Author Topic: Metroid Chozo Mission  (Read 102388 times)

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Offline Ti-DkS

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Re: Metroid Chozo Mission
« Reply #60 on: November 16, 2010, 04:39:11 pm »
@FinaleTI : Yeah I've already tested it and it was really fast but changing the tilemapper significate coding all what I've already done so I will not change this at the moment ;) Thanks anyways !
@DJ : I said I will change gravity later, when I will have coded a good collision detection :)
@ASHBAD : don't worry about that : my smoothscroller is B&W and there are few GS sprites but because I've not significant fkickering I will keep them, because also they are easier to replace by B&Ws than the contrary ;)
« Last Edit: November 16, 2010, 04:41:03 pm by Ti-DkS »

ASHBAD_ALVIN

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Re: Metroid Chozo Mission
« Reply #61 on: November 16, 2010, 04:42:34 pm »
well, if only some are GS then I think you'll be fine ;)

Offline Ti-DkS

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Re: Metroid Chozo Mission
« Reply #62 on: November 16, 2010, 04:47:08 pm »
Yeah, only Samus sprites, doors and maybe items will be GS, others will be B&W !

ASHBAD_ALVIN

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Re: Metroid Chozo Mission
« Reply #63 on: November 16, 2010, 04:48:10 pm »
that's good to hear, it won't go too slow then ;)

Offline Ti-DkS

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Re: Metroid Chozo Mission
« Reply #64 on: November 17, 2010, 07:43:01 am »
Don't worry about that, speed is the same as the gif's ;)

Offline DJ Omnimaga

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Re: Metroid Chozo Mission
« Reply #65 on: November 17, 2010, 02:35:44 pm »
How do you handle having both gray and monochrome tiles in the map? Does it detects which tile are gray and which are not? If it's the case, then I assume there must be a great speed gain, but if you just draw a blank tile on the back buffer for every monochrome tile as some sort of placeholder then the speed gain would be absent (you would pretty much be better making the entire game gray if that was the case)

Offline Ti-DkS

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Re: Metroid Chozo Mission
« Reply #66 on: November 17, 2010, 05:14:15 pm »
To make the game faster I will not use grayscale tiles in my smoothscroller but only for Samus, menus, messages and maybe items ::) I made this choice for flickering too : a fast gs  smoothscroller has many flickering :(

¤ Edit : tile based collision detection nearly completed : major bugs were fixed now !
¤ Tilereading-based collision detection system is totally coded ! ;)

Attached : today's gif showing my tilereading-based collision detection system in action ! (there are few bugs but I'm working on fixing them, and don't worry about disappearing bullets : it's because I'm using 1 byte, with a max value of FF/255 for X&Y positions instead of a 2 byte number. Bullets disappears when their absolute position is larger than 255. I will fix it soon !)

The second screenie was made few minutes later when I managed to fix some bugs, like the lag of reading at the bounds of tiles :)
« Last Edit: November 18, 2010, 12:53:29 pm by Ti-DkS »

Offline DJ Omnimaga

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Re: Metroid Chozo Mission
« Reply #67 on: November 18, 2010, 07:59:37 pm »
WOAH good thing I noticed the edit! That's AWESOME! It still runs quite fast and I love the layout. You did a great job on the graphics so far! Keep up the good work!

By the way, since the hatches are grayscale, i assume those are not part of the tilemap, right?

Offline Builderboy

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Re: Metroid Chozo Mission
« Reply #68 on: November 18, 2010, 08:03:00 pm »
Thats awesome!  The scrolling looks particularly epic :D

Offline Ti-DkS

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Re: Metroid Chozo Mission
« Reply #69 on: November 19, 2010, 01:50:52 am »
@DJ : Totally ! There are independants objects like items or bullets ;)
@Builder : Great thanks :)

Offline DJ Omnimaga

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Re: Metroid Chozo Mission
« Reply #70 on: November 19, 2010, 02:06:29 am »
Cool, and what kind of weapons will there be? ice beam, missiles, nukes, bombs?

Offline calc84maniac

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Re: Metroid Chozo Mission
« Reply #71 on: November 19, 2010, 02:53:03 am »
Cool, and what kind of weapons will there be? ice beam, missiles, nukes, bombs?
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Offline Ti-DkS

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Re: Metroid Chozo Mission
« Reply #72 on: November 19, 2010, 12:16:15 pm »
Weapons foreseen :
¤ Normal Beam
¤ Charge Beam
¤ Ice beam
¤ plasma beam
¤ Missile
¤ Super Missile
¤ Morph bomb
¤ Morph power bomb

I will try to code them all ;)

Attached : the latest screenie with new morph ball sprite !

ASHBAD_ALVIN

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Re: Metroid Chozo Mission
« Reply #73 on: November 19, 2010, 01:20:16 pm »
ell me if you want some help coding, I'm not in the mode for RandC this and probably next week, and I can't upload pyyrix so I could help if you need it in either sprites and/or coding

Also, your userbar says you're 40% done already?  wow you work fast...  almost as fast as lolzer123. :)
« Last Edit: November 19, 2010, 01:21:19 pm by ASHBAD_ALVIN »

Offline Munchor

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Re: Metroid Chozo Mission
« Reply #74 on: November 19, 2010, 01:20:38 pm »
OMG, this is so totally awesome!

Only enemies missing enemies for now, no critics, just PERFECT!

Weapons foreseen :
¤ Normal Beam
¤ Charge Beam
¤ Ice beam
¤ plasma beam
¤ Missile
¤ Super Missile
¤ Morph bomb
¤ Morph power bomb

I will try to code them all ;)

Attached : the latest screenie with new morph ball sprite !