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MEngine

Started by Physix, February 07, 2016, 08:14:22 PM

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Physix

Leave your thoughts, criticisms, and suggestions here. The other thread will be for smaller updates.

Hold SHIFT for low FPS cap.

Source (Latest):
https://www.mediafire.com/?67c78r0h1ri0hwn

Executable (Latest):
Zip: https://www.mediafire.com/?h1n7fdzj6tzgj9c
Exe: https://www.mediafire.com/?ub7do7z69j7s086

Executable (F4 Fullscreen):
https://www.mediafire.com/?ub7do7z69j7s086

Source (GM:S):
https://www.mediafire.com/?67c78r0h1ri0hwn

Enter: Subscreen
Ctrl: Morph
Shift: FPS
F4: Fullscreen
Z: Jump
X: Fire
D: Moonwalk
C: Dash
A: Aim
Q: WeaponEdit/L
W: WeaponSwitch/R

Sorry I couldn't come up with better test rooms (or just room).

Obligatory this wouldn't have happened without: Von Richter, Betatronic, Shmegleskimo, Infinity's End, Elpizo, Tokinsom.
Still looking for good, consistent sound effects. They're hard to come by.

Quietus

That all looks really well done. Great work. If I had to pick at something, it'd be the comedy skid noise when Samus stops running. It needs to be much lower, like something sliding on rock or gravel. :^_^:

Physix

Quote from: Quietus on February 07, 2016, 09:26:06 PM
That all looks really well done. Great work. If I had to pick at something, it'd be the comedy skid noise when Samus stops running. It needs to be much lower, like something sliding on rock or gravel. :^_^:

Again, need assistance with sound design. Best case scenario would be ditching the SNES sounds altogether and getting high quality effects to match the new splash sounds.

Physix

#3
https://youtu.be/4R35blkJ1mQ

Grippity Grapple is here. So many collision checks, so many mask changes, so many weird ass physics (the swinging especially), but I done did it. And I want to forget I ever did. Fuck grapple beam. Can't wait to move on to more exciting things like the subscreen.

Quietus

Of all the Super Metroid remakes / rebuilds, this is quickly shaping up to be the most impressive one I've seen. :cool:

RealRed

This looks fantastic. Where are you going with this project?

Physix

Quote from: RealRed on February 13, 2016, 09:13:06 PM
This looks fantastic. Where are you going with this project?

I don't know.

https://www.youtube.com/watch?v=cxLdftgNBR0

If anyone knows some good pushing sound effects, link them over.


Cpt.Glitch

Very impressive! The spriting is great as well!

Quietus

Agreed. This project oozes quality. :cool:

Retroo

If this did not have Metroid sprites you could probably earn some nice moneysss.

Quietus

I was thinking that too. From what we've seen so far, it's easily on par with (or even better than) loads of other stuff that's been released.

Physix

#11
I'm really going to need a sound effects specialist or something. The sound effects in my current engine have severe identity crises, with half being 'realistic' and the other half being ear-grating 16 bit torture.

Here's for everyone:


Drewseph

The base of this engine looks amazing!  the UI, not so much, it seems a bit over complicated to have so much data at the top of the screen.  That said keep going! the engine looks like its shaping up well!

Physix



Yay for finally finishing moonwalk animation!

Quietus

Much like the rest, it looks really well done.

Physix

#15


Gamepad support added. Don't know about adding joystick devices though, since GM doesn't recognize input from the right analog stick. What the fuck GM?



Can't do that with a keyboard.

Scooterboot9697

#16
Have you tried:

if(gamepad_axis_value(0, gp_axisrh) > 0)

or

if(gamepad_axis_value(0, gp_axisrh) < 0)

?
These should check if you're pressing right or left on the right stick.
Also, don't forget to add:

gamepad_set_axis_deadzone(0, 0.25);

This sets the axis deadzone so it doesn't check it if you're just barely pressing it.

Edit: http://docs.yoyogames.com/source/dadiospice/002_reference/mouse,%20keyboard%20and%20other%20controls/gamepad%20input/index.html

snarfblam

I don't think he means he can't distinguish between left and right. I think he means he is unable to read the axes on the right analog stick (and presumably shoulder buttons).

Scooterboot9697

Quote from: snarfblam on February 22, 2016, 05:15:16 PM
I don't think he means he can't distinguish between left and right. I think he means he is unable to read the axes on the right analog stick (and presumably shoulder buttons).

I'm aware. If you look at the code carefully, you'll see the variable "gp_axisrh". The "r" means right axis, and "h" means horizontal. If you look in the link in my edit, you'll see "gp_axisrh" and "gp_axislh" in the list, for right and left axises respectively. Changing the "h" to "v" will change it to check for vertical stuffs.

Physix

Quote from: Scooterboot9697 on February 22, 2016, 05:39:45 PM
Quote from: snarfblam on February 22, 2016, 05:15:16 PM
I don't think he means he can't distinguish between left and right. I think he means he is unable to read the axes on the right analog stick (and presumably shoulder buttons).

I'm aware. If you look at the code carefully, you'll see the variable "gp_axisrh". The "r" means right axis, and "h" means horizontal. If you look in the link in my edit, you'll see "gp_axisrh" and "gp_axislh" in the list, for right and left axises respectively. Changing the "h" to "v" will change it to check for vertical stuffs.

Don't you know the difference between gamepad_ and joystick_ commands?

Scooterboot9697

Quote from: Physix on February 22, 2016, 07:01:35 PM
Don't you know the difference between gamepad_ and joystick_ commands?
Oh. Joystick. This is quite the misunderstanding as I do not even know where to begin coding in support for one, as I do not have one of my own. :bounce:

Physix

#21
https://youtu.be/-7w2NYVcrvk

Just testing the speed booster... Something feels incomplete?

Quietus

The only thing I can think of is that it's lacking a number of echoes when running, and it's missing the blue colouring to the echoes. You didn't show diagonal sparking, but I assume they're in.

Physix

It displays an echo per frame, up to the 8th previous position in order 0,2,4,8
The video probably made it look like it displayed less.

I removed the blue to keep the speed boost palette consistent. If you're running fast, charged up, or shrine parking, you have the same red palette. I never liked SM's version of turning blue when running and turning yellow when shrine parking. There's no consistency. Speaking of consistency, I also didn't show speeding up in ball form. That's also possible now.

FPzero

If I had one suggestion, it would be to make the Morph Ball animate while in the middle of the ballspark. It looks like it's just sliding along and incomplete as it is right now.

Unrelated to the shinespark, I just noticed how smooth the minimap transitions are. They look fantastic!