Author Topic: Metroid Chozo Mission  (Read 95833 times)

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Offline DJ Omnimaga

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Re: Metroid Chozo Mission
« Reply #225 on: January 27, 2011, 12:53:02 am »
Yeah sub-programs can help a lot for that. Scrolling through 14 KB of code is no fun X.x. Also they can make it easier to copy code or other things.

Good luck with the game and congrats for the sub-forum :D . Technically it should have happened a while ago but I was waiting until Christmas break ends because some people never return from it.

Offline Ti-DkS

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Re: Metroid Chozo Mission
« Reply #226 on: January 27, 2011, 02:28:35 pm »
I see :) I fixed the hatches orientation problem today and I'm waiting for Builders' advices about my physics system and Ashbad'ones about ennemies. However I'm still implementing some other stuff ;)

Offline Builderboy

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Re: Metroid Chozo Mission
« Reply #227 on: January 29, 2011, 02:18:51 pm »
Alright, so the physics you have are already actually pretty advanced in terms of what they are capable of, with just a few simple changes, you should be able to get realistic jumping physics :D Do you have any desire to have different physics when you move left and right?  You already have a working system so if you don't want to change i'll be more than understanding

Offline Ti-DkS

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Re: Metroid Chozo Mission
« Reply #228 on: January 30, 2011, 12:35:06 pm »
Okay... So I wanted the more realistic I can do : fix the friction,add a gravity value and fix collision detection system ;) it's all !

Offline shmibs

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Re: Metroid Chozo Mission
« Reply #229 on: January 30, 2011, 03:14:59 pm »
hey, you!
i went through the code you sent me (specifically the file labelled as the .proper code) and i found a few optimisations and such. would you like me to send them?

Offline Ti-DkS

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Re: Metroid Chozo Mission
« Reply #230 on: January 31, 2011, 06:33:49 am »
Yep ;D If you want I've updated the (more proper) code at the same address I gave you. I cut I many subprograms to make it more lisible :)

Offline DJ Omnimaga

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Re: Metroid Chozo Mission
« Reply #231 on: January 31, 2011, 11:26:42 pm »
Glad to hear some people are helping. This game will really pwn when it comes out :D

Offline Ti-DkS

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Re: Metroid Chozo Mission
« Reply #232 on: February 11, 2011, 09:51:19 am »
Thanks DJ ;D I've updated some stuff and I fixed some bugs ;)

Changed :
¤ Samus' coordinates are now absolute,
¤ Adding missiles (not working properly at the moment but the main part is added),
¤ Jump routine revised,
¤ New camera system
¤ speed increased, because I no longer draw blank tiles

Added :
¤ background support,
¤ Some sprites ;)

You can see the screenie below :
« Last Edit: February 11, 2011, 09:52:30 am by Ti-DkS »

Offline Munchor

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Re: Metroid Chozo Mission
« Reply #233 on: February 11, 2011, 09:52:45 am »
Looking pretty good TI-Dks? Do you use a level editor?

The game seems pretty complex and detailed, marvellous!

Offline Ti-DkS

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Re: Metroid Chozo Mission
« Reply #234 on: February 11, 2011, 09:55:28 am »
Yep I'm using a Ti-Basic level editor I written with X-lib ;) I'm implementing some tiles now and I'll try to add some background elements (like crates or windows), maybe animated... I'll see that ;D

Offline JustCause

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Re: Metroid Chozo Mission
« Reply #235 on: February 11, 2011, 09:57:05 am »
Looks awesome. Glad to see progress is being made.

A walking animation would give this >9000% more professional-looking-ness.

(Wow, I really hate the structure of that last sentence.)
See you, space cowboy...

Offline Munchor

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Re: Metroid Chozo Mission
« Reply #236 on: February 11, 2011, 09:59:57 am »
Looks awesome. Glad to see progress is being made.

A walking animation would give this >9000% more professional-looking-ness.

(Wow, I really hate the structure of that last sentence.)

Oh yeah I also noticed some lack of walking animation. It would be so cool!

Offline Ti-DkS

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Re: Metroid Chozo Mission
« Reply #237 on: February 11, 2011, 10:01:52 am »
I know for the walking animation ;) I'm drawing this on photoshop but to manage to have the better precision with only 24*24px 4lvl-GS is a little tricky, so there is progress in that way, but not very fast ! I promise that it will be animations soon :)

Offline Builderboy

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Re: Metroid Chozo Mission
« Reply #238 on: February 11, 2011, 12:14:23 pm »
*LOVE* the new camera system :D you really made it implement well! And i think it looks very smooth :]  I have to say, this game is looking totally epic!  Graphics and everything ^^ Have you gotten any ideas for story or whatnot?  whats the gameplay going to be like?

Offline Ti-DkS

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Re: Metroid Chozo Mission
« Reply #239 on: February 11, 2011, 04:03:57 pm »
Don't worry it will be a story, I've many ideas :) I think gameplay will look like Metroid fusion/Metroid zero mission ones because I inspiring me of that games. And I *LOVE* the new camera system too ;)
For the story I'll try to implement some known bosses, like Ridley because they must be there but I'm waiting for Ashbad's advices about the ennemy's moving system to continue coding in that way. Mainly it remains to me to code ennemies and to convert sprites to hex and I'll have done ;D
Speaking of sprites, does anybody know a on-pc tiles to hex converter ? It could be more convenient that on-calc one I made, what is very long...