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Metroid: Father Hunt
#46
It's been awhile...
Haven't been able to get much done due to finals. I've basically tweaked the game's tilesets, enemy AI, and sound system.
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However, a lot has changed since the last trailer I posted, so I put together another, more professional-looking trailer.
http://youtu.be/p0cbmvUQZUI
I'm sorry for not doing much. I will be getting much more done during the summer.
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#47
looks really cool
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#48
Hey guys, I put up a trailer for just a small taste of what's to come. Be sure to check out the NCFC booth this year as well, I have a little surprise.
https://www.youtube.com/watch?v=d5va8RO1fDw
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#49
Oh, you're still doing this. Thank heavens.

I'm very much looking forward to the adventures of Chibi-Samus, and your trailer has definitely upped the hype.
[Image: Dexter.png]  [Image: Bubbles.png]  [Image: SNWzHvA.png]   [Image: SamuraiJack2.png] [Image: kQzhJLF.png]  [Image: Pikachu.png] [Image: tSCZnqw.png]
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#50
I dunno if you've finalized the red door yet or not, but the thought of the graphics reacting to Samus's equipment gave me an idea. What if instead of just differently colored doors, you really mix things up and have a barrier of a certain color in front of the door instead. When Samus switches to the right weapon (or simply possesses it in terms of things like the Morph Bomb) a small beacon on the barrier projector lights up, as though the door's computer realized there was a security risk nearby. Then, as you hit it, the beacon's blinking speed increases until it looks positively frantic, then finally breaks down when it can't take any more hits. After that, the door is permanently unlocked.

How's that sound?
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#51
I tried this out at NCFC and it's pretty impressive! It controls well and plays a lot like a Metroid game. I was even going, "Ooh, I bet I'll need this to get here. I got this! Now to go there, but oh wait there's this thing I gotta check this out and ooh mark that and AAAAAAAAA"

Ahem. Yes. Lookin' forward to this!
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Check out this review blog thing I do! Dragon Ball Xenoverse 2 for Nintendo Switch was the latest review!
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#52
Thanks for all the feedback guys!
(12-03-2013, 06:39 PM)Midi Wrote: I dunno if you've finalized the red door yet or not, but the thought of the graphics reacting to Samus's equipment gave me an idea. What if instead of just differently colored doors, you really mix things up and have a barrier of a certain color in front of the door instead. When Samus switches to the right weapon (or simply possesses it in terms of things like the Morph Bomb) a small beacon on the barrier projector lights up, as though the door's computer realized there was a security risk nearby. Then, as you hit it, the beacon's blinking speed increases until it looks positively frantic, then finally breaks down when it can't take any more hits. After that, the door is permanently unlocked.

How's that sound?
Chris2Balls pointed out that the hologram seems kinda sketchy on the low resolution I have the game run with. However, nothing's finished until the game is finalized, and even then I can still have updates. With that said, I'll definately take your idea into consideration, maybe I'll figure out some way to integrate it, as it seems very cool but not a dead "do this here" giveaway.

(12-03-2013, 08:04 PM)Zero Kirby Wrote: I was even going, "Ooh, I bet I'll need this to get here. I got this! Now to go there, but oh wait there's this thing I gotta check this out and ooh mark that and AAAAAAAAA"
Been trying my best to live up to Metroid Genki ^_^ However, this does spark something in me: Do you guys think having some way to mark up the map would be useful? The map system I have is very minimalistic, and I'd be willing to expand it if it seemed like a good idea.
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#53
Sorry to double post :p
So I've been messing with the way Samus controls and does things. I've also given in to one highly requested feature:
http://youtu.be/IVH-_8L_VfI
The wall jump that we all know and love! :p
This makes the current game's map very... Small and breakable. I had already planned to, but this gives me a reason to redo what I have done already. The final game is going to be bigger and better than what I had initially planned. I'm not throwing out all my work, many rooms will remain, but I want to go through and make sure the game is not breakable, but still retain sequence breaking and the such.
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Here are the beams in the game that are returning from the main Metroid titles. I've been working to balance them and give the player a way to actively utilize every beam during gameplay. As always, you can see some specifics and extra info on the game blog!~
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