Metroid-inspired Project

  • thanks! Are you referring to preparing to blast some enemies away before they nab you? I definitely have to factor that in. I don't know how much larger levels will get in the end, since I'm aiming for a more casual audience... but they will definitely get bigger.

  • thanks! Are you referring to preparing to blast some enemies away before they nab you? I definitely have to factor that in. I don't know how much larger levels will get in the end, since I'm aiming for a more casual audience... but they will definitely get bigger.

    Not really larger, I should have used better wording.

    I just think enemies should be a bit further away from the room entrances. This only happened once so it really isn't a huge issue.

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  • - no man, that's great feedback. Thank you.

  • OK - I've added a quick build update, which primarily includes crawling, using bombs, and trap platforms (which were surprisingly more complex to make than I had anticipated)!

    Also includes a simple title screen, with a name that's subject to change:

    http://threesevenhosting.com/builds/11-26-2014/

    (I haven't implemented crawling into touch controls quite yet - sorry guys!)

    Some screens:

    Thank you everyone for all the encouraging and constructive feedback. Please keep it coming.

  • Pretty good! Fun to play with smooth controls! I only keep getting confused because I use the same buttons for jumping and shooting, except they're inverted, so I keep jumping when I want to shoot and vice versa XD

    How long have you been working on this?

  • Nesteris - ha that's funny, sorry it's confusing. I don't know why I chose the buttons the way I did honestly.

    I started working on the engine in September, but was using some different graphics and originally had planned a different kind of game. I had these ideas for this game kicking around my head for literally years though - maybe over a decade - and I've worked and reworked the ideas off and on here and there. I'm just now in a position to devote some real time to it.

    I started using a program that Scirra Construct was based on (at least in part), Multimedia Fusion, and have been doing graphics for some time. Everything I guess finally came to a head here, like I was saying.

    Thanks for all the feedback and interactions, amigo.

  • mudmask

    It's actually pretty eerie how similar our game development and history concerning it is,

    I started looking at game engines over the past 2 years, switching from Gamemaker Studio to Unity, then to Stencyl (horrible), back to Unity and then Stencyl again and then finally to Construct2, I found out about MMF about a month ago but when I tried it the UI was way too confusing and just made badly but I hear it is more powerful than Construct2.

    Actual development of my game in C2 started around back in the beginning of August, but then came to a halt around October after coming back on track this month.

    I actually had another guy helping me program the game in Construct2, along with a sound designer and artist but they all ended up being too busy for this (the sound designer disappeared).

    Currently I'm a freelance audio/video editor but I have no work so I'm just making my game until I get some.

  • I'm also a video editor and making a metroidvania.

    What is going on?! Too many coincidences.

  • [quote:1xzueiu2]I'm also a video editor and making a metroidvania.

    What is going on?! Too many coincidences.

    Surely you're joking, right?

  • 100% true.

    Back to the thread : the title screen font is really cool.

  • alvarop and Nesteris - I edited a video this year... does that count? I'm also a wedding photographer...

  • also, yes - stencyl = horrible.

  • mudmask

    How's the new snail AI coming along?

  • Nesteris - been dreading it haha, but I think I'll try to tackle it over the next couple of days... gonna try and switch to 8 direction movement

  • mudmask

    Have you tried this AI?

    Or was it the one you were using? That was you could set their bullet speed to delta time and make it frame-independent.

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