Samus Platformer

Re: Samus Platformer

Postby SteelSaurus » Wed Oct 06, 2010 4:46 am

Cleaver Nodes? What's this technical jargon?
I'll get right on it! Eventually...
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Re: Samus Platformer

Postby corta » Wed Oct 06, 2010 4:51 am

well, the clips for 'mess' need to be hidden inside all of the samus components so we dont need to animate anything...
and then we need to..

..it's just getting more technical, right?
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Re: Samus Platformer

Postby SteelSaurus » Wed Oct 06, 2010 5:30 am

No, I can actually understand this level of breakdown. (As for that Chozo, keep the Space Pirate dick, I had an idea. You know how the Chozo Statues (Torizo) basically hold onto Samus's upgrades. Basically, instead of just giving her the upgrade, she has to ride the statue until it 'releases' the upgrade and it's stone dick crumbles to dust causing it to go inert.)
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Re: Samus Platformer

Postby corta » Wed Oct 06, 2010 5:57 am

yep, that's the idea

knocking up some jizz layers as a resource right now, though.
well, ripping them right out of LoK v0.2 anyway...
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Re: Samus Platformer

Postby Sexybones » Wed Oct 06, 2010 6:16 am

SteelSaurus Wrote:As for that Chozo, keep the Space Pirate dick, I had an idea. You know how the Chozo Statues (Torizo) basically hold onto Samus's upgrades. Basically, instead of just giving her the upgrade, she has to ride the statue until it 'releases' the upgrade and it's stone dick crumbles to dust causing it to go inert.)


Would this help a bit for inspiration.
http://g.e-hentai.org/s/dce3e505c7/195618-236

Its kinda small but your text reminded me of it so i just decided to post it.
Hope's nothing wrong whit that.
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Re: Samus Platformer

Postby GoRepeat » Wed Oct 06, 2010 7:06 am

SteelSaurus Wrote:No, I can actually understand this level of breakdown. (As for that Chozo, keep the Space Pirate dick, I had an idea. You know how the Chozo Statues (Torizo) basically hold onto Samus's upgrades. Basically, instead of just giving her the upgrade, she has to ride the statue until it 'releases' the upgrade and it's stone dick crumbles to dust causing it to go inert.)



UPGRADES


Click to Play
(Javascript Required)

samus examples.swf [ 455.88 KiB | Viewed 19600 times ]





yeah jizzz stay would not be hard... just need to make levels on sprites then count 12345 show 12345 etc



Click to Play
(Javascript Required)

metsu.swf [ 64.22 KiB | Viewed 19603 times ]

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Re: Samus Platformer

Postby corta » Wed Oct 06, 2010 7:32 am

easy? you got that right, pete!

proof of concept:

Click to Play
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mess test.swf [ 35.06 KiB | Viewed 19589 times ]

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Re: Samus Platformer

Postby corta » Wed Oct 06, 2010 7:42 am

oh yeah, we've got to decide on a colour scheme for our intergalactic semen, green seems to be a popular choice - but I reckon it looks too much like acid or something...

thoughts, anyone?
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Re: Samus Platformer

Postby SteelSaurus » Wed Oct 06, 2010 2:16 pm

Pale lime green seems to do well.
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Re: Samus Platformer

Postby SteelSaurus » Wed Oct 06, 2010 2:17 pm

gorepete2 Wrote:
SteelSaurus Wrote:No, I can actually understand this level of breakdown. (As for that Chozo, keep the Space Pirate dick, I had an idea. You know how the Chozo Statues (Torizo) basically hold onto Samus's upgrades. Basically, instead of just giving her the upgrade, she has to ride the statue until it 'releases' the upgrade and it's stone dick crumbles to dust causing it to go inert.)



UPGRADES


samus examples.swf



Long Beam? Where is this long beam?



metsu.swf
I'll get right on it! Eventually...
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Re: Samus Platformer

Postby corta » Wed Oct 06, 2010 2:31 pm

the levirant looked messy among the showcase of samus anims, so here's a separate little file of his own..

one little thing, is there an easy way to track the height of an incoming levi's attacks?
the difference between charging and pouncing, that is. I'd like to make two separate encounters for front-on

also: planning for multiple levis to join in - but it should be a cake-walk to put that in..

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levirant.swf [ 12.2 KiB | Viewed 19231 times ]

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Re: Samus Platformer

Postby haloman » Wed Oct 06, 2010 6:58 pm

i love it so far! keep up the good work!
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Re: Samus Platformer

Postby OwnerOfSuccuby » Wed Oct 06, 2010 7:20 pm

Сorta - hi.

Is there any fla of it ?
mess test.swf [ 35.06 KiB | Viewed 679 times ]
?
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Re: Samus Platformer

Postby haloman » Wed Oct 06, 2010 7:23 pm

cant wait for more bosses!
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Re: Samus Platformer

Postby Tulkas » Wed Oct 06, 2010 9:18 pm

well i must say that the animations are really good, i think the all samus teams must work together, they really do a great job.
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Re: Samus Platformer

Postby corta » Wed Oct 06, 2010 11:05 pm

oh what a bastard I am... of course!


CS4, yes?
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Re: Samus Platformer

Postby OwnerOfSuccuby » Wed Oct 06, 2010 11:13 pm

Thank you very much ;) I will play with it tommorow :mrgreen:

Hmmm 2.11 am ... i mean i will play with it today :lol: ;)
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Re: Samus Platformer

Postby GoRepeat » Wed Oct 06, 2010 11:53 pm

corta Wrote:the levirant looked messy among the showcase of samus anims, so here's a separate little file of his own..

one little thing, is there an easy way to track the height of an incoming levi's attacks?
the difference between charging and pouncing, that is. I'd like to make two separate encounters for front-on

also: planning for multiple levis to join in - but it should be a cake-walk to put that in..

levirant.swf



yeaaaaaaa add and x compar to samus x in hittest like:

if(this.hitTest(_root.samus) && (this._x > (_root.samus_x + 100))){
_global.fucking = true;
this.gotoAndStop("pounce encounter");
} else if(this.hitTest(_root.samus) && (this._x <= (_root.samus_x + 100))){
_global.fucking = true;
this.gotoAndStop("charge encounter");
}


or easier.... if use jumping true false var for levi then

if(this.hitTest(_root.samus) && jumping){
_global.fucking = true;
this.gotoAndStop("pounce encounter");
} else if(this.hitTest(_root.samus) && !jumping){
_global.fucking = true;
this.gotoAndStop("charge encounter");
}

depends on how levi is coded to move on stage
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Re: Samus Platformer

Postby MrBear » Thu Oct 07, 2010 12:42 am

corta Wrote:the levirant looked messy among the showcase of samus anims, so here's a separate little file of his own..

one little thing, is there an easy way to track the height of an incoming levi's attacks?
the difference between charging and pouncing, that is. I'd like to make two separate encounters for front-on

also: planning for multiple levis to join in - but it should be a cake-walk to put that in..

levirant.swf



Having multiple levis join in to create a gang bang? :o I cant wait :)
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Re: Samus Platformer

Postby Yumskerdoodle » Fri Oct 08, 2010 10:50 pm

Looks great! I'd suggest a zoom when Samus screws something, atm it's a little too little.
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