Metroid-like - Project Codename NITL

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Post » Thu Nov 27, 2014 11:34 am

Hello everybody!

This is the first time I'm making this game known about publicly,
It's been in development since August, it got stuck during September, but it's made a full recovery.

My game doesn't have a set name as of yet, however it is going by the project codename "NITL". (The codename is also a hidden joke.)
It's in the Metroidvania genre. I've mostly been doing the mechanics and bug fixing instead of sprites and story.

Like Metroid, it's going to be a minimalist story focusing solely on gameplay.

If the game looks unfinished, it's because it's total development time rings to about 2 (two) months.
And I was obsessing about one particular thing during it, namely the inter-layout transition which @Tokinsom indirectly helped me figure out. (You were the muse for the idea, buddy!)

nw 2014-11-27 12-17-29-44.png

projectcyanexperimentaltransiti 2014-11-27 12-03-18-73.png

NITL.gif


I chose 8-bit because it's easiest to sprite, and considering I'm all on my own I have to do it myself.
I had a team helping me out with the programming, music and sprites but they left without telling me so I'm on my own again.

The forums have been a major help to me in keeping this alive, I thank everyone that's helped me on here and I apologize for bugging you guys in the event that I do.

The game currently sits at 224 events and 24.8mb download, I'll try and put up a demo for you guys to play around with later.

If you want to help out, I'd greatly appreciate a lot! Just send me a PM if you do.

Will update later, bit busy at this instant.
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Last edited by Nesteris on Fri Nov 28, 2014 1:26 am, edited 1 time in total.
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Post » Thu Nov 27, 2014 12:57 pm

Here is a link to the pre-alpha demo!

Important Note;
Some of the background songs are very large, so you have to give them time to download before they play.
So don't worry, the game isn't buggy.
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Post » Mon Dec 01, 2014 4:03 am

That's coming along pretty good! The character movements seemed a bit fast, which may be a problem if you ever have vertical sections. When the screen starts moving up and down and side to side really fast, it gets a little disorienting.
Be sure to check out my Metroidvania game, A Hole in the Earth
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Post » Mon Dec 01, 2014 4:23 am

@ryanrybot
Are you sure it's the player's speed and not the browser performance making it look jittery?
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Post » Mon Dec 01, 2014 5:55 am

It was buttery smooth when I played it, and it controls well. I was just mentioning that it looks like you have the camera following the character, and if you ever have vertical sections that require a lot of jumping you may find that, with the entire screen moving to follow the character, it could get a little hard on the eyes.
Be sure to check out my Metroidvania game, A Hole in the Earth
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Post » Mon Dec 01, 2014 6:58 am

@Nesteris
Metroid:ZM Engine (Construct 2 Metroidvania Prototype[YouTube]).
Playable games:
http://jamesxxxyz.newgrounds.com/
Newest: Blue and red arrows
Latest update: Blue and red arrows

What you want in C3?
viewtopic.php?f=146&t=122050

Youtube: https://www.youtube.com/channel/UCLE7Ml ... /playlists
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Post » Mon Dec 01, 2014 1:42 pm

@ryanrybot
There's two types of in-game cameras, one is set to the player's position every tick if the player is not overlapping a camera zone, the other is a lerp camera that is more smooth with the movement with a 0.1 "delay". The lerp camera is the one that's used for vertical shapes and traps.

@JamesXXXYZ
If you read the post you'd see that I mentioned one "Tokinsom" helping me, as in the same person who created that video which I've already seen when it came out.


As for the game, a new demo version could come out on here soon with new features and map!
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Post » Wed Dec 03, 2014 5:16 am

looking good
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