Author Topic: Metroid Pi  (Read 9070 times)

0 Members and 1 Guest are viewing this topic.

Harrierfalcon

  • Guest
Metroid Pi
« Reply #30 on: June 29, 2007, 04:59:00 pm »
I am 99% finished.  I haven't changed it in my sig yet, because I'm lazy.  

And, if you haven't heard, it's gotten a huge kick in the pants speedwise.   I decided that having the powerup interaction within the main loop was giving the parser another huge load to handle, so I ripped it into a subprogram, and now it is noticeably faster :Ptongue.gif.  (Sorry, Delnar :/confused.gif)

Third boss is finished, you have to stand in the beam to shoot him, not just charge up.  But, he has 2 attacks.  One, he drops stuff on your head (if you're standing on the ground) and two, he randomly gives off large amounts of dark matter, hurting you if you're near him.  Thankfully, he only takes 5 hits.

Only 99%, because I have yet to see if ~1900 extra bytes can be used and it won't get ERR:MEMORY, to see if I can add in my extra feature.  It's gotten very memory intensive, but I've added 3 scrolling graphscreen cinematics and several huge blocks of text, used for storyline and explaining powerups.

All in all, Metroid Pi is an excellent game so far (like everyone's said, thank you :)smile.gif), with many, many, many nuances and animations that make it so.

Even the wordwrapping routine that I stole (Oops, did I say that? :Ptongue.gif j/k) I have modified to display a little cursor as it's typing stuff out, character for character.  It's very cool.

Oh...I was wondering, is it copyright infringement if I use the name "Samus Aran"?  Because other games use Link, Zelda, Mario, and seriously, nothing has happened to them.  I don't want to get in a court case, so I think I'll just note Nintendo holds the copyright for character.

You can expect me to release this tomorrow, before I go to bed (usually from 10:00 to 2:00).  :Dbiggrin.gif

(It's about time :Ptongue.gif)

Offline Speler

  • LV8 Addict (Next: 1000)
  • ********
  • Posts: 857
  • Rating: +6/-2
    • View Profile
Metroid Pi
« Reply #31 on: June 29, 2007, 05:13:00 pm »
Awesome, can't wait to play it.

Harrierfalcon

  • Guest
Metroid Pi
« Reply #32 on: June 30, 2007, 06:37:00 pm »
You don't have to wait anymore :)smile.gif.

user posted image
Teh_Deliciousness is here :Dbiggrin.gif!

Or the public testers version, anyways.  It has not been released to any archives yet, because I'm sure I missed something.

But anyways, get it from http://www.mediafire.com/?1demmouvyz4, or stare in awe at the screenie :)smile.gif.
user posted image

Offline kalan_vod

  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2715
  • Rating: +10/-0
    • View Profile
    • kalanrock.us
Metroid Pi
« Reply #33 on: July 17, 2007, 05:35:00 pm »
This looks really good, and it is quite a bit faster. I am glad that someone made use of the quickness of overlapping chars, in a big game. I did tinker with Metroid before, and I had a version of mapping identical to this (not same chars overlapping). The landing of the ship looked very well put! Can not wait for the final or initial release!

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Metroid Pi
« Reply #34 on: July 17, 2007, 07:20:00 pm »
I must try this asap! O_Oshocked2.gif

Harrierfalcon

  • Guest
Metroid Pi
« Reply #35 on: July 18, 2007, 12:35:00 am »
Thanks guys!  :)smile.gif  The landing sequence was one of the few parts that needed me to jot stuff down, so I'm glad it's appreciated :Dbiggrin.gif.

And I *think* that's the final release...

FYI, pressing [STO→] at any of the spots where it's typing text will skip that chunk of text.

Offline kalan_vod

  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2715
  • Rating: +10/-0
    • View Profile
    • kalanrock.us
Metroid Pi
« Reply #36 on: July 18, 2007, 06:07:00 am »
Thanks for the tid bit, and I really like your text engine (it is really smooth and a nice effect).

Harrierfalcon

  • Guest
Metroid Pi
« Reply #37 on: July 18, 2007, 02:03:00 pm »
Thanks!  I decided it need a storyline, but I think I overdid the starting text... XDsmiley.gif

Offline kalan_vod

  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2715
  • Rating: +10/-0
    • View Profile
    • kalanrock.us
Metroid Pi
« Reply #38 on: July 18, 2007, 05:11:00 pm »
Judging by the SS, the opening text is long...But, there are few games with good dialog such as yours!

Delnar_Ersike

  • Guest
Metroid Pi
« Reply #39 on: July 18, 2007, 09:20:00 pm »
Harrier, don't forget to update the screenie in your signature. ;)wink.gif

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Metroid Pi
« Reply #40 on: July 22, 2007, 04:58:00 pm »
That game is awesome! I just tried it, great job on this! I wish I could do that kind of stuff without asm libs :(sad.gif

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Metroid Pi
« Reply #41 on: September 02, 2007, 02:58:00 am »
When upgrouping, my TI-83+SE freaked out badly O_Oshocked2.gif

user posted image

EDIT: I got able to ungroup it on the PC then send the individual files to my calc, awesome game btw, I never thought someone could make metroid run that fast on a calc. How did you managed to make it run that fast? o.oblink.gif The game is hard though XDsmiley.gif

Oh and I also got an error syntax when dying around lines:

For(F,0,47,2
Vertical F
Vertical 94-F
End
rand(e2)
Clrhome
getKey
""<-This was the line with error, maybe your program got corrupted?

Harrierfalcon

  • Guest
Metroid Pi
« Reply #42 on: September 03, 2007, 02:29:00 am »
Prog prolly got corrupted somewhere, go download it at the UTI download section, nobody's complained about that version.

It's not all that hard, most bosses have a trick you can easily beat them with.  And, I'm working on 'Metroid Pi2', which may or may not yet be named as such, since does use ASM progs.  But only 2, and both are for reading from archived progs.  And can be used for dynamic subroutines :Dbiggrin.gif.  Meaning that, if I do this right, not only will this Metroid be longer, it'll be faster.  Some features I'm looking at as of now:
  • Different interchangeable beams--!
  • Instead of regular-to-infinite jumping powerups, maybe regular-to-high-to-infinite.
  • Morph ball? (Prolly no bombs though)

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Metroid Pi
« Reply #43 on: September 03, 2007, 04:49:00 am »
I would like in the next game that it is a bit longer though. Because in the current game I got the 2nd weapon in about 5 minutes, this had me worried that I almost finished the game since unless there is lot of other items in the game besides the 3rd one

Since you don't like huge games like Metroid II I would say make it a bit longer, but with moderation, unless you really want to make it longer than Metroid II, but then it will run as slow because of the amount of programs in the VAT (*cough*I need to implement Celtic II*cough*)

that said, great work again, I am getting better at the game now, there is something I like about it that Metroid II missed: when you jump, you can immediately shoot afterward, which made myself get an easier time with the first boss

Harrierfalcon

  • Guest
Metroid Pi
« Reply #44 on: September 03, 2007, 09:09:00 am »
Ahh...thanks to Celtic2's ability to read from archive, if my next Metroid is called "Metroid Pi2", then it will be MUCH longer.