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

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to. 106
Metroid: Chozo Mission / Re: Metroid Chozo Mission« on: November 17, 2010, 07:43:01 am »
Don't worry about that, speed is the same as the gif's
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Metroid: Chozo Mission / Re: Metroid Chozo Mission« on: November 16, 2010, 04:47:08 pm »
Yeah, only Samus sprites, doors and maybe items will be GS, others will be B&W !
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Metroid: Chozo Mission / Re: Metroid Chozo Mission« 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
![]() @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 ![]() 109
Metroid: Chozo Mission / Re: Metroid Chozo Mission« on: November 16, 2010, 11:43:41 am »
thanks
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Metroid: Chozo Mission / Re: Metroid Chozo Mission« on: November 16, 2010, 06:50:38 am »
Yes I know but there is normal jump now, not space jump
![]() However I'still working on my tilereading-based collisions' issues fixing ![]() ![]() 111
Metroid: Chozo Mission / Re: Metroid Chozo Mission« on: November 15, 2010, 03:43:43 pm »
Thanks ztrumpet
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The Axe Parser Project / Re: French Translation / Traduction Française« on: November 15, 2010, 03:36:04 pm »
Très certainement Kinder !! Ca va permettre à ceux qui débutent dans axe de bien comprendre l essentiel de axe sans avoir a sortir leur dico toutes les 5 minutes
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Metroid: Chozo Mission / Re: Metroid Chozo Mission« on: November 15, 2010, 03:01:32 pm »
Okay thanks Builder I will remember that if I've some problems
![]() Edit : ¤ First 24x24 sprites of samus added ! ¤ A screenie of it ![]() 114
Metroid: Chozo Mission / Re: Metroid Chozo Mission« 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 ? 115
Metroid: Chozo Mission / Re: Metroid Chozo Mission« on: November 15, 2010, 05:28:18 am »
No, they are 16x16 grayscale tiles, and they are on my laptop now
![]() 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 ![]() ![]() 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 ![]() 116
The Axe Parser Project / Re: French Translation / Traduction Française« on: November 14, 2010, 04:51:02 pm »
Yeah ! Content de voir que je ne suis pas le seul
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Metroid: Chozo Mission / Re: Metroid Chozo Mission« 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 !! 118
Metroid: Chozo Mission / Re: Metroid Chozo Mission« 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 ![]() 119
Metroid: Chozo Mission / Re: Metroid Chozo Mission« 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 ![]() 120
Axe / Re: Smoothscrolling tilemapper« on: November 13, 2010, 03:46:27 pm »
amazing engine
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