Showing posts with label demo. Show all posts
Showing posts with label demo. Show all posts

Wednesday, June 24, 2009

Sorry for the hold-up

finally have a very good engine thanks to programmer AlexR, expect to be seeing something soon. on the bright side... I have a demo, a demo that isn't M5F, but instead for a project called FSMR (First Super Metroid Remake) that I have helped worked on since it's early days, and it is also an example of the new demo because AlexR also programed that engine:

http://willhostforfood.com/?Action=down ... leid=71732
I am sure you guys will recognize the room.
controls:
1: turns on or off spazer
2: turns on or off ice
3: turns on or off wave
4: turns on or off plasma
5: turns on or off charge
SHIFT: Enables use of missiles, super missiles, and power bombs (at the moment)
Z: Jump
X: Shoot/ drop bombs
C: Aim diagonal up
V: Aim diagonal down
ENTER: subscreen
Down Arrow Key: in morphball, press down to enter Spider Ball
Charge multi ball: when your beam is charged, go into morphball to drop multiple bombs.

and I thinks thats all =D also, DON'T GO NEAR DOORS! the reason is; if you go through it, you will fall out of the screen because doors have not yet been programed. those are there for a placeholder.
right now I am planning an proper intro scene and finishing up the story. any questions about the new engine post them here.

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Tuesday, April 7, 2009

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.

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Wednesday, March 25, 2009

some news

sorry for the huge wait, but the DEMO!... will be released in the following week if octohunter (the person who programmed the upgrades) gives me the codes for them in that time frame. in other news, I have been touching up on the story and really thinking about it, things will now change like karikardas will be like Bryyo in a way from metroid prime 3, having a reddish sky with clouds while raining, the ionic-X cluster isn't fully wild anymore, karikardas is at the very edge of federation controlled galaxy so karikardas will be having a little bit of federation activity... but not too much. sadane on the other hand is under space pirate control and the federation won't go on that planet because it is unstable and could meltdown at anytime. Tirane12 will not have any GF but there will be this one meet-up with a spacepirate leader whom holds some of samus's old weapons like power bombs (explained in game) there will also be a space pirate ship that gets around much like samus does in her own ship. darudane I am still thinking about, though I have an idea about it, but I won't share it =) and Xion I haven gotten to. oh! I just remembered you guys haven't seen beta xion:

yeah, everything that you guys have seen (besides actual in-game stuff) is beta. now, demo stuffs... well no boss, I decided to save that, though the boss room will still be there. I tried to add some enemies, but they glitched up the game, so I am still working on them (getting closer to fixing them though so that's basically the update today =) now, post your ideas.

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Saturday, February 14, 2009

demo update and game update

I have an update for both the demo, and the actual game. the demo:
well, a friend I was helping out with sprites for his project (FSMR) is helping me out with programming. he's got bombs and missile bombs implanted, boostball is in development, so stay tuned for that, I have been working on the overall area, the whole area has been implanted, and is mostly decorated, I have added the ship which is the same fusion ship from the mockups, but I have changed it to make it float like super metroids or metroid 2's (so no leg-things). and I have been working with samus a bit.
game progress:
I lost the original file *sniffle sniffle* but it wasn't as great as the demo's anyways, so I made a new one, starting with the B.S.L frigate. I also am working on karikardas too. not much implanted yet cuz I lost the original, but don't worry, It'll catch up fast.
expect screenies soon!
EDIT: I am showing some new screenshots of the demo, showing more of the area, the ship, and stuff like that. the whole level area layout is done! now I need to code a few enemies, a boss (which will be pretty difficult) and add the items and sticky ball, power bomb, and fix the wallball abilities.

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Sunday, February 1, 2009

here comes the demo!

the demo is coming along faster than I expected. I am very fast at tile decorating so that may be it
:/ but anyways here are some official screen shots of the demo! it is still a WIP, and the setting has changed. you will still be in caves, but it will be on a side of a mountain and on the other side it will be night (as promised) and the boss will be an official boss in the actual game, the boss of tirane 12 (planet of ice) and it will be a puzzle guardian which it won't in the final version. rundas45, candy man criminal, Halloween cloud, and zurginator will be making this boss (I alone could not sprite it, thats how difficult it is to make it.) now, the thing that everyone likes to see... real screenshots, not mockups, not beta, but actual screenshots of parts of the actual demo (samus is the only thing beta though =P I need to change her to fusion suit still.)

the first image is the room you start in (you can recognize these rooms in the last screenshot)
the second is me wallballing off the wall, the third shows a morphball pipe, fourth is a chozo statue, fith is another pipe with some different looking caves below, sixth is the different caves, seventh is another chozo statue and me wallballing again, and last is how a fully charged boostball will look like and the fences that can only be destroyed by missile bombs. now post away! anything need changing? comments? a suggestion? then like I said, post away!
also, credit will now be given (cuz I have officially decided to use those area tiles) tango311 for all the tiles, miles07 for the chozo statue, and octohunter for the boostball.
EDIT: I missed someone... and ronny14 for the walljumping function.

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Thursday, December 25, 2008

postponed, but back!

I was caught up at my friends house for about a week or so, but anyways I am working with movement and beams, jumping is okay but slow, moving is about right, I added the power beam but it goes a bit fast, It won't be in the fusion suit... but in the final version I will add it instead. while working with this suit it will be in any demo I decide to add, once when I get enemies running and growling and grunting, I should have a demo ready. It will take place at night, one room (I am still working on side scrolling) but what should happen in that one room?
edit- chrismas already?! I almost forgot! so, Merry Christmas!, Feliz Navidad!, Meri Kurisumasen!, etc...

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