1234 ->
^^
vv
List results:
Search options:
Use \ before commas in usernames
(user is banned)
thats me
Willing to provide content for possible next gen Metroid or similar game-ideas until enough potential is created to put it into something serious.
If you want to contribute, your critics and ideas are much appreciated. Give it a flow:)


More to come.
Thread title: 
intrusting, this opens a new potential for puzzles in morph ball
So Super Metroid 2 became hard core ping pong with a morphball? Snazzy.
Destroyer of Pirates
Wait, since when did Metroid become about moving a stick? shouldn't we be playing as the ball?
Interesting, but it doesn't look like Metroid gameplay to me. You're not controlling Samus directly. Even if you were to control both at once using two joysticks, it's still not really a good Metroid formula, but much more like Prime Pinball.
Green-Kirby, ROAR!
I have to agree with what DSO says. This looks nothing like metroid gameplay at all. On top of that, it does not look very next if you ask me. The BG art is really good, but I know you did not make it. And the so called great concepts you are trying to show here are non exsistent.


As far as the trolling goes.
Bad troll 2/10
Obvious troll is obvious.
(user is banned)
thats me
I know it appears funny:), but it is serious. I want go step by step slowly and try to be clear. Two things are shown, nice high-end ball and bomb physics and very important, there shall be different types of bombs/physics and probably morph-ball physics: The sophisticated stick is one of my ideas to test the real potential of the 360-controller, it requires big simultaneous multitasking to make something sophisticated with it and it also greatly shows that you have a good anolog control, it is a good thing to train your 360-handling skills and this volley-kind game will actually be a mini-game in a game:).

But the important thing for me is the input device first since gameplay-happening and feel is directly dependent on it, you have to make sure it provides all the support you need at desired level. And here the sophisticated stick can be considere to provide all possible scenarios.
And the important and similar thing behind it is that Samus/Player itself shall also have as much simultaneous control as possible, just imagine you have to run, shoot in different directions while changing weapons for example, can add action-depth.

So according to my plans what is shown in video is making pretty much sense but I can understand that it looks funny and out of place if you are not into it, Ok, my bad, but hope you understand what I mean:)
Super Secret Area - Dead Ahead!
Most of you look like you jumped in just because it's posted by the man we love to hate... Eh?

He also didn't say that it was Metroid gameplay.  It clearly says that he's willing to contribute stuff like the physics shown if somebody is interested in developing something.

For what J-SNAKE's trying to show, it looks perfectly fine.
(user is banned)
thats me
Quote from Crys:
The BG art is really good, but I know you did not make it.

Btw. I am doing all the other hard gameplay and engineering stuff. Spriters will be very appreciated in future :) and a significant part of the impression of the game will also depend on them, not just me.
Fear Me! (Or else...)
Looking at what you're doing here, if you coded that from scratch, I have to say I'm mildly impressed. Try and go farther, though. See if you can incorporate that in a Metroid game, like maybe morphball puzzles that have several of those platforms moving in set patterns. That could be cool.
What about a high velocity rubber ball type of power-up or something?
Fear Me! (Or else...)
Oo! Try stopping THAT, Kraid! Or every time Draygon tries to grab you, you go flying away and back and do more damage. That'd be an interesting attack... Also, you could have catapults and replace that Maridia tube (not the noob tube, the one that spans that large room) with it.
Quote from Gaius_4:
What about a high velocity rubber ball type of power-up or something?


Or alternatively, something that makes morphball react less to forces acting on it but the same on input.  I guess think iron boots puzzles from zelda but not as lame.
(user is banned)
Edit history:
J-SNAKE: 2009-08-21 08:30:04 am
thats me
Quote from Bioniclegenius:
if you coded that from scratch

Everything is coded from scratch. I have to make sure I understand exactly how everything works, know the advantages and limitations of all technology applied to use it to its potential. For example you will have a hard time to achieve this bug-free and high-quality ball-physics with ledges.
You will have to make a more sophisticated approach. Notice also that collision and physics work great at high speeds but enough of technology stuff now:)

Quote from Bioniclegenius:
See if you can incorporate that in a Metroid game, like maybe morphball puzzles

The ball physics will be applied to a certain type of bombs, called heavy-bombs. They can be used to solve puzzles but also to add action depth. It will be more obvious later.
Fear Me! (Or else...)
Looking at that video you had, I'm having a sudden flashback to Super Mario 64, the Tick Tock Clock level where you're grabbing the red coins. Looks similar, and that's kind of what I meant by morphball puzzles. Have several rotating in certain ways, have a few that move around in set patterns, and have a bunch that don't rotate squarely on their center. Could be more challenging to see where and when you have to enter to get out where you want to end up.
(user is banned)
thats me
Thanks for your adds so far.
I am thinking  to make a small programm for aim-training using the 360-controller, including free organic aiming or the oldshool 8-way, but all with the natural movement from aiming separation(one thumb moves, the other aims), you will be able to setup some thumb-tolerance to your personal feel and tell me then about your experience and what settings appeal more to you. Someone interested?
worlds fastest reply? no.
anyways i like your ideas. training would be awesome.
(user is banned)
Edit history:
J-SNAKE: 2009-08-21 04:43:14 am
thats me
I will also show that a 360 degree-movement with the thumb on the xbox-controller is not approximately a perfect circle. However since the player is seen and aiming at objects less than screen-size most the time, it is Ok.

(accuracy can be due to the zoom-level an issue,though, but distant targets are rather for having time to plan and execute while acting with near targets/enemies is more action based)
hey did you ever finnish that multiplayer metroid thing?
(user is banned)
thats me
(SMTac is made to prove theories at the moment for a serious game which is being developed)

Here comes a short glance at thumbstick-analysis:

Pretty neat...  Except it was a bit hard to follow towards the end.  But don't bother explaining.  I don't think it will help. Confused
(user is banned)
thats me
Quote from Gaius_4:
Except it was a bit hard to follow towards the end. 

Aiming straight up or to the right for example goes more exactly than diagonal (imporant for 8-way aiming), so better adding more tolerance for diagonal aiming to make it safe instead using the same tolerance(45 degree) for all 8 directions.


I am designing the temporerly called "Laser-Script-Language". Just imagine the spacer, but with some longer 3 tails. Each of them is independently programmable, you define a line-strip for the movement, for each line you can also set individual speed. Further you can decide the tail to get initial momentum or not, and you can tell whether the tail movement is absolut or dependent and relative to your position. That way you can even create a shield-circle which is travelling with you or develop scripts for sophisticated weapon-programs consisting of combined defensive and offensive units at the same time, according to possible needs the game is throwing at you, and that on the fly in your subscreen in the "laser"-editor.

Thats a new thing, so you are no longer only used to develop maps and exchange them but you can create your individual "laser"-weapon-programs, store the scripts and exchange them with other fans (can be usefull for both:arena-multiplayer or singleplayer-story).





what engine is this using?  I hope that something actually gets done with this.  I want it to go somewhrere =)
(user is banned)
thats me
Quote from Sigfriedxx:
what engine is this using? 

Didnt give it a name yet.
Quote from Sigfriedxx:
I hope that something actually gets done with this.

Hope is not enough.
(user is banned)
thats me
I am interested in what you are thinking about the following, in short:

Can you imagine a 2D-Metroid controlled with a xbox360 pad using both thumbsticks, one for translating(aiming), the other for higher priority aiming only.

Or do you like more the traditional and simple digital pad?