Author Topic: Metroid Chozo Mission  (Read 91540 times)

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Offline Ti-DkS

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Metroid Chozo Mission
« on: November 11, 2010, 11:58:04 am »




After defeating Mother Brain on planet Zebes, Samus resumed her quest for answers about mysterious Chozo's disappearance. When she was arrived at the limits of the galaxy, she received a distress signal coming from a disused pirates' station orbiting around an unknown planet...



Main menu :

In-game :


The newest In-Game :

(in the real game, bullets are shooted 1by1)



¤ tilemapper : coded
¤ samus' movements : coded, but issues with jump
¤ shooting systen : coded (currently no missiles)
¤ 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 : first sprites added

Don't hesitate to post your comments, your impressions or your advices  ;D

(last update: 11th of February, 2011)
« Last Edit: February 11, 2011, 10:15:53 am by Ti-DkS »

Offline MRide

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Re: Metroid Chozo Mission
« Reply #1 on: November 11, 2010, 02:51:23 pm »
Uhhhhh....wow?
That looks awesome!  What language is it?
Also, do you have an animated screenie of it?

Offline Munchor

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Re: Metroid Chozo Mission
« Reply #2 on: November 11, 2010, 02:55:43 pm »
AWESOME SPRITEs, really, looking wow, Asm?

Offline shmibs

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Re: Metroid Chozo Mission
« Reply #3 on: November 11, 2010, 03:00:01 pm »
it looks a little cramped...
awesome sprite work, though!

ASHBAD_ALVIN

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Re: Metroid Chozo Mission
« Reply #4 on: November 11, 2010, 03:03:05 pm »
I hope that the sprite isn't always 48x48, that's a bit much...

great spriting work otherwise though.  Looking good so far.

Offline Ti-DkS

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Re: Metroid Chozo Mission
« Reply #5 on: November 11, 2010, 03:31:45 pm »
This game is coded with Axe Parser (easier to learn than ASM with same power)
I'm so sorry for Ashbad_Alvin and Shmibs ::) but sprites are always 48x48 but the view follows your looking then you can see more things than if view was centred around samus. I know it isn't visible on the screenshot but it's because I havn't coded it yet :)
@MRide: sorry but I've an issue with animated gif on wabbit : it makes me gif 3 times slower than the real game :( but if you really want it I can post one here
« Last Edit: November 11, 2010, 03:36:27 pm by Ti-DkS »

Offline Munchor

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Re: Metroid Chozo Mission
« Reply #6 on: November 11, 2010, 03:35:00 pm »
Ahhhh, I want gif so much!

ASHBAD_ALVIN

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Re: Metroid Chozo Mission
« Reply #7 on: November 11, 2010, 03:35:04 pm »
wait -- I thought you said that smoothscrolling was 80% done but you Haven't coded it yet ???

nice idea, though with sprites that large I'd say forget the jumping and such, and just make it a sidescolling shootem up :)

Offline Munchor

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Re: Metroid Chozo Mission
« Reply #8 on: November 11, 2010, 03:35:26 pm »
SO THAT'S NOT CODED?

Offline Ti-DkS

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Re: Metroid Chozo Mission
« Reply #9 on: November 11, 2010, 03:40:05 pm »
It is coded ! But I meant that view is currently centred around samus :) But I'm thinking about making the sprites smaller ...
« Last Edit: November 11, 2010, 03:51:13 pm by Ti-DkS »

Offline Builderboy

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Re: Metroid Chozo Mission
« Reply #10 on: November 11, 2010, 04:01:45 pm »
I think that the sprites definitely need to be smaller (IMHO) with this view you wouldn't be able to see an enemy until they were right on top of you D: and jumping would be a nightmare, you can barely see what’s above you.  I don’t mean to rain on parade, but I really think they are too big :(

Offline Ti-DkS

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Re: Metroid Chozo Mission
« Reply #11 on: November 11, 2010, 04:07:36 pm »
Yes it's what I think so... I think I will reduce them to 24x24 :)
Else does anyone knows a good jumping routine ?
« Last Edit: November 11, 2010, 04:10:19 pm by Ti-DkS »

Offline Builderboy

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Re: Metroid Chozo Mission
« Reply #12 on: November 11, 2010, 04:08:58 pm »
Sounds good :) Good luck with changing the sizes!  And we can't wait for screenies ^^

Offline Ti-DkS

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Re: Metroid Chozo Mission
« Reply #13 on: November 11, 2010, 04:16:42 pm »
Thanks but I think I will code other stuff before that ! It's why I'm looking for a metroid-like jumping routine :)

Offline AngelFish

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Re: Metroid Chozo Mission
« Reply #14 on: November 11, 2010, 04:35:25 pm »
Else does anyone knows a good jumping routine ?

Whenever I've seen them coded in Axe (or do it myself), the easiest way seems to be to give the character an upward force and negative acceleration (or hardcode the upward  part and just let them fall for the second part).
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