News:

Don't forget to visit the main site! There's lots of helpful docs, patches, and more!

Main Menu

Metroid: Acidfall (Formally Metroid: Norfair)

Started by Scout1297, October 15, 2016, 08:25:45 PM

Previous topic - Next topic

Quietus

You could also add the effect to lava and the surrounding tiles, to give the appearance that the lava is glowing. :^_^:

Scout1297

#51
Thanks for all the feedback. However, my solid sprite space is quickly getting eaten up. It seems I have enough room for a glowing animation version of my basic tiles, but it would be close and I am having trouble creating the animation. :sad:

Plus i'm planing to have some sort of electric barbwire instead of lava in this area(which still means I can add that glow effect). But again i am having trouble with animations... :sad:

Time to bust out Aseprite for making better sprite animations  :twisted:


When you feel like a crushed chozo statue...

Flower

Quote from: Scout1297 on November 08, 2016, 09:12:46 AM
When you feel like a crushed chozo statue...


outch!  :lol:

I like your work. I feel a bit untalented when i see your or Grimlock's works. It's hard for me to do good tiles and graphics. You're (likewise as Grim) good inspiration though!
Keep up the great work! =)

Scout1297

Quote from: Flower on November 08, 2016, 09:48:51 AM
I like your work. I feel a bit untalented when i see your or Grimlock's works. It's hard for me to do good tiles and graphics. You're (likewise as Grim) good inspiration though!
Keep up the great work! =)

Your not untalented you just need more work.
I have been doing NES graphics for over half a year now and I still have more to learn.
Look at other NES games' graphics and also check out Shovel Knight, Odallus: The Dark Call, and a game currently being made on TIG fourms, Cyber Shadow, especially that last one.

Scout1297


Steel Sparkle

That screenshot is a tease and looks nice.

Scout1297

It is here :cool: :bounce: :nod: :bounce: :cool:




Download the demo on the front page  :wink:

RealRed

#57
Animated tiles are cool looking, but are randomly chosen and serve no gameplay function. Save 'em for something functional, like the lava and the item ball. (Those are cool!)
I understand packing room 1 with glowy shiny new tiles but when that's the extent of the new visual depth for your romhack, it makes it feel lackluster. We wanna see, like, backgrounds and multiple palettes!

for a bomb passage, you only need one bomb block, not 15. We want to make the game ergonomical for the player and there's no point in finding ways to increase the length of an action or room. Your game either has content, or it doesn't.

typical metroid problems as well. no health, weapons suck, enemies insanely common and too hard to kill.

Don't put a red door where the player can run out of ammo.

Scout1297

Quote from: RealRed on November 23, 2016, 01:06:42 PM
Animated tiles are cool looking, but are randomly chosen and serve no gameplay function. Save 'em for something functional, like the lava and the item ball. (Those are cool!)
Which ones do you think are randomly chosen?

Quote from: RealRed on November 23, 2016, 01:06:42 PM
I understand packing room 1 with glowy shiny new tiles but when that's the extent of the new visual depth for your romhack, it makes it feel lackluster. We wanna see, like, backgrounds and multiple palettes!
First of all, backgrounds are a bad thing at least for the character and the sprites, because the black on them is actually transparent, meaning the background will show where it is supposed to be black. Second, tiles are drawn on top of sprites. I am not sure if these can be fixed with ASM, but I do not know how to use ASM.
Third, what do you mean by the glowy shiny new tiles?

Quote from: RealRed on November 23, 2016, 01:06:42 PM
typical metroid problems as well. no health, weapons suck, enemies insanely common and too hard to kill.

Don't put a red door where the player can run out of ammo.
Is there an easy way to fix the health and weapons using ASM?

And which red door are you talking about?

Flower

There is a way to include healing and hurting tiles.
You can find it in the wiki. Best way to apply it is creating a project in Editroid and loading it into it.
I modified the code a bit to get it work with more tiles (the code in the wiki works for one horizontal one vertical door tile).
I can lend you a hand with that.

Regarding the possibility of charging Missiles, that's still a problem in M1 and i don't think there is a solution for that. Or is it?? That would be awesome!

I liked what i saw here  and gonna try your demo soon maybe tomorrow.


Scout1297

#60
Quote from: Flower on November 23, 2016, 04:21:06 PM
There is a way to include healing and hurting tiles.
You can find it in the wiki. Best way to apply it is creating a project in Editroid and loading it into it.
I modified the code a bit to get it work with more tiles (the code in the wiki works for one horizontal one vertical door tile).
I can lend you a hand with that.

I am a bit confused by that 3rd sentence, but I would love help!
I am trying to toy around with it now.

EDIT: I don't understand ASM, I need to see some simple Python my eyes are so faded.   :pale: :colonrightv:
Help me  :sad:

Flower

Gonna pm you later, we will solve this shit. ;)

Scout1297

#62
Quote from: Flower on November 24, 2016, 04:10:25 AM
Gonna pm you later, we will solve this shit. ;)
Ok  :yay:

In the meantime here is the total amount of powerups you are currently able to attain:
Maru-Maru
Bombs
Hi-Jump
15 Missiles
3 energy tanks
EDIT: Forgot Long-Beam

Flower

You've got message ;)
Gonna try your demo now.

Flower

#64
Unfortunately i crashed the game irrecoverable (again i forgot to quicksave every now and then, my bad). I got to Kraid Area, this shiny Chozo Ruins thing, and went to the long corridor to the right till i went through the right door. When i came back, the room transitions went mad and i couldn't traverse back instead i saw what's under the lava.
Later i died, got the password, but when i returned i started in a glitched area (i guess you have to relocate the area's starting position right by "Set Area Start Here".) What was funny then i got attacked by some rock that wants to be Kraid, a glorious glitch-fest.

I like your idea with near-transparent platforms, i had a very similar idea for a glassy area in my hack.
The Light Animation is well done imo. Like i said, i have a similar idea, and despite you having it set up first i will include in my hack. he ;)

So, finally i couldn't finish the hack, maybe you want to get rid of the issues mentioned, and then i will test again, because there is much potential here.

I hope i can get my hack to look alike in terms of pixel quality. good work.

Last but not least: there are certain parts where you can only get up with using bombs - press up - and jump to get up to higher ledges. Was this intended?

EDIT: I got 2 E-Tanks, 5 Missiles, Maru Mari and Bombs. Guess the rest is in Kraid's Area, which i cannot attend anymore (well i don't wanna play from the beginning again... with a newer version i will!)

Scout1297

Quote from: Flower on November 24, 2016, 08:46:07 AM
When i came back, the room transitions went mad and i couldn't traverse back instead i saw what's under the lava.
Later i died, got the password, but when i returned i started in a glitched area (i guess you have to relocate the area's starting position right by "Set Area Start Here".) What was funny then i got attacked by some rock that wants to be Kraid, a glorious glitch-fest.

Nuts, the door leading back to the hallway was #3 not #4 causing a vertical room transition.
As for the glitched Kraid room. That is one of my test rooms I made before I changed up my Area 2 tiles. I found out if you place an enemy in the same room as Kraid or Ridley they will fire their projectiles. I have a great enemy to use this on when I get to area 4(Ridley), Still thinking about Kraid.

Quote from: Flower on November 24, 2016, 08:46:07 AM
EDIT: I got 2 E-Tanks, 5 Missiles, Maru Mari and Bombs. Guess the rest is in Kraid's Area, which i cannot attend anymore (well i don't wanna play from the beginning again... with a newer version i will!)

[spoiler]One E-tank, and 10 Missles are only reachable in the first area only by the Hi-Jump boots. [/spoiler]
I forgot to mention that there is the long beam as well.

Scout1297

Preview of Area 3  :lol:

Not long after the acidic substance the chozo created drained down into Norfair's area 3, strange vegetation stated growing.



Tell me what you think.

Flower

Quote from: Scout1297 on December 04, 2016, 02:25:28 PM
Preview of Area 3  :lol:

Not long after the acidic substance the chozo created drained down into Norfair's area 3, strange vegetation stated growing.



Tell me what you think.
I like the idea of having vegetation spreading of acid. :) i would a) edit the texture to have more variety and structure (that's what i also try with new tiles) and b) soften out the borders where you use other palettes or have some kind of border in between. Maybe you want to have some fluid appearance in the floor, make it seem more alive. But that's just ideas floating around, keep on with good work.
By the way do you wanna have custom music in your hack? =)
Cheers!

Scout1297

Yes I would like custom music. :yay:
I have played around with Famitracker before but I have not made much sounding like good music  :sad:

Flower

Quote from: Scout1297 on December 04, 2016, 05:15:58 PM
Yes I would like custom music. :yay:
I have played around with Famitracker before but I have not made much sounding like good music  :sad:

In Metroid's Case you could get used to Metroid Tuner. That's what i made my music with. You cam get a hang on it very quickly.

Scout1297

Update on the Area 3 Graphics


Flower


passarbye

Looks better now, the solids look better and the lava looks less splotchy. :)

Scout1297

Quote from: passarbye on December 07, 2016, 03:32:10 PM
Looks better now, the solids look better and the lava looks less splotchy. :)

The lava is acid, and it only looked splotchy before because it was on a different frame of animation.

passarbye

Quote from: Scout1297 on December 07, 2016, 04:29:26 PM
Quote from: passarbye on December 07, 2016, 03:32:10 PM
Looks better now, the solids look better and the lava looks less splotchy. :)

The lava is acid, and it only looked splotchy before because it was on a different frame of animation.
I'm such a dickwit I forgot about animated tiles until you replied. :heheh: We really need to encourage more gif usage on metconst