Author Topic: Metroid Chozo Mission  (Read 102173 times)

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Offline TIfanx1999

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Re: Metroid Chozo Mission
« Reply #300 on: July 28, 2011, 08:16:57 am »
Wow Oo !! Awesome work Art_of_Camelot ;) these sprites are beautiful ! Do you think you have enough time to make animations ? (Walking and jumping). If you can do these it will be awesome ^^
Yes, I will be working on the rest of the walk cycle and jumping. Glad you(and others that commented) like the preliminary I posted. Also, I've fixed the legs. ;) I'll post again when I have more to show.

@Ephan: The original on the left isn't mine. I'm unsure who did that one.

Offline Ti-DkS

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Re: Metroid Chozo Mission
« Reply #301 on: July 28, 2011, 10:22:21 am »
The left one is mine ^^

Offline mushmoom

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Re: Metroid Chozo Mission
« Reply #302 on: August 01, 2011, 06:47:19 pm »
It could defiantly do with a falling sprite (with arms raised over the head)
the inner machinations of my mind are an enigma...


Offline zeldaking

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Re: Metroid Chozo Mission
« Reply #303 on: August 01, 2011, 10:33:16 pm »
I am a little late, but this definitively needs comments, THIS IS THE BEST looking metroid clone I have seen (trust me I have looked and looked). Hope it will get finished. 

Offline DJ Omnimaga

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Re: Metroid Chozo Mission
« Reply #304 on: August 01, 2011, 10:37:41 pm »
Glad this is still worked on Ti-DkS. :)

Offline Ti-DkS

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Re: Metroid Chozo Mission
« Reply #305 on: September 24, 2011, 04:22:04 am »
Okay so I'm still working on the ennemies AI and I'm quite satisfied of what I've done, mainly for ennemies sticked on the wall, even if it's a simple code. Indeed this is mainly checking all possible cases when there is a direction change to do :) I've rewroten my samus animation system for the Art_of_Camelot sprites, and I've optimized a little my tilemapper. However I wanted to know if a fast 3 or 4lvl grayscaled 16*16 tilemapper is doable for my game, and if it is, where can I find a source or an example of it ?

Offline Ti-DkS

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Re: Metroid Chozo Mission
« Reply #306 on: September 26, 2011, 10:52:44 am »
Any ideas ?

Offline squidgetx

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Re: Metroid Chozo Mission
« Reply #307 on: September 26, 2011, 11:52:44 am »
Uhm..It's definitely possible. The only thing is that fast scrolling gray can look like crap (For examples of this, see screenshots of Project M and Ash:Phoenix) But the code would be something like
Code: [Select]
x^16->s
y^16->t
y/16-ytileoffset->u
x/16-xtileoffset+mappointer->v
for(a,0,6)
for(b,0,4)
if {u+b*mapwidth+v+a}->c
16x16sprite(a*16-s,b*16-t,c*64+spritedatapointer)
end
end
end
Whoops, is this project in axe? I don't remember..Well hopefully this will help you still; and note it can be optimized further still

Offline Ti-DkS

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Re: Metroid Chozo Mission
« Reply #308 on: September 29, 2011, 04:34:52 pm »
Thanks for your answer, but... the fact is I already uses that code ;D And I noticed that unfortunatly,with grayscaled graphics, fps are rapidly decreasing... I tried many way of optimise that code but it's always quite slow... Do you have any idea of the way I can optimise it ? Maybe an axiom can be used there to make it faster ? I've no idea of the way axioms are coded and work, but if it's much faster than the "basic" way to draw a map with, I can learn how to make it, or ask for it :)

Offline DJ Omnimaga

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Re: Metroid Chozo Mission
« Reply #309 on: January 21, 2012, 12:21:55 am »
If you are still working on this, I think it might be best to not use grayscale for the time being. It's not very necessary and you could ask help if you need extra monochrome graphics. I hope  you still plan to finish this at one point.

Also you should ask programming help in the Axe section, because many programmer never check the project topics.