Samus Platformer

Re: Samus Platformer

Postby Thraur » Tue Apr 05, 2011 2:21 am

Wow, I just realized that this thread has over half a million views.. :lol:


haloman Wrote:It looks good! But did you remove the fucking on purpos? Because there is none. :lol:

Haha not on purpose. I can't animate too well so my priority thus far has been making a stable engine thats extensible.

ikechi Wrote:first off i love it but the final scenes could be a little longer and maybe some gangbangs could be incorporated cant wait for the next update!

Yeah, I agree - the boss could be longer. However, the mbrain rape anims aren't in yet so that would probably increase the encounter's duration. I was also thinking of maybe adding functionality for "boss stages"; If boss is under 50% health they would attack more frequently, for example.

MarioMaker Wrote:You guys should really add acceleration to the physics for gravity. You can cap it at a reasonable speed but that would keep the control up there with The Metroid titles.

Thats not a bad idea. Might do that for the next update. It shouldn't be too hard to implement.
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Re: Samus Platformer

Postby Unholy Sonic » Tue Apr 05, 2011 5:16 am

Really great. Job well done.

Tho I, I don't know if it's the same for some people here but once the game is being played outside of the site, the controls for shooting and changing armor doesn't work.
To jmp I must press space.

So I was wondering if changing the shoot to [Shift] and change armor to [Ctrl] could be done?
If not then I don't mind that much.
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Re: Samus Platformer

Postby Thraur » Tue Apr 05, 2011 6:28 am

Unholy Sonic Wrote:Tho I, I don't know if it's the same for some people here but once the game is being played outside of the site, the controls for shooting and changing armor doesn't work.
To jmp I must press space.

So I was wondering if changing the shoot to [Shift] and change armor to [Ctrl] could be done?
If not then I don't mind that much.


Interesting. So I decided to look up possible causes on this. I think it may be due to missing the adobe AIR runtime. But dont go installing anything just yet -- try this version and let me know if its still fubared. Otherwise, I added the shift and control keys to shoot and change armor (respectively).

A note to other programmers - apparently if you use the Keyboard class in AS3 (ex. event.Keycode == Keyboard.X), not all Keyboard constants are actually available without the adobe AIR runtime. Very weird on adobe's part. The potential solution is to hardcode in keyboard codes instead.
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Re: Samus Platformer

Postby ByHisBillowingBeard » Wed Apr 06, 2011 12:20 am

Shift key for firing is a bad idea = StickyKeys on my computer. Not sure about anyone else's.
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Re: Samus Platformer

Postby ANooB » Wed Apr 06, 2011 12:28 am

Hey, brah. Set it up for the ASDW keys for actions, with space for jumping. This will make FPS ppl comfortable.
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Re: Samus Platformer

Postby Unholy Sonic » Wed Apr 06, 2011 4:32 am

The ZXC buttons are fixed and it's working well for me.

Thank you.
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Re: Samus Platformer

Postby Thraur » Wed Apr 06, 2011 8:10 am

@Unholy Sonic
Excellent news!

So I got kind of sidetracked tonight haha. In the next release, expect to see some configurable options (from options screen) where you can choose and configure whatever keys you want for player control. And since flash is sooo awesome, it also saves your configurations locally so if you load the flash again (at a later time), the configurations should still be saved. Essentially, a flash "cookie", but it works outside the browser too.
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Re: Samus Platformer

Postby Crossbow1701 » Wed Apr 06, 2011 2:20 pm

Thraur Wrote:@Unholy Sonic
Excellent news!

So I got kind of sidetracked tonight haha. In the next release, expect to see some configurable options (from options screen) where you can choose and configure whatever keys you want for player control. And since flash is sooo awesome, it also saves your configurations locally so if you load the flash again (at a later time), the configurations should still be saved. Essentially, a flash "cookie", but it works outside the browser too.


i'm guessing cuse its in Alpha stage you won't add the sex scenes yet?
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Re: Samus Platformer

Postby Ninpo » Wed Apr 06, 2011 8:57 pm

wow I never knew about the 'c' button xD Just wondering, what does the green meter represent, and what does it do?
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Re: Samus Platformer

Postby kmacroxs » Thu Apr 07, 2011 1:58 am

I can't play the most recent version
I am able to play the one before
Justin Bieber sucks

not what I really meant to say


huh Justin Bieber??? wonder what they sound like
Justin Bieber starts singing
aaaaaaah!!! I'm being ear-raped
more like Justin "Rapes Your Ears" Bieber
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Re: Samus Platformer

Postby Thraur » Thu Apr 07, 2011 5:14 am

Its next on the agenda for sure. I had some problems merging the different art assets (they didn't all line up, which fubars the nice animations). But its looking good now! Going to have both ridley and mbrain fully working for next release very soon.
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Re: Samus Platformer

Postby namnam » Fri Apr 08, 2011 5:08 am

what happens after defeating the boss like thing at the very bottom , and whats purposes of the extra jump from the chozo statue ??? just curious ^-^
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Re: Samus Platformer

Postby Hanny » Fri Apr 08, 2011 10:06 pm

VERY nice game. I just wish there was an option to switch all the cum to normal white. All that green and purple alien goo is a real turn-off imo. Other than that, keep up the good work :D I'm looking forward to when this one will be finished.
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Re: Samus Platformer

Postby Thraur » Sun Apr 10, 2011 6:04 am

@namnam
Nothing happens yet. For the chozo, I just wanted to position it better. The chozo drops a powerup so I was thinking of having the player 'explore' a little before they get its powers.

@kmacroxs
Was there something in particular that didn't work?

@Ninpo
I was following the older version that gorepete made. Its supposed to represent the player's "lust". We haven't quite decide what to do when it reaches 100% yet.


As an update - I've got great news... I've finished converting the ridley and mbrain rape animations and they look sweet in game - no doubt due to Corta's awesome animating skills :D . I just need to add some AI to ridley so he doesnt stand around like a statue. Chances are I'll probably upload a new swf sometime tomorrow evening if everything looks peachy on my end. The swf is getting large now tho (> 2.5mb), so I may need to look into making a preloader as well (internal preloaders and AS3 don't go along too well or so it seems.. =/. )
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Re: Samus Platformer

Postby Anonymous » Mon Apr 11, 2011 4:01 am

are you planning on putting other suits in the game
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Re: Samus Platformer

Postby Thraur » Mon Apr 11, 2011 8:26 am

paint-the-seconds Wrote:are you planning on putting other suits in the game

Yeah I think so.. eventually. Going to need to think of a way to do it that makes sense with the current armor toggle.


**********************************

So here is my latest build - its more a tech demo then game still, but its getting there! Highlights of this version:
- I finished converting all of Cortas animations from both the MBrain and Ridley encounters. MBrain is still in the bottom of the cave and is relatively unchanged from the previous version (ofc his stun attack will now actually play the rape anims). Ridley is only accessible via a special test scene. Access it by pressing H on the main menu and choosing the "Test Scene" - note - you will have to right click -> main menu to exit the area once done. Probably going to make some new areas for the next update and give Ridley a proper home.
- Added a boss health bar on the HUD. Fairly straightforward..
- Added a preloader. See my rant in the LOK preloader thread for those juicy details :lol: . (Honestly, probably the hardest thing I had to do thus far - coding wise very simple, more so a lack of documentation and poor examples).
- Also added player falling acceleration. Its subtle.. yet noticeable if your base jumping on the planet surface area with the big hole.
- And another big-ish one - I added the customizeable controls accessible via options from main menu. You can map them to whatever you want. (Note: space, and the arrow keys are alternative keys and are unchangeable). It stores the settings into a "flash cookie", so you should only need to set the controls once.

I've been trying to think of ways to make the boss combat more exciting then standing there holding down the shoot key. Perhaps we will want to separate 'stun and shoot' modes on the gun from toggle armor. Then it may open up new possiblities for combat, like the player's armor could stop working, or the enemies/boss could forcefully remove/unequip things. On a cooler note, i got ridley's dick to maintain a single "wetness" state. Using my technique for this should open up the possibility for something similar for the player and it will work across all instances of that object.

Bugs:
- Ridley camera positioning is sometimes a little weird.
- The ground detection on platforms is a little weird for me if you hit them at an angle.
- I think I'm seeing some ingame lag when MBrain is suppsoed to spawn tentacles or w/e.
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Re: Samus Platformer

Postby Valithan » Mon Apr 11, 2011 4:28 pm

in gorepete's project samples he did have an armor malfunction that would keep the player from being un-rapable till they sexed enough energy back. I think a feature like that would help (and/or maybe have attacks disable/remove suit functions) vary the game-play a bit. In the case of mother brain, I'm pretty sure the plating visor is supposed to protect her weak-spot, so you used stun mode it knock it up for brief moment and then the other mode to damage her while the vizor's up. In the case of Ridley, I think the regular gun isn't supposed to be effect at all, just the armor to avoid getting raped by Ridley while freeze him into a state of submission and then drain sex him.

I like the setup of different suits managing a single weapon function (armored normal, naked-ish ice) and could be extended to other abilities. (armored fusion - missiles, naked fusion - diffusion missile?) and then different suits could have different sex/control animations (on at least regular monsters anyway) or just have a different function on the sexing, like draining a limited ammo type for that particular suit. A different set of keys could then toggle between her current set of suits. So in the case of z,x,c play then m,n,b could switch between the suits (normal, fusion, zero or make make more? I could try vectoring that silly door-suit design i did when I first joined >.>)

Though i guess to make the coding hopefully easier (and not need to figure out damage numbers, etc) certain enemies (based on game-legth) would just be vulnerable to one set of damage/set options, and then the suits just have a damage and then a stun based combo.
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Re: Samus Platformer

Postby Digfree » Mon Apr 11, 2011 9:24 pm

meh.... I tried making a new back ground for ridly battle, but I think i failed, still posting it, if there is anything to salavagable.
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Re: Samus Platformer

Postby GoRepeat » Mon Apr 11, 2011 11:23 pm

Project looks great!!!!!! very happy you picked it up..... wow 500,000 views.... who would have guess my little samus wolf sex would turn into this!!!!

hahaha!!! great job - look forward to where you take it
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Re: Samus Platformer

Postby Privateer » Tue Apr 12, 2011 12:15 am

You're Alive!!
Goood goood
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