Samus Platformer

Re: Samus Platformer

Postby Kalypso » Wed Mar 30, 2011 8:00 pm

This isn't even a plausible Samus model (sheesh, just didn't want to scan the concept sketch! You're not getting Wiseau chin, stop worrying.), but I fixed it for your viewing pleasure (shoort uvv).
SamusPieces.png

PS: don't worry. This drawing took about 10 minutes. I've only just begun :3
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Re: Samus Platformer

Postby Lord Panzi » Wed Mar 30, 2011 8:05 pm

that does look alot better, but her face still sticks out a bit too much
i could fuck her all night, not a regular night, one of those north pole six month nights
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Re: Samus Platformer

Postby gmhfan19 » Fri Apr 01, 2011 11:26 pm

KaTsuO_O Wrote:
ByHisBillowingBeard Wrote:erm.. on the FPS I shoot all the metroids and.. is there anything after that? I can't seem to get past the second room.


nope, there isnt anything more than that, just a base for a fps thats all... i got some free time now so if you would like me to do something then i'll do it.


The FPS game looked like an awesome idea. I loved the direction you were taking it in.
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Re: Samus Platformer

Postby Thraur » Sat Apr 02, 2011 5:35 am

So.. I'm thinking the next piece that I want to implement is going to be bosses / boss encounters. Like regular enemies, I'm hoping to make a generic boss class, where minimal additional changes are needed for each specific boss. I'm looking at migrating Corta's Ridley and MBrain for now. I might have it working acceptably well before the weekend is over - if so, I'll post another combined swf soon.

I've also got some new map/scene layouts in mind, but the project is going to need some more background art assets before it looks pretty. I was thinking of running with the intro's art direction and keeping the world that" purpley", foreign, "spacey" look. I was thinking a couple areas might include the planet surface, underground caves, and a military installation (both indoors, and outdoors.. perhaps with a spaceship launch bay kind of thing). Just some ideas anyways.
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Re: Samus Platformer

Postby gmhfan19 » Sat Apr 02, 2011 12:16 pm

That all sounds really awesome. Can't wait to see it. Keep up the great work!
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Re: Samus Platformer

Postby SteelSaurus » Sat Apr 02, 2011 6:36 pm


*Shifty eyes*

Hey, shall I try to convert this to vectors, or just leave it as is?
I'll get right on it! Eventually...
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Re: Samus Platformer

Postby Kalypso » Sun Apr 03, 2011 4:16 am

Hopefully I'll be done with something that makes me happy enough to show you guys soon. Still workin' on it. No wiseau chin, for you skeptical bastards.

Thraur Wrote:So.. I'm thinking the next piece that I want to implement is going to be bosses / boss encounters. Like regular enemies, I'm hoping to make a generic boss class, where minimal additional changes are needed for each specific boss. I'm looking at migrating Corta's Ridley and MBrain for now. I might have it working acceptably well before the weekend is over - if so, I'll post another combined swf soon.

I've also got some new map/scene layouts in mind, but the project is going to need some more background art assets before it looks pretty. I was thinking of running with the intro's art direction and keeping the world that" purpley", foreign, "spacey" look. I was thinking a couple areas might include the planet surface, underground caves, and a military installation (both indoors, and outdoors.. perhaps with a spaceship launch bay kind of thing). Just some ideas anyways.


Excellent. Look at what's going on in the MAAS thread, I think an integration of boss attacks like that would be more interesting.
I'm down for that with backgrounds, we don't need to copy LoK. I've been wanting to make some platforms and base foreground objects for you to work with based off the original Metroid (improved), just trying to work on Samus atm.
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Re: Samus Platformer

Postby haloman » Sun Apr 03, 2011 5:25 am

A tiny bit of topic here, but does anyone else think that a metroid stle "Run-and-rape" Game would be so amazeing?
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Re: Samus Platformer

Postby LuftMallow » Sun Apr 03, 2011 5:47 am

The backgrounds would benefit best being vectored especially when the file is re-sized. Still images tend to get pixelated or stay the exact same size when you do that.
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Re: Samus Platformer

Postby Thraur » Sun Apr 03, 2011 5:55 am

Kalypso Wrote:Excellent. Look at what's going on in the MAAS thread, I think an integration of boss attacks like that would be more interesting.
I'm down for that with backgrounds, we don't need to copy LoK. I've been wanting to make some platforms and base foreground objects for you to work with based off the original Metroid (improved), just trying to work on Samus atm.


Which part of the MAAS thread?.. theres 40 pages of things going on in that thread lol.
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Re: Samus Platformer

Postby Thraur » Mon Apr 04, 2011 8:36 am

So, I guess its been a while since I actually posted a swf, so I've attached my latest version. Theres been significant changes since the last version. For the sake of not having to scroll back a couple pages, the highlights of this version are as follows:
- Enemies are now limited by walls and ground. (Metroids fly, so they ignore ground).
- Bullets are also limited by walls/ground.
- Added MBrain encounter at the bottom of the Cave level. I haven't converted the "mbrain rapes player" anims yet, and 1 of its attack anims are missing (its supposed to spawn some mobs or tentacles or something). Mechanically, player can fight and kill it. As a hint - switch to stun mode to make boss even more vulnerable to regular attack.
- Did a first attempt at converting and creating some new maps/terrain (only area with enemies is the cave). Feel free to explore - otherwise press H at main menu to get scene changer.
- I embedded the cool metroid font, so I hope it looks more metroidy now.
- Been adjusting hitboxes for player and bullet positioning and stuff. I think its a little smoother now.
- Too many bug fixes to list... (although, I'm sure I created more in the process - such is programming lol)
- F key toggles FPS ingame. I turned on hardware acceleration too in the export options. I dunno if that will make any difference in framerates/lag. I think I see some framerate loss at times when I have it on max, its prob cause we have a lot of objects on the screen at once - esp. in the cave. I guess I'll leave that to you guys for comments.
- Also updated credits screen with a rotating list of names and a link to the LoK forum. I think I included everyone - if I missed you from the list of contributors, let me know!

I'm very close to being able to add the Ridley encounter. I'm having some fun merging the different art assets from each project - they all look the same, but everyone implemented Samus slightly differently :lol: .
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Re: Samus Platformer

Postby gmhfan19 » Mon Apr 04, 2011 1:20 pm

Man that looks wicked cool. I had a suggestion maybe about the way the health meters work. Right now the only time you take damage is when an enemy shoots you while suited (I could be wrong there, but if you take damage unsuited you get it right back when they rape her). Anyway, maybe it could be setup that you take damage anytime you're zapped, suited or unsuited, and when raped. You get life back by shooting the enemies with the freeze gun and having her fuck them. Now the lust meter should go down when being raped and go up when you initiate the sex. Just a thought that might make the game a little more interesting (not that it needs it). This could also make it possible to use the lust meter to make the game a little more challenging. Like when the lust meter fills completely, new enemies show up or the current ones get a little harder some how. Just some ideas.
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Re: Samus Platformer

Postby haloman » Mon Apr 04, 2011 1:47 pm

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

Postby joeyjoey61297 » Mon Apr 04, 2011 3:06 pm

ya there is
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Re: Samus Platformer

Postby Darek » Mon Apr 04, 2011 4:08 pm

Great work Thraur - Love the terrains - would love to see the rape scenes added to mother brain. Beat MB so I'm happy. :D
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Re: Samus Platformer

Postby Darek » Mon Apr 04, 2011 4:08 pm

Great work Thraur - Love the terrains - would love to see the rape scenes added to mother brain. Beat MB so I'm happy. :D
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Re: Samus Platformer

Postby MarioMaker » Mon Apr 04, 2011 6:16 pm

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.
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Re: Samus Platformer

Postby Reaver » Mon Apr 04, 2011 10:46 pm

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!
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Re: Samus Platformer

Postby ByHisBillowingBeard » Tue Apr 05, 2011 12:48 am

That is becoming mighty fine.
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