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TheNomad44: 2010-10-29 08:28:30 am
The wandering Space Dragon
Yeah, It's back. And this time, its going to be totally different. I have a complete plan for the map now, so it should be smoother sailing. A few tiling issues that need sorted out. Right now, the only option seems to be redoing the tilesets completely and totally. Anyway, here is some shots of the suit variations. I'm open to suggestions of course, and I will get working on getting the tiles fixed so I can resume. The hack will have a story that fits into the current canon, and if all goes well, will have a sequel done for ZM in double helix.
I will be redoing the boss sprites as well, and maybe some of the enemies. Of course, I hope I don't end up doing ALL of the spriting alone (I'm not that good), but if I must, I shall. IT WILL BE DONE! I'm actually rather glad I lost the previous version a year ago, because then I wouldn't be inspired to try even harder this time. And keep backups.

Power Suit


Varia Suit


Gravity Suit


(Besides the save room, the rooms aren't the finished product, of course. Just what the landing site looked like at the time of the shots, a week or so ago.)

Area Completion (estimated)(working names)

Surface/Volcano opening(crateria) 20%
Volcano (upper norfair) 0%
Volcanic Core (lower norfair) 0%
Ore Processing Plant (crashed ship) 0%
Hot Springs/Marshlands (maridia) 0%
Outer Andromeda Base (green brinstar) 0%
Inner Andromeda Base (red brinstar) 0%
Andromeda Core (tourian) 0%
Thread title: 
Yoshi is back
Ouch, the palettes for the suits are good, try taming down your darker colors and lighten your lighter colors just a bit.
Also, advice for tilesets the one's you got in the picture are for shadows and BGs. the ones you use for this not to happen is the ones to the left.

<- = Good -> = Bad

Until then I got nothing else to say, that's all I see wrong
I think the best looking suit colors involve the helmet and chest plate being darker than the shoulders/legs.
Edit history:
TheNomad44: 2010-10-29 05:34:27 pm
The wandering Space Dragon
I'll take that into consideration, Dave. Thing is, the majority of the game will be glowing red, haze ftw. So you won't have a problem with seeing, if that's your concern. Opium...eh, ok. I wasn't sure on where the orange/red ought to be on the varia, and if you would like it better, I could swap em and see how it looks. But if I don't like it, I'd probably stick to the original.
I'd prefer to just do stick with it anyhow. I'm not sure yet. Thanks for the input guys.

Anyway, I've done a major overhaul on the physics, and still working on this. I haven't completed any rooms further than the 5 I had done at the time of posting this, besides an elevator room for later use.

So far, I've done:
Almost double gravity. This allows me to make more level with less space.
Faster bomb explosions.
Retain momentum off of cliffs.
Able to change direction in speed booster jump(not shinespark).
Higher bomb bouncing, ala metroid.
Super high jumping in water(the higher gravity and orbit of this planet cause the water to be more dense, thus making you about as heavy as the water, so you would get more height. This is just my theory). Movement is still slow, and gravity suit negates this effect, but I hope to find a fix.
Underwater walljumping gains height normally.
Lava jumping is really low without gravity, due to lava being a thicker substance.
Not really a physics change, but spiderball tracks are being used. I made a tile for it and everything.

Also more graphic changes
Changed the morph ball bombs using Grime's patch, got his help in recoloring as well. I now have green energy bombs with green explosions that make a the noise when you kill the little flying bugs pre-bomb torizo.
Fusion morph ball patch.
Orange tipped missiles.
Blue tipped super missiles.
Recoloring and respriting the beams at this very moment.
Some more tile stuff.

I'll probably get more actual content up when I get a few more rooms done. But I want to take care of the other stuff first.
Yoshi is back
OK, did you fix thhe palette so the morphball looks good? cause it's quite disturbing seeing a retarded morphball rolling around.
The wandering Space Dragon
Yes. Super metroid morphball is terrible. I actually went with the ZM one though, since it looks better with the color scheme.
Also I now have blocks you bomb to reverse gravity, I've redone the death animation, and began work on my demo, which will be a small 4 room or so hack to showcase the game pysics and such. This should be done in a few days at most.
Quote from TheNomad44:
Able to change direction in speed booster jump(not shinespark).


Intriguing. Do you mean changing direction in mid-air, as in not-losing your flashing status even though momentum is lost?  What happens when you land?

Quote from TheNomad44:
Orange tipped missiles.
Blue tipped super missiles.
Recoloring and respriting the beams at this very moment.


Nice.
Edit history:
Quietus: 2010-11-01 02:52:08 pm
Super Secret Area - Dead Ahead!
Quote from Opium:
Intriguing. Do you mean changing direction in mid-air, as in not-losing your flashing status even though momentum is lost?  What happens when you land?
Yes, you keep your momentum, even though you change direction.  And for landing, I would imagine that he's also applied the patch to maintain speed upon landing.  You can see how it can be used / abused in Tyjet's video here.
The wandering Space Dragon
Yeah, able to pick up a shinespark in a very small area. But abuse will be limited, since speedball will be used a lot too.

I had an idea today to turn the super metroid into an actual boss fight as well, so we'll see where I get with that.
Yoshi is back
o your putting in the boost ball? or is it just the moch ball and stuff
Super Secret Area - Dead Ahead!
Not boost ball - speed ball, which is mockballing with the blue suit / speed echoes.
The wandering Space Dragon
Speedball, yes. As in, hitting the run button in morph ball and speed boosting.
Edit history:
Quietus: 2010-11-02 10:41:24 am
Super Secret Area - Dead Ahead!
OK, it's just confusing, because while that is technically a speedball, speedball usually relates to performing the trick as a fast version of the mockball - as in from a running start.  Confoozed, miaow! aiwebs_017

aiwebs_004
The wandering Space Dragon
Its fine. I should have specified. The hack won't require speedball/mochball type thing. I find that too few players can pull it off. However good walljump/midair morph skills will be helpful. I don't know that extreme skill will be needed yet for this, but it will make navigating simpler in places. I actually plan on making it possible for the average player, however good hells run skills will be needed.
Yoshi is back
Mine will riquire mochball in the hells run ^^. just somthing I like to call "DEATH FROM HELL!!!!!" I'm wondering, when are you going to put up any more pictures or anything, any updated palettes or anything?
Edit history:
TheNomad44: 2010-11-03 10:39:52 am
TheNomad44: 2010-11-03 08:48:52 am
The wandering Space Dragon
Well, last night was busy, I was up until 3 doing math. Don't expect updates tonight, because it'll likely be the same. But then I should be getting the demo finished, and polishing up the rooms I've finished in the main hack, as well as editing thetilesets. Once they are presentable, I'll put them up. Sorry about the lack of visual stuffs guys, but I don't wanna show you the stuff till it's ready.

But tonight or later today I can get pictures of morphball/speedball, as well as shinespark. Bombs as well, I suppose.
Super Secret Area - Dead Ahead!
Don't feel that you HAVE to post content on a regular basis.  Most hackers just issue a few teaser shots, or maybe a short video, and then release content rarely, unless there's something they REALLY want people to know about.
I don't know if it's just me, but it seems like the hacks that have the most images and teaser info released never actually get released.  It's as if the hacker is getting enough of their gratification from the updates, so the final product never materializes.
Green-Kirby, ROAR!
It's more about the fact that most people lack the patience and focus to see a project from start to end. As well as under that time improve their works to face their target demographic in a positive way.
Yoshi is back
Possibly, but that's not refering to me right? But yeah, Just post updates when you want to and work at your own pace.
Super Secret Area - Dead Ahead!
It relates to every hacker.  It takes more dedication that you'd think, and it's the biggest reason for most hacks not being released / finished.
Quote from DaveBatista:
Possibly, but that's not refering to me right? But yeah, Just post updates when you want to and work at your own pace.


I wasn't directing it at you specifically, since there have been plenty of examples that have occurred before you came along.  That is the reason for my skepticism.  I really hope you prove me wrong.  There was a little boom in good SM hacks a year or so ago, and it has kinda died off. The whole Aegis fiasco has also bred alot of pessimism in the arena. We need more hacks!
Problem with me is that I'll start something, get a little ways into it, and either feel like my current plan isn't working the way I had in mind or else I get a better idea than the one I had initially. Whatever the case is though, I end up starting over pretty often and improving things each time, which is why I've rarely gotten beyond the planning stages and first few rooms. I'm hoping the plan I have right now makes it through to the end since I kinda like where I'm going with it, but even then it'll be months from now before I get a solid enough handle on everything. Don't know if this applies to anyone else, but I know the major hindering factor in my own progress is myself and the desire to create an awesome Metroid experience. It's one of those "I know I can do better than that!" feelings if you get my meaning.

But yeah, from both my experiences in trying to make a hack and the little bit of game development I did in my college classes, being a game developer requires a TON of commitment towards whatever project you're working on, no matter how many people are a part of the team.
Edit history:
Opium: 2010-11-04 07:20:25 pm
I think painters have a similar problem, where they keep being perfectionists and keep changing little details over and over, never fully satisfied with the result.  The person watching over their shoulder is shouting 'Wait! It was great the way it was!' but the painter is overly critical and keeps noticing things that really nobody else ever would. Writers do it, too.
Which gets you multiple times over when you're into art, writing, and game design like me. I do this type of thing with all of my creative pursuits, and while it can be useful to know when something can be improved, there has to come a time where you draw the line or else you'll never get anything done no matter how much time and effort has already been invested into said project.

But anyway, this isn't my hack we're talking about here. On a large scale project like this, slowly picking away at it and having a good idea of what the overall plan is seems to me like a smart thing to do, because if you're just sitting there and creating away with no clear goal or indication of how much you have left, there's no way you'll know when you're trying to do more than you can handle. Even though there's no real penalty for taking too long to make a hack, other than perhaps having players lose interest for a while, I know I could easily get overwhelmed if I tried to do too much for one game. But from what I get, Nomad has a lot planned out already, which makes it sound like he knows most of this already.

And as far as I'm concerned, ANY pre-release content (in the form of images, videos, trailers, etc.) that we get as players is a bonus, although seeing too much of certain hacks if the creator is trying to keep some ideas a secret is probably a bad thing. Still, knowing just what to show off and what to hold back is probably a key component to creating interest, although at this point it almost seems like anyone who says "NEW HACK AVAILABLE" will get swarmed with people wanting to check it out.