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06-02-24 02:18 PM
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Acmlm's Board - I3 Archive - General Gaming - Idea: Metroid Online
  
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1337_Ac3
Posts: 29/90
Well... If you would make the game in flash, i might give you engine for offline stuff.. I'm to bussy to make the online stuff but i might give you some help and make chat stuff... But that would be later when i dont have to much to do.

Just look at www.xgenstudios.com/stickarena , its a online multiplayer flash game and it doesn't even lagg. And i know how to prevent alot lagging with online flash stuff.
firemaker
Posts: 189/194
Originally posted by DJ Bouche
Online capabilities while coding the engine first-hand should always be considered, even if they are not active. It's important to consider these early as if you try to create something that's 100% offline, and try to implement the online later down the track with everything designed strictly as offline, you'll either spend more time trying to implement this, have more difficulty, or even end up with limitations.

Sure, leave out the online, but be sure your engine/code is going to be open and accepting to it, and that it's flexible enough to make smooth adjustments for online extensions.

My only concern here is the engine itself. I see many projects with much ambition just slowly die because an adequate engine cannot be made, or no one is willing to do it. So I will really suggest now (I'm not suggesting you discontinue all other work before this is done, but don't pause the engine work before "other" things are done first either), to really find someone capable of doing this, or work could end up being put to loss. Having an engine also gives you another basis to do your design work on and can speak out your limitations and/or suggest the next steps in what you can/can't design.


Now theres a good point. Listen to him. If you dont have an engine, all your work will be for nought
Peardian
Posts: 1244/1757
Well, in the quest to find more team members, I have joined the official Super Mario War forums. The only problem is, though, is that the place is slower than a snail. I managed to watch Pirates of the Caribbean and came back to find only 4 new posts. It's not suprising since the largest amount of people they've ever had was 20 people at one time.


Hopefully I'll get somewhere tomorrow. I'm also looking into Metroid: Fan Mission, but I'm waiting for Techokami to reply. I don't want another disaster like Project Jenova.


And no word from Gold Jinjo.
Peardian
Posts: 1203/1757
I'm not sure... I haven't heard anything from Banjzooie or this Gold Jinjo person. If anyone knows Gold Jinjo, could you PM me? I know he's a member of some other forums, I'm just not sure which ones. Probably any involving Banjo & Kazooie.
1337_Ac3
Posts: 28/90
Whoa is this project dead or what?
Shadic
Posts: 199/528
And you may want something more impressive to sway programmers to your game, as well.

Perhaps read enough tutorials to make a really, really basic sidescroller, (Single player,) and use the graphics and whatever you can implement into sort of a teaser?

The idea is good, but maybe something more hands on would convice people to join your project.
DJ Bouche
Posts: 63/111
Online capabilities while coding the engine first-hand should always be considered, even if they are not active. It's important to consider these early as if you try to create something that's 100% offline, and try to implement the online later down the track with everything designed strictly as offline, you'll either spend more time trying to implement this, have more difficulty, or even end up with limitations.

Sure, leave out the online, but be sure your engine/code is going to be open and accepting to it, and that it's flexible enough to make smooth adjustments for online extensions.

My only concern here is the engine itself. I see many projects with much ambition just slowly die because an adequate engine cannot be made, or no one is willing to do it. So I will really suggest now (I'm not suggesting you discontinue all other work before this is done, but don't pause the engine work before "other" things are done first either), to really find someone capable of doing this, or work could end up being put to loss. Having an engine also gives you another basis to do your design work on and can speak out your limitations and/or suggest the next steps in what you can/can't design.
Skreename
Posts: 949/1427
For the time being, I'd worry about making it work offline first. If it can't do that, having it try to work online seems a bit like... jumping the gun to me.
firemaker
Posts: 188/194
You really should have made an engine first. That is always te first thing to be done when you make a game. Oh and I suggest you get somebody who is good with online databases causes your gonna need one. And somebody who has helped create at least 2 online games that are run on servers.
Peardian
Posts: 1059/1757
Originally posted by Skreename
The lava (magma?) could use more shading. While the surface is a nice start, the fact that it goes from that surface to being completely flat (except the blue/red dots) below it isn't that good.

I'm not sure what else I can do with it. It's a pool of glowing liquid.


And until we have the engine, there's nothing else really to do except maybe think up possible new power-ups or areas.
1337_Ac3
Posts: 22/90
Hey, i really want to do something for this.. Anything you want me to do peardian?? (No hughe tasks like game engine..)

oh btw the new palettes look realy nice
Skreename
Posts: 928/1427
The lava (magma?) could use more shading. While the surface is a nice start, the fact that it goes from that surface to being completely flat (except the blue/red dots) below it isn't that good.
Peardian
Posts: 1057/1757
Well, no word from Gold Jinjo yet, but I did manage to rip 99% of the rest of the sprites, including items!


Raccoon Sam
Posts: 451/1040
I Simply LOVE The new pallette!
I kept watching that Geruta for like, 10 minutes there.
Peardian
Posts: 1026/1757
Thanks.


Good news! I've made deluxe editions of basically everything except explosions from killing enemies. To demonstrate, I've touched up a screen of me fighting Ridley:



Yep! I finished Samus. Now to go do those explosions...


Edit: Bad news and good news. First the bad news. Banjzooie's dog recently died and he doesn't think he'll have enough concentration to work on this project. However, he is going to ask Gold Jinjo to help out. (That's the good news.)


Also, another touched-up screen showing a fight with Kraid.


(The claws are frozen. )
Skreename
Posts: 843/1427
That looks pretty nice. Definitely more noticeable than the Kraid's entrance modification was.
Peardian
Posts: 1023/1757
Well, double good news!

1.) I've finished the deluxe version of all of the tiles from Zebes except for the title screen.

2.) Raccoon Sam has decided to help!


Here's what I've done with Mother Brain:
Skreename
Posts: 807/1427
That was an example of how the graphics look in the original room, I think. It's a bit subtle, but it does have more colors.

I'm also looking forward to the results. Should be fun.
AlexAR
Posts: 104/226
Originally posted by Peardian

By the way, I've finished the Brinstar tiles. Here's an example of what the entrance to Kraid's Lair would look like:



That's just a screenshot of the actual entrance to Kraid's Lair room from Metroid (NES).

So basically the game map will be an exact copy of Zebes from the original Metroid? Sorry if this was already stated before, I didn't read the whole thread. I know your adding a new space station area which is cool. But I think it would be nice if you mixed up Zebes just a bit, and not have identical looking rooms like in the original.

But this is a great idea and project though. Really looking forward to what you all come up with.
Alastor
Posts: 5485/8204
Originally posted by Peardian
As soon as we make an engine.
Why was that not the first thing you did?
This is a long thread. Click here to view it.
Acmlm's Board - I3 Archive - General Gaming - Idea: Metroid Online


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