Author Topic: Metroid: Return to Maridia  (Read 14470 times)

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Offline TsukasaZX

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Metroid: Return to Maridia
« on: September 20, 2009, 01:50:27 pm »
M:RtM is a BASIC/Hybrid 2D side-scrolling game I started a while back but have only really gotten around to working on now.

Plot
In the year 20XX, Biologic Space Laboratories encountered a mysterious organism known as "Theta" while exploring the remains of planet Zebes. Intrigued by its countless and fantastic abilities, Theta was captured and brought aboard the BSL station in orbit around the planet for further study. This proved to be a dangerous mistake. Theta's seemingly limitless capacity of growing and gaining new abilities lead to the near destruction of the station and its escape back to the Maridia sector of Zebes. Fearing its potential, the Federation called upon the only one they believe could destroy Theta before it becomes a threat to the universe: intergalactic bounty hunter Samus Aran.

In her greatest1 2D calculator epic yet, Samus must return once more to a radically changed Zebes to confront and destroy the most powerful enemy she's ever faced. Will she prevail? Or will she fall?

-----
Here's the title animations and intro to the game as I have them so far:


Very old and ASCII, but this is a screenshot of the game HUD. The game will be using a Metroid II style HUD.


I'm going to be attempting to learn me some xLib so I can have some fancier graphics than these ;)


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Offline DJ Omnimaga

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Re: Metroid: Return to Maridia
« Reply #1 on: September 20, 2009, 02:24:54 pm »
Hey nice so far. I don't mind ASCII that much personally. Plus, ASCII can be even nicer (especially if you use dual-layer, altough this takes twice more space) when used with Text(-1

Anyway glad you're back into programming. keep up the good work :)

Offline Tribal

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Re: Metroid: Return to Maridia
« Reply #2 on: September 20, 2009, 02:44:50 pm »
Anyway glad you're back into programming. keep up the good work :)
What he said ;)

Hope to see updates soon, I think there is some xLib stuff in Omnimaga's download section you could check out to help you with xLib, there's also some good tutorials on tifreakware iirc.

Offline TsukasaZX

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Re: Metroid: Return to Maridia
« Reply #3 on: September 20, 2009, 04:48:56 pm »
xLIB FTW

Here's the new xLIB-enhanced title:
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Offline DJ Omnimaga

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Re: Metroid: Return to Maridia
« Reply #4 on: September 20, 2009, 04:51:18 pm »
Wow I like it, especially the title part :)

Offline Builderboy

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Re: Metroid: Return to Maridia
« Reply #5 on: September 20, 2009, 04:51:35 pm »
Oooh, that looks nice.  Keep up the good work, and I look forward to seeing some gameplay screenies ;D

Offline JoeyBelgier

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Re: Metroid: Return to Maridia
« Reply #6 on: September 20, 2009, 05:07:23 pm »
nice work :D

Offline noahbaby94

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Re: Metroid: Return to Maridia
« Reply #7 on: September 20, 2009, 05:40:47 pm »
Impressive.
That's what she said!!!

Offline Eeems

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Re: Metroid: Return to Maridia
« Reply #8 on: September 20, 2009, 05:42:25 pm »
wow, that looks great! can't wait to see the gameplay!
/e

Offline miotatsu

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Re: Metroid: Return to Maridia
« Reply #9 on: September 21, 2009, 12:20:47 am »
looks awesome :OI

Offline simplethinker

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Re: Metroid: Return to Maridia
« Reply #10 on: September 21, 2009, 03:54:46 pm »
It looks great ;D
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Offline TsukasaZX

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Re: Metroid: Return to Maridia
« Reply #11 on: September 21, 2009, 04:11:16 pm »
Thanks y'all! ;D

However, that's about the only easy part of the game ^^;
Now comes everything else :O

First up, the map/room system. Initially, the original ASCII game used a pretty simple system. A matrix would serve as the game map where each matrix cell corresponded to a room and the code would use the value of that room cell to get the room contents string from a subprogram and display it. It worked somewhat.

But, since I'm using xLIB graphics now, I don't really think that old code will work anymore. I'm pretty much stumped :/
DJ, your Metroid game uses xLIB, how'd you go about displaying rooms?
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Offline {AP}

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Re: Metroid: Return to Maridia
« Reply #12 on: September 21, 2009, 04:53:23 pm »
Definitely a nice start up you have there.
I personally never started my games in a flashy way but I wish I would have.

As for the rooms issue, how I was doing it in mine is having a variable for the room first. (Room are all numbered based on position)
Then grabbing a matrix in a subprogram for what's actually in the room and loading the room with the real(2) function of xLIB.

I can't think of a string method with xLIB personally...

Offline DJ Omnimaga

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Re: Metroid: Return to Maridia
« Reply #13 on: September 21, 2009, 05:25:06 pm »
Mhmm in Metroid II Evolution/Expansion, rooms are stored into matrices. Each tiles number refers to the tile positions in the picture. If you alerady use matrices, I don't think it should be too hard to switch, unless you did a whole lot of maps alerady. Suggestion: Always put solid tiles in one spot in the pic (top or bottom), event tiles (if any) in the middle, and non solid tiles in the remaining spot. It's easier to do collision detection afterward. You can also check Metroid II source code (the prgmA) to see how I did the main walking loop.

As for rooms, I have them placed in a bunch of programs, like prgmROOMSET1, ROOMSET2, ROOMSET3, etc. If I am at map X=3, it runs ROOMSET3. In this program there's If Y=1:shows map 1:If Y=2:shows map 2, etc. So for example, if Y=5 it will show map 5. Maps are displayed with Real(2.

xLIB, howerver, has no string mapping support. Also, if you find xLIB readme a bit misleading, you can also check Celtic III readme. search on United-TI forums for it. It contains more detailled instructions about the xLIB commands.

Offline TsukasaZX

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Re: Metroid: Return to Maridia
« Reply #14 on: September 21, 2009, 05:31:03 pm »
That'd work quite nicely, {AP}! :D
I could use one matrix for the map. Each cell would correspond to a room on the map, its value would be used to grab room data in the form of another matrix from a subprogram and load it with real(2).

DJ: Ah, mk. I'll try to remember that about tiles although I'll probably have a white background for a while until I can get a better grasp of sprite masking.

[edit]
Is there a way to get the coordinates of a given value in a matrix? For example, if the room value is "2", is there a way to find the coordinates of "2" in the matrix (given that no two cells have the same value)?
Redacted: silly question was silly

[edit]
Started work on the room drawer. Here's a screenshot of it in action as part of a map exploring program:


Note that these aren't necessarily the final rooms. As I continue to expand and modify the map (and get a decent water effect going), they will probably change. But at least you have an idea of how the game will look  :)

Also, DJ/{AP}, how would I go about adding some sort of transition between rooms?
« Last Edit: September 22, 2009, 11:22:12 pm by TsukasaZX »
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