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The Metroid Project

Archive: 33 posts


Hello all my wonderful Sackfriends, I am excited to announce that I am finally starting to work on the level design and story of the Metroid Game I am working on. It is going to be a homage to both Super Metroid and Metroid Prime. Mainly meaning I am borrowing ideas from both, as well as adding a couple unique ideas of my own as well. This project was never meant to steal credit of the original games, but to show my appreciation and respect for them. I have spent about two months developing a Samus and Morphball Engine for my game. It is not completed, but it is a lot closer. Features that will currently work are:

Morphball Transformation: The ability for Samus to transform into morphball mode at will and back again at will as long as she is in an open enough area.

Morphball and Morphball Physics: They work relatively well, though they lean more towards Prime physics rather than Super Metroid. Morphball must be collected before being able to transform into it.

Bomb Ball Ability: The ability to lay bombs that not only destroy certain environmental obstacles and kill enemies, but also allow the morphball to boost into the airfor a short height upon detonation of the bomb. Detonation is timed, and 'bomb jumps' can be stacked. I am still trying to perfect the design, and currently there is no sound upon detonation.

Boost Ball Ability: The ability for the morphball to collect a small amount of energy within itself and then expel it for a short burst of speed. This ability can be used to access areas via halfpipes and can also be used in combination with the Spider Ball Ability allowing for Spiderball Track switching.

Springball Ability: This ability is much like the Bomb Jump, except it is more easy to use. Because it is easier to use, it is only allowed a single instance at a time unlike the multiple bombs you can lay. The Spring Ball can also be used in combination with the Bomb Jump to allow extra height and ease to Bomb Ball strategy.

Spiderball Ability: This ability allows the morphball to create a magnetic field from within itself that will attach to specific pieces of environment commonly called Spider Ball Track. It allows for the morphball to travel freely on these surfaces despite what gravity would normally dictate.

NOTE: All morphball abilities are locked until found within the game.

99 Life with 9 Additional Energy Tanks: Samus will start with 99 Life, as is a classic for any Metroid game. The number of energy tanks player will be able to collect is going to be nine. Each energy tank will increase the max life by 100. Collecting a new energy tank will refill your life all the way to current max.

Beam Select HUD: This HUD is a Radial display and allows for easy ingame selection without actually interrupting game play. Beams that have not been acquired will be unavailable to use until collected. Beam list is Below.

Power Beam: This beam is Samus' normal shot and main attack. This beam comes standard at the beginning and does not need to be collected to use. It projects a small ball of energy that damages most objects. It has relatively quick attack power, but doesn't have a very high attack. The color of this attack is orange. It can be used to open any door that has the power beam symbol on/around it.

Wave Beam: This beam has a unique property that no other beam will have. It has the properties to allow itself to phase through objects. This means it can shoot multiple enemies at once, as well as go through walls and other obstacles. Due to its unique properties, it possesses a very low attack power, though the frequency of the shots is the quickest in the game. The beam is a charged/moving electrical bolt of purple energy that can also be used to activate specific power switches that will activate certain pieces of machinery within the game. This beam will also open doors marked with the Wave beam symbol. The Wave Beam has to be acquired before Samus can actually use it.

Ice Beam: This beam is the slowest attack of them all. However, it does have a slight advantage. The ice beam is a block of ice that gets projected from Samus' gun. It has a higher attack power than both the power and wave beam, and it also has the unique ability to freeze enemies that are not immune to it or have a small amount of life left. These frozen enemies can then be shattered by additional shots or can be used as platforms that Samus can use to get past dangerous terrain. The Ice Beam will also open up doors marked with a symbol correlating to it. Samus cannot use the ice beam until it is acquired in the game.

Plasma Beam: This beam can shoot at high velocities, traveling almost instantly to the intended target. Due to this high velocity heat wave that obliterates most enemies with its high attack power it requires a cool down time of a second to recharge itself. It is literally used specifically for devastation of enemies and creatures. The only other function it serves is to open up doors marked with a plasma beam symbol.

??? Beam: This beam is still in the works. I have not got this beam fully developed, nor is it a classic beam from any Metroid Game I can think of. This beam will be my unique touch to the game. I will not dicuss details of this beam, and you will just have to play the game to find out what it does!

ALL beams, unless otherwise specified by me will have charge shot modes. These charge shot modes will allow for a more powerful shot after charging up energy of the beam for a short amount of time. While this prevents rapid shooting, it does allow for more concentrated damage, which may be required to dismantle/destroy certain objects and/or enemies.

Scan Visor: This visor will be available at the beginning of the game. The function of the visor is mainly unrelated to active gameplay, but more often than not focuses on the story of the game. The scan visor will allow you to learn background information on a variety of different objects, enemies, environmental stuff, etc. The scan visor will describe certain weaknesses of enemies in an indirect subtle manner if the enemiy is scanned. Be warned though, while scanning, the enemy will still be able to attack you. However, once enemy has been scanned and you are reading description, all enemies and yourself will freeze in place, and will resume play once the description has ended. Still have to work on logic for it.

X-Ray Visor: This visor will only be available once acquired in the game. Unlike the scan visor, the X-Ray visor will only be used for gameplay functionality. It does exactly how it sounds. It 'sees' hidden areas that are invisible to the player's eye. These hidden spots will be illuminated in red. They will show weaknesses in more difficult enemies directly, rather than through subtle hints. They will also show hidden locations or special areas that you can do more stuff with if you haven't already. Some examples include showing invisible paths through walls, destructible paths, boss weakness areas, etc.

Missiles and Super Missiles: These projectiles will be available for Samus on a quantifiable basis. First, you will have to find the actual ability, and it will grant you a certain number of ammunition. You can refill your ammunition by killing enemies or finding a save location or recharge spot in the game. Like energy tanks, they can only be filled to the max that the player has found. There will be ten maximum ammo expansions of each hidden in the game.
Missiles and Super Missiles will also have their own functions within the game besides destruction. Corresponding doors/switches, etc, may require the use of them. I am still currently working on the design and logic of these.

Power Bomb: This particular ability is used by the morphball mode. It lays an extremely powerful bomb that clears everything in a room that is not immune to its effect or not powerful enough to withstand it. Due to its overwhelming power, the ammo is limited and does not appear very often for refills when killing enemies. Still have to design and work on logic for it.

Save Locations: These are capsules that Samus can jump into to heal her life back to max, as well as save progress within the game. One thing to note is that normal save locations will NOT refill ammunition. Only going back to Samus' ship will fill up both life and amunition fully. With that being said, saving the game will work, but not as one would normally expect. Basically, when you enter a save location it will spout out a specific code that will represent how much of your character has developed. Simply speaking it will record the following:

1. Linear Powerups that have been collected. (Morphball, Beams, Visors, etc)
2. Quantifiable Collections. (Energy Tanks, Missiles, Super Missiles)
5. Location you last saved at to respawn at that location upon code entry.
6. Boss Fights and Map currently explored is still being worked on.

This particular save station concept will require a password input from the controller. It will have somewhere around 16-20 inputs. I am doing my best to make it not detract too much from the gameplay itself. All save locations will be safe in the game, this means nothing can harm or distract you while in these particular rooms. You can also choose to save or not to save. One thing I will note, is that save locations will be few and far between. Beginning of areas, endings of areas, and some places in the middle as well. Middle saves will probably only appear close to a boss fight to tell you the truth.

Grapple Beam: This particular beam will allow samus to grapple onto specific objects to reach otherwise unreachable areas. It works much like the grapple hook in game works, however it will be ingrained into the sackbot. Still currently have to work on this particular feature.

Wall Jump: The ability for Samus to rebound from one wall to another if timed correctly. Logic still needs to be worked on.

Space Jump: A continuous spin jump that allows Samus to literally 'fly forever' until impacting something if player times the jumps perfectly each time. Logic still being worked on.

Chozo Statues: These ancient statues resemble the race that provided Samus with her abilities. Mainly, the functionality of the Power Suit. These statues hold many of the key abilities Samus can collect and use. Design still being worked on.

Power Suit: Samus' beginning suit. Normally colored Orange and is able to expand max life with energy tanks as well as being equipped with a gun that shoots out various beams of energy

Varia Suit: Upgrade to Power Suit. Increases resistance to damage, and allows Samus access to areas that have high temperatures normally unsuitable for her. This suit is normally colored red. Logic still needs to be worked on.

Gravity Suit: Upgrade to Varia Suit. Increases resistance to damage even more. Allows normal functionality in watery environments that would normally weigh Samus down. Logic still needs to be worked on.

??? Suit: My unique mystery suit. It's properties will not be disclosed, but I will say that it is an upgrade to the Gravity Suit and has its own unique abilities that are useful within the game. Damage resistance will be the same as Gravity Suit. This suit is another of my own unique touches to the gameplay. You'll have to play and collect it to find out what it does! Logic still needs to be worked on.


ALL METROID FANS, PLEASE NOTE: While hyperspeed run is a very popular powerup in a few of the Metroid Games, I am purposely leaving it out of this one. Mainly for its practicality. Due to LBP level area space being so small, hyperspeed run will be relatively useless and it would take up too much space in the level to create puzzles that incorporate it.

So anyways, that's my Metroid Engine thus far.

ANYONE INTERESTED IN LEVEL DESIGN, ENEMY DESIGN, OR IDEAS FOR MAKING THE STORY FOR THE GAME, PLEASE MESSAGE ME IN FORUMS OR ON PSN. MY PSN IS Shadow_Wolf_1987. You can also email me at 85eecummings87@gmail.com. I check that the least though, so your best bet is using PSN. Thanks for your time!

I'll post pictures eventually!

Shadow
2011-02-20 07:20:00

Author:
Shadow_Wolf_1987
Posts: 108


Members who are actively assisting me with this project are listed below along with what they assist with.

CristalSonic: General logic. Helped me a lot with morphball when I barely understood logic at the beginning of this project. Currently working on perfecting space jump physics while I work on design of the levels.

Kitkasumass: Helps with alternate ideas of how to apply logic, general idea suggestions, and general graphics (character)

Epicurean_Dream: Helped me understand Analogue signal and partnered with me to make an epic health system. Also did some neat projectile graphics for Samus' Arm Cannon beams. He's quite involved with other projects right now, so hasn't been too active with me lately.

Kirbonium: My main sound guru. Makes great gaming sounds that represent Metroid very well!

ShadowWolfTJC: Helped me with a alternate visualization of transforming into morphball

Keanine: Hasn't been too active lately, but he has also provided me with some pretty decent sounds.

RedDry_Bones: A graphics artist that is helping me with level scenery.

zoshua25: My greatest graphics asset that I have in this project. Has helped me visualize this entire project in a whole new light that is just simply amazing. Has helped redesign the morphball look, doors, level scenery, etc. I am very happy to have him included in my team and I am sure he will contribute much more to the graphics of the project as well.

remenescent: Another great graphics person who helped bring my Morphball Tutorial Level to a great look and feel. He is not as active as other graphics artists of mine are.

Maybe_I'm_Dead: Helps with blueprinting a level before actual design takes place.

tjmtk: Helps with general graphics every now and then

If I missed anyone, I will surely add them when I catch it, but this is all from memorization for now.

Thanks everyone for your sincere and awesome dedication to this EPIC project!

Shadow
2011-02-21 19:02:00

Author:
Shadow_Wolf_1987
Posts: 108


2 More members have joined the cause!

Kitkasumass helps with logic, and also will help with level design!
Nemesis_Steve will be helping with enemy design!

Okay, it's been a while since I've updated this thread, mainly because of my dedication to the game as well as being sick. Anyways, here's the scoop.

I now have a morphball that is almost fully functional. Samus can turn into morph ball at will as well as turn back at will. The morphball has the following capabilities:

1. Rolling with real physics of the level.
2. Springball: Ability to do a single jump that can be directionally controlled.
3. Bombball: The ability to lay bombs to affect enemies, terrain, etc.
4. Bomb Jump: the ability to have the bombs, upon explosion, to boost Samus into the air. Bomb jumps are stacked.
5. Boost Ball: The ability to charge up some energy and release the energy to move faster than normal for short time.
6. Spider Ball: The ability to attach to specific walls and ceilings freely without falling.

Things I still need to work on for Morphball are:

1. Tweaking boost to make it more realistic and usable.
2. Tweaking boost during Spiderball mode to allow jumping to different tracks in midair.
3. Tweaking all abilities to have sounds attached for more appealing gameplay.

Other Metroid objects:

I have a graphically appealing samus ship, as well as a metroid designed.

I have two different beams developed:

Ice Beam: Has the ability to freeze enemies and cause a shatter effect if shot when frozen. Enemies stop all movement and can become platforms for Samus to use during time they are frozen. Enemies stay frozen for certain period of time, and then return to normal.

Wave Beam: Has the ability to activate unreachable switches by its trait of being able to go through objects.

Ice Beam door: Requires door to be shot to be opened. Door won't open until Samus is near it though. Once samus goes through and gets away from door, door will shut and be required to be shot again. When shot with ice beam, door will freeze and elevate.

Wave Beam Door: This door has to be shot in a specific place indicated by a purple glow. If shot anywhere else, door will not open. Like the Ice Beam door, Samus' has to walk close to it to have it open. Once opened it will stay open until samus walks through and/or away from it. At that point door will shut and require it to be shot again before opening.

Projects I am now currently working on: Normal Power Beam Logic and Plasma Beam Logic and their corresponding doors. Plasma beam will have the added effect of being able to melt certain frozen things as well as melt anything the ice beam happens to freeze during gameplay. Another thing I will start work on is a Grapple Beam. After those are done, work on Space Jump and Screw Attack will be the next order of business. And then finally the Power suits with the life gauges and energy tanks.

As always, add me on PSN if interested in helping with the project. I have great hopes for the Metroid Project!

Shadow

Note: Once all power suit and morphball logic are completed I will be assigning specific colored morphballs to the corresponding power suit that Samus currently uses. i.e. Normal Suit-Yellow Morphball, Varia Suit-Red Morphball, and Gravity Suit-Purple Morphball. I may or may not add a Phazon Suit and Phazon Morphball. Depends on what is set up for entire plan of project. Morphball and Powersuit will share same health bar when all is completed. I also hope to have up to 10 energy tanks that increase samus' life.

I may add reserve tanks if enough thermo, and if my friends and I can figure out the logic. I also hope to add either a heat sensor visor, or an x ray visor to view hidden objects. Anyways, any and all feedback is greatly and deeply appreciated!
2011-02-26 19:44:00

Author:
Shadow_Wolf_1987
Posts: 108


I already have a sackbot Samus Aran, that can switch between two weapons. It needs a little costume work and some tweaking, and it doesn't have a morph ball but it is started and looking good. If it's okay I would to contribute part time.2011-02-26 21:32:00

Author:
TheSwede
Posts: 59


Sure, you can be our last logic guru for now. Add me on PSN and I'll come check your stuff out when I get home. Looking forward to meeting you.2011-02-26 22:30:00

Author:
Shadow_Wolf_1987
Posts: 108


Okay, I majorly updated the physics of the morphball to be much more realistic. Also working on a better morphball tutorial level with my friend remenescent. Will let you all know when its finished!2011-02-27 15:31:00

Author:
Shadow_Wolf_1987
Posts: 108


hey can i work on powerup sounds? because this project sounds awesome and i really want to be a part of it!2011-02-27 15:55:00

Author:
keanine
Posts: 114


hey can i work on powerup sounds? because this project sounds awesome and i really want to be a part of it!

You sure can! I appreciate the offer.
2011-02-27 18:12:00

Author:
Shadow_Wolf_1987
Posts: 108


Wow, sounds great! This sounds like it will be really awesome, and will surely gain a ton of plays and hearts. I will make sure to subscribe to this thread, so I can see the progress. 2011-03-01 02:49:00

Author:
Leafy101
Posts: 154


Okay, been a while because I've been so busy ingame perfecting my morphball and subsequent tutorial. I will warn everyone in advance. If you are not good at old school morphball platforming, this level wil be extremely, extremely difficult. It is not meant to be easy, but to show the capabilities of the morphball. Please keep that in mind if you play/rate it. If you wish to play it, either find me on LBP.me or go ingame and use search function. Level is called Morph Ball. OR click on the "My Creations Link."

Okay, for updated info I have the following:

I now have a PERFECT morphball which is only missing Powerbomb ability and has about a 98% perfection with morphball physics in general.
Features include: Simple Rolling, Springball (jump), Boostball, Bomb Ball, and SpiderBall. Water will slow morphball down and disable jumping from both bombs and springball input. All abilities except rolling are disabled until found in the level first. Once unlocked, they stay unlocked even if you die and respawn in a new morphball.

I am currently working with a couple friends of mine to implement the health logic, but we still have a bit to go with it, so for now, kills are instant and you just respawn from last checkpoint.
2011-03-02 16:37:00

Author:
Shadow_Wolf_1987
Posts: 108


Shadow, I already built a healthbar and and some symbols for some of the beams that highlight when you use them.2011-03-02 21:32:00

Author:
TheSwede
Posts: 59


Small, but important Update: Currently have my graphics guy working on beam animations. I have a 99 digit display Working health bar. Also have samus bot able to toggle between morphball and powersuit at will. Can't transform on back layer of lbp levels. This is an lbp limitation as far as I can tell. Samusbot and morphball share same healthbar at all times as well.

For my demonstration level, I have applied healthbar so you will no longer be instantly killed. It lets you make a couple mistakes before dying. Anyways, still steady progress nonetheless. Still looking for people who can help design levels and enemies for the metroid project. Let me know on here or on psn if interested.
2011-03-03 16:17:00

Author:
Shadow_Wolf_1987
Posts: 108


About the ship, I can't really make it as detailed as I wanted, but if someone else makes a very accurate model for it I'll just add all the logic for it.2011-03-04 00:53:00

Author:
Shuriken_Star
Posts: 114


Also have samus bot able to toggle between morphball and powersuit at will. Can't transform on back layer of lbp levels. This is an lbp limitation as far as I can tell. Samusbot and morphball share same healthbar at all times as well.

Why can't your Samus sackbot transform into a morph ball on the backmost layer? Is it because it occupies one or more of the thin layers as well as one of the thick layers? If so, then why does your morph ball need those thin layers? If those thin layers are needed for vital functionality, then couldn't you try changing the material that occupies the thin layers into holographic material (gluing, bolting, or otherwise attaching it to other, more solid, parts of the morph ball as needed)? Why are all of my sentences in this paragraph questions?

By the way, and this is probably just a mere coincidence, I noticed earlier that we're both called Shadow Wolf, and that we're both working on Metroidvania-esque projects, though it seems that your project is more of a homage to a specific videogame series (namely Metroid), whereas mine is more original. Still, good luck with your project.

Also, if you need a power bomb, maybe you could try attaching a bunch of 1-layer-thick pieces of holographic material to a central 1-layer-thick piece of holographic material with stiff pistons while the central piece of holographic material is rapidly spinning in place with the help of a rotater. You could attach a certain tag on each of the holographic pieces so that, say, terrain made of Bendezium or Denzium is destroyed once it makes contact with any of the power bomb's holographic pieces. If you'd like for the power bomb to take up all 3 layers, and maybe even all 4 thin layers, then what you could do is change the layer width of all of the holographic pieces so that they each occupy all 3 thick layers, copy and paste thin versions of each of the holographic pieces to the front and back side of the thicker pieces (so that not even the frontmost and backmost thin layers are safe), and (this is important, assuming that the power bomb only occupies a single layer, and that it's initially created in the very layer that the Samus sackbot was at during creation) have the entire thing emitted from a piece of holographic material that is itself emitted along with the power bomb, but travels to a certain layer with the help of an in/out mover (so that the power bomb explosion can be properly emitted regardless of which layer the power bomb itself occupies).
2011-03-07 23:48:00

Author:
Shadow Wolf TJC
Posts: 72


Why can't your Samus sackbot transform into a morph ball on the backmost layer? Is it because it occupies one or more of the thin layers as well as one of the thick layers? If so, then why does your morph ball need those thin layers? If those thin layers are needed for vital functionality, then couldn't you try changing the material that occupies the thin layers into holographic material (gluing, bolting, or otherwise attaching it to other, more solid, parts of the morph ball as needed)? Why are all of my sentences in this paragraph questions?

The reason why back layer is not possible is because in order to make it 'look' realistic and function close to original, morphball has to emit either behind or in front of samus. So I can pick one layer to disable functionality for emission. For best practicality, I have decided to make back layer disabled. Samus takes up one thick layer, and morphball takes up one thick layer. It won't make a lot of difference, because I will eventually give the morphball the ability to traverse layers just as samus is able to. But, it will be a limitation to transforming into the morphball. Transforming out is not a problem.



By the way, and this is probably just a mere coincidence, I noticed earlier that we're both called Shadow Wolf, and that we're both working on Metroidvania-esque projects, though it seems that your project is more of a homage to a specific videogame series (namely Metroid), whereas mine is more original. Still, good luck with your project.

Yes, very coincidental. I wish you luck on your project as well. Mine is a homage to Super Metroid and Metroid Prime.



Also, if you need a power bomb, maybe you could try attaching a bunch of 1-layer-thick pieces of holographic material to a central 1-layer-thick piece of holographic material with stiff pistons while the central piece of holographic material is rapidly spinning in place with the help of a rotater. You could attach a certain tag on each of the holographic pieces so that, say, terrain made of Bendezium or Denzium is destroyed once it makes contact with any of the power bomb's holographic pieces. If you'd like for the power bomb to take up all 3 layers, and maybe even all 4 thin layers, then what you could do is change the layer width of all of the holographic pieces so that they each occupy all 3 thick layers, copy and paste thin versions of each of the holographic pieces to the front and back side of the thicker pieces (so that not even the frontmost and backmost thin layers are safe), and (this is important, assuming that the power bomb only occupies a single layer, and that it's initially created in the very layer that the Samus sackbot was at during creation) have the entire thing emitted from a piece of holographic material that is itself emitted along with the power bomb, but travels to a certain layer with the help of an in/out mover (so that the power bomb explosion can be properly emitted regardless of which layer the power bomb itself occupies).

I was actually thinking about creating a massive circle hologram that expands outward, and plays with the lighting to "blind the screen." Thanks for suggestions though!
2011-03-09 15:52:00

Author:
Shadow_Wolf_1987
Posts: 108


Major Update!

Through about three days of working with Epicurean_Dream, our knowledge combined has created an almost perfectly working health system for Samusbot/morphball that nearly mimics the metroid games. Nine energy tanks, tanks are locked until found, Life cycles down all the way, and cycles up depending on how many energy tanks have been collected. The only problem I now need to fix is the ability for the life to fill all the way up when collecting an energy tank. The GUI works amazingly with scrolling digits and energy tank displays. I will showcase the health itself as soon as I perfect it, so others can view it. Once my project is fully complete, the health system logic will be available as a prize bubble for public use :-).
2011-03-09 15:58:00

Author:
Shadow_Wolf_1987
Posts: 108


Hey man,when I saw your health/energy tank system I couldn't really understand it. It looked like it had a lot going on. Well I was watching some of Comphermc's tutorials on youtube (LBPlanetorials is the username). He has one on there about health bars, etc. and it works really nicely and looks a lot simpler to handle. You should have a look at it and also the addition and subtraction one. If you like it I'm sure we could change it up a bit to use energy tanks and stuff. I'll be on tonight maybe.2011-03-09 16:26:00

Author:
Kitkasumass
Posts: 494


Hey man,when I saw your health/energy tank system I couldn't really understand it. It looked like it had a lot going on. Well I was watching some of Comphermc's tutorials on youtube (LBPlanetorials is the username). He has one on there about health bars, etc. and it works really nicely and looks a lot simpler to handle. You should have a look at it and also the addition and subtraction one. If you like it I'm sure we could change it up a bit to use energy tanks and stuff. I'll be on tonight maybe.

It is a lot to understand, but it is also necessary for my specific purpose. I too, watched the simple health bar tutorial but there are several reasons why it can't be applied.

1. It doesn't work with digits, only a percentage of a timer bar.
2. It is a health bar that goes up or goes down depending on health/damage gain. However, it doesn't cycle. Meaning, once the bar visually goes down, it has no more life period. It also can't have several refills for expandable health ability.
3. Since it doesn't even implement an expandable max health idea, it doesn't support the function to lock the ability to expand max health until certain conditions are met.

What mine does is this: 1. It has a GUI that has both a ones and tens digit display that counts up and down from 99. It will count down if damaged, and count up if healed.
2. It has the ability to multiply itself by a total of nine times. (9 energy tank increases)
3. The max health will only increase WHEN an actual energy tank is found, otherwise you stay at basic health. This works respectively for all nine of
them. Meaning if you find 2 energy tanks, you will have 3 whole bars of health to deplete before dying (1st is basic health, last two are the tanks.
4. When a new energy tank is found, it is displayed as a bar under the digits just as the Metroid games show it. The bars go down each time 99
reaches zero by damage. The bars go up each time 0 goes to 99 by health assuming you've previously collected them. If there are no bars and
health reaches zero, then the the character will die.

I will be on tonight as well, and I will show you the working logic. It has changed a lot since you last saw it. A lot tidier. Maybe you could even help with my current problem if Epicurean can't get back with me. That is, the energy tanks, upon being collected unlock, but they don't fill up the life to full like in the game. That's the very last thing I need to fix. Once that is completed, I can set it up so that Samus and the morphball share the health together, which will be easy enough. Anyways, thanks for your input and suggestions! Talk to ya later :-)

Shadow
2011-03-09 19:15:00

Author:
Shadow_Wolf_1987
Posts: 108


The reason why back layer is not possible is because in order to make it 'look' realistic and function close to original, morphball has to emit either behind or in front of samus. So I can pick one layer to disable functionality for emission. For best practicality, I have decided to make back layer disabled. Samus takes up one thick layer, and morphball takes up one thick layer. It won't make a lot of difference, because I will eventually give the morphball the ability to traverse layers just as samus is able to. But, it will be a limitation to transforming into the morphball. Transforming out is not a problem.
Perhaps you could create an invisible hologram that follows the Samus sackbot or the morph ball around and place the emitter that emits the morph ball on that invisible hologram. When entering morph ball mode, the samus sackbot could either disappear with a destroyer object, or it could be forced to enter an invisible controlinator on the invisible hologram that follows her around. A bit later (perhaps in as little as a 10th of a second later), the morph ball would be emitted on the same place and the same layer that the Samus sackbot was located. When exiting from morph ball mode, the morph ball would simply be destroyed, and the Samus sackbot would emerge in its place, either being re-emitted, or ejecting from the invisible controlinator. You can opt to limit where Samus can exit out of morph ball form by creating a 1-layer-thick invisible hologram and have it not only follow the morph ball, but also poke out slightly above it to check if there's any solid objects above the morph ball. (Just add an impact sensor or more on it. I do that to prevent the LBP2 plasma balls from passing through solid objects, or even certain holograms, which I could also use as personal energy shields for sackbots and other stuff.) We don't want Samus transforming out of morph ball form while inside a ventilation system, now would we?

I was actually thinking about creating a massive circle hologram that expands outward, and plays with the lighting to "blind the screen." Thanks for suggestions though!
Problem is is that I don't know of anything that could be used to resize an object in-game. Sure, you could have objects expand or shrink upon being emitted or destroyed respectively, but they don't seem to be modifiable.
2011-03-10 02:34:00

Author:
Shadow Wolf TJC
Posts: 72


Perhaps you could create an invisible hologram that follows the Samus sackbot or the morph ball around and place the emitter that emits the morph ball on that invisible hologram. When entering morph ball mode, the samus sackbot could either disappear with a destroyer object, or it could be forced to enter an invisible controlinator on the invisible hologram that follows her around. A bit later (perhaps in as little as a 10th of a second later), the morph ball would be emitted on the same place and the same layer that the Samus sackbot was located. When exiting from morph ball mode, the morph ball would simply be destroyed, and the Samus sackbot would emerge in its place, either being re-emitted, or ejecting from the invisible controlinator. You can opt to limit where Samus can exit out of morph ball form by creating a 1-layer-thick invisible hologram and have it not only follow the morph ball, but also poke out slightly above it to check if there's any solid objects above the morph ball. (Just add an impact sensor or more on it. I do that to prevent the LBP2 plasma balls from passing through solid objects, or even certain holograms, which I could also use as personal energy shields for sackbots and other stuff.) We don't want Samus transforming out of morph ball form while inside a ventilation system, now would we?

That system may actually work. I didn't think of an extra controlinator. Will have to play around with that idea. Currently I have an invisible holo following samus. it doesn't do in/out movements, reason being that when I did so, it confused the emitter when the layer to be emitted into was in same layer as Samus. It ended up disabling the emitter completely. A very weird thing to happen to tell you the truth. So it is set to emit when pressing down, and emits in the back layer. It obviously has a controlinator, in which samus bot enters. Upon ejecting, the morphball gets destroyed and samus takes it's place once more. But yeah, the ventilation system thing was causing a problem that I didn't have a fix for yet.



Problem is is that I don't know of anything that could be used to resize an object in-game. Sure, you could have objects expand or shrink upon being emitted or destroyed respectively, but they don't seem to be modifiable.

To tell you the truth, there are a few ways of doing it. Hologram with a tag that is attached to a mover and sets off other hologram lights as it moves is one way. The holos would stay on until the 'blinding' light is triggered on the last holo, which would cancel all holos and last for whatever time it is set for. That's the main concept I will probably try to apply.
2011-03-10 07:20:00

Author:
Shadow_Wolf_1987
Posts: 108


That system may actually work. I didn't think of an extra controlinator. Will have to play around with that idea. Currently I have an invisible holo following samus. it doesn't do in/out movements, reason being that when I did so, it confused the emitter when the layer to be emitted into was in same layer as Samus. It ended up disabling the emitter completely. A very weird thing to happen to tell you the truth. So it is set to emit when pressing down, and emits in the back layer. It obviously has a controlinator, in which samus bot enters. Upon ejecting, the morphball gets destroyed and samus takes it's place once more. But yeah, the ventilation system thing was causing a problem that I didn't have a fix for yet.
Perhaps you should consider adding a second hologram that would not only attempt to follow Samus, but would also attempt to stay in the same layer as the Samus sackbot or Morph Ball. You could use this hologram for various effects that are meant to be applied on the same layer as the player, such as knowing which layer to create the Morph Ball.

For my own Metroidvania project, I actually have 3 different holograms following my own player-controlled sackbot. The 1st one has this invisible controlinator that the player rides around in unseen throughout entire levels, and that hologram is set to remain in the backmost layer. Unlike the other 2 holograms, this hologram doesn't get destroyed whenever the sackbot gets destroyed (as I'm planning on using a system where the sackbot has only 1 hit point, but can respawn from the last checkpoint visited, much like in LittleBigPlanet, and there's no need to destroy the controlinator that the player is using).

The other 2 holograms that I use, on the other hand, DO get destroyed along with the sackbot. This is because their inputs directly come from the sackbot itself. However, they are respawned along with the sackbot.

One of these 2 holograms attempts to stay to the same layer as the sackbot. I tend to use this hologram to display various special effects that need to be on the same layer as the sackbot, including a visual effect for a speed boost ability that I, uh, borrowed from Samus's speed boost ability from Metroid Fusion (which is, by far, my most favorite and influential 2D Metroid game, particularly due to its storyline and areas that can change drastically as you progress throughout the game).

The other hologram attempts to stay in the front layer. I typically use this hologram for displaying the HUD so that it's pretty much always visible to the player, even if the sackbot is hiding behind something.
2011-03-11 01:13:00

Author:
Shadow Wolf TJC
Posts: 72


@TJC: I'm not entirely sure what you mean by your last post to improve the Morphball creation functionality. Maybe you could show me what you mean?

Updates: So its been a while, but I'd like to update you all on my progress. Ive perfected my energy tank health system to all but two small defects. Not gameplay killers but slightly annoying nonetheless. Currently features nine energy tanks as well as basic life. Has multiple different health damagers and healers. Collecting a new energy tank fills you up to full life up to the number of energy tanks collected.

Also been working on Beam tech and animations for the beams. Ice beam and wave beam animations for normal shot are complete. Thanks to my good friend Ep for his input on those. Charging animation also complete, though charge shot animation is not. Thanks to Ash_uk1 for his input on charging animation idea. Weapon switching HUD is visually appealing, easy to use, and very similar to how Metroid Prime games work. Credit goes to CristalSonic for working with me on making my entire weapon charging system wireless.

Also have a scan visor and space jump in progress.
2011-03-16 16:02:00

Author:
Shadow_Wolf_1987
Posts: 108


Minor Update: I currently have the basic scan visor working great! It's not lockable or selectable at this time, so basically works at default. But the idea is there and it works great. Also attached it to the sackbot perfectly so that it looks like its coming from the sackbot's eyes like a visor would look on Samus. When I get home, I will start the logic work on locking the ability as well as making it part of a selectable HUD much like the weapons. This particular HUD would have the Grapple Beam, Missiles, Super Missiles, and X-Ray/Scan Visor. I am thinking about maybe making both a Scan Visor and X-Ray visor. Scan allowing backstory and descriptions, X-Ray showing hidden passages. Haven't decided just yet. Anyways, feedback as always is appreciated. Let me know what you all think. Once I get hyper speed dash done, I may put my Samus Bot on display. :-).2011-03-17 16:09:00

Author:
Shadow_Wolf_1987
Posts: 108


Minor Update: I currently have the basic scan visor working great! It's not lockable or selectable at this time, so basically works at default. But the idea is there and it works great. Also attached it to the sackbot perfectly so that it looks like its coming from the sackbot's eyes like a visor would look on Samus. When I get home, I will start the logic work on locking the ability as well as making it part of a selectable HUD much like the weapons. This particular HUD would have the Grapple Beam, Missiles, Super Missiles, and X-Ray/Scan Visor. I am thinking about maybe making both a Scan Visor and X-Ray visor. Scan allowing backstory and descriptions, X-Ray showing hidden passages. Haven't decided just yet. Anyways, feedback as always is appreciated. Let me know what you all think. Once I get hyper speed dash done, I may put my Samus Bot on display. :-).

That's awesome, I can't wait to see how this turns out
2011-03-17 16:45:00

Author:
Chazprime
Posts: 587


Update: Have decided to try and work on a passcode system that lets players recover character development without using scoring system. Have a basic idea that works, but I'll need to simplify it a bit or separate it into three parts in order to make it effective enough to use :-) Wish me luck!2011-03-18 18:53:00

Author:
Shadow_Wolf_1987
Posts: 108


hey Shadow I am pretty good at scenery. If u need any more help hit me up on my psn and ill take u to my moon and show u what I can do and if I can be any assistance for u.2011-03-19 03:44:00

Author:
Unknown User


@zoshua: added, I look forward to seeing your work.

Passcode system looking very promising. I am very happy with my progress and its possible potential! Passcodes will be 12-16 code inputs. And relatively simple to set up and change. Can't wait to finish it. Hopefully by tonight.
2011-03-19 17:49:00

Author:
Shadow_Wolf_1987
Posts: 108


Thanks for sending me that friend invitation earlier, Now that we're on eachother's friend lists, we can share some stuff to help eachother on our projects. I've already sent you a working Morph Ball kit (though you'll need to add a controlinator set to transmit in order to get the sackbot working) that keeps the sackbot and the Morph Ball on the same layer as they switch in-between eachother. Feel free to use it as you please.2011-03-19 18:04:00

Author:
Shadow Wolf TJC
Posts: 72


Awesome TJC can't wait to see how you made yours!
Anything in particular you need help with?
2011-03-19 19:29:00

Author:
Shadow_Wolf_1987
Posts: 108


Anything in particular you need help with?
Not at the moment, but thanks.
2011-03-20 09:25:00

Author:
Shadow Wolf TJC
Posts: 72


Major Update!

Ok, so I am officially excited now and have VERY high hopes for my project. My major obstacle has finally been overcome, and takes minimal thermo as well. I am now able to allow players to save their progress. Linear powerups such as different beams and suits can be saved, number of energy tanks, missile expansions, super missile expansions, boss fights can all be saved as well. May work on allowing saving location of last save progress so player can start where they last lest off as long as they left at a save station. The password should not be any more than 20 button inputs with all information encoded. So its not too inconvenient, as old school games like megaman X on the SNES had long codes like that as well. Anyways, as I said, I'm extremely excited as the rest of the logic for this project is pretty much cake compared to the passcode system I made! :-) As soon as I make a few different codes I'll place the system on display in a public level for all to view and comment on.

As always, feedback is welcome.

Shadow
2011-03-24 17:28:00

Author:
Shadow_Wolf_1987
Posts: 108


Completely revamped intro to make it more organized and understandable as well as updated with latest information and newest members. As always, any feedback/input is appreciated. Oh, also looking for a few more graphics artists and/or cinematics specialists. Another sound person would be cool too! Thanks everyone!

Shadow
2011-04-03 19:21:00

Author:
Shadow_Wolf_1987
Posts: 108


I'm okay at graphics...but probably not enough to the point I could work on something this cool
Really the best looking thing I ever finished were my racing chocobos....and I never finished the level for those. (Not to mention they had a glitch too...but that's besides the point.)
I was working on the normandy from Mass Effect at one point as well...but that never got finished due to the fact I got tired of working on it endlessly. It looked good though...

If only you could use the grapple hook without the powerup, it would make grappling beam really easy
2011-04-08 17:03:00

Author:
AdenRalumdan
Posts: 296


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