING from the Metroid games, because otherwise it would be a remake of them.  Plus the top-down view is easier to work with.

I've noticed that, and have been trying to find a way to fix it, and may be able to soon enough.  I've made the Samus sprites a little smaller so the object will actually fit in the corridoors.

As for the yellow doors, try using the bombs that you get(they should be the second or third item, and can only be used in Morphball mode).  With that said, you can only use Charge shots when using the Visor.  The green doors can be destroyed by five missiles, while the red ones can be destroyed by one.  And the "Icciles" can freeze the Metroids, as well as open almost any door.

And for the noobs that can't play or don't know how, I've added a "How to play" video to the game, although it isn't in any demo yet.

Also, thanks for playing.
« Last Edit: June 09, 2007, 10:55:57 pm by Eater »
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Re: [Pre] MP3 *More problems finished, but this ...
« Reply #11 on: June 09, 2007, 10:59:45 pm »
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Thanks for not being so forceful of you own personal opinions, Peirs. :p  I'll start to ignore others if I feel they're similar to the ones HB have made.  I will say though that this isn't supposed to copy EVERY SINGLE THING from the Metroid games, because otherwise it would be a remake of them.  Plus the top-down view is easier to work with.

I've noticed that, and have been trying to find a way to fix it, and may be able to soon enough.  I've made the Samus sprites a little smaller so the object will actually fit in the corridoors.

As for the yellow doors, try using the bombs that you get(they should be the second or third item, and can only be used in Morphball mode).  With that said, you can only use Charge shots when using the Visor.  The green doors can be destroyed by five missiles, while the red ones can be destroyed by one.  And the "Icciles" can freeze the Metroids, as well as open almost any door.

And for the noobs that can't play or don't know how, I've added a "How to play" video to the game, although it isn't in any demo yet.

Also, thanks for playing.
How much more simpler do I have to say it before it gets through your thick skull? It's not that I don't know how to play your game! Its that I can't really play it because its so damn buggy which makes it so unplayable.
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Re: [Pre] MP3 *More problems finished, but this ...
« Reply #12 on: June 09, 2007, 11:16:42 pm »
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HB stay out of this topic from here on out or you will be punished further.
« Last Edit: June 09, 2007, 11:20:14 pm by (>_<) »
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Re: [Pre] MP3 *More problems finished, but this ...
« Reply #13 on: June 09, 2007, 11:35:15 pm »
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You don't have to necessarily do that, Helios, although I guess it's your choice.

As for whether it's buggy or not, I've fixed a lot more bugs than I though I would.  This is the first game I've tried to code/script completely from scratch.
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Re: [Pre] MP3 *More problems finished, but this ...
« Reply #14 on: June 09, 2007, 11:37:10 pm »
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Quote
You don't have to necessarily do that, Helios, although I guess it's your choice.
I'm not doing it for you or this topic. I'm doing it because its my job to punish those who break our rules.
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Re: [Pre] MP3 *More problems finished, but this ...
« Reply #15 on: June 10, 2007, 10:38:28 pm »
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Psh. I didn't find this that bad, I found it quite entertaining. It's a good work in progress, what's that Game Maker function called where they can only move on a grid of whatever you set it to?
Align to grid? I can't remember...
you might want to consider using that so the guy doesn't get stuck so easily.
EDIT: Got it: SNAP TO GRID.
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Re: [Pre] MP3 *More problems finished, but this ...
« Reply #16 on: June 11, 2007, 04:31:08 am »
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Snap to grid?  I'll have to try that, although I think she'll be able to fit where she needs to now(except that one glitch someone brought out about getting stick in the wall after using morphball mode.  I need to find a function to fix that). :P

Also, heat-seeking missiles ftw.
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Re: [Pre] MP3 *Bumpdate*
« Reply #17 on: June 16, 2007, 07:54:53 pm »
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Eater, I'm sorry, this is ultimative !@#$%. I would bet all my money that this is your first game. Ever. You haven't created Artificial Intelligence, it's Artificial Idiocy. There's glitches everywhere. If I collide with an enemy, I'm dead. "Screwed" as you put it. Why? That should not happen. You should just lose health and be able to run away.

If you ran into a killer in real life, but they didn't stab you, you could turn and run? They could come after you and try to stab you, but just running into them won't kill you.

The Mario music is really annoying and repetitive.

Going down corridors is almost impossible.

I suggest you quit this, now, delete any trace of it, then start doing some tutorials. When you've learnt how to make a blue ball with grid movement, you may try again.
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Re: [Pre] MP3 *Bumpdate*
« Reply #18 on: June 17, 2007, 01:28:02 pm »
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You haven't read any of the posts in this thread, have you?  Until you learn to read, gtfo noob.
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Re: [Pre] MP3 *Bumpdate*
« Reply #19 on: June 21, 2007, 01:59:30 am »
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It's mildly obvious you're new to this, so I'll try to just provide constructive criticism, and nothing more.

You claim 'Finished Engine'. At this stage, the game is incredibly difficult to play. I found myself trying to walk though the 'hallways', but was having a surprisingly hard time trying to 'line it up'. Perhaps the collision should be a little more... 'lax', so that it would bump you to the proper alignment if you were close? Further, once in the room with the metroid, I was getting stuck in the center of the room, colliding with invisible walls perhaps? Also, I couldn't get into the upper right hall from that room.

As the file says, this is version '0.2', so I'll stay away from the visual aspect for now.

Does "Iccicle" mean "Icicle"?

Anyways, I think that should give you enough to go on for now.

Oh, and don't toss me out of the game just because I died :]
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