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no name metroid game
preview
By: tonberry
this is my first submition to a site so it may suck but o well.I had a sad problem though that makes it kinda bad,
I made the whole game in one room so i didnt have enough space for enemys with out glitching(may glitch and be slugish on old computers)if some one knows how to make metroidish room change please let me know.ok the point is to go around and collect all the artifacts and kill ridly.easy
press f1 for controls p.s. sorry killpanzer that i forgot to credit you for the ridly sprite but ya thank you it helps a lot so credit does go to you for that,sorry i over looked it.
Completion: Demo Genre: Puzzle

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[O] Created: Jul 21 2008, 7:24 AM
[O] Updated: Never
[O] File Size: 1.66MB
[O] Views: 11565
[O] Downloads: 1997
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Reviews


Comments
phazonluigi Jul 28 2008, 1:38 AM
Idk if its tonberry or Tonberry2k
 
iggi Jul 28 2008, 3:27 AM
very complete for a demo.
 
defiler123 Jul 28 2008, 4:48 AM
submit the samus sprites to the main side, theres awsome.
 
DeProgrammer Jul 28 2008, 1:54 PM
The Samus and metroid sprites were made by wild8900.

So, this short little game was pretty fun, but the graphics are boring, it's one HUGE room, the radar is kinda buggy, Ridley is way too easy, the jumping is too floaty and slow, you can't short-jump, you can't aim any direction but "forward", you can't wall jump, you can't view a map of visited areas, there's no ending, you can only drop one bomb at a time, you don't have to be in morphing ball to use a bomb, there IS no morphing ball, you can't move faster, metroids die easily, you can't spin jump, I went and refilled my health after dying without consequence, there's an ice creature in the lava somewhere, the lava doesn't slow you down like water does (and the gravity suit doesn't speed you up in water), it's hard to get into a tunnel from the water, and it's really hard to get out of the water in some places. Hope the finished version has at least half of these things rectified. :)

But hey, you're not at all a bad level designer.

Also, perhaps in order to speed the game up, you can avoid animating or running scripts for creatures that are more than 2 screens away, or something like that. And you don't have to recalculate their paths and whatnot every single frame--if you're doing that, you could cut that down to once a second or so.
 
defiler123 Jul 28 2008, 6:23 PM
deprogrammer, you sound like retroX when he is pissed off at me :P
 
iggi Jul 28 2008, 6:45 PM
Quote (defiler123 on Jul 27 2008, 10:48 PM)
submit the samus sprites to the main side, theres awsome.

they are submitted by wild8900 about a year ago.
 
defiler123 Jul 28 2008, 7:53 PM
oh nvm i c them
 
phazonluigi Jul 28 2008, 8:10 PM
Quote (DeProgrammer on Jul 28 2008, 1:54 PM)
Annoyance

Dude the Game is good for a one room Demo, it doesn't go slow as expected, the review button is up there not down there and so what? At least he tried and at least its good be happy it isn't some catch the clown clone with samus head sprites.
 
RetroX Jul 28 2008, 11:09 PM
Quote (phazonluigi on Jul 28 2008, 5:10 PM)
it doesn't go slow as expected

For me it's running at about 5 FPS.

Also, reduce lag NAO:
instance_deactivate_all(true);
instance_activate_region(view_xview,view_yview,view_wview,view_hview,true);

And use this for any objects you need but aren't necessarily in the view
instance_activate_object(obj);
 
DeProgrammer Jul 29 2008, 10:00 AM
Quote (phazonluigi on Jul 28 2008, 2:10 PM)
Dude the Game is good for a one room Demo, it doesn't go slow as expected, the review button is up there not down there and so what? At least he tried and at least its good be happy it isn't some catch the clown clone with samus head sprites.

Duh. Said that.

My 2 GHz processor was crying.

I don't do reviews. I do bug lists. :P

Yeah, he tried. And I said it was fun. Get over it.
 
RetroX Jul 29 2008, 12:27 PM
Quote (DeProgrammer on Jul 29 2008, 7:00 AM)
My 2 GHz processor was crying.

512 MHz

I need a new computer, but I can't get one. D=
 
ronny14 Jul 29 2008, 2:12 PM
I just posted an easy GM warp, if you need it.
 
defiler123 Jul 29 2008, 3:52 PM
Quote (RetroX on Jul 28 2008, 11:09 PM)
For me it's running at about 5 FPS.

Also, reduce lag NAO:
instance_deactivate_all(true);
instance_activate_region(x-88,y-88,160,1
60,true);

And use this for any objects you need but aren't necessarily in the view
instance_activate_object(obj);

can i use that code if i ever feel like
adding it to metroidsomething
 
phazonluigi Jul 29 2008, 5:53 PM
Quote (DeProgrammer on Jul 29 2008, 10:00 AM)
Duh. Said that.

My 2 GHz processor was crying.

I don't do reviews. I do bug lists. :P

Yeah, he tried. And I said it was fun. Get over it.

if it went THAT slow then man get a new comp.

Get over what?
 
DeProgrammer Jul 29 2008, 7:08 PM
Quote (phazonluigi on Jul 29 2008, 11:53 AM)
if it went THAT slow then man get a new comp.

Get over what?

It didn't go THAT slow. It would have with more enemies. And he removed enemies because it went slow with them. Thus, what I said really has no significance, except that he needs to change the code design for it to work acceptably on slow computers.

Get over me listing bugs. It's not like I'm making stuff up to bash him. I didn't say it was a bad game, either, because I enjoyed it.
 
RetroX Jul 29 2008, 10:51 PM
Quote (defiler123 on Jul 29 2008, 12:52 PM)
can i use that code if i ever feel like

It's just a code snippet. Use it at will.

EDIT: I forgot that I used it for my labyrinth game, and thus shortened it a bit which is now fixed.
 
Another Metroid Fan Jul 30 2008, 11:30 PM
DeProgrammer, you forgot to say that the Arm Cannon is on the wrong arm :P.

It's okay, 3/5 compared out of the rest of the games here (with 5 being as good as the SM engine and 1 being as good as untitled). Just keep up the good work and put in more stuffs.

For the room thing, most people here would make camera cuts when it reaches a point where you can see the door's edge that slides to see the other side when you overlap it, so it's going to be in one frame no matter what, unless you made each room per frame, like in my fan game in progress.
 
RetroX Jul 31 2008, 12:52 PM
Or, you would just use the outside room event and warp depending on your position.
 
tonberry Aug 2 2008, 6:06 AM
ok first of all comments to return

deprogramer:the game is the way its supposed to be and if you hit F1 you will see what is to come in the future(i do plan to change the jump and water,lava,and varia suit effects

Retrox:the code was really helpfull until I noticed an enemy went through a wall cause it wasnt on screen at the time,is there a way to fix this

Iggy:Its not even close to complete, i have 3 diferent planets in the makeing and a station to buy up grades at+ a multiplayer mode and all kinds of extras

If any one can make some good sound files(wave or midi) that would be great,my computer doesnt like mp3.p.s. what is ripping and how do u do it
 
DeProgrammer Aug 2 2008, 6:58 PM
Right... so, like I said, you're not a bad level designer, at least.
 
ronny14 Aug 8 2008, 7:46 PM
(http://www.yoyogames.com/games/show/33982
Graphics kinda seem farmiliar.
 
PhayzonYoshi Aug 19 2008, 12:36 PM
Jesus, guys, stop getting at De because he told someone what was wrong with their game. It's called criticism, deal with it.
 
KillPanzer Sep 5 2008, 12:49 PM
Nice work, tonton.
 
cyberus Sep 29 2008, 2:28 PM
maby he riped them
 
samusboy2000 Dec 20 2008, 5:54 AM
qoɾ ǝɔıu ǝɥɥǝɥ (upside down for some reason, fliptext.net) XD
 
dark_angel Jan 4 2009, 7:05 PM
maybe...
hmmm this game is pretty classic
look at the boss AI and you'll see
just bounce off solid walls and each
alarm timer he shoots at samus
but i will
play in it
again!!!!!
[EDIT]
yup... i got lost
 
AlexR Apr 17 2009, 12:01 AM
this is no more than a platform engine with metroid graphics?
 
mutantfish Apr 10 2011, 8:33 PM
its....ok but i like the neon ish look maybe change the chozo balls to macth cenery?
 
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