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Metroid: Super Mission

Started by Phazar, May 17, 2009, 06:17:42 PM

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Physics changes, or no?

No walljumping
Walljumping
Increase gravity(fall faster, etc)
Keep Vanilla Physics(normal SM)
1, but 4
3, but 2
Change both(1, 3)
No physics changes(2, 4)

Phazar

Original M1 tiles have already been made.  Read the first few pages of this thread.  >_>

Phazar

Bump.  Maps are now done for Ridley's Hideout, and I will possibly finish level design of the area by the end of this week.  Also, I have locked the poll due to how outdated it was.  I will post a new poll soon for you guys regarding the hack.

Phazar

Sorry for all these double posts, but hack content just keeps coming in!  With Kraid and Ridley's hideouts being worked on as we speak, it is time for another poll.  Boss doors(like normal Super)?  Or not?

snarfblam

When getting my ass kicked, I like to have the option to screw. Either way it's a small thing, but it makes the game feel more open and less guided.

Power Missile

I like what I see so far...  About those door transitions...  Have you considered retro-style scrolling?

Super Metroid - Removed Scroll Fader

I'm not sure if this is by someone on this board...  but this looks great if you want to truly go retro.

If someone had already brought it up... then I apologize.  I skimmed through 6 pages.  :blush:

squishy_ichigo

The problem with that idea, is between tileset transitions.... though I guess you could fade to black on those.

Quietus

Or you could possibly have a small handful of tiles across tilesets, and perform some merging on both sides of each door.

Phazar

I don't see too much of a problem between tileset transitions, unless it causes some horrible glitch in the game.  Is there a patch already made that can do this?

Lunaria

Quote from: Phazar on July 16, 2010, 05:21:20 PM
I don't see too much of a problem between tileset transitions, unless it causes some horrible glitch in the game.  Is there a patch already made that can do this?

When shifting from one palette for another the tiles on the other side of the door will look like shit.

THE Purple Helmet

I think that leaving shitty obvious transition from tilesets (ala blue brinstar to gold brinstar in the original) would be completely retro. If you are going to go with retro scrolling, you might as well go with that design choice too. Of course if you dont like the idea of retro scrolling then scratch my opinion

Katelyn

The tiles look awful and glitchy if you use no door fade.

zephyrtronium

If there is an unused bitflag in door transitions, one could use it to indicate that the next room has a different tileset and that a fade to black should occur. Thus, the fade could be removed when it is not desired and preserved when it is required.

Scyzer

I messed around with the door fading a while ago. I can't remember where all the routines are, but you can make it so if the door had a bitflag set, then the room would fade, otherwise it wouldn't.

The only problems I had encountered were when changing palettes, they would change mid transition, and the other side of the door would look shit. If the tileset changed, the graphics on both sides of the door changed mid transition. And the background disappears completely while transitioning.
That's probably why whoever made that video didn't show any transitions other than ones between a single area >.>

Phazar

Quote from: Sadiztyk Fish on July 17, 2010, 10:04:49 PM
The only problems I had encountered were when changing palettes, they would change mid transition, and the other side of the door would look shit. If the tileset changed, the graphics on both sides of the door changed mid transition. And the background disappears completely while transitioning.
I'm pretty sure that using a fade to black like uNsane suggested on rooms that change tilesets could fix this problem.

Phazar



New screenshot.  Cookie to whoever guesses the area of Zebes this room is in.  Also, do not dare ask about the crease in those floor tiles in the middle of the room, they do not look like that ingame.

snarfblam

I'd guess but I have an unfair advantage. Looks great though. Hope you get the old school room transitions going.

Hiroshi Mishima

I don't think I posted it, but I chose No on the Boss Doors poll, if that's still active.

The newest pic you posted looks beautiful. I love the tileset you're using and the palette is just perfect. I can't wait to see more of this. As for the room.. I have an idea, but no way to describe it, so I guess I don't get a cookie. Brain's still smoking from going through photos...

JAM

Quote from: Phazar on July 28, 2010, 02:07:52 PM
Cookie to whoever guesses the area of Zebes this room is in.
Is it Ridley's Lair? If so, that freen color really fits this room. Great work! Much better than yellowish green in original.

Phazar

Yes, it is the green area of Ridley's lair.  And even though this is my own hack, I am going to agree with te previous posters and say that some of the tilesets I've made seem almost like one of the best parts of the hack, and I always enjoy making them.  Not to say that the actual gameplay should be discredited in any way, though.

Phazar



Test of GF_Kennon's Norfair BG.  What are your opinions of this use of it?


THE Purple Helmet

Needs something else in the middle of the background...or maybe its just that crease that is bothering me. Is that going to show during gameplay?

On a side note, I cant wait for this to be released but one thing has been bothering me....how are you going to handle the mother brain battle? In my limited hacking experience I have tried to mess with it and I cant touch it. What can you even do with it without causing all kinds of errors?

Phazar

Unfortunately, not much can be done regarding Mother Brain.  Not much is currently known as to how the MB and its room work and how to make extreme edits to it.

snarfblam

Quote from: Phazar on August 07, 2010, 01:05:22 PMTest of GF_Kennon's Norfair BG.  What are your opinions of this use of it?
Very spiffy

Phazar

I am finally going to address something that I have been avoiding for far too long.  Grime and Bloodsonic had suggested quite a while back that I should remove walljumping and make gravity heavier to give it a more NEStroidy feel.  While I could remove walljump and increase gravity in the hack at this very instant, I figured it would be better for all of you to give input on this, and possibly debate it within this thread.  What is your opinion?