Samus Platformer

Re: Samus Platformer

Postby yl1499 » Mon Mar 21, 2011 2:11 am

Man this game was coming along too, but i'm pretty sure he's busy with life. In the mean time I will start to take up flash, I have a really good idea for a mature Flash game.
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Re: Samus Platformer

Postby Thraur » Mon Mar 21, 2011 9:14 pm

Hello - I've been lurking for a little while, and the Samus platform project has piqued my interest. I haven't gone through all the posts in the thread, but it seems like theres a lot of incomplete engines and artwork/assets around. Some are now inaccessible it seems, and it would be nice to have access to some of them again (@Corta, I think some of your Metroid animations posted previously would be great additions to this project, but I would need a .fla file).

However, I've been quietly compiling everything I could find from the previous versions in this thread and the other one over the last week, and I wanted to build an engine powered by AS3 and CS5. I'm not much of an artist or animator, but I can definitely program ;) .

So without further adieu, I've attached what I got below. I've incorporated the intro posted by Katsuo_o and converted most of the engine from gorepete's last .fla upload. I also grabbed some of the sound files posted by Corta. This isn't really a "game" yet.. its more a tech demo if anything :D .

The Chozo and Pirate encounters have all the proper animations, but the metroid enemy doesn't have a complete set. The gameplay is the same from the previous engine versions. I've created a series of classes that define enemies and moving enemies (among others). And it would be extremely easy to added more enemies provided they all define similar labels for animations like attacking, walking, etc, etc. I have yet to add an enemy AI, but its next on the list.

Is anyone still interested in taking this project further?

Controls:
C - toggles armor
A,D,Left/Right arrows - movement
W,S,Up/Down arrows - gun positioning
Z - jump
X - fire
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Re: Samus Platformer

Postby Kafei » Tue Mar 22, 2011 2:23 am

I sure hope someone does continues on this Project, it's looking pretty good so far.
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Re: Samus Platformer

Postby Digfree » Tue Mar 22, 2011 4:37 am

wow cool, someone finally put it all together, sure more to come, but it's a pleasure having you yl1 :3
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Re: Samus Platformer

Postby Valithan » Tue Mar 22, 2011 4:46 am

i like the adjusted speed on the rate of fire in particular, though I think enemies will need to take a few more hits. For the metroid animations, I think if you hit up the pinned archive thread and do a search on playshapes. He did a few animations of samus w/ a metroid, one of which is intended to be a series of clips to be inserting into this engine.
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Re: Samus Platformer

Postby warlord42 » Tue Mar 22, 2011 5:01 pm

Great! Please, continue.
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Re: Samus Platformer

Postby ronpepper » Tue Mar 22, 2011 11:07 pm

@Thraur: Nice job!

Thraur Wrote:Is anyone still interested in taking this project further?


I always say: If you need something done, do it yourself! I'm pretty devoted to finishing LoK at this point but I like what you've done. You seem to have the programming and stuff down -- what do you need at this point to "take the project further?"
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Re: Samus Platformer

Postby ByHisBillowingBeard » Wed Mar 23, 2011 12:50 am

Thumbs, and all, up
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Re: Samus Platformer

Postby Thraur » Wed Mar 23, 2011 1:53 am

ronpepper Wrote: what do you need at this point to "take the project further?"


The bigs ones are probably story and level layouts. I have some ideas, but I'm going to focus on the engine and enemy interactions for now. I went digging through the resources thread and found those metroid animations and am in the process of converting them for use with this project. That will probably be my next update along with bringing that cave level back. Then I can ensure the engine can handle vertical movement along with horizontal.

@Corta
Do you have the .fla for any of these?
viewtopic.php?f=7&t=539&start=220#p13440
viewtopic.php?f=7&t=539&start=320#p14224
viewtopic.php?f=7&t=539&start=140#p13170

The levirants attack one might make a good enemy addition if we could flesh out the enemy to be more inline with existing enemies.

I've made the assumptions that every enemy has these basic animations: (Namely for stationary but "interactable" objects - like the Chozo):
- idle
- dying (curls up and goes into "death" position, or whatever)
- death (basically a fadeout to black)
- at least 1 sex scene.

For enemies that have more functionality (aka moving and attacking enemies like pirate) they also require these additions:
- "walking" (or floating.. in the case of metroids)
- at least 1 attacking (if they need special directional attacks, there are currently 3 available positions DOWN, UP, and STRAIGHT).
- Ideally 4 sex scenes. (Player front, player back, engaged by player front, and engaged by player back).
- stunned

I've pretty much finished the AI for the enemies. I've made some improvements to the original "dumb" AI... Each enemy can now actively fire at and chase the PC (provided the PC is within their "visual range" and hasn't run them away). Nothing happens on full lust or death yet, however.
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Re: Samus Platformer

Postby Kalypso » Wed Mar 23, 2011 3:23 pm

I'd be interested to do some characters, backgrounds and objects, since I hate doing AS3 on my own. If we can get a decent animator on board, I'd be in. There's only one thing I want to know. Would you be interested in character customization, Thraur? Or no?
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Re: Samus Platformer

Postby Digfree » Wed Mar 23, 2011 5:31 pm

Kalypso Wrote: If we can get a decent animator on board, I'd be in.


mhmmm... you rang?

I am in to help out a bit
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Re: Samus Platformer

Postby Kalypso » Wed Mar 23, 2011 9:44 pm

Awesome, Digfree. Well, if you can upload the FLA Thraur, I'd be glad to start putting stuff together.
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Re: Samus Platformer

Postby Kalypso » Wed Mar 23, 2011 10:18 pm

To celebrate, I want to model a boss. Shall I make Queen Metroid, Arachnus-X? Or perhaps a Phazon Elite?
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Re: Samus Platformer

Postby haloman » Wed Mar 23, 2011 10:35 pm

Kalypso Wrote:To celebrate, I want to model a boss. Shall I make Queen Metroid, Arachnus-X? Or perhaps a Phazon Elite?

All three perhaps? XD. But id realy like to see Queen metroid.
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Re: Samus Platformer

Postby Kalypso » Wed Mar 23, 2011 10:41 pm

haloman Wrote:
Kalypso Wrote:To celebrate, I want to model a boss. Shall I make Queen Metroid, Arachnus-X? Or perhaps a Phazon Elite?

All three perhaps? XD. But id realy like to see Queen metroid.

Same. I started modelling it and I'm trying to decide whether to make it a tentacle monster, a big dick monster (like King Redeye), a monster that ejects large metroids with tentacles, or all three. Part of me wants to go with D, but I don't want to overwhelm anyone.
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Re: Samus Platformer

Postby Reaver » Thu Mar 24, 2011 12:22 am

i go with which ever one has tentacles
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Re: Samus Platformer

Postby Thraur » Thu Mar 24, 2011 1:46 am

This 10 post thing is annoying - my posts are going to be delayed. Anyways...

@Kalypso
They all sound good. I doubt tentacles would overwhelm anyone, atleast until the player's armor is off :lol:

Kalypso Wrote:Awesome, Digfree. Well, if you can upload the FLA Thraur, I'd be glad to start putting stuff together.

Do you guys have a version control setup anywhere for LoK? I've been using one locally. Ideally, I'd rather just stick it somewhere else and/or open source everything. In the meantime, the project source is in xfl format which should help avoid "one big fla" headaches and everything opens the same as with a .fla. All you need are the LIBRARY folder, bin (if your adding media) folder, and DOMDocument.xml and things should hopefully be able to merge back into the main project relatively easily.

Heres the megaupload link: http://www.megaupload.com/?d=JXZ3QXD2
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Re: Samus Platformer

Postby Kalypso » Thu Mar 24, 2011 2:22 am

Thraur Wrote:This 10 post thing is annoying - my posts are going to be delayed. Anyways...

@Kalypso
They all sound good. I doubt tentacles would overwhelm anyone, atleast until the player's armor is off :lol:

Kalypso Wrote:Awesome, Digfree. Well, if you can upload the FLA Thraur, I'd be glad to start putting stuff together.

Do you guys have a version control setup anywhere for LoK? I've been using one locally. Ideally, I'd rather just stick it somewhere else and/or open source everything. In the meantime, the project source is in xfl format which should help avoid "one big fla" headaches and everything opens the same as with a .fla. All you need are the LIBRARY folder, bin (if your adding media) folder, and DOMDocument.xml and things should hopefully be able to merge back into the main project relatively easily.

Heres the megaupload link: http://www.megaupload.com/?d=JXZ3QXD2

Sorry about the 10 post thing. I'd really love to just approve you, but I don't have that ability as a mod any longer since I lost global privileges after the whole team broke apart. It's going to be a pain, just post something in general forums 7 more times, bump something, and I'll approve them and delete them since I know you're not a spammer and Ren is on at different time intervals and the only member with global admin abilities atm.
Anyways...
Thanks. Not sure if we have a version control setup for LoK, namely because we really only have the one version we utilize for now.
I usually just go through the library in flash, pick a couple of models, and translate the pieces so they're AI-ready for editing. It's a gruesome boring and time-consuming process, but it helps get the job done.
I was working on the Queen from this image of Metroid Other-M, and I've been debating whether to utilize that, or the concept art from this image. Any preferences?
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Re: Samus Platformer

Postby Reaver » Thu Mar 24, 2011 2:30 am

the second one it seems it would be able to shoot metroids of to fuck samus and to mount her and im sure when u open its mouth it would have like twenty tounges to fuck her with too :)
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Re: Samus Platformer

Postby Thraur » Thu Mar 24, 2011 2:34 am

ikechi Wrote:the second one it seems it would be able to shoot metroids of to fuck samus and to mount her and im sure when u open its mouth it would have like twenty tounges to fuck her with too :)


Yeah, the concept one looks like it might make an interesting encounter :P.
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