Metroid-inspired Project

Show us your works in progress and request feedback

Post » Tue Nov 25, 2014 5:12 am

@Aleyba thanks! Are you referring to preparing to blast some enemies away before they nab you? I definitely have to factor that in. I don't know how much larger levels will get in the end, since I'm aiming for a more casual audience... but they will definitely get bigger.
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Post » Tue Nov 25, 2014 5:53 am

mudmask wrote:@Aleyba thanks! Are you referring to preparing to blast some enemies away before they nab you? I definitely have to factor that in. I don't know how much larger levels will get in the end, since I'm aiming for a more casual audience... but they will definitely get bigger.


Not really larger, I should have used better wording.

I just think enemies should be a bit further away from the room entrances. This only happened once so it really isn't a huge issue.
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Post » Tue Nov 25, 2014 7:05 am

@Aleyba - no man, that's great feedback. Thank you.
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Post » Wed Nov 26, 2014 7:25 am

OK - I've added a quick build update, which primarily includes crawling, using bombs, and trap platforms (which were surprisingly more complex to make than I had anticipated)!

Also includes a simple title screen, with a name that's subject to change:
http://threesevenhosting.com/builds/11-26-2014/
(I haven't implemented crawling into touch controls quite yet - sorry guys!)

Some screens:
Image
Image

Thank you everyone for all the encouraging and constructive feedback. Please keep it coming.
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Post » Wed Nov 26, 2014 12:48 pm

Pretty good! Fun to play with smooth controls! I only keep getting confused because I use the same buttons for jumping and shooting, except they're inverted, so I keep jumping when I want to shoot and vice versa XD

How long have you been working on this?
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Post » Wed Nov 26, 2014 4:42 pm

@Nesteris - ha that's funny, sorry it's confusing. I don't know why I chose the buttons the way I did honestly.

I started working on the engine in September, but was using some different graphics and originally had planned a different kind of game. I had these ideas for this game kicking around my head for literally years though - maybe over a decade - and I've worked and reworked the ideas off and on here and there. I'm just now in a position to devote some real time to it.

I started using a program that Scirra Construct was based on (at least in part), Multimedia Fusion, and have been doing graphics for some time. Everything I guess finally came to a head here, like I was saying.

Thanks for all the feedback and interactions, amigo.
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Post » Wed Nov 26, 2014 5:19 pm

@mudmask

It's actually pretty eerie how similar our game development and history concerning it is,
I started looking at game engines over the past 2 years, switching from Gamemaker Studio to Unity, then to Stencyl (horrible), back to Unity and then Stencyl again and then finally to Construct2, I found out about MMF about a month ago but when I tried it the UI was way too confusing and just made badly but I hear it is more powerful than Construct2.

Actual development of my game in C2 started around back in the beginning of August, but then came to a halt around October after coming back on track this month.

I actually had another guy helping me program the game in Construct2, along with a sound designer and artist but they all ended up being too busy for this (the sound designer disappeared).

Currently I'm a freelance audio/video editor but I have no work so I'm just making my game until I get some.
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Post » Wed Nov 26, 2014 5:23 pm

I'm also a video editor and making a metroidvania.
What is going on?! Too many coincidences.
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Post » Wed Nov 26, 2014 5:39 pm

I'm also a video editor and making a metroidvania.
What is going on?! Too many coincidences.


Surely you're joking, right? :shock:
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Post » Wed Nov 26, 2014 5:57 pm

100% true.
Back to the thread : the title screen font is really cool.
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