Author Topic: Metroid Chozo Mission  (Read 103927 times)

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Offline ztrumpet

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Re: Metroid Chozo Mission
« Reply #45 on: November 15, 2010, 03:34:25 pm »
Wow, that looks awesome.  Great job! ;D

Offline Ti-DkS

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Re: Metroid Chozo Mission
« Reply #46 on: November 15, 2010, 03:43:43 pm »
Thanks ztrumpet ;) glad to hear !

Offline meishe91

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Re: Metroid Chozo Mission
« Reply #47 on: November 15, 2010, 09:09:24 pm »
That looks really sweet :) I haven't played a Metroid game in a while but is there usually a slower decent when you jump? Just looks off to me is all. Still looks great :)
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Offline shmibs

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Re: Metroid Chozo Mission
« Reply #48 on: November 15, 2010, 09:35:54 pm »
so you already have a plan for fixing the jumping speed? if not, i have one you could use.
very nice so far!

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Re: Metroid Chozo Mission
« Reply #49 on: November 16, 2010, 12:57:36 am »
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 ?
Oh because it seemed like Samus didn't jump very high. In Metroid, she jumps like 5-6 blocks height. In your game she doesn't even jump half that.

By the way I like the new Samus sprite. :)

Offline Ti-DkS

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Re: Metroid Chozo Mission
« Reply #50 on: November 16, 2010, 06:50:38 am »
Yes I know but there is normal jump now, not space jump ;) Already she hasn't any item and you will collect them during the game !
However I'still working on my tilereading-based collisions' issues fixing :) I will code gravity after that ;D

Offline TIfanx1999

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Re: Metroid Chozo Mission
« Reply #51 on: November 16, 2010, 07:47:01 am »
This is looking very nice. Good job! ^^

Offline Ti-DkS

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Re: Metroid Chozo Mission
« Reply #52 on: November 16, 2010, 11:43:41 am »
thanks ;)

(Edit : title message updated)

Offline Munchor

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Re: Metroid Chozo Mission
« Reply #53 on: November 16, 2010, 01:45:55 pm »
´

Hoooolyyyyyy! Omg, HOlyy! It also transforms to ball like in metroid, OOMMGOOOOD.

Bullets!! Omg, bullets great!

(watching the GIF as writing).


One tip: is there that much gravity in Metroid?

Just wondering.

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ASHBAD_ALVIN

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Re: Metroid Chozo Mission
« Reply #54 on: November 16, 2010, 02:00:42 pm »
A bit slow on falling still.  The graphics look nice, but you'll really have to move objects by 4+ pixels each time to make people think it's not lagging, cuz a grayscale smoothscroller is inherently slow, the fastest I ever got was ~7 FPS, and that took a week at optimization.  Nice graphics, though!  I hope this turns out interesting.

Also, since it's not too late, maybe you'll consider b&w?  I don't wanna crash your party, but it's gonna look mighty flickery on a real calc, and 24x24 sprites on their own make your platformer stand out. 

Again, not to discourage, you, just to warn you -- moving enemies at the same time as the tilemapper and the key detection will be 3x slower than it currently is (and really ruins the grayscale even at only 3 level).  You can trust me (I have experience from my last summer's coding spree), or you can try and see if I was totally wrong. ;)

Either way man, good luck! :D
« Last Edit: November 16, 2010, 02:01:46 pm by ASHBAD_ALVIN »

Offline Munchor

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Re: Metroid Chozo Mission
« Reply #55 on: November 16, 2010, 02:13:41 pm »
I totally agree Alvin, the graphics look nice and too much gravity :s

B&W would be... hm... EPICC!!!

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Re: Metroid Chozo Mission
« Reply #56 on: November 16, 2010, 02:41:36 pm »
Yeah I still think the falling is too slow. It needs to be at least 2-4x faster. It's not a big hurry, I guess, though, since it's still under development. I like the game so far, too.

Offline FinaleTI

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Re: Metroid Chozo Mission
« Reply #57 on: November 16, 2010, 03:20:14 pm »
Well, if he used interrupts for the greyscale, he could probably decrease the flicker.
All he'd have to do after enabling the interrupt for grey, is to turn it off right before drawing to the buffers, then turn it back on right afterwards.

Regardless of what you decide to do, this looks awesome! Keep up the good work.


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ASHBAD_ALVIN

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Re: Metroid Chozo Mission
« Reply #58 on: November 16, 2010, 03:30:07 pm »
well, even with interrupts, they can only go so fast.  That's what I did in that one that I got 7 fps.  It really doesn't help that much, unfortunately.  To bad this game isn't gonna be for the 89 :P that has excellent grayscale abilities.

But yes, keep up the good work no matter your decision.

@scoutdavid: actually, not enough gravity, Samus should fall faster :P

« Last Edit: November 16, 2010, 03:31:00 pm by ASHBAD_ALVIN »

Offline FinaleTI

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Re: Metroid Chozo Mission
« Reply #59 on: November 16, 2010, 03:34:52 pm »
Well, there's also this.
I modified Runer's 60fps monochrome smoothscroller to work with 4lvl grey, and it's fairly fast. I don't know the exact fps, though.


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My projects haven't been worked on in a while, so they're all on hiatus for the time being. I do hope to eventually return to them in some form or another...

Spoiler For Pokemon TI:
Axe port of Pokemon Red/Blue to the 83+/84+ family. On hold.

Spoiler For Nostalgia:
My big personal project, an original RPG about dimensional travel and a few heroes tasked with saving the world.
Coding-wise, on hold, but I am re-working the story.

Spoiler For Finale's Super Insane Tunnel Pack of Doom:
I will be combining Blur and Collision Course into a single gamepack. On hold.

Spoiler For Nostalgia Origins: Sky's Story:
Prequel to Nostalgia. On hold, especially while the story is re-worked.