Finally!
are you all ready? then click this link!
http://willhostforfood.com/?Action=download&fileid=61566
it is V.1.0 of the demo! if you have not read this but played the game... none of you will get it. there is no point in the game as of now, it is just scenery. think about that for a second... if this is v.1.0... then there has to be a next version! and in that next version if there are upgrades... if you explore the area now, you will practically know where most upgrades and pick-ups are. this demo is the "universal" demo of M5f, meaning it will keep on overlapping the next in future update, like samus stacking beams. I also included a nice surprise, showing recolored suits (the pallet is better!) and not to make it too boring from the next, there may be extra challenges, or an added level. unfortunately, this did not get as far as I wanted it to. there were going to be enemies, but they slowed down the game in most places (some areas are still pretty laggy) Items were going to be in it... but I don't know how to properly code upgrades just yet (still learning) so in the next demo, hopefully these will be there. right now it's 5:25 AM, so I spent a lot of time actually preparing this (though, it doesn't seem like it) I am sorry it did not come out as much as all you out there were probably anticipating, but I feel I was holding it back too much AND there is a lot of problems with it (it still works though... you won't notice them) PROGRESS ON GAME project "scan" is now being introduced to M5F community (won't reveal). the starting point of the game has changed. instead of the B.S.L transportation vessel it is now a dense, foggy jungle... then the vessel. it is undecided if actual Metroids will be in the game yet... and a number of other things that still need reasonable answers. oh! and for those who do not understand why samus can only stay in her morphball form in the demo, she is jammed in that form. there should be an upgrade later that can unjam her. it takes place on the side of a mountain.
hope you have fun! and if you find any glitches not found in the "read me" please post them up. I am determined to fix them.
Enjoy!
EDIT: read the "read me" that comes with the demo before you post anything.
22 comments:
wow, finally a demo, well done... except, i can't leave the boostball mode, not use it, not use the sticky ball, and not pass vertical objects (45°)
laggylicious
Thanks for explaining the controls to us. Oh wait, you didn't.
did you guys even read what I posted? did you guys read the read me that came with it? everything is explained in the read me.
I think a more humorous response would have been "Thanks for reading the readme.txt file. Oh wait, you didn't."
...
Just saying...
And yeah, it is pretty laggy. And even though Samus is in morphball mode at the start of the game, couldn't you have just given us a fully functioning Samus for the sake of the demo?
I'll remember that =P but I think you all are missing the point... you cannot get out of morphball till you get an upgrade to do so. I am still working on upgrades, I do know how to have samus out of morphed state already, but I am waiting till I add enemies (and make it less laggy). it would make more sense to start off as unmorphed samus... but the whole Idea as of now is to play around in your morphball state.
THANK YOU!THE DEMO IS VERY GOOD! YOU ARE A GREAT PROGRAMMER!HOW THE PROJECT WILL BE FINISHED! CONGRATULATIONS!
oh man this demo is very bad :(
you should improve it!
AND THE MUSIC?? AND THE SOUNDS?...
YOU NEED MONSTERS IN YOUR DEMO! IS VERY BORED... I hope you can fix it soon.
do not take it amiss. is just a tip
err... well I am working on this alone (my main occupation being a spriter) and I said "this will be expanded upon in the future." I tried to fix the laggyness, add enemies, and so fourth... but that just made it slower. it is being worked on now though.
it's far from perfect, but at least, you gave your best; and we know you'll improove sooner or later...
noticed that the background(s) in the lower area has some mistakes?
yeah I know... I had to get rid of the parts down there because they caused lag. but I am on to that, being one of the main concerns. I told everyone this:
This is not a great engine... nor is it a bad one. It is in the middle.
hopefully you all remember? ^^;
I would be able to give you a working movement code that never makes it impossible to NOT being able to fall in to morphball pipes. Slopes up, slopes down, accurate movement, no collision event needed, jumping in to narrow passages even when a few pixels off.
Instead of having one large room use smaller ones it reduces the lag a lot.
This I would make the demo look great. You just have to use other variables instead of speed, hspeed and vspeed. Post a reply if you want so I can help you.
really? okay! I feel everyone dislikes it, your help would be super appreciated. the reason I did not use smaller rooms was because I don't know how to get the "metroid transitioning" right, and have you ever seen such a huge room in metroid? I am not very fluent with GML, I know very little about coding (well... it's not like I don't know any of it) more then 50% of this was made with D&D. I have 2 other programmers that are suppose to be helping too... one has not done anything because well... I don't know. the other was the one that programmed boostball, and bombing works... he owes me more then that with what I have contributed for his own project. soo... your help would really be... well, helpful!
I uploaded the code and instructions. Download them:
Download M5F code.zip
you only have 14 years?
you're just a couple. at least for their age is very well designed game. Congratulations to you for ages.
@zas: sorry I didn't answer earlier... thank you! if I have a question... I'll e-mail you.
@above post: huh? yeah, I am 14. my favorite aspect in game making is level designing, as you can tell. well I have not been programming for very long... less then a year ya know =P
Dude this is pretty awesome! just it needs more gravity and fix the camera view, but the boost ball was awesome.
hey man! despite all the criticism you seem to be getting, this is one of the better fan games i've played period. for being a one room/no enemy/stuck in a ball kind of thing, i was very impressed. i spent a good 15 minutes or so "wall balling" around. frankly, i kindof enjoyed the glitch where you get stuck up in corners til you let off the jump button. anyway, i think you're on to something. if you don't get bored of this over the next couple of years, who knows what you're capable of. seriously, tho. check around. how many people have even put out a tech demo? how many of THEM are fourteen year olds? i'm 22 and way too lazy to accomplish what you already have. so keep it up!
seriously? hmm... I see, I thought everyone would enjoy it because of unlimited ammo (bombs/ missile bombs) well at least you guys (including my best friend) enjoyed it! I am on to adding some enemies, and trying to add Zas's code in on the right spots. don't forget ammo and abilities! and even destroyable blocks.
can you post a video of the new trailer plis?
Just a question, when you use the boost ball are we going to be able to use the jump ball as well and then smash through enemies?
yes. you can charge the boostball, then jump, then boost into your enemies. a lot of unfortunate things are happening and I cannot really work on the project except for the story (with this "swine flu" and my grandma going to the hospital) so it is kinda shaky at the moment. I am thinking of what the trailer should feature and I have some ideas and it is being worked on when I find time.
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