Samus Platformer

Re: Samus Platformer

Postby MrBear » Sun Apr 24, 2011 12:37 am

Glad pete is back. Havent seen him in ages. Keep up the good work bro. Looks hot so far.
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Re: Samus Platformer

Postby Thraur » Sun Apr 24, 2011 2:35 am

@OwnerOfSuccuby
I think I have a good design pattern in mind for controlling the currently chosen suit and how all the components will interact with each other. Hardest part is probably stripping out the old AS2 code :lol: .

SteelSaurus Wrote:How's this for a sort of idea as to what the map design will look like?


Thats a pretty good start for overall layout anyways. The way I've setup the engine (thus far at least), allows us to have arbitrary sections/rooms with arbitrary transitions to other areas. We can split the map up however we want really.. bosses could inhabit their own 'room', and we can have larger rooms for other areas (think the cave room in the current release).
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Re: Samus Platformer

Postby OwnerOfSuccuby » Sun Apr 24, 2011 10:15 am

Thraur Wrote:@OwnerOfSuccuby
I think I have a good design pattern in mind for controlling the currently chosen suit and how all the components will interact with each other. Hardest part is probably stripping out the old AS2 code :lol: .

SteelSaurus Wrote:How's this for a sort of idea as to what the map design will look like?


Thats a pretty good start for overall layout anyways. The way I've setup the engine (thus far at least), allows us to have arbitrary sections/rooms with arbitrary transitions to other areas. We can split the map up however we want really.. bosses could inhabit their own 'room', and we can have larger rooms for other areas (think the cave room in the current release).


May be it will be more easy to go by easy way ?

Remove all AS2 code - and make 2 functions that will change armor itself ? For example DressSet(Liru) - dress character to Liru. And DressPart(Legs)=ArmoredSamus / Chaanges only for example legs.

To me it looks more logical, but may be i am wrong.

As i know - there is not _root in as3 - so you will need to find it itself like parent.parent.parent = root. Or make it statik -> then it can not work in some situation. So just remake AS2 to AS3 will be harder.

Remore function control looks more easier, but have some bad parts too. For example you will need to copy some code.

(If some one have the latest link to last version of AS2 components please PM me it :mrgreen: ) I want to play with it a little :mrgreen:
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Re: Samus Platformer

Postby Thraur » Sun Apr 24, 2011 7:01 pm

I think this was the last character template Corta officially released: download/file.php?id=2526 You may have to go digging for the fla file. Check the creative area depository.

I'm scrapping all the AS2 code. I'm not even bothering to convert it - its too much hassle and can be accomplished much easier in AS3. I'll probably be using static constants and a custom event dispatcher / listeners to control which part's frame is visible, globally, across the whole game. Although I will probably also make another class to represent each suit, so swapping can be as easy as a single function call.
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Re: Samus Platformer

Postby SteelSaurus » Sun Apr 24, 2011 10:55 pm

Bulkhead Door.

I'm just piddling around trying to make parts for a map.
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Re: Samus Platformer

Postby Acidrayne360 » Mon Apr 25, 2011 12:31 am

Amazing. All you have to do is add a naked Samus, and you can make almost anything sexy...Y'know it almost looks like some kind of futuristic battleship cannon is about to shoot Samus, but I think that if you added something glassy to it? Maybe like that marble looking bit from Zero Mission?
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Re: Samus Platformer

Postby Digfree » Mon Apr 25, 2011 4:37 pm

Thraur, did yoy get my PM with the link to get that map I made?
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Re: Samus Platformer

Postby Thraur » Mon Apr 25, 2011 9:54 pm

Digfree Wrote:Thraur, did yoy get my PM with the link to get that map I made?


Yeah, I did. I've been a little busy converting the character template. I will probably get back to the level stuff very soon.
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Re: Samus Platformer

Postby SteelSaurus » Mon Apr 25, 2011 10:57 pm

Acidrayne360 Wrote:Amazing. All you have to do is add a naked Samus, and you can make almost anything sexy...Y'know it almost looks like some kind of futuristic battleship cannon is about to shoot Samus, but I think that if you added something glassy to it? Maybe like that marble looking bit from Zero Mission?

Marble? Can you get a screen shot of it? I'm ticking pretty well with stuff.

Ooooh! New character in the works. Very excited about it! I'm gonna give you a little sneak peak of a Chozo Ghost.
(The Idea is that they offer immaterial enlightenment in exchange for a little paranormal action if you get my drift.
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Re: Samus Platformer

Postby Zeus Kabob » Tue Apr 26, 2011 5:55 am

And I loved the enemies from Metroid Prime 1. I think that they might be great to just fuck with her (both figuratively and literally). They could appear and mess with her in many ways, and there could also be a few friendly ones.
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Re: Samus Platformer

Postby Mr. Bingo » Sat Apr 30, 2011 4:50 am

Man..Thaur you and Gorgeprete2 are very good at this stuff. Oh yeah heres a suggestion, the level could consist of Metroids and Space Pirates (The stuff youve been doing) AND have the Giant Metroid the Boss.If you can...put another boss in Make it Ridley and have the Giant Metroid as the Sub-Boss
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Re: Samus Platformer

Postby SteelSaurus » Sun May 01, 2011 2:29 am

Chozo Ghost update.
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Re: Samus Platformer

Postby Hattorihanzo » Mon May 02, 2011 8:59 pm

This looks fantastic !
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Re: Samus Platformer

Postby SteelSaurus » Wed May 04, 2011 1:19 am

Just need to do the hand an finish off the foot and he'll be done.
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Re: Samus Platformer

Postby Gasmask14 » Wed May 04, 2011 6:18 am

Thats great! Can't wait to see it in action :lol:
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Re: Samus Platformer

Postby Acidrayne360 » Thu May 05, 2011 3:11 am

SteelSaurus Wrote:
Acidrayne360 Wrote:Amazing. All you have to do is add a naked Samus, and you can make almost anything sexy...Y'know it almost looks like some kind of futuristic battleship cannon is about to shoot Samus, but I think that if you added something glassy to it? Maybe like that marble looking bit from Zero Mission?

Marble? Can you get a screen shot of it? I'm ticking pretty well with stuff.

Ooooh! New character in the works. Very excited about it! I'm gonna give you a little sneak peak of a Chozo Ghost.
(The Idea is that they offer immaterial enlightenment in exchange for a little paranormal action if you get my drift.



Oh wait, now that I look at some metroid sprites on the web I notice that you do have it right...Pretty dead on too. I was thinking of an earlier metroid, but you used Metroid Fusion doors for an example, right?
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Re: Samus Platformer

Postby Thraur » Sat May 07, 2011 2:55 am

I guess a small update is in order:

I've been pretty busy the last couple weeks catching up on some new game releases and other stuff heh.

However, I have pretty much finished coding up the entire Corta Character template in AS3. I think I made a decent system coding wise for how we can switch armor parts/suits on the fly. It also means I'm adding in the "aiming" animations, and Corta's platformer base also provided the means for additional equipped weapons too (pistol). So its going to be a fairly large update once everythings in place :D.

Once this is done and the old animations/etc are updated to the new parts, coding wise, the project is going to be nearly complete outside of new components needing to extend associated classes (very minimal code).
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Re: Samus Platformer

Postby Zeus Kabob » Sat May 07, 2011 8:51 am

Thraur, Congradulations. Patiently awaiting your update, and good luck with the project.
P.S: Also, it'll be awesome.
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Re: Samus Platformer

Postby SteelSaurus » Sat May 07, 2011 4:03 pm

All done! Chozo Ghost with Chozo Spirit!
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Re: Samus Platformer

Postby SexyFoxTime » Sat May 07, 2011 6:39 pm

XD, nice job! keep it up and hell, I Can't wait to see what you come up with, Do not quit your not alone :D
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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