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Game Maker Super Metroid engine...

Started by :..:., April 22, 2013, 11:44:53 PM

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Quietus

Ah, that was a great project.  I especially liked all of the water effects. :^_^:

:..:.

http://www.mediafire.com/?6xv3jl2fa388a7v

Added in missile tips, which means that shooting is just around the corner.



Yay.





Decayed


:..:.

That must be the oDistortion taking up too much memory... Damn... I wonder how SR388 pulled off the water distortion so flawlessly.

:..:.

Double post and update: http://www.mediafire.com/?kdhwhnkf66lfxkq

Water testing and water FX, no splishies splashies yet, so don't get your hopes up.




Decayed

Yep, I think it was oDistortion. By the way. Will this engine become Open-Source?


Zhs2

Quote from: DecayedI wonder how SR388 pulled off the water distortion so flawlessly.
Very carefully. More precisely, with leet video editing skills.

Vismund Cygnus

With this latest version, has the out of water running been slowed down too? Or is that just my crappy laptop lagging? :P
Anyway, this is crazy what you're doing here. I'm not exactly great at Game Maker. [spoiler]I've got this nice little game I had to make for school that took me the whole of two hours. Apparently it was too hard though, everyone hated it. I warned them that it was a bullet hell.  :sad:[/spoiler]

personitis

Hey hey. This engine is pretty smooth. Since you're trying to replicate the SM engine, two thing stuck out for me. The first being in SM, whenever you are so much as a pixel in water, water physics are applied. The second being your engine. While underwater, your wall-jumps replicate that of out of water physics where as in SM, underwater wall-jumping is nearly non-existent. I understand it's all a work in progress if you were going to fix that though. :wink: Also, may I suggest putting in Spring Ball since it'd be really easy to implement? Again, snazzy stuff you got here. Looking forward to more.

Benki

#60
Your project is looking great.
If you're looking for the "SR388" look you have to make the water look more grainy and less grayed out. Also the tiles shift like this (Sorry, paint)

in sync.
Another way to make it look more "SR388" is to add grain to the top of the water tiles, and to add air bubbles where water is touching tiles/objects. Adds a level of reality.

Best of luck to you. 

:..:.


Benki

Quote from: :..:. on May 12, 2013, 12:34:21 AM
What you mean by grainy?
like it's distorted
http://yt2gif.com/view/220886
here for example it shows at the surface of the water.

:..:.

Sorry i no see, its like 1 pixel thick please explain in pixel terms

Benki

The water tiles get larger the lower they go. At the surface the water tiles are the smallest.

:..:.


passarbye

i think it also has something to do with a video filter.

:..:.

Quote from: Benki on May 11, 2013, 10:10:04 PM
Your project is looking great.
If you're looking for the "SR388" look you have to make the water look more grainy and less grayed out. Also the tiles shift like this (Sorry, paint)

in sync.
Another way to make it look more "SR388" is to add grain to the top of the water tiles, and to add air bubbles where water is touching tiles/objects. Adds a level of reality.

Best of luck to you.


Let's say I suck dick at math, and want to make an equation to find the x offset at which I want to draw the water tile with arguments 'time', 'vertical position', and 'multiplier' in order to achieve the effect you drew in MS Paint.

Multiplier will simply multiply the offset to make the effect more clear.

And I really, really suck dick at math.


Halp?

Crashtour99

Looking more closely at that .gif, it actually looks like it's using a wave-form distortion (think Phantoon's death in SM).  So the tiles really aren't being shifted/moved at all.  IIRC the SNES can only do this on one or 2 layers (background/layer-2 kinda stuffs).

I don't know how gamemaker works or what the language is like, but you could probably just apply that distortion to everything below the waterline in the room.


passarbye


:..:.


Vismund Cygnus


:..:.

#73
http://603122.xobor.com/


Should I?

No, I shouldn't.

Idea aborted.

Waste of time.

7410456

Why did you have to abort It was going so well dang I just hope he makes it an open project.