Metroid: Galaxy Undersiege *Shelved*

if you made the suit using lots of squares and plain shapes, you could use optical camaflouge as the logical reason. it would not only fit the scientific theories (since i guess if technology has advanced, mini-cameras and such would be possible easily), you could explain it to the player, they would understand it and think it brilliance, plus it would explain how the armor is weaker, and bring a cool twist, letting people be invisible (unless possibly hit?)

it would explain a lot of things in a very good way, a way both understandable, able to show (if you want i can demonstrate :smiley: ), and possible i guess in the future.

tell me what you think of idea please. :smiley:

your square shapes with adjusting pretty much would work perfectly.

should be easilty explained through upgrade.

yea that kinda on the concept that I on, I heard the we’re about a year or so away from practial adaptive camo for military apps :O_O: :O_O: :O_O:

Here’s the way I plan to explain it.

on the surface of the suit is a material that is rigid that is the main protection (advanced as all get out) it has some smooth curves on the edges but has alot of flat areas on the suit.

When a key voltage is applied, the material becomes transparent*1

Under these rigid layer is a layer on photosensitive membrane that detects and analizes every wave energy (a.k.a. light waves (infared,ultraviolet, photons) sound waves (mircowaves, radiowaves, etc.) which stores the data from it surrounds and provides the needed data for the next 2 layers. This stuff is transparent, and only lets waves pass through the backside of the material so light cant go through it the other way and make a reflection or a radar return.

The next layer is a fabric consisting of macro led light type devices that display the image read from the opposite side of the suit. There you have it, your practually*2 invisible to the naked eye.

But invisilble to the nake eye is not good enough as the ‘stealth pirates’ (Shadow Pirates) found out.

Thus the third layer. This layer is a electro-foil (foil with macro electric devices stamped or printed in it) fabric that provides the sound and thermal returns.
BANG your invisible to any sensors based on radar like or thermal scans.

LOTS AND LOTS of computing is required all for this stuff

Perfect camo, pretty freakin close. ALL but *

*1 The external rigid armor in transparent like glass but because of that it can give a very very very small sillowet (no d**n idea how to spell that) around the suit that change only be observe if a. really really close b. moving fast,(still very close).
More than likely one would hear footsteps long before one could even see it as their eyes playing tricks on em.

*2 Because of *1, not absolutely completely insivible.

Only the very most advanced security cameras can detect change give the fumes in arger sillowet sigh with a range of less than 50 feet.

Sadley sounds from movment (footstep and such) cant be omitted by advance techs so steps have been taken to make the suit as quite in operate (footstep, jumping, etc) as currently possible.

tires of typing huph…there you go, my explaination of the camo

couldn’t quite understand the wave things, you mean like how they are trying to remove sound polution in some places (double cancell out effect?)

and i am thinking that it would be easier to notice than that, however, with heat i can understand certainly how that would be handled.

good job overall, kinda expected the camo thing, most logical way to do it.

also, when invisible, im guessing you will simply use the bluish faded technique?

also, i dont think we are currently close to the camo, at least not for ground units or anything, possibly some aircraft, and maybe even spy cameras for immediate placement for large radius watching, but optical camo is not exactly worth it at this point, we simply need to work on our technology.

sorry me <=== very geeky

no sound cancelation per say by reversing, only sound caneling is sound or sonic radar like waves that hit the suit. Cant cancel sound generated by the suit like in a footstep. And BTW I’m talking in future terms so the tech at least for chozo stuff is advance enough to make it as invisible as I say, I guess.

Back to modernm I have heard of static objects (building, etc) using adapative camo, no links (didnt look) but I know I heard theyre workin on it

Ingame look, I’m not sure yet, maybe something similar to what you said :wink:

meh, even the village idiot has a good idea once in awhile, plus it would be easy, since you would just have to simply use

image_alpha = (.5 sounds good to me)

and

image_blend = c_blue

or whatever.

I don’t doubt it. This whole stealth thing is interesting, but just having the suit stealth is… how do I say it… under-using the concept. Something else that is stealth might be pretty neat, for example:
In the beginning, when you’re supposed to see the ship fly down, the camera follows nothing but you hear the engines. Then, out of nowhere, BAM the ship decloaks with all kinds of cool electric and lighting effects :stuck_out_tongue: Just a thought.

meh, its not electronic coolness that is what hes after (i think), its content, like having a cool new suit, or possibly putting an invisible ship somewhere (the place you had been looking there had been rigth before your eyes the whole time) kinda thing that would make the player go OOOOH…AAHH…not at shiny explosive stuff, but at the mental intruige it causes.

also, i have reseached adaptive camo, and will mail it via p2d forums (not on forum space though)

wow just wow i love killing teletoobys

Wow, it has been a long time since I have updated :sweat:
Well, right now I’m making a stand-alone mission with all the resources I currently have, just as a teaser I guess.

I’m gona remake alot of my engine for the main game and use the old engine for the stand-alone.

I’m also remaking the samus model, so the new engine will work aroung the new sprites I get from that. Hope to get this thing done eventualy.

If anyone would like to volenteer to help me with the midi music I would be really greatful.

October!!! WTF that was the last time I updated?

PROGRESS UPDATE= PROJECT NOT DEAD…W00T!

I’m toward the end of Project ‘ReEngine’, which means I’ve bout got the basic engine upgraded and running smooth. I’ve been distracted by work and Wii and simply wanting to do the cool stuff before the engine is done :sweat: .

Progress = Very Yes.

Story Update…Stealth Scratched (sorry)

I hope to have an (Re)engine Demo any day now.

P.S. got_ketchup isn’t banned yet? WTF!

hey, i know you ditched stealth and all, but you did of course read what the people it tech did, didn’t you? bends elec. mag. waves or some shit around stuff, you wouldn’t be able to see in that particular spot using it, but you could always control where it is.

most pimp, you should look it up.

Update…W00t!

Engine nearing alpha completion.
Engine test demo should be released this week, but don’t hold me to it plz.
Chances are good though.

Should include:
-Better arm motion mechanic (very better :smiley:)
-improved mini-map
-beam change system
-charge beam with glow effects :O_O: :unamused:
-wave beam with ‘wave’ :wink:
-door system improved
-smooth morphball transition
-morphball trail
-scanning visor engine
-logbook??
-hud??

nice… the morph ball looks really bad though >.<

yea well I have to have a sprite to work with, but probably none of the sprites I’m using now will be in the final game.

Update:

Major delays ;_;

mini-map still insists on being a timeleech, with errors that make no sense >_>

I want the new release to be worth downloading so please bear with me.

yeah, have you ever found that every once in awhile you save a file, it works perfectly (tested it fine under all conditions), and the next time you load the game there are wierd glitches?) often times i have to go back to each and every event, recheck everything, resave, and when i finally close gamemaker, and bring it back, it works again, odd stuff man.

np on the mini-map, people understand and will wait, just remember to make it worth an update though of course :smiley: , good luck man!

Thanx for the support smarty ^_^.

shoots self

Well there’s your problem >_____<

I had redone the mini-map system and was testing it when I started getting these errors. I found that a variable > 3 =error. I could not think of why that was a problem. I was looking at the loop that finds the right tiles to draw (9 in all) and a noticed that it added 3 to the variable causing the error. thinks…4+3=7…error = unknown variable…o_0 VARIABLE ONLY GOES TO 6 >___<

I checked the room length and found that it was 5 tiles long, the mini-map was only programmed for 4 x_x.

I don’t expect many people to understand this explanation but I need to sear into my brain so I don’t do it again.

So with that off my chest, I can keep working to complete this test build.
Keep an eye out for the release.

Sounds to me like some heavy BS blew your way (perhaps you were tired when you programmed it :wink:)

ding ding ding ding ding

Sylux Fan=win

I’ve stayed up till at least 1:30 am every night this week working on this project.

Tired=very yes.

I finally worked all (or at least all known) bugs out of the mini-map system.

x_x

New release imminent! :slight_smile:

No, I bet you will get robbed right before you release the demo like all other good fangames… lawl

lol…no

If your trying to say take I’ll forget about and drop this project, you are very wrong. I may take breaks from it from time to time but I plan on finishing this thing.

back-upS project :stuck_out_tongue: