Author Topic: Metroid: Return to Maridia  (Read 16783 times)

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Offline DJ Omnimaga

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Re: Metroid: Return to Maridia
« Reply #15 on: September 22, 2009, 11:49:15 pm »
Wow nice rooms so far. Btw, if you want, you can use some of the tiles included in Metroid II Evolution except maybe the character/enemy sprites (since they aren't by me). Just give me credits if you do so.

As for scrolling I'll try to think about something later, altough if I was you, I would keep this for later, like I did. Else it might be hard to implement and debug if implemented before game main engine is finished

Offline Builderboy

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Re: Metroid: Return to Maridia
« Reply #16 on: September 23, 2009, 12:01:44 am »
Nice sprites :D glad you got the hang of xLib, it can be hard to use sometimes :P

Offline miotatsu

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Re: Metroid: Return to Maridia
« Reply #17 on: September 23, 2009, 07:16:48 pm »
As I continue to expand and modify the map (and get a decent water effect going), they will probably change.
i find squiggly lines to be good (although animated water is very appealing)
great job so far btw :D

Offline TsukasaZX

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Re: Metroid: Return to Maridia
« Reply #18 on: September 28, 2009, 01:21:21 am »
I have been working with Builderboy on (read: Builderboy has been gratuitously showing me how to build) a physics/movement engine for Return to Maridia.

This is going to be fairly complex. As of now I have plans to use 2 separate engines: one for Samus (an 8x16 sprite) and one for her morph ball (an 8x8 sprite). Thanks to Builderboy, the 8x8 sprite engine is mostly done. From there I will be perfecting the engine to my tastes and extrapolating from it to create the 8x16 sprite one. Then comes the issue of tying both together and adding map and interaction bits to it.

Fun, neh? :P

Oh, and here's a screeny of the morphball engine as it is so far (which also shows off 2 of the game's power-ups ;) )

Note: the screenie is probably half as fast as the actual engine
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Offline DJ Omnimaga

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Re: Metroid: Return to Maridia
« Reply #19 on: September 28, 2009, 01:59:52 am »
wow I love how you move every 4 pixels. ALtough if you want to max out speed, I would move 8 pixels instead. It might also make collision detection easier. It's up to you, though. I also like the morph ball look

Offline Builderboy

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Re: Metroid: Return to Maridia
« Reply #20 on: September 28, 2009, 10:10:15 am »
Yeah, if the object was restricted to 8x8 movement, it would be a lot faster.  1: because you are moving 2wice as far every frame, and 2: because you are doing half as many collision detections.  But like TsukasaZX said, this is 83+ version, not SE.

Offline Eeems

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Re: Metroid: Return to Maridia
« Reply #21 on: September 28, 2009, 07:29:24 pm »
hmm, I would also change it so that the morph ball only does a sprite change when there is a keypress (probably restrict it to the arrow keys)
I think I did something like that with a space craft game thing...'stroids...I think...
http://www.omnimaga.org/index.php?action=dlattach;topic=1017.0;attach=269
/e

Offline TsukasaZX

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Re: Metroid: Return to Maridia
« Reply #22 on: September 28, 2009, 07:41:19 pm »
I was trying to replicate the morphball's look in all of the 2-D metroid games where it constantly rotates even when not moving.
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Re: Metroid: Return to Maridia
« Reply #23 on: September 29, 2009, 07:10:31 pm »
ah ok, I guess if that is what you were aiming for then...I kind of like it when it doesn't do that, but whatever...
looks good though
/e

Offline DJ Omnimaga

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Re: Metroid: Return to Maridia
« Reply #24 on: September 30, 2009, 12:13:53 am »
In Metroid II Evolution and Expansion the morph ball was also rotating all the time even when no movement occured. However, it couldn't jump like in TsukasaZX screenie and unlike in many old Metroid games, when bombs exploded, you didn't move up

Offline noahbaby94

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Re: Metroid: Return to Maridia
« Reply #25 on: October 03, 2009, 10:25:11 pm »
This is looking pretty nice glad to see your actually coding.
That's what she said!!!

Offline Builderboy

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Re: Metroid: Return to Maridia
« Reply #26 on: October 04, 2009, 01:18:54 pm »
Tsukasa, I was doing some tinkering with the engine, and moving it 8x8 was hella fast!  It didn't feel as cool though.  4x4 gives it a nice platform element.  I also experimented with morph-ball rotation, what I did was sync the sprite image to the modulus of the x position, so it rotated in the correct direction, and only when you were moving.

Offline TsukasaZX

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Re: Metroid: Return to Maridia
« Reply #27 on: October 04, 2009, 01:29:25 pm »
Builderboy! Speak in English! o.o;;
Anyway, yeah, 4x4 is the way I'm going with the engines (mostly because Samus's feet are 4px wide so 4px steps make sense :P)

Also, sounds like a fun experiment. you should post a screenie :)
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Offline JoeyBelgier

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Re: Metroid: Return to Maridia
« Reply #28 on: October 04, 2009, 03:21:30 pm »
@ TsukasaZX, that is English, even I know what he's talking about and i speak Dutch 0.0

Offline TsukasaZX

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Re: Metroid: Return to Maridia
« Reply #29 on: October 04, 2009, 04:16:06 pm »
I was joking because he used a big word :P
I guess the "speak English" thing is only an English idiom ^^;

But anyway, I'm still thinking out how to do the Samus engine. I'm starting to see how I could handle the 8x16 sprite. I don't think that's much of an issue. The real issue is still jumping. I could use an 8x16 sprite for jumping but that would mean no spin jumping. If I stuck to spin jumping, I'd have an 8x8 sprite but then I wouldn't know how to rig that into the engine.
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