Samus Platformer

Re: Samus Platformer

Postby Anonymous » Sat Mar 26, 2011 4:21 am

that looks awesome but wheres the rest of her jaw on the left side of the hair
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Re: Samus Platformer

Postby Kalypso » Sat Mar 26, 2011 4:30 am

paint-the-seconds Wrote:that looks awesome but wheres the rest of her jaw on the left side of the hair

Left side of her hair is a duplication of the right in front, and the rest of her jaw is there, just behind the hair. I didn't do the neck yet because I'm still thinking about it. I was easy enough to make the head, just wondering if I should make the rest, and if it's something I want to do in this style. It really depends on what you all want. I don't fear the devil I don't know more than the one I know, and that's not a problem for me--I enjoy exploring. Just looking for some fan feedback before I continue. This model is easy enough for me to finish right now, and I'm bored--so I'll work til' I sleep.
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Re: Samus Platformer

Postby Anonymous » Sat Mar 26, 2011 4:49 am

yep thats it its the neck thats missing thats why it look weird not the jaw. yea ok nevermind its perfect then
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Re: Samus Platformer

Postby ronpepper » Sat Mar 26, 2011 5:23 am

Kaly, nice to see you back in effect. Keep up the good work.
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Re: Samus Platformer

Postby Kalypso » Sat Mar 26, 2011 5:34 am

ronpepper Wrote:Kaly, nice to see you back in effect. Keep up the good work.

Thanks :)
Anyway, here's what I got to about five minutes later, the bodies started but not worth showing (it lacks detail, there's no shading on the skin whatsoever below the chin). It makes the head make more sense. Except it doesn't have shoulders, so be patient.
Samus-ish.png
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Re: Samus Platformer

Postby corta » Sat Mar 26, 2011 5:44 am



I use a slightly different samus as pete, so it may or may not line up.. and now that we're getting a sumus update, there's no telling if these will be of any use.. ( PS: love ya, kal! :D )

but, anyway.. CS5, AS2, sounds taken out
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Re: Samus Platformer

Postby Kalypso » Sat Mar 26, 2011 6:16 am

corta Wrote:I use a slightly different samus as pete, so it may or may not line up.. and now that we're getting a sumus update, there's no telling if these will be of any use.. ( PS: love ya, kal! :D

Aww, thanks :3
I wouldn't worry, I'm using the Krystal you guys were using--if anything, it'll line up much the same.
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Re: Samus Platformer

Postby Thraur » Sat Mar 26, 2011 6:55 am

Alright, heres a version thats a little more polished and gamelike :D.

New additions:
- Metroids :P
- Minimap toggle (M key). I'm not a graphic designer so dont laugh at my big blue squares too hard lol.
- And I want to brag that my scene changer is awesome sauce. Scene changing is a breeze... At any point, you can reset the game (right click -> New game menu item). Alternatively, I added a debug key H which at the main menu will open the debug scene changer and you can go directly to any level. To the people familiar with flash.. I'm not actually using "adobe scenes".. its dynamically swapping movieclips and caching in the background.
- Due to scene changer.. the cam works a little different now. It has a working Y direction change. I'm debating adding a Y scroll fudge factor... much like in the X direction where the cam kind of scrolls slowly from left<->right if you change directions.

EDIT: Forgot to mention, also added the "game over" scene aka "Samus Thing" which happens if you die. Nothing happens on full lust tho.

Stuff I'm aware of:
- Metroid anims are sometimes awkward due to metroid positioning and the fact they are floating. Also, they are scaled really big, but you prob wouldnt have noticed that if I didnt say anything heh.
- Enemies aren't aware of "gravity" just yet, and i think metroids arent inhibited by walls just yet.

An updated version of my source can be found here:
http://www.megaupload.com/?d=W7IFTKS3

2nd Edit for Kalypso:
I reposted the flash. Its literally 1 line of code to change the quality level. I added the buttons into the options menu.. guess its as good a place as any lol. I'll have to look and see if I can optimize the code a little more too = that or reduce # of active enemies at any given time. Theres a lot of frame listeners going on - that may also be contributing to potential latency issues.
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Re: Samus Platformer

Postby Kalypso » Sat Mar 26, 2011 7:22 am

I like where this is going, great work Thraur :D I'm especially loving the levels and all the new features. It's got it's bugs here and there but we've got time to sort the kinks out, and for the most part, you've already got em' covered! ^^

My only concern is for the lack of quality control (high, medium, low). I only say that because my Macbook Air doesn't run flash well (probably because it's only got a 3.7GHz processor). And there are a lot of people here running on PCs that don't run flash maxed out as well, which need to run flash games in the medium/low quality. Damn you Apple. I can run Crysis @ 50FPS in HD in bootcamp but I can't run a simple 1.15MB flash game in high quality at more than 15fps? WTF.

If you could put quality control in every release that'd be just awesome (if it's easy to implement).
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Re: Samus Platformer

Postby Unholy Sonic » Sat Mar 26, 2011 8:44 am

Very good indeed so faar, I'm waiting until it's finished, fixed and polished but I just wanted to know something...

Am I the only one who, after downloading the latest file, coulnd use any command buttons except space?

I coulnd attack, change armor, view the map nor the debug scene.

If it's a normal issue due to the project still being worked on, ignore what I said and continue with the good job.

Really great work so far.
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Re: Samus Platformer

Postby Ninn » Sat Mar 26, 2011 11:14 am

Yes !!! It is the game of samus the most successful. Nice work. :)
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Re: Samus Platformer

Postby KaTsuO_O » Sat Mar 26, 2011 12:42 pm

well well, i still not get any credits for this...

This is the latest verision of some old stuff i created, it was even on the site before...

if you want the fla then tell me, i cant really upload it on the forum so i have to upload it somewhere else.
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Re: Samus Platformer

Postby samella » Sat Mar 26, 2011 1:28 pm

the screen just shows up as a blue box with dots for me :9.
Anything I could do to fix that?
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Re: Samus Platformer

Postby ronpepper » Sat Mar 26, 2011 1:39 pm

Really cool, could be a lot of fun. I like shooting like crazy. What I think might be nice is having a big enemy come at you slowly, and you just shoot him over and over till he dies.. Once you get used to that, you get that plus a few small ones coming at you.. once you get used to that, you get carpal tunnel syndrome..
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Re: Samus Platformer

Postby Kalypso » Sat Mar 26, 2011 3:05 pm

samella Wrote:the screen just shows up as a blue box with dots for me :9.
Anything I could do to fix that?

Download the latest version of flash?
ronpepper Wrote:Really cool, could be a lot of fun. I like shooting like crazy. What I think might be nice is having a big enemy come at you slowly, and you just shoot him over and over till he dies.. Once you get used to that, you get that plus a few small ones coming at you.. once you get used to that, you get carpal tunnel syndrome..

I like the fps, but in a sex game, don't you guys think it's a little overboard? I mean, it's cool, but should we do it? Or should we do it as a little mini-game as an intro to the game?
And then have her helmet get thrown to the floor and have her get fucked by something with the helmet camera watching? Just, brainstorming. I mean, if we have the code it's possible, that's all I'm saying.
Thraur Wrote:2nd Edit for Kalypso:
I reposted the flash. Its literally 1 line of code to change the quality level. I added the buttons into the options menu.. guess its as good a place as any lol. I'll have to look and see if I can optimize the code a little more too = that or reduce # of active enemies at any given time. Theres a lot of frame listeners going on - that may also be contributing to potential latency issues.

Thanks Thraur! The game is much better now. Cruisin' at 120fps. Yarly, huge difference between high and low qual.
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Re: Samus Platformer

Postby warlord42 » Sat Mar 26, 2011 3:06 pm

Good work, I really like the metroid! I can't wait to see new enemies+poses! Keep it up!
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Re: Samus Platformer

Postby ByHisBillowingBeard » Sat Mar 26, 2011 6:21 pm

erm.. on the FPS I shoot all the metroids and.. is there anything after that? I can't seem to get past the second room.
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Re: Samus Platformer

Postby KaTsuO_O » Sat Mar 26, 2011 6:40 pm

ByHisBillowingBeard Wrote:erm.. on the FPS I shoot all the metroids and.. is there anything after that? I can't seem to get past the second room.


nope, there isnt anything more than that, just a base for a fps thats all... i got some free time now so if you would like me to do something then i'll do it.
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Re: Samus Platformer

Postby samella » Sat Mar 26, 2011 6:45 pm

Kalypso Wrote:
samella Wrote:the screen just shows up as a blue box with dots for me :9.
Anything I could do to fix that?

Download the latest version of flash?

Did, but it had no effect. Oh well. Glad this projects moving along still :D
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Re: Samus Platformer

Postby Surskit » Sat Mar 26, 2011 7:29 pm

I guess I'm the only one to have ever played this jewel:

http://www.newgrounds.com/portal/view/276780

Samus FPS. Old as hell.

Porn is pretty bad but the actual game is fun
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