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05-19-24 10:53 AM
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Acmlm's Board - I3 Archive - General Gaming - Idea: Metroid Online New poll | |
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Thexare

Metal battleaxe
Off to better places








Since: 11-18-05

Last post: 6300 days
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Posted on 05-06-06 02:57 PM Link | Quote
I still think starting with 8 bit's easier, really, since you don't have to put as much work into graphics editing in the early stages, where getting gameplay up and running is more important. Plus, it's probably easier to make new 8 bit graphics than it is to make new 16 bit, and I'm sure you don't want all of the graphics in the game to be rips...
Clockwork JB

Flurry








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

Last post: 6311 days
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Posted on 05-06-06 09:28 PM Link | Quote
Therin lies the problem though. I've already made some Noxus and Stylux sprites in 16-bit format, which means that not all the sprites in the game will be rips. If we do go 8-bit, I'll have to start over (I've already made 38+ custom sprites previously - they're just sitting on my HD). I still believe we will encounter further complications down the track if we use the 8-bit graphics, like bland, unrecognisable locales.


(edited by Danielle on 05-10-06 09:01 PM)
Peardian

N-Z

KvSG #193 is up!








Since: 11-17-05
From: Pearl Island

Last post: 6301 days
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Posted on 05-07-06 07:30 PM Link | Quote
I forgot about that... making a diagonal sprite for Samus shouldn't be that hard, though.


As for the confusion of the areas, we could always make a little map in the top right corner like in Metroid Prime.
Lunar MM

Simirror








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

Last post: 6302 days
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Posted on 05-07-06 11:33 PM Link | Quote
Originally posted by Magikoopa Myster
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.

Peardian

N-Z

KvSG #193 is up!








Since: 11-17-05
From: Pearl Island

Last post: 6301 days
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Posted on 05-08-06 06:59 PM Link | Quote
Oops. Sure, MM, you can help. As soon as we find a good engine, that is.
Lunar MM

Simirror








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

Last post: 6302 days
Last view: 6302 days
Posted on 05-08-06 07:07 PM Link | Quote
Engine for what?
What I meant was that you could give me the tileset, and I'll paste 'em together in MSPaint as a level. I then could give you the picture of the level and you can copy it into the game.

One idea, why don't we just touch up the 8-Bit sprites a bit? We could update the coloring and give them shading and stuff. Also, why don't you make some custom backgrounds, Peardian? That would look really good.

BTW, did ya get my PM?
Peardian

N-Z

KvSG #193 is up!








Since: 11-17-05
From: Pearl Island

Last post: 6301 days
Last view: 6299 days
Posted on 05-08-06 07:20 PM Link | Quote
For the Gunship. The engine that will run the game.

Well, for your first task MM...

I need you to design a testing area for this game once it gets playable. You can use the tileset from Brinstar or something. Make it simple, but enough to test out the basic functions such as jumping and whatnot. If you need inspiration, just look at some of the maps on vgmaps. Go wild.


(edited by Peardian on 05-08-06 06:21 PM)
Lunar MM

Simirror








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

Last post: 6302 days
Last view: 6302 days
Posted on 05-08-06 07:45 PM Link | Quote
Test Level! It tests high jumping (sorta), low jumping, and possibly door opening. Here it is:

Anything else you need?
Peardian

N-Z

KvSG #193 is up!








Since: 11-17-05
From: Pearl Island

Last post: 6301 days
Last view: 6299 days
Posted on 05-08-06 11:08 PM Link | Quote
Originally posted by Magikoopa Myster
Test Level! It tests high jumping (sorta), low jumping, and possibly door opening. Here it is:

Anything else you need?


Hmm... needs to be a little bigger. Maybe add some rocks in the air or something.


Oh, and try to align it to a 16-pixel-based grid. Otherwise it looks good.
Kattwah

Acro
RIP Acmlm's Board: Feb. 18 2007








Since: 11-17-05

Last post: 6299 days
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Posted on 05-10-06 10:16 PM Link | Quote
Dunno if its been mentioned or not... but...

Wall Jumping?
Peardian

N-Z

KvSG #193 is up!








Since: 11-17-05
From: Pearl Island

Last post: 6301 days
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Posted on 05-10-06 10:25 PM Link | Quote
Yes! I was thinking of that. That shouldn't be too hard to program, right?


Also, a great idea came to me. Instead of confining people to just Zebes, we could make many other areas, including space stations. We can even make custom NES style tilesets. Of course, this means we'd need lots of moderators.


We can start with a super simple space station training center for all new players.



Just a random burst of thought.
Lunar MM

Simirror








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

Last post: 6302 days
Last view: 6302 days
Posted on 05-10-06 11:29 PM Link | Quote
Originally posted by Peardian
...we'd need lots of moderators.

I volunteer. Can I help moderate?
Clockwork JB

Flurry








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

Last post: 6311 days
Last view: 6310 days
Posted on 05-10-06 11:47 PM Link | Quote
This is all good and well, but we still need a decent programmer. I'm alright, but there are a lot of things I can't do. So c'mon, get recruiting.
Thexare

Metal battleaxe
Off to better places








Since: 11-18-05

Last post: 6300 days
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Posted on 05-11-06 03:49 AM Link | Quote
Hey, I can help with the moderation spot. I'll probably "partol" a lot.

by which I of course mean wander aimlessly.

Gimme a tileset (that is, the images. ) and I can put together a few area ideas. Not sure that they'll always fit what you need, but I tend to get a lot of game-related ideas at work. It distracts me from the stupidity. It may be better to, instead of giving me a specific task to work on, tell me some of the areas you have in mind; if I get specific inspiration on one, I might wind up getting a nice chunk of it made, given a few days that I'm off to work on it.

What's the plan for things only being broken with certain beams?

Speaking of, what weapons will the humanoid characters (as in, not monster-like =/) have access to? I had some ideas, not all from Metroid... I don't know how feasible any of these are, but they're just ideas.

Mirror Shot - Bounces off one object or enemy in the opposite direction, doing damage. Can potentially (but very unlikely) hit two enemies.
Ice Beam - As Metroid's. Greatly lessened Freeze effect on players (maybe slowdown instead of freeze?)
Wave Beam - As Metroid/Super Metroid's.
Electroshot - Metroid Prime's Wave Beam. Used to activate electrical things?
Plasma Beam - Y'know, short-range flamethrower.
Bomb/Power Bomb - As the normal.
Static Pulse - Bomb. Disables mechanical enemies, weakens players in Power Suits (Samus, for example). Can also temporarily shut down mechanical objects as needed.
Blast Missile - Missile with a very large area of effect. However, it's somewhat weak.


Also, perhaps you could have a non-armored human player? That'd require custom sprite work, of course, but given that we have Suitless Samus in Metroid as a base, it shouldn't be too hard. The Suitless character would have less attack power and defense, but it would be immune to the Static Pulse and could jump higher (not weighed down by the heavy suit).



Alright, it's 2:47 AM now, so I should stop thinking and start sleeping.

Oh, and I can't program. At all. =/


(edited by Cheveyo Chowilawu on 05-11-06 02:49 AM)
1337_Ac3

Shyguy


 





Since: 04-22-06
From: sweden

Last post: 6308 days
Last view: 6300 days
Posted on 05-11-06 09:53 AM Link | Quote
Originally posted by Magikoopa Myster
Engine for what?
What I meant was that you could give me the tileset, and I'll paste 'em together in MSPaint as a level. I then could give you the picture of the level and you can copy it into the game.



He probably ment a game engine. like torque.

uumm... riiiiiiiiiiiiiiiiiiiiiiiiiiiiiight... paste into the game?? Dude is this going to be a game maker 6 game or what?

Originally posted by Clockwork JB
Therin lies the problem though. I've already made some Noxus and Stylux sprites in 16-bit format, which means that not all the sprites in the game will be rips. If we do go 8-bit, I'll have to start over (I've already made 38+ custom sprites previously - they're just sitting on my HD). I still believe we will encounter further complications down the track if we use the 8-bit graphics, like bland, unrecognisable locales.


Could you show the sprites?? (Imageshack is your new friend, fuck google ).
about the maps and rooms and evertything, as i said we dont need to program it just like nintendo with 3 color palettes.. We could make alot of different and refreshed and new tiles..

OH BTW CAN YOU TELL ME WHAT PROGRAMING LANGUAGE THIS IS GOING TO BE DONE IN?? (I use caps lock when ppl ignor my questions )


(edited by 1337_Ac3 on 05-11-06 08:57 AM)
Peardian

N-Z

KvSG #193 is up!








Since: 11-17-05
From: Pearl Island

Last post: 6301 days
Last view: 6299 days
Posted on 05-11-06 10:14 AM Link | Quote
Originally posted by Cheveyo Chowilawu
Hey, I can help with the moderation spot. I'll probably "partol" a lot.

by which I of course mean wander aimlessly.

Gimme a tileset (that is, the images. ) and I can put together a few area ideas. Not sure that they'll always fit what you need, but I tend to get a lot of game-related ideas at work. It distracts me from the stupidity. It may be better to, instead of giving me a specific task to work on, tell me some of the areas you have in mind; if I get specific inspiration on one, I might wind up getting a nice chunk of it made, given a few days that I'm off to work on it.

What's the plan for things only being broken with certain beams?

Speaking of, what weapons will the humanoid characters (as in, not monster-like =/) have access to? I had some ideas, not all from Metroid... I don't know how feasible any of these are, but they're just ideas.

Mirror Shot - Bounces off one object or enemy in the opposite direction, doing damage. Can potentially (but very unlikely) hit two enemies.
Ice Beam - As Metroid's. Greatly lessened Freeze effect on players (maybe slowdown instead of freeze?)
Wave Beam - As Metroid/Super Metroid's.
Electroshot - Metroid Prime's Wave Beam. Used to activate electrical things?
Plasma Beam - Y'know, short-range flamethrower.
Bomb/Power Bomb - As the normal.
Static Pulse - Bomb. Disables mechanical enemies, weakens players in Power Suits (Samus, for example). Can also temporarily shut down mechanical objects as needed.
Blast Missile - Missile with a very large area of effect. However, it's somewhat weak.


Also, perhaps you could have a non-armored human player? That'd require custom sprite work, of course, but given that we have Suitless Samus in Metroid as a base, it shouldn't be too hard. The Suitless character would have less attack power and defense, but it would be immune to the Static Pulse and could jump higher (not weighed down by the heavy suit).

Hmm... interesting ideas. I'll keep those in mind. I like the Static Pulse idea.


For a tileset, you can look at the orignal Metroid maps at vgmaps, or you can make your own. Just make sure it follows the NES style. As for me, I'm going to do some experiments with sprites when I get home.


Anybody think Squash Monster will want to help?
1337_Ac3

Shyguy


 





Since: 04-22-06
From: sweden

Last post: 6308 days
Last view: 6300 days
Posted on 05-11-06 10:36 AM Link | Quote
Originally posted by 1337_Ac3
What programming language??

....again....
Peardian

N-Z

KvSG #193 is up!








Since: 11-17-05
From: Pearl Island

Last post: 6301 days
Last view: 6299 days
Posted on 05-11-06 08:19 PM Link | Quote
Not sure yet. We have to pick the engine first.


I'm going to PM SM now...


Edit: I PM'd Squash. Here is the test I was doing:


I guess it's sort of a mix between NES and SNES style. I just added shading. And we really won't need recolor sprites because players will be able to change their colors. For the darker colors, I just used 60% and 30% of the original color on black.


Actually, we really only need two sprites since we can just rotate it.


Edit2: I made Ripper, because he uses the same colors.




(edited by Peardian on 05-11-06 07:37 PM)
(edited by Peardian on 05-11-06 07:47 PM)
Squash Monster

Bouncy


 





Since: 11-18-05
From: Right next to myself.

Last post: 6307 days
Last view: 6301 days
Posted on 05-11-06 11:36 PM Link | Quote
I can whip up a platformer engine in about a half hour, and I can whip up some online functions to most things in about an hour.

Doing them both together and well would require a few days of hard work.


If you find another programmer and need help with something particularly complicated, I'll gladly help. Otherwise, I really don't have the time to be the lead programmer on a project like this.

And besides, I have a very well fleshed-out Metroid MMORPG floating through my head already, I don't think I have room for two.
Thexare

Metal battleaxe
Off to better places








Since: 11-18-05

Last post: 6300 days
Last view: 6299 days
Posted on 05-12-06 02:15 AM Link | Quote
I'm not so sure about the tileset actually working out well, but meh, it was a first attempt.

The basic idea is that after you complete your training, you're sent into a cave that's a common nest of petty bandits, as a test to see if you're ready to go on your own (the final part of Training, before the game itself, in other words). The cave would look rather different from Zebes, since it's on a different planet altogether, but it would contain some simple puzzles that the thieves rigged up.



This is the entry to the cave. On the far right side, you can see the seven tiles I made for it - every other tile in the cave is simply a flipped tile from the set. The metal piece sticking out of the wall is supposed to be a lift that the cave's previous inhabitants installed, but I can't animate things In the middle is supposed to be acid, but I couldn't get a good color for it from Paint's default set, and didn't feel up to making a new color. Each tile is three solid colors or less, plus Black (which would be transparent).

Also, I know it's kinda plain, but I was more focused on getting an idea out there before I forgot it.

Also, to help with arranging things properly, I made a grid of 16x16 squares. Here, this may help you all.

Edit: If the tileset sucks, please tell me so I can try again. If it's just a palette thing, then see if you can fix it, that shouldn't be too hard, but if it's the graphics themselves, I'll look into it. I was going for a more natural cave with various gadgets installed sporadically, since the bandits you're sent after in this early practice mission aren't as organized or powerful as the Space Pirates. But trying to shade that in the NES-style limitations wasn't very easy, so I instead went with different varieties of rocks shown in the ground.


(edited by Cheveyo Chowilawu on 05-12-06 02:06 AM)
(edited by Cheveyo Chowilawu on 05-12-06 02:07 AM)
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