mudmask's Recent Forum Activity

  • UPDATE 1/28/2015 - more progress can be seen here: metroid-inspired-project-progress-journey-galactia_t123701

    Trying to implement some gameplay elements inspired by those found throughout the Metroid series into more of a casual game. So far I've managed to complete a number of them in a way that would allow for rapid production of levels, puzzles, creation of new enemies, weapons, etc. Most recently I've implemented a seamless scrolling 'effect' and an auto mini map generation feature using arrays and the tilemap.

    Graphics style inspired by 'true' 8bit graphics.

    No name on the project as of yet - but I would love some feedback! Thanks guys!

    (super basic pause screen, with a draggable map showing where level objectives and exfil point would be)

    11-23-2014 Updated build can be accessed here:

    http://threesevenhosting.com/builds/11-23-2014/

    A couple of notable updates

    1. New enemies

    2. New terrain elements

    3. Gravity and Physics modifying zones

    4. Some map UI updates

    5. New mission objective (Search and Destroy)

    Be sure to check the map for your objectives.

    UPDATE: 11-26-2014

    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.

    A quick update - didn't upload a new build, but here are some screenshots. New additions include:

      Several New Enemies and Behaviors (see screen shots)
      Zone scrolling camera movement for specific rooms (see screen shots) - which addresses the issue of not being able to see where to jump vertically in certain situations
      Improved game-play elements, such as marking enemies that need to be eliminated
      New tilesheets

    UPDATE 12-15-2014:

    It's been a while, but here's a brand new build:

    http://threesevenhosting.com/builds/12-15-2014/

    It has a lot of new things kind of under the hood, but I also spent some time refining and creating some more complex enemy behaviors and mission objectives. There's a few new area tilesets, as well as a new objective.

    Let me know what you guys think or if you run into any bugs. Thanks for all the encouraging feedback!

  • looks like this could be a good simple platformer

  • Looks great - good luck with the new direction

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  • CrudeMik - reminds me of the Rosetta mission that happened today

  • A little something I've been working on. Trying to stick to a more true 8-bit palette. Pulling some inspiration from early NES era games (in this case, Metroid).

  • Not sure if you solved this - I was stalking the forums looking for different tilemap techniques and I came across this tutorial. It seems like it could be helpful. This is the method I would use, at least:

  • I was actually giving this some thought based on what Magistross mentioned. You could actually load the entire layout itself at the beginning including all NPC's/Monsters/etc then have them all destroyed unless the player is on the corresponding layout.

    So, basically, you could keep your map in one big layout and your transition effect wouldn't have to be changed at all. The only thing you'd have to add is a Destroy Objects when player leaves area and a Spawn Objects when a player enters an area. Which should be easy to do. Just add triggers at each doorway.

    Thanks Tekniko

  • Thanks Magistross

    Just to clarify, only 1 screen is populated at a time. When you move around, all of the elements of that original level are destroyed.

  • Well, if there are things you want to save... like if a door has been unlocked or locations of moved items, or something along those lines, you could make them Global items or give your objects the Persistent behaviour.

    As for the memory issue. Think of the Alphabet. Currently you need to load A, B, C, D, E, all the way to Z. But, if you make smaller layouts, as I suggested, you only need to load A, B and C. Then when you go to another layout you load E, F, G and so on.

    I know it might sound a little confusing, but if your target device is mobile, then this will really help in the performance area and the sooner you use this method the less work you will have later in development.

    Thanks Tekniko! I appreciate the input and feedback. I also appreciate your tutorials. Good stuff.

  • Tekniko - sorry for the double post, but I was thinking about what you mentioned. It only loads one level at a time, and destroys everything from previous levels. I don't know if that would effect the memory issue, or if that's what you were referring to.

  • Tekniko - thanks man, that's really good input.

  • Bump - would love some constructive input.

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mudmask

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