Author Topic: Metroid Chozo Mission  (Read 103921 times)

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Offline DJ Omnimaga

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Re: Metroid Chozo Mission
« Reply #30 on: November 14, 2010, 04:07:45 am »
By the way, any coding done so far? (Noticing your signature says it is 20% complete)

Offline Ti-DkS

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Re: Metroid Chozo Mission
« Reply #31 on: November 14, 2010, 05:57:38 am »
¤ tilemapper : coded
¤ samus' movements : coded, but issues with jump
¤ shooting systen : coded, issues with some bullets not destroying outside screen
¤ Items : I will code that when my shooting system will work ;)
¤ Bosses : later
¤ Ennemies : Tests done but issues with tile detection for these walking on the walls
¤ Menus : Near completly coded.
¤ Maps : currently using a test map
¤ Sprites : later (currently rectangles and circles)
Here is my current work ;D
« Last Edit: November 14, 2010, 06:00:23 am by Ti-DkS »

Offline Builderboy

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Re: Metroid Chozo Mission
« Reply #32 on: November 14, 2010, 02:33:44 pm »
:D That sounds excellent and like programing is coming along nicely :) I can't wait to see screenies of this in action ^^

Offline Ti-DkS

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Re: Metroid Chozo Mission
« Reply #33 on: November 14, 2010, 03:29:32 pm »
Thanks Builder ! I will probably post screenies soon ;)
Edit :
¤ Jumping issue fixed : it works !!
¤ Bullets bug nearly completly eradicated 8)

Offline Munchor

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Re: Metroid Chozo Mission
« Reply #34 on: November 14, 2010, 03:42:55 pm »
Thanks Builder ! I will probably post screenies soon ;)
Edit :
¤ Jumping issue fixed : it works !!
¤ Bullets bug nearly completly eradicated 8)

Nice to see you updating the game, I love metroid, I'm gonna love this game, then, I hope.

Congratulations for bullets too, since they are quit'hard to make :=)

Offline Ti-DkS

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Re: Metroid Chozo Mission
« Reply #35 on: November 14, 2010, 04:45:38 pm »
Yeah, but bullets are still a little buggy in some case. Mainly they work and I think I will code missiles and ennemies now ;)
I will code sprites later and screenies will come with !!

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Re: Metroid Chozo Mission
« Reply #36 on: November 14, 2010, 06:11:41 pm »
sorry about not getting those sprites to you yet. i've been REALLY busy lately, but if what i'm doing right now doesn't take too long(ie i finish it before my father gets home) ima start on them. and yeah, builder is really good with physics, but if he's too busy i could help out as well(as writing code does not require that i sit at the computer). it sounds great so far!

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Re: Metroid Chozo Mission
« Reply #37 on: November 15, 2010, 01:01:28 am »
Do you need some 8x8 monochrome tiles? I might have some from my Metroid games. I would need to remove the ones that were not made by me, though. I also got some enemies/bosses.

Offline Ti-DkS

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Re: Metroid Chozo Mission
« Reply #38 on: November 15, 2010, 05:28:18 am »
No, they are 16x16 grayscale tiles, and they are on my laptop now ;) Thanks however !
Don't worry shmibs, I said I will do them myself later, but because of they are less beautiful than yours I can post my spritesheet if you really want to do them ;) I've managed to code jump then my physics work now 8)
Ps: I attend secondary school so I've also loads of work :'(

Edit :
¤ doors coded but it would be better if I can pass through them :)
¤ bullets are working completly !!
¤ Morph ball added ! (Now I will probably code bombs, but before all : the ennemies !)
¤ sprites will come soon :)
¤ view don't follow correctly movements to the left as you can see, so it's a development bug and I will fix it soon !

¤ Here is my first animated screenshot : (bullets aren't shooted 3by3 but 1by1 on the real game, it's probably a wabbit bug :) Enjoy ! ) :
« Last Edit: November 15, 2010, 10:45:57 am by Ti-DkS »

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Re: Metroid Chozo Mission
« Reply #39 on: November 15, 2010, 11:46:24 am »
Wow that looks nice! One thing though: I would make falling twice faster at least, since right now it looks like you jump fast, but kinda float in the air for a while. Maybe make jumping half a tile higher too?

Offline Ti-DkS

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Re: Metroid Chozo Mission
« Reply #40 on: November 15, 2010, 01:51:03 pm »
Yeah but I'm working on a tile reader instead of a pixel-based detection and when I will finish it, it will allow me to make a gravity routine because if I try that now samus will fall through tiles :)
But why would you want to do the jump half a tile higher ?
« Last Edit: November 15, 2010, 01:54:24 pm by Ti-DkS »

Offline Builderboy

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Re: Metroid Chozo Mission
« Reply #41 on: November 15, 2010, 01:59:41 pm »
I think he was just mentioning how samus seems to fall at a constant rate, which is not how gravity works.

Offline squidgetx

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Re: Metroid Chozo Mission
« Reply #42 on: November 15, 2010, 02:21:03 pm »
Tilemap plus physics plus collision detection=chaos :(

(at least for me :P this is why I'm making an RPG now ;D)

Offline Builderboy

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Re: Metroid Chozo Mission
« Reply #43 on: November 15, 2010, 02:29:55 pm »
Yeah thats true, just do what you can, and everything will be great :) It's looking epic so far ^^ If you wanted any help, i'd be happy to help :)
« Last Edit: November 15, 2010, 02:30:27 pm by Builderboy »

Offline Ti-DkS

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Re: Metroid Chozo Mission
« Reply #44 on: November 15, 2010, 03:01:32 pm »
Okay thanks Builder I will remember that if I've some problems ;) However as I said I will use a tileread-based collision detection method to fix collision issue re-positionning samus on the floor if she falls through it !

Edit :
¤ First 24x24 sprites of samus added !
¤ A screenie of it ;)