Much Ado About Samus

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Re: Much Ado About Samus

Postby SteelSaurus » Tue Dec 28, 2010 9:16 pm

If I use Thade's old map and do some basic stuff could you work with that. (Find the source later)
I'll get right on it! Eventually...
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Re: Much Ado About Samus

Postby OwnerOfSuccuby » Wed Dec 29, 2010 4:12 am

I can use any graphic object like map - for exampe like this :mrgreen: :lol: :
Image

I can not use only diagonal platforms now - but can use moving platforms like elevator (like it was in some old jumping games ;) ).

The perfect version of game map is some thing not big in size - and made in flash object like graphic without code in it.
Like you do in your game. There was very interesting map.

But i want some thing like sequences of maps for levels - like same Stages with one Mission in it. And one idea - like to make some thing in it and go some where to do something / kill some body etc. It is not so easy as i think first time ;) :mrgreen:

To make a game story is big part of game - when i try to do it i understand that it is hard Image. Hard to invent what player have to do in game.
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Re: Much Ado About Samus

Postby SteelSaurus » Wed Dec 29, 2010 11:52 pm

Well in your game, you had three separate maps. Thade has the classic idea of Metroid rooms with doors that you shoot. Could you have it so you have each room as a separate map?
I'll get right on it! Eventually...
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Re: Much Ado About Samus

Postby OwnerOfSuccuby » Fri Dec 31, 2010 8:30 am

Each map is a separated frame - and a separated flash moveclip object.

I little do not understand you ... ?

The room have to be not big in size (like your map or smaller i think will be good) - it is hard to work with big maps (i always work on 20% zoom (i have 17 monitor ...)) - and i am afraid that if it will be very big it can lag.
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Re: Much Ado About Samus

Postby Thaedael » Sat Jan 01, 2011 9:17 pm

He means where you load each room separately as you enter them.

Something along the lines of.
>>>This<<<
Image
>>>Leading to This<<<
Image

as opposed to them all being like you have now:
>>>Where you just walk all over the map that is loaded all at once<<<
Image

I am not a programmer so I don't know what is better and a such won't comment on anything. However I hope this help made clear what SS was talking about.
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Re: Much Ado About Samus

Postby OwnerOfSuccuby » Sun Jan 02, 2011 12:28 am

I can use as a little rooms - as a big one. But if map (like in example 3) is too big it can lag a little. I do not know what is the bigest sze of stable map work.

I newer test it on very big rooms - the bigest room i test it was this one: (It is 15% of its real size that i test ). It was not lag on my PC - i think map like in Example 3 will not too - but if it will i can cut it on 2 or more maps.

The only one problem - i am bad in working with diagonal platforms now ;) It will work but it will not be perfect :D :roll: :mrgreen:

So i can try to make it as you will say ;) but i need maps :lol: :mrgreen:

And a simple description what and how have to work - may be with arrows for more simple understanding ;) :mrgreen:

It is hard to understand you some times - becouse for example when i try to translate i have this one problem:
(My internet dictionary is not perfect :()

with doors that you shoot
- my internet dictionary translate it like:

1)Walk through the door.
2)Destroy the door.
3)Create the door.

:mrgreen: :lol: - So when i read this translation some times i am a little surprise :lol:
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Re: Much Ado About Samus

Postby SteelSaurus » Sun Jan 02, 2011 1:05 am

Thade has it exactly right with example 1 and 2. I don't want to do 3 (because it's hard) unless absolutely necessary to have a big level.

I won't really have too much diagonals (again unless absolutely necessary).
I actually think Thade would be better at making the levels as my flash levels wouldn't have that great of detail.

And by Shoot the Door to Open it you'd be;

Trying to destroy the door but instead it opens.
I'll get right on it! Eventually...
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Re: Much Ado About Samus

Postby Reaver » Sun Jan 02, 2011 5:51 am

u should make an invincbility cheat
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Partially on-topic!

Postby corta » Sun Jan 02, 2011 8:10 am

alright, chaps..
I'm knocking up some basic controls for an AS2 platformer and here's what i've got for movement so-far.
WASD for walk/jump and shift for run. (no jump anim yet, deciding on 'style')

Click to Play
(Javascript Required)

~PlatformerEngine.swf [ 477.76 KiB | Viewed 6958 times ]


why zelda? ..titty glitter..

no platforms? yeah, shh! ..I'm still going, don't interrupt
three options spring to mind for exactly 'how' we'll jump..

1: The mario. Arched knees, extended fore-arm.
2: The Ninja. ..it's.. aero-dynamic.. I guess..
3: 'Classic metroid' flips. (I think they're stupid, but there'll be yelling if'n I don't mention it..)

jumpstyles.png
jumpstyles.png (14.92 KiB) Viewed 6958 times

I'm not really a fan of any of those, so I guess I'm after ...suggestions..
and the jump height, higher? I'm thinking higher, yeah..

and as for attacks, aiming, shooting and all that - I'll try throwing the arms, head and weapons in the same movie clip and run it by mouse or something. chances are high of that looking like arse.
semi-confirmed weapons are cannon/magic, pistol and rifle. (they're already drawn, might as well use 'em!)

and umm.. nova got new gloves and a rifle.. and there's a new bootfix for varia legs.
and I think that's all I'm showing-off for now..

..thoughts?

PS: Welcome back, steel
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Re: Much Ado About Samus

Postby xPxHxOxExNxIxXx » Sun Jan 02, 2011 9:49 am

I think the ninja would be the most suitable jump for Zelda, or maybe you could go to youtube or some other video site and look up a Super Smash Bros gameplay with Zelda for jump ideas, from what I remember Zelda uses almost all if not all magic attacks and Sheik, if you're going to count her in, uses a variety of ninja-esc weapons. Back to the jumping part though, Zelda, kind of crouches a little bit and then jumps and if she wanted to get extra height she would spin around and cast a spell around her, disappear for a few seconds and then reappear high above, Sheik does essentially the same thing only and explosion occurs where she disappeared. Also I think the jump height would be better a little higher.
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Re: Much Ado About Samus

Postby OwnerOfSuccuby » Sun Jan 02, 2011 11:56 am

SteelSaurus Wrote:Thade has it exactly right with example 1 and 2. I don't want to do 3 (because it's hard) unless absolutely necessary to have a big level.

I won't really have too much diagonals (again unless absolutely necessary).
I actually think Thade would be better at making the levels as my flash levels wouldn't have that great of detail.

And by Shoot the Door to Open it you'd be;

Trying to destroy the door but instead it opens.


1-2 examples are good - big maps is hard to use :mrgreen:. The 3 example is hard to use to so ;) 1-2 is the best solution :lol: :mrgreen:
corta Wrote:alright, chaps..
I'm knocking up some basic controls for an AS2 platformer and here's what i've got for movement so-far.
WASD for walk/jump and shift for run. (no jump anim yet, deciding on 'style')

~PlatformerEngine.swf

why zelda? ..titty glitter..

no platforms? yeah, shh! ..I'm still going, don't interrupt
three options spring to mind for exactly 'how' we'll jump..

1: The mario. Arched knees, extended fore-arm.
2: The Ninja. ..it's.. aero-dynamic.. I guess..
3: 'Classic metroid' flips. (I think they're stupid, but there'll be yelling if'n I don't mention it..)

jumpstyles.png

I'm not really a fan of any of those, so I guess I'm after ...suggestions..
and the jump height, higher? I'm thinking higher, yeah..

and as for attacks, aiming, shooting and all that - I'll try throwing the arms, head and weapons in the same movie clip and run it by mouse or something. chances are high of that looking like arse.
semi-confirmed weapons are cannon/magic, pistol and rifle. (they're already drawn, might as well use 'em!)

and umm.. nova got new gloves and a rifle.. and there's a new bootfix for varia legs.
and I think that's all I'm showing-off for now..

..thoughts?

PS: Welcome back, steel


Perfect as always ;)

May be double press button for run - not shift ? Like it was on some SEGA games - for example like Street of Rage 3.

And may be a little bend legs to bust in knee - like in real life when you jump on high object ?

And may be remove sliding effect ? It is too big now - i think - like you try to stop on ice or on very mud /dirty floor.
It is perfect for some thing like girls mud fight game ;) (mmm... dirty girls Image Image Image ) - but it is to hard and a little not realistic for action games ;)

True ninja never slide ;) Just joke :lol: :mrgreen:

ikechi Wrote:u should make an invincbility cheat


What is it ? invulnerability for monsters ?
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Re: Much Ado About Samus

Postby iamnuff » Sun Jan 02, 2011 1:27 pm

yeah, shift to run is a little akward... try the double tap, (or R to toggle?)


the best jumping platforming game ever (in flash) is "fancy pants adventure" check it out, then checkout the AWESOME blackflip you can do.
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Re: Much Ado About Samus

Postby KaTsuO_O » Sun Jan 02, 2011 1:56 pm

Amazing! the walk and run animation looks really good. I dont think that Shift was a bad button for run but i agree with that you should take away som sliding in the end not all but most of it.
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Re: Much Ado About Samus

Postby OwnerOfSuccuby » Sun Jan 02, 2011 2:36 pm

Sliding is not necessary i think. Shift is bad = becouse you need to press it all the time - may be some thing like press 1 time shift to run next will on walk mode - next shift = run mode ;)

But with double press it is not hard too - just make a Var and when button is pressed if var >0 run else - walk (and -1 it by timer).

But we do not know what Corta want to make - so may be it will be much more better like it is now - may be some interesting idea ;)

But i like arrows movment more then ASDW - becouse i do not understand where will be fire / etc. Mouse control / arrows to fire - attack ?

iamnuff Wrote:yeah, shift to run is a little akward... try the double tap, (or R to toggle?)


the best jumping platforming game ever (in flash) is "fancy pants adventure" check it out, then checkout the AWESOME blackflip you can do.


http://armorgames.com/play/301/fancy-pants-adventures

It is really not bad ;) - but i little do not like jump there - it gous a little hard for me :mrgreen:

And it is little hard to play becouse slide effect. I am gamer for 20 years ;) so i am a little get tired about games that are hard to pass - i more like some thing like - kill them all and sexual games now ;)
So Postal 2 is a good game for me :lol: :mrgreen: It is even funny becouse i liked strategy and hard to play games for 15 years ;) :mrgreen: :lol:
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Re: Much Ado About Samus

Postby iamnuff » Sun Jan 02, 2011 7:31 pm

yeah, the timing is hard, i cant hit the spiders worth a damn, but i just ment the jumps from that game, the backflip is bloody awesome.

dont know how hard it would be to pull off with something other than a stick figure though
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Re: Much Ado About Samus

Postby SteelSaurus » Mon Jan 03, 2011 2:27 am

Ok. So much goodness!

Suggestions; Ease up on the sliding just a tad (reserve it for wet floors and ice or stuff), and perhaps have different jumps for different characters. (Zelda, Shiek (and in turn Zero Suit) ninja jumps while giving Varia and Fusion Suit the spin jump.
I'll get right on it! Eventually...
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Re: Much Ado About Samus

Postby Reaver » Mon Jan 03, 2011 6:16 am

is there going to be a masturbation option
Renegade, Mercenary, Wielder of the Shaft of Justice, Angel-Rapist, Rp Contract Killer
He enters like a shadow, exits like a Horseman of the Apocalypse.
Seen it all, done it all.
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Re: Much Ado About Samus

Postby OwnerOfSuccuby » Mon Jan 03, 2011 9:59 am

ikechi Wrote:is there going to be a masturbation option


Image

I hope it will be - but it have to be animation of it :mrgreen:

ImageImageImage

Musturbation option for Krystal - is very good idea too (like exchange cheat button) :mrgreen:

Just testing my new smiles :mrgreen: :lol:
ImageImageImageImageImage
ImageImageImageImageImage
ImageImageImageImageImage
ImageImageImageImageImage
ImageImageImageImageImage
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Re: Much Ado About Samus

Postby BruceLeekjkb » Mon Jan 03, 2011 11:35 pm

Hey Corta I don't know if this is a frequently asked question but what flash creater do you use to make you beautiful work?
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Re: Much Ado About Samus

Postby corta » Tue Jan 04, 2011 7:28 am

iamnuff Wrote:yeah, shift to run is a little akward... try the double tap, (or R to toggle?)


the best jumping platforming game ever (in flash) is "fancy pants adventure" check it out, then checkout the AWESOME blackflip you can do.


It's nice AND it's ActionScript 1/2!
I could kiss you, you glorious bastard
Now, I've just got to sort through all those words, all those damn words..

BruceLeekjkb Wrote:Hey Corta I don't know if this is a frequently asked question but what flash creater do you use to make you beautiful work?

erm.. Flash CS5.

SteelSaurus Wrote:Suggestions; Ease up on the sliding just a tad (reserve it for wet floors and ice or stuff), and perhaps have different jumps for different characters. (Zelda, Shiek (and in turn Zero Suit) ninja jumps while giving Varia and Fusion Suit the spin jump.


Yeah, I realize how far you slide when stopping with shift on.. might change for aim-mode.. or a.. not-aim-and-run-instead ..mode..

OwnerOfSuccuby Wrote:But with double press it is not hard too - just make a Var and when button is pressed if var >0 run else - walk (and -1 it by timer).


I always hated the idea for double tap to run, makes sense for evades, though. (don't get your hopes up for an evade here, though..)

ikechi Wrote:is there going to be a masturbation option?

this comes up pretty often.. unless we wanted to make a whole new hand set, it won't look as 'sexy' as it could be..
..maybe with a toy, though..

anyway.. guess I'll start up flash, then.
Active Thread: [ Flash Edits ][27th July/19]
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