smartdude's metroid project

hey everyone!

i worked on the game a bit, and decided i would get your help with the basic mask tests.

while this doesn’t really have too much, i can tell you that all the other bonus stuff (weapons, visors, enemies, etc.) have been completed, and tested, however, the core engine might still have a few bugs. mind helping me find them?

here is the link- TEST DEMO

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controls-

arrow keys- movement

mouse-aim
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click the pictures to the right to change what weapon you use with what mouse click

known bugs (currently still active in most recent test)
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{forgot to remove “a” key action, gives you 5 mis ammo} (status: removed)
{using bombs for right mouse not yet active} (status: fixed)
{pressing down while paused equips your bombs} (status: fixed)
{cannon still moves while selecting weapons} (status: fixed)
{running while clicking for weapon offsets pictures slightly} (status: fixed)
{forgot to put in the aimer’s scan ind. feature} (status: fixed)
{pressing the “p” key makes my porn searches show up} (status:browsing…)
{forgot to make the status/map active} (status: fixing)

while i will continue to work towards getting all the glitches out, i am happy to say i have gotten done with the big stuff, just going to program another weapon or two, try some interesting stuff with weapons, maybe make a few new moves with samus (can you say backflip, dash, and charge?), and play some more world of warcraft.

also, some time, i will put up a site on my server, but not for awhile.

anyways, be sure to tell me stuff i missed!

any type of C.C. is welcome, if you dont like something, tell me.

why do your demos never have sound? Just throwing that out there

  1. i do not yet have sounds
  2. this is only a demo to test the basics, dont worry i will add sound later

also: nearly done fixing all glitches, after that i will start working on bonus stuff and final demo

too bad not too many people giving glitches, lol, just me.

its okay… at least its a demo =P

*edit

sweet. although 1 room isnt really that much to talk about >.>

new stuff to be given for new release:

full sound
intro screen
charging weapons
new weapons
collecting pickups
status screen

future:
enemies
fix-up bugs
full weapon array
map

alright, done with a very good amount of the game, have a few questions that need answering before i can continue:

spin jump (should you spin jump when running and jumping?)

weapons:

i have some good weapon ideas, and i can make the weapons update to update, however, do you have a great weapon idea you would like to see? if so say it, before i finalize some of the already pre-made weapons.

everything else is pretty much done.

YES

im a little burnt out on metroid, i think for fun im going to work on a short project, ill get back to it.

My metroid engine is similar to yours because of the mouse aim and everything. Therefore I would like to point some things out.

-You probably want to make to game run in full screen so you don’t have issues when the mouse wonders out of the window, tries to shoot, and locks samus in run mode.
You don’t have to scale it up, you can just lock the scale in fullscreen with the area around the window is fulled in black.

Nice job on the project though.

If you are using Gamemaker I maybe able to help you with the map if you want the help.

yeah, i have been wanting to do the fullscreen thing the whole time, but never really looked into it (i have played a couple games using it, which is why i liked it)

just added the settings from global settings, looks much better and doesn’t have the running glitch, thanks for the info!

also, i am having a bit of trouble with the map thing, if you would like to take a look at my file to maybe find a good way to put the map, i would be very happy (if you would like to, send me your email, and ill send you the raw gamemaker file.)

edit: just added the ability to spin-jump, and let me just say, the game is feeling more fluid than ever! :smiley:

update:
having a couple issues with sound, i just need to think it out first, another day to think out sound and i will get how to do it

later update: figured out how to do sound, all background sounds will be event-based, meaning, yes, i can change the game music as i go too!

general game workings:

to make this game able to update, the only things that are really saved and taken from room to room are the health system, and samus, everything else is actually re-created, so remember folks!

IF YOU HAVE A GOOD IDEA FOR SAMUS, SAY THEM BEFORE THE GAME IS MADE!

so far, the only thing missing from the normal things are ledge hanging, and wall-jumping, the dash-move thing which name i forgot
(ledge hanging would take quite a bit of working with the cannon, but could be done with a LOT of work on the current system)

wall jumping and the dash-thing i simply havn’t put in yet because:

  1. i am having trouble seeing how to make the wall-jump feel right with the current controls (simple, but closed and different style spinjump (motions dont keep carrying samus, you can change direction immediately) )

  2. the shinespark compiles on the problem above, and would take a total rebuild of the current samus, not to mention would feel a bit wierd with this system

also: the enemies will include the regulars, and MANY new ones, just test your killing skills now by pressing two buttons repeatedly, you could own any boss shortly, so im going to make some new, smarter enemies to hunt you down and kill you good! :smiley:

new post:

i REALLY would like a skilled music maker for this project, so after the final demo is released, i am just going to hold off untill i can get one, but untill that first demo, its work, work, work!

i say stick with the original musics… such as the music in super metroid.

nice i loves it :smiley:> :smiley:> :smiley:> :smiley:> :smiley:>

yep. its going to be a good experience for a lot of metroid fans who never got to play the return of samus (met. II’s name). i for one, am looking forward to it because of the revamped graphics and a map system. i hated met. II for the lack of a map.

That is why a lot of people hate it.

actually, i was going to use this for my own game first, but after that, i could easily make it into remake of metroid 2, just have to re-create the spider ball, which i actually might decide to put in one of my updates, so hell, who knows, maybe the only thing i will need to do is remake some levels.

good news!

i have now created the entire game under the “god” object, meaning all regularly occuring instances are destroyed each room, which of course means:

during an update, i can change anything to help make this a better game!

if i wanted to turn samus into a 50 ft. giant, i could, if i wanted to add a few new upgrades to her suit, i could, if i wanted to simply fix a bug on samus, or hell anything well…i could!

the only thing left is testing for bugs in this plan, the only ones issues i see so far are:

A) no collision issues currently noted! (still looking, but none found)

B) save rooms should be completely bug free (currently working on), since a save room cannot be changed untill you exit the room!

C) the double-step sound (very small)

D) need to find sounds (no midi-makers want to join, so im just going to get some of my favorites from the metroid series)

E) how to make the file overwrite on auto (otherwise, if you loaded your sale file under an earlier version of the game, you would go into an unfinished area (which of course i will chop before the release of it, meaning you gain nothing by doing this except maybe a glimpse at a new background, and some tiles)

F) find ways to make the file run faster, and smaller! (the file currently is about 1.5k KB, which isn’t large, but i feel i can do better)

after this (and any bugs that come with it), i should be able to release a final demo (will be around a week if no bugs are found), and then start releasing the game as planned. i know it is taking awhile, but i am trying to iron out all glitches and make it less like a glitchy fangame, and more like a professional work. (also, i have a somewhat active life, so i only really get to work on this 4 hours a week, which isn’t bad for programming, but ripping sounds, and sprites, simply takes quite a bit of time)

anyways, will get done as soon as i can, and remember, that because of the new system i am using, it is never too late to offer a game concept you think is good. also, when i am done i will be trying to switch to a different site for more exposure (this place has little activity nowdays), and after all of it, move on to something more (c++ for better quality, or flash so that everyone can play!)

Good job Smartdude, I’m looking foward to this game! :slight_smile:

having a serious problem with the charge beam (damn you gamemaker!!!)

so my options are:

a) do not include untill later solved (very likely)

b) when you enter a new area, charge is reset (should not be a problem, since a new area would simply be going through an elavator, or entering a save room)

enemy AI is proving to be quite a bit of work, mind you, the easy enemies are not really that bad to program, however, the more complex enemies that will follow samus and such require some critical thinking, which is what i plan on doing for the time being, basically, the only things i see remaining are correcting some charge errors and making sure the save system works well, all else is done!

I hate to tell you this, but thats how GM works. Every time you change a room the mouse button input is reset >_>. Maybe you can do something in the ‘Room End’ and 'Room Start’events