8-bit Metroidvania

Show us your works in progress and request feedback

Post » Sat Mar 07, 2015 3:17 am

Links have been removed and this thread will no longer be updated.

For people contributing to the game, PM or email me.

List of features;
  • Main Menu
  • Options Menu
  • Controls Menu
  • Game Over Screen
  • Fully Functional in-game HUD - Energy Tank Indicator - Missile Count Indicator
  • Modular Weapon system Upgradable via items
  • Beam Weapon Type - Short Beam - Long Beam - Ice Beam - Wave Beam - Charge Beam
  • Missile Weapon Type - Normal
  • Morph Ball Mode
  • Morph Ball Bomb Weapon System - Normal
  • Energy Tanks
  • High Jump
  • Varia Suit
  • High Jump - Morph Ball Jump
  • Doors - 2 types
  • 4 enemy types will functional AI: Hopper, Crawler, Skree, Floater
  • Save Files - 3
  • Save Station
  • Heath System - Increasable using items
  • Ammo Limits on Missiles - Increasable using items
  • Seamless room transitions
  • Wall Jumping
  • Destroyable Blocks - Fall Blocks (Crumble when you stand on them)
  • Destroyable Blocks - Speedbooster Blocks (Destroyed by running into them at supersonic speeds)
  • Pause Menu
Last edited by Nesteris on Fri Mar 27, 2015 6:32 pm, edited 10 times in total.
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Post » Sat Mar 07, 2015 3:19 am

Just a quick note,

In the controls section of the options menu, I haven't yet updated the image of the controller controls.

X is entering and exiting morph mode, B is shooting.
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Post » Sat Mar 07, 2015 4:33 pm

Well, you have an interesting idea, but I did know what to do : /
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Post » Sat Mar 07, 2015 4:50 pm

Iolva wrote:but I did know what to do : /


Not sure I get what you're saying, you mean like you knew your games whole story and such?
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Post » Tue Mar 10, 2015 6:12 pm

Looking good@ Nesteris!
I found the movement to be a little fast, as it was hard to accurately jump on small platforms due to the left/right movement accelerating to speed almost instantly.
Having the morph ball assigned to a key instead of having to crouch twice is really nice though. :)

I'd sure like to see where you take this next. it looks like you have most of the Metroid basics down.
Be sure to check out my Metroidvania game, A Hole in the Earth
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Post » Tue Mar 10, 2015 8:27 pm

ryanrybot wrote:Looking good@ Nesteris!
I found the movement to be a little fast, as it was hard to accurately jump on small platforms due to the left/right movement accelerating to speed almost instantly.
Having the morph ball assigned to a key instead of having to crouch twice is really nice though. :)

I'd sure like to see where you take this next. it looks like you have most of the Metroid basics down.



Thanks :D

It's currently only that fast since it's still in the testing phase and I want to be moving around the level as quickly as possible to cut down on play-testing time.

Yeah I thought that was a nice little feature :ugeek:
I know that in Metroid Zero Mission and Fusion there's a lot of places early in the game where you have to change into Morph Ball mid-air and double crouching nearly instantly after jumping before hitting the ground can hurt your fingers, so I did that for gameplay comfort.


I think my next goal is to set up save slots like in Metroid and Zelda, if you want you can help me out by making a .capx and sending it.
Right now I'm thinking of using Dictionary keys to save values so the game knows how many energy, tanks and missiles to show on the save slot.
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Post » Sun Mar 15, 2015 3:40 pm

Update Log:

  • Changed the main menu
  • Set up proper controller/arrow key browsing in the menu
  • Set up the ESC and Backspace buttons to exit the "Continue/New Game" sub menu when you select a save file
  • Added in save files (3)
  • Added in save station (custom original placeholder)
  • Added in SpeedBooster upgrade
  • Added in SpeedBooster destroyable blocks
  • Fixed bug relating to making a new game after returning to the menu after continuing
  • Reduced the player's base movement speed
  • Replaced the upgrade fanfare (Can change again in future updates)


Updated game installer: https://drive.google.com/file/d/0B0gW1A ... sp=sharing
(Also updated the links in the first post.)
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Post » Sun Mar 15, 2015 4:07 pm

looks good!
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Post » Sun Mar 15, 2015 5:30 pm

Some screenshots for those who want to see the game but can't be bother playing it, keep in mind I've been focusing solely on mechanics and gameplay and that I'm using a lot of placeholders.

Main Menu:
Dwm 2015-03-15 18-08-26-06.png


Game Select:
Dwm 2015-03-15 18-08-34-42.png


Dwm 2015-03-15 18-08-36-74.png


I plan to add sprites that show what items the player has in each file, along with the number or energy and missiles.
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Post » Sun Mar 15, 2015 5:34 pm

Dwm 2015-03-15 18-07-08-53.png


Starting point in the demo, you appear here when you start a new game.

Dwm 2015-03-15 18-07-14-35.png


The save station in action. When you step on it the game saves your progress to the save file you're currently using.
There's no worrying if you're going to accidentally overwrite another save file.

Dwm 2015-03-15 18-10-37-00.png


Shows the speedbooster upgrade (placeholder sprite I made) and what the HUD looks like with 2 energy tanks and missiles.
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