Samus Platformer

Re: Samus Platformer

Postby wizard » Wed Apr 13, 2011 9:59 am

In the Samus platformer I keep getting a graphics error I've been getting all along in this version; whenever there's supposed to be a sex interaction the enemies just shake violently and the scene does not play.
Krystal, Samus, Peach, whoever; just rape a bitch.
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Re: Samus Platformer

Postby GoRepeat » Wed Apr 13, 2011 11:20 am

OwnerOfSuccuby Wrote:Very interesting flash ! What program code do you use for switch objects from one layer to another ?



swapDepth()

switches layers with another object - there is invisible place holder box (alpha=0) on the other depth; halfway through jump animation(in trees):

_root.elf.swapDepth(_root.swapbox);

they switch layers - AS2
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Re: Samus Platformer

Postby OwnerOfSuccuby » Wed Apr 13, 2011 1:12 pm

Did not understand nothing :mrgreen: :lol: :mrgreen:

Very good animation and idea is good !Very good work Image
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Re: Samus Platformer

Postby GoRepeat » Sat Apr 16, 2011 9:33 am

Did not understand nothing :mrgreen: :lol: :mrgreen:


"Depth" is var that controls layers; it is "Z"; if you swapDepth() two clips they switch layers

Change x, movie moves left and right; Change y, movie moves up and down; Change depth, movie moves layers


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Re: Samus Platformer

Postby Darek » Sat Apr 16, 2011 12:37 pm

That's awesome gorepete2! :D Haha, it just keeps cumming on her -loop. Great stuff. Half-expected that 'thorn/branch right underneath her to slam up her ass or something.
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Re: Samus Platformer

Postby Mirakh » Sun Apr 17, 2011 12:52 am

You make cool stuff, gorepete.
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Re: Samus Platformer

Postby That Guy » Sun Apr 17, 2011 9:58 am

Gorepete. That is.

Holycrapwtfawesome.

I want moar.
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Re: Samus Platformer

Postby Ninn » Sun Apr 17, 2011 11:02 am

I have an idea as Samus Platformer, to put the start of OwnerOfSuccuby (NPAS303.swf), when the Space ship and nailed on the soil, Samus makes attack, there takes in the animation of Digfree in game (Samus&trace.swf). It attacks manner the Space ship and destroys it then attacks Samus. When it viol is finished, Samus does not have more than has explore the planet.
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Re: Samus Platformer

Postby SteelSaurus » Sun Apr 17, 2011 8:02 pm

Hello all, trying to get back into the swing of things. Here's a Metroid Egg for you lot to play with, made of 5 separate parts (including the Metroid).
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Metroid Egg.swf [ 12.69 KiB | Viewed 12092 times ]

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

Postby SexyFoxTime » Sun Apr 17, 2011 8:46 pm

Nice! :D now i have a great idea!, how about.. a power up sort of to.. control them? :P idea.. muahah
Girls give it up for the summer time, because boys are on the beach looking good and i'm feeling fine, im on a misson to make you mine, just put the music on give it up for the summer time

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Re: Samus Platformer

Postby Thraur » Sun Apr 17, 2011 9:41 pm

Very nice. Looks.. promising :).

Heres a question to the experienced animators - Would it be easier to start new animations (possibly from scratch?) or would it be worth attempting to convert incompatible parts to Corta's character template parts? It sounds like theres desire for having multiple costumes and character skins, only problem is a large portion of the existing animations use incompatible parts and things don't line up too well (if at all).

I can't animate too well, so both tasks seem daunting to me. Any ideas? If we do go with the new/updated animations route - it would be a perfect chance to add in a full body so samus can also pick which choice of weapons (cannon, pistol, whatever) to use as well.

Off the top of my head, I think the only animations we would need updated are the metroid and chozo ones (and possibly player jumping). We could use Corta's walking/aiming for the player, and the pirates ahoy animations for the space pirate. Ridley and MBrain already use the template parts.
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Re: Samus Platformer

Postby SteelSaurus » Sun Apr 17, 2011 11:04 pm

And the start of a tunnel worm.
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Tunnel Worm.swf [ 61.47 KiB | Viewed 11682 times ]

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

Postby Digfree » Mon Apr 18, 2011 4:09 am

ok so I was thinking of a way to make the first level look a little bit better, no offense to the original person who made it, put it is just thrown together. I thought of making a few sprite blocks and rebuild the level lego style. It's not standard LOK format, but it's not 8-bit, just has that old school feel to it. Not sure how laggy it is, I got no programming skills. Please voice which version you like, it's the EXACT same level as the original purple one you start on, just new art. Can be used on other levels too.

here are examples, if you dl the fla. look at Sprite 273 in the library.
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Re: Samus Platformer

Postby Thaedael » Mon Apr 18, 2011 4:19 am

Not to counter-attack digfree, but maybe try the super metroid sprites, there should be a tile pack on the spriter's ressource page, they have a more blue/purple tone to them, if not the sprites from metroid zero are great too in the caves!
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Re: Samus Platformer

Postby Digfree » Mon Apr 18, 2011 4:20 am

I was not able to uplaod the file, too big cause it's the whole game and my internet sucks, let me know if you want it. and about adding the purple tone that can be EASALY done
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Re: Samus Platformer

Postby Liz » Mon Apr 18, 2011 4:24 am

i want it :D
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Re: Samus Platformer

Postby Digfree » Mon Apr 18, 2011 4:33 am

here is a purp version
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Re: Samus Platformer

Postby LKS_Lurker_LKS » Mon Apr 18, 2011 5:01 am

The Original one (Blue-ish(?) Version) looks great if you are going to Make a Level in Nightime...

Remember that the purple-ness of the Original Metroid (And Part of Zero Mission) was because it was a Dark Cave with No Light, i think a Yellow/Orange/Red-ish Brown version would work (the More deeper you are, the More Dark-Purple-ish it gets)

Unless you don´t have any sun in that sector... which would make this post useless. T-T
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Re: Samus Platformer

Postby Thraur » Mon Apr 18, 2011 6:19 am

The planet surface level definitely needs a make over. Its currently a placeholder and will need proper background art, etc (possibly even a layout change). I personally think the 8bit textures look a little out of place with the existing art theme, although maybe it could work.

If you want, you could copy the scene into a new fla - then you will only get the components that are directly needed for it to work - a smaller file would be a quicker upload.
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Re: Samus Platformer

Postby Digfree » Mon Apr 18, 2011 6:52 am

not working, but Thraur sent you a pm here with the link to download the map file, hope you consider it
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