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 Metroid mod 
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Joined: Fri Mar 02, 2007 6:59 am
Posts: 1726
Location: NSW, Australia
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Post Re: Metroid mod
Move his head forward a bit (head offsets)

And improve the weapons, more waves in the wave gun, etc.


Mon Oct 20, 2008 7:49 am
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Post Re: Metroid mod
Silver wrote:
...Jetpack: rather than an actual jetpack, have a short, strong burst, to simulate Samus's space jump....

How do you do that?
Silver wrote:
...Attachables: Maybe Shoulder pads. If posible, make the helmet an attachable and have Samus's head under it...

ill try once i have a chance
Silver wrote:
... If you really want a challenge, make the entire suit out of attachables, and have Zero-Suit Samus underneath ...

WHOA! :shock: Slow down!

Silver wrote:
Other Suits: ...Once this one's done, I encourage you to make the other variants of Samus's suit. The gravity suit would be fairly easy (higher mass, better jumpjets, no/less fall damage) but some of the others might be harder to make....

There is no purple in the palette! :(
(Actually,just REALLY dark shades of it which i used to make missile tips, and im not sure if it even IS purple.)

you're asking too much of me! expect probably the shoulder pads and short,strong burst jetpack.

everything else is way out of my league

Foa wrote:
Cunning bastard, I knew progress like that is really rare!

Freaking references, well at least they contribute to initial sprite quality, but I wonder about sprites using no reference.

Are references bad then? :?

Exalion wrote:
Move his head forward a bit (head offsets)...

I could do that!
Exalion wrote:
...And improve the weapons, more waves in the wave gun, etc.

more waves in the wave gun?
I don't think you could make the shots more wavy

Alright I'm done.


Mon Oct 20, 2008 2:51 pm
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Post Re: Metroid mod
Can't figure out how to replicate the Space Jumps? Take a look at this code from Pyro.ini:
Code:
AddEffect = AEmitter
   PresetName = Jetpack
   Mass = 0.0001
   HitsMOs = 0
   GetsHitByMOs = 0
   SpriteFile = ContentFile
      FilePath = Base.rte/Actors/Clones/Jetpack.bmp
   FrameCount = 1
   SpriteOffset = Vector
      X = -3
      Y = -12
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Stuff
      Resolution = 2
      Depth = 5
   DeepGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Stuff
      Resolution = 3
      Depth = 5
   DeepCheck = 0
   JointStrength = 10000
   JointStiffness = 1
   DrawAfterParent = 0
   AddEmission = Emission
      EmittedParticle = MOPixel
         CopyOf = Jetpack Blast 1
      Spread = 0.1
      MaxVelocity = 24
      MinVelocity = 12
   AddEmission = Emission
      EmittedParticle = MOPixel
         CopyOf = Jetpack Blast 2
      Spread = 0.15
      MaxVelocity = 24
      MinVelocity = 12
   EmissionSound = Sound
      AddSample = ContentFile
         FilePath = Base.rte/Effects/Pyro/Jet.wav
      LoopSetting = -1 // Means loop infinitely until stopped
   BurstSound = Sound
      AddSample = ContentFile
         FilePath = Base.rte/Effects/Pyro/JetStart.wav
   EndSound = Sound
      AddSample = ContentFile
         FilePath = Base.rte/Effects/Pyro/JetEnd.wav
   EmissionEnabled = 1
   EmissionsIgnoreThis = 1
   ParticlesPerMinute = 6000 // Self-explanatory. More particles means more thrust during normal jetpack use.
   BurstSize = 15 // Bigger burst size gives more thrust when first hitting the jetpack key.
   BurstScale = 1 // Don't know what this one does, but playing with it might do something cool.
   BurstTriggered = 1 // 1 to allow bursts, 0 for no bursts.
   BurstSpacing = 1000 // Added to demonstrate. Minimum amount of time between bursts, in milliseconds.
   EmissionDamage = 0
   Flash = Attachable
      CopyOf = Muzzle Flash Pistol
   FlashOnlyOnBurst = 0

The variables I left comments beside are the ones that affect the way your actor jumps. If you want single, strong jumps with no jetpack use in between, increase BurstSize, set ParticlesPerMinute to 0, and tweak BurstSpacing to set how often you can jump. Just copy this code into wherever you define the actor's parts, change the name of the jetpack in both this code and your main AddActor code, and you're golden. Also note the the AddActor code contains the length of time that you can use the jetpack continuously, but that's irrelevant if you only want jumps.


Mon Oct 20, 2008 5:23 pm
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Post Re: Metroid mod
Comment wrote:
Can't figure out how to replicate the Space Jumps? Take a look at this code from Pyro.ini:
Code:
AddEffect = AEmitter
   PresetName = Jetpack
   Mass = 0.0001
   HitsMOs = 0
   GetsHitByMOs = 0
   SpriteFile = ContentFile
      FilePath = Base.rte/Actors/Clones/Jetpack.bmp
   FrameCount = 1
   SpriteOffset = Vector
      X = -3
      Y = -12
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Stuff
      Resolution = 2
      Depth = 5
   DeepGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Stuff
      Resolution = 3
      Depth = 5
   DeepCheck = 0
   JointStrength = 10000
   JointStiffness = 1
   DrawAfterParent = 0
   AddEmission = Emission
      EmittedParticle = MOPixel
         CopyOf = Jetpack Blast 1
      Spread = 0.1
      MaxVelocity = 24
      MinVelocity = 12
   AddEmission = Emission
      EmittedParticle = MOPixel
         CopyOf = Jetpack Blast 2
      Spread = 0.15
      MaxVelocity = 24
      MinVelocity = 12
   EmissionSound = Sound
      AddSample = ContentFile
         FilePath = Base.rte/Effects/Pyro/Jet.wav
      LoopSetting = -1 // Means loop infinitely until stopped
   BurstSound = Sound
      AddSample = ContentFile
         FilePath = Base.rte/Effects/Pyro/JetStart.wav
   EndSound = Sound
      AddSample = ContentFile
         FilePath = Base.rte/Effects/Pyro/JetEnd.wav
   EmissionEnabled = 1
   EmissionsIgnoreThis = 1
   ParticlesPerMinute = 6000 // Self-explanatory. More particles means more thrust during normal jetpack use.
   BurstSize = 15 // Bigger burst size gives more thrust when first hitting the jetpack key.
   BurstScale = 1 // Don't know what this one does, but playing with it might do something cool.
   BurstTriggered = 1 // 1 to allow bursts, 0 for no bursts.
   BurstSpacing = 1000 // Added to demonstrate. Minimum amount of time between bursts, in milliseconds.
   EmissionDamage = 0
   Flash = Attachable
      CopyOf = Muzzle Flash Pistol
   FlashOnlyOnBurst = 0

The variables I left comments beside are the ones that affect the way your actor jumps. If you want single, strong jumps with no jetpack use in between, increase BurstSize, set ParticlesPerMinute to 0, and tweak BurstSpacing to set how often you can jump. Just copy this code into wherever you define the actor's parts, change the name of the jetpack in both this code and your main AddActor code, and you're golden. Also note the the AddActor code contains the length of time that you can use the jetpack continuously, but that's irrelevant if you only want jumps.


I'll experiment with that, thanks! :grin:

(I just got back from school right now.)

EDIT: I dont like that idea, maybe you could mess with it yourself?
if you do mess with it yourself PM me your results.

thanks anyway for the idea! :grin:

Darlos9D wrote:
Exalion wrote:
Move his head forward a bit
Move his head
his head
his

Hmm...

LOL :lol:


Last edited by Juegoman on Tue Oct 21, 2008 12:56 am, edited 1 time in total.



Tue Oct 21, 2008 12:01 am
Profile YIM
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Joined: Mon Jul 16, 2007 9:50 am
Posts: 1512
Location: Tallahassee, FL
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Post Re: Metroid mod
Exalion wrote:
Move his head forward a bit
Move his head
his head
his

Hmm...


Tue Oct 21, 2008 12:54 am
Profile YIM
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Joined: Tue Oct 14, 2008 11:07 pm
Posts: 112
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Post Re: Metroid mod
Juegoman wrote:
I dont like that idea, maybe you could mess with it yourself?
if you do mess with it yourself PM me your results.

thanks anyway for the idea! :grin:

What, exactly, is the problem? Was I too vague to be helpful, or do you just want to keep the jetpack as is?


Tue Oct 21, 2008 2:18 am
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Joined: Sun Oct 19, 2008 1:58 am
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Post Re: Metroid mod
Comment wrote:
Juegoman wrote:
I dont like that idea, maybe you could mess with it yourself?
if you do mess with it yourself PM me your results.

thanks anyway for the idea! :grin:

What, exactly, is the problem? Was I too vague to be helpful, or do you just want to keep the jetpack as is?


As is.
i tried a few settings and samus either shoots up into the sky or does a weird dance.


Tue Oct 21, 2008 2:23 am
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Joined: Fri Mar 02, 2007 6:59 am
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Location: NSW, Australia
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Post Re: Metroid mod
Moderation. Adjust the variables very slightly: jump packs can be tricky, believe me, I know, but it'll be worth it in the end.


Tue Oct 21, 2008 6:25 am
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Joined: Mon May 05, 2008 12:26 am
Posts: 38
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Post Re: Metroid mod
this is sweet. i can feel the sweetness on my tongue as i play. sweet, sweet satisfaction. mmmmmm. oh yeah. btw nice mod


Fri Oct 24, 2008 10:11 pm
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Location: Largo, Florida
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Post Re: Metroid mod
Darlos9D wrote:
Exalion wrote:
Move his head forward a bit
Move his head
his head
his

Hmm...

Thank God someone else is pissed off by this.


Fri Oct 24, 2008 11:29 pm
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Joined: Wed Oct 25, 2006 7:57 pm
Posts: 240
Location: Out there, among the stars.
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Post Re: Metroid mod
It's dangerous to sprite alone, here take these.
Attachment:
Missiles.bmp

Attachment:
Beams.bmp

In other news, i may be able to fix up your head sprite if you want.

cookie to anyone who got the zelda reference


Mon Oct 27, 2008 6:41 am
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Joined: Sun Oct 19, 2008 1:58 am
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Post Re: Metroid mod
Siric wrote:
It's dangerous to sprite alone, here take these.
Attachment:
Missiles.bmp

Attachment:
Beams.bmp

In other news, i may be able to fix up your head sprite if you want.

cookie to anyone who got the zelda reference


Please, for the head sprite, and the cookie!
:grin:

Edit:
sprites are great, uploading now....
Attachment:
new sprite 1.bmp

Attachment:
new sprites 2.bmp

(random people, and samus got hurt in the making of these pics)


Mon Oct 27, 2008 2:35 pm
Profile YIM

Joined: Fri Nov 16, 2007 6:32 pm
Posts: 211
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Post Re: Metroid mod
The head sprite is absolutely horrid.

It's like she's looking sideways.


Mon Oct 27, 2008 5:26 pm
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Location: Out there, among the stars.
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Post Re: Metroid mod
Have some helmets, and if you want, i can try to make the power beam.
Attachment:
HeadB.bmp

Attachment:
HeadA.bmp


EDIT: and here is your Cookie.


Mon Oct 27, 2008 5:56 pm
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Joined: Sun Oct 19, 2008 1:58 am
Posts: 24
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Post Re: Metroid mod
Siric wrote:
Have some helmets, and if you want, i can try to make the power beam.
Attachment:
HeadB.bmp

Attachment:
HeadA.bmp


EDIT: and here is your Cookie.

Yay! Cookie!!!!!!
and knock yourself out


Tue Oct 28, 2008 12:40 am
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