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 Post subject: ZeroEngine - A Metroid Engine
New postPosted: Wed May 13, 2009 10:31 am 

Joined: Sat May 09, 2009 8:31 am
Posts: 255
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Last edited by Zas on Tue Oct 20, 2009 11:34 am, edited 28 times in total.

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 Post subject: Re: ZeroEngine - A Meroid Engine
New postPosted: Wed May 13, 2009 12:00 pm 
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When you say engine, do you mean an engine for game maker or your own program that lets you create your own Metroid adventure?

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 Post subject: Re: ZeroEngine - A Meroid Engine
New postPosted: Wed May 13, 2009 12:42 pm 
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ANOTHER ZM Engine?! Looks nice though. Did it really take 274 days to make that? Geeeez.

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 Post subject: Re: ZeroEngine - A Meroid Engine
New postPosted: Wed May 13, 2009 1:42 pm 

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Not an own program. An engine in game maker. I call it only "engine" because I will put in all the basic features, gameplay, menus, cut scene possibility, basic enemy bases, most common enemies (Ridley, metroids..). So it will have all the features and upgrades in a very compact space. The game might stop progressing if I started directly making it since I might only like to make rooms instead of code. That commonly happens to some projects.. you get bored.

And I'd say 1/3 of the days have been tweaking and such. And I just hated school since it started the next day I began working on this. And the time is long because I did not use any already existing platformer engine. It makes it feel more like an own game when I do all of it. And I know exactly how it works.

And would you like to see features and game behavior in detail or a demo runthrough in the next video? (I won't probably release the demo any time soon if at all. I might make a separate downloadable demo.)

(added to 1st post)
So.. The story of the game made from this engine goes like this (some things are not yet decided):
Samus is returning from some mission. Flying past this planet, and maybe looking for some common help (like fuel.. just something). The planet is inhabited by space pirates. The pirates have a defence system that powers down every non-pirate space ship with a single beam fire (large turrets all over the planet). Samus gets hit and the ship crashes on the planet. Her suit has also lost it's power and her upgrades are gone, with the power beam as well. She has to find something to power her suit with, before going to deactivate the nearby defence turrets.

(added to 1st post)
Mass boss spoiler:
Spoiler:


The game will also have other secrets than just collecting 100% of the items and galleries.


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 Post subject: Re: ZeroEngine - A Meroid Engine
New postPosted: Wed May 13, 2009 2:44 pm 
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Location: Sat in the mess hall, wondering if he even HAS a room on Olympus
Seems interesting. There are quite a few engines using ZM graphics recently, but it's the gameplay that counts. Keep it up.

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 Post subject: Re: ZeroEngine - A Meroid Engine
New postPosted: Wed May 13, 2009 3:05 pm 
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Posts: 527
This looks interesting. It looks a little slow, though I can't tell if that's intentional or not, it looks looks like the slowness adds an arcadey feel to it, which I approve of.

Could we look forward to a demo of the engine, to see for ourselves how it plays?

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 Post subject: Re: ZeroEngine - A Meroid Engine
New postPosted: Wed May 13, 2009 3:20 pm 

Joined: Sat May 09, 2009 8:31 am
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I will post a demo at some point. Due to recording my old computer was running slow. But the mock ball part and gravity suit jump on frozen enemy run at full fps since I slowed the game to 10 fps for recording and sped up the video to the correct fps.

Also I'd say the engine is about 85%-90% complete. And it is also possible to continue boost running after somersaulting.


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 Post subject: Re: ZeroEngine - A Meroid Engine
New postPosted: Wed May 13, 2009 3:31 pm 
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I like where this is going. And engine. . . . .Game or it's engine? From the way you've been describing things, sounds like a game.

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 Post subject: Re: ZeroEngine - A Meroid Engine
New postPosted: Wed May 13, 2009 4:58 pm 
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Location: Wondering where all the Federation troopers went aboard the Olympus
Amazing. Even FSMR isn't as good as this.

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 Post subject: Re: ZeroEngine - A Meroid Engine
New postPosted: Thu May 14, 2009 8:18 am 

Joined: Sat May 09, 2009 8:31 am
Posts: 255
ProtoTroid-11 wrote:
I like where this is going. And engine. . . . .Game or it's engine? From the way you've been describing things, sounds like a game.

It's a game. But I call it engine since the levels such other have nothing to do with the final release. Just includes every basic metroid feature. And it is very easy to edit/mod. I can keep the game and the engine separate for possible other uses. The progress on the final game will be announced separately.

Throw in a room, edit map data. Done.
Duplicate enemy, specify behavior:
List of on/off variables (what hurts) and values like damage, energy, freeze time) Add AI code. (Also optional hurt/death actions in "user defined #"-events, edited if wanted to.) Done.

Example:
Code:
//pause enemies
if (global.pausegame==1)
exit;
if (kn>0)
{kn=max(0,kn-1); exit;}

/*INDIVIDUAL AI*/
<snip>

/*BASIC AI*/
//death,hurting etc.
enemy_ai(aia0,aia1,1);

Just add individual AI. Basic hurt/death actions in enemy_ai-script.

EDIT:
(Added to 1st post)
I uploaded a video of some puzzle environments, similar puzzles will be in the final game.
http://www.youtube.com/watch?v=HwfWGcQ_jAc


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 Post subject: Re: ZeroEngine - A Meroid Engine
New postPosted: Thu May 14, 2009 12:31 pm 
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Posts: 1665
Location: I'd like to know the same thing...
remember me? the dude that's making M5F? anyhoo, it seems to be going VERY good, and by that... may I see an example of the gravity suit sprites you are using? the pallet is good, but there is something about it that is kinda off.

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 Post subject: Re: ZeroEngine - A Meroid Engine
New postPosted: Thu May 14, 2009 1:20 pm 

Joined: Sat May 09, 2009 8:31 am
Posts: 255
I have actually been waiting for your comment :silly: .
I uploaded the external Gravity suit sprite: http://img222.imageshack.us/img222/4505/sprsuitg.png
It is big so i just sent the URL. It is from Infinity's End's rip and rest of the missing images I ripped myself. Shine spark images are not perfectly colored since they were not in their original color in ZM (they were in the flashing orange palette).


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 Post subject: Re: ZeroEngine - A Meroid Engine
New postPosted: Thu May 14, 2009 2:24 pm 
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Location: I'd like to know the same thing...
seriously xD
that sheet is HUGE, going horizontal that is. ok, the shine sparking does need work as you mentioned... I have them where they are not orange (look at FSMR suits, I actually recolored them but I found out how the pallet worked) and your pallet as I said was good, so all it needed was a simple recolor =P I kept it blue, assuming you are going for prime's color scheme along with lighting the yellow just a tint, overall it was easy. before I actually recolor the whole sheet though, do the colors look okay?
Attachment:
recolor.png
recolor.png [ 1.56 KiB | Viewed 2454 times ]

it's kinda hard to see the notable difference, here it is bigger:
Attachment:
recolor 2.png
recolor 2.png [ 2.28 KiB | Viewed 2456 times ]

so basically all I did was blend the colors and darken the outline, even giving the arm cannon and the visor a tint of blue (mine is on the left).
Good luck on the project, it looks fantastic!

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 Post subject: Re: ZeroEngine - A Meroid Engine
New postPosted: Thu May 14, 2009 2:56 pm 

Joined: Sat May 09, 2009 8:31 am
Posts: 255
Thanks. If you need coding help just ask me. I haven't played the Prime series.. yet (waiting for the wii version!). But I might consider editing the colors of the suits. More contrast does make them look better. Also removing the yellow spots on flashing green lights of the suits, the visor and her forehead. I think the suit should be blue a little bit purple. Also 1 new suit is planned. It has something to do with the previous spoiler.


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 Post subject: Re: ZeroEngine - A Meroid Engine
New postPosted: Thu May 14, 2009 3:06 pm 
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Location: I'd like to know the same thing...
m'kay. I postponed it till summer though... school is defiantly getting busy at this time. not zero mission style eh? yellow spots, gone:
Attachment:
recolor 2.png
recolor 2.png [ 2.29 KiB | Viewed 2416 times ]

(this time, the yellow will match what specified color it is on, if it is green around it, it will become light green)
it may be much to ask for... but can I see all the different suit sprites? if you are planning on changing the colors so they blend more, then why didntcha say so :tongue: I guess I can try and make them a bit like "prime" or something.

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