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05-27-24 02:46 AM
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Acmlm's Board - I3 Archive - General Gaming - Idea: Metroid Online New poll | |
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Clockwork JB

Flurry








Since: 02-12-06
From: Melbourne, Australia

Last post: 6318 days
Last view: 6318 days
Posted on 05-01-06 01:45 AM Link | Quote
I like backgrounds though! It seems like your just avoiding 16-bit because of the work it might involve.
Peardian

N-Z

KvSG #193 is up!








Since: 11-17-05
From: Pearl Island

Last post: 6308 days
Last view: 6307 days
Posted on 05-01-06 06:34 PM Link | Quote
Plus, we'd have to make 16-bit versions of all of the sprites and all of the tiles. I just want this to be simple.

We can make a 16-bit version later.
Clockwork JB

Flurry








Since: 02-12-06
From: Melbourne, Australia

Last post: 6318 days
Last view: 6318 days
Posted on 05-02-06 01:47 AM Link | Quote
Oh, alright then. But I warn you, I'm no good at 8-bit sprites.
Shiryu

Gungun








Since: 02-24-06

Last post: 6309 days
Last view: 6307 days
Posted on 05-02-06 11:58 AM Link | Quote
I can help with 8 bits sprites (the only sprites I'm good with XD)

One friend of mine had an idea: on the missions (I was thinking in something like FFTA for this) there will be one that is to find a misterious characer, is Luigi. He will walk around all the game, randomly, and if he sees a player then he will chase him. If he touches you you are killed and go back to the metroid hospital. He is the strongest character in the game.

But better not to put that, or atleast for now...

Also, I was thinking that the original metroid map is too smal for an online game... so we could do new areas and more items ^^
Peardian

N-Z

KvSG #193 is up!








Since: 11-17-05
From: Pearl Island

Last post: 6308 days
Last view: 6307 days
Posted on 05-02-06 06:37 PM Link | Quote
Sounds like an interesting idea... Of course, missions will have to come later.


Also, since Planet Zebeth went down, I need someone to find or preferably rip all of the character and enemy sprites from Metroid, starting with Samus. It shouldn't be that hard if you're good at the game. A tileset is also needed, but that can come later.
Clockwork JB

Flurry








Since: 02-12-06
From: Melbourne, Australia

Last post: 6318 days
Last view: 6318 days
Posted on 05-02-06 09:17 PM Link | Quote
Well, I can rip sprites. Just gimme a list of what you need.
1337_Ac3

Shyguy


 





Since: 04-22-06
From: sweden

Last post: 6316 days
Last view: 6308 days
Posted on 05-03-06 06:02 PM Link | Quote
Now i'm back.. was a litle high n drunk... i'm fucken dopehead.. but i might help with or do the whole levels / areas design and the map.. i'm good at those kinda things.
btw, i'm to dope to read again if anyone said this earlier but, what programing language will be used??
Peardian

N-Z

KvSG #193 is up!








Since: 11-17-05
From: Pearl Island

Last post: 6308 days
Last view: 6307 days
Posted on 05-03-06 06:25 PM Link | Quote
I made this button! Copy the code and put it in your signature. Help spread the word!

Click for more information on Project Metroid Online


(edited by Peardian on 05-03-06 10:11 PM)
(edited by Peardian on 05-03-06 10:12 PM)
Clockwork JB

Flurry








Since: 02-12-06
From: Melbourne, Australia

Last post: 6318 days
Last view: 6318 days
Posted on 05-04-06 08:40 PM Link | Quote
All right, here are the Samus sprites. I ripped all the animations once, coloured them in all the correct suit variations and ripped Samus with no armour.

Attachments




(edited by Danielle on 05-10-06 09:14 PM)
Thexare

Metal battleaxe
Off to better places








Since: 11-18-05

Last post: 6307 days
Last view: 6307 days
Posted on 05-04-06 09:22 PM Link | Quote
Originally posted by Peardian
I made this button! Copy the code and put it in your signature. Help spread the word!

Click for more information on Project Metroid Online


Even though I'm not helping with the real work, I've got the link in my sig.

Actually, though, I might be able to help with custom areas, possibly. Depends on what you're making it with, really.
Clockwork JB

Flurry








Since: 02-12-06
From: Melbourne, Australia

Last post: 6318 days
Last view: 6318 days
Posted on 05-04-06 09:35 PM Link | Quote
Here are the bad guys. I think that's all of them.

Attachments




(edited by Danielle on 05-10-06 09:16 PM)
Kattwah

Acro
RIP Acmlm's Board: Feb. 18 2007








Since: 11-17-05

Last post: 6307 days
Last view: 6307 days
Posted on 05-04-06 10:58 PM Link | Quote
You know what, I think Ill make a button for this as well...

Only because, you know, metroids are awesome...

Ill have it here soon
Clockwork JB

Flurry








Since: 02-12-06
From: Melbourne, Australia

Last post: 6318 days
Last view: 6318 days
Posted on 05-04-06 11:04 PM Link | Quote
Bosses, just in case we need them.

Attachments




(edited by Danielle on 05-10-06 09:07 PM)
Kattwah

Acro
RIP Acmlm's Board: Feb. 18 2007








Since: 11-17-05

Last post: 6307 days
Last view: 6307 days
Posted on 05-04-06 11:34 PM Link | Quote

Smaller... but does the job I guess

Just... use the code Peardian has and replace his image with mine...


(edited by KATW on 05-05-06 06:53 AM)
Clockwork JB

Flurry








Since: 02-12-06
From: Melbourne, Australia

Last post: 6318 days
Last view: 6318 days
Posted on 05-04-06 11:48 PM Link | Quote
Uh... KATW, your image is not showing up... Can you fix it?


(edited by Clockwork JB on 05-04-06 10:49 PM)
(edited by Danielle on 05-10-06 09:03 PM)
Nebetsu

Mole








Since: 11-17-05
From: WarKoL

Last post: 6320 days
Last view: 6320 days
Posted on 05-05-06 12:15 AM Link | Quote
I read somewhere that if you did a 16 metroid that you wouldn't be able to use kraig and ridley as playable. Why not make a 16 bit metroid and have the 8-bit kraig and ridley touched up to look 16 bit? There are some pretty good spirte artists around who think that a 8 to 16 conversion is easy.
Peardian

N-Z

KvSG #193 is up!








Since: 11-17-05
From: Pearl Island

Last post: 6308 days
Last view: 6307 days
Posted on 05-05-06 07:23 PM Link | Quote
Originally posted by Clockwork JB
Here are the bad guys. I think that's all of them.

Great! Only problem is it's missing one. Viola, the creepy fireball thing. I forget where it is, though.
Lunar MM

Simirror








Since: 11-23-05
From: I dunno. Someplace.

Last post: 6309 days
Last view: 6309 days
Posted on 05-06-06 12:18 AM Link | Quote
Originally posted by Peardian
Originally posted by Clockwork JB
Here are the bad guys. I think that's all of them.

Great! Only problem is it's missing one. Viola, the creepy fireball thing. I forget where it is, though.

Norfair. Duh.
Anyway, if you need my help, you can tell me what you need. I can do level design if you want. Just give me the tileset and I could make some levels.
Clockwork JB

Flurry








Since: 02-12-06
From: Melbourne, Australia

Last post: 6318 days
Last view: 6318 days
Posted on 05-06-06 12:23 AM Link | Quote
Ok guys, after mucking around with metroid sprites and terrain elements, I've noticed a couple of major problems with using the 8-bit graphics. Firstly, Samus does not have any diagonal shooting sprites or jumping and shooting down sprites. Unless we make new anims (Which will be alot of hard work) then gameplay would be severely hampered. Another problem is the locales. Aside from pallete changes, there is no feasible way of creating more than 8 different themed rooms. This could lead to some confusion as to the player's location and the recognisability (is that a word?) of certain areas. Plus, nobody wants to play a game where every area looks the same. It would soon get boring.

The only way around this is to create a ton more graphics for sprites and terrain, or save ourselves a lot of trouble and use the 16-bit graphics.

EDIT: On another note, we need a good programmer. I can code some basic stuff, but we need someone who really knows what they're doing. So spread the word!


(edited by Clockwork JB on 05-05-06 11:45 PM)
(edited by Danielle on 05-10-06 09:02 PM)
1337_Ac3

Shyguy


 





Since: 04-22-06
From: sweden

Last post: 6316 days
Last view: 6308 days
Posted on 05-06-06 12:22 PM Link | Quote
Originally posted by Clockwork JB
Ok guys, after mucking around with metroid sprites and terrain elements, I've noticed a couple of major problems with using the 8-bit graphics. Firstly, Samus does not have any diagonal shooting sprites or jumping and shooting down sprites. Unless we make new anims (Which will be alot of hard work) then gameplay would be severely hampered. Another problem is the locales. Aside from pallete changes, there is no feasible way of creating more than 8 different themed rooms. This could lead to some confusion as to the player's location and the recognisability (is that a word?) of certain areas. Plus, nobody wants to play a game where every area looks the same. It would soon get boring.

The only way around this is to create a ton more graphics for sprites and terrain, or save ourselves a lot of trouble and use the 16-bit graphics.

EDIT: On another note, we need a good programmer. I can code some basic stuff, but we need someone who really knows what they're doing. So spread the word!

lol i cant c any problems with samus got no diagonal shooting stance, even i can make that moddification, plus, it doesn't mater if they only have a few palettes, just change the fucken color of them lol, that takes like 5 sec to do on a tile.. 16 bit sprites take alot of time to modify compared to 8 bit ones. ppl would get tired on modifying tons of 16 bit sprites if they don't get paid, mostly.. but i dont really care what sprites you use.

i could do some programing if someone could just tell me what friggin programming language this is goin to be done in..(3rd time i ask...)
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