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TIGSource ForumsFeedbackDevLogsSamus In Hyrule
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Elliott D.
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« on: May 07, 2011, 07:52:38 pm »


Current Build:15
                                                                             


Original post

I've got a plan for a fun mash-up in the vein of Super Mario Crossover.

I need to get something done in Unity in 3D or I'll never be able to do it for money; but it's been hard to stay motivated on an original idea. I think it will be fun to do something just for nostalgia and indie cred.


The concept is pretty simple: I want to put Samus into Hyrule from A Link to the Past. I'm going to make Hyrule and Samus in 3D. I'll swap out the items in dungeons for near analogues from Metroid games (Missiles for the Bow, Speed boost for Pegasus Boots, Bombs for ... Bombs), and I won't really worry about balancing or difficulty since the game would really be about going in with a powerhouse character from another world (all for nostalgia).

Samus can shoot, and she can jump, so it will really be a different game. And I'm OK with that.



The visual style isnt settled yet, I think it wont be too pixely though.

I've got the most basic prototype here
http://stone-golem.com/ElliottDavis/SamusHyrule/Samus01.html
you can move Samus with a joystick, and you can fall off the cliff.

Samus will probably get remade a couple times as I settle on a style. Right now, the big task at hand is to make some of Hyrule. I'll be disassembling sprites from Link to the past, but ultimately remaking everything with original models and textures.


Cross your fingers and I'll post updates as I make progress.
« Last Edit: October 02, 2011, 06:18:41 pm by Elliott D. » Logged

BomberTREE
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« Reply #1 on: May 07, 2011, 08:30:31 pm »

Sounds ambitious, but it would be awesome to see the results  Tongue
« Last Edit: May 07, 2011, 08:48:23 pm by kitheif » Logged

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Elliott D.
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« Reply #2 on: May 08, 2011, 05:18:54 pm »

Second prototype for Samus' movement. Added a jump animation.

http://stone-golem.com/ElliottDavis/SamusHyrule/Samus02.html

Using an Xbox360 controller: left analog is move, right is aim (you aim where you are moving if you arent using the right stick), A is jump, Left Trigger is shoot.
Using a keyboard, WASD or arrows to move (no extra aim), Z: jump, X: shoot.

Theres no collision detection yet. I think I'll be starting with some indoor, fixed camera stuff before moving on to the overworld.
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BomberTREE
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« Reply #3 on: May 08, 2011, 07:33:37 pm »

Collision is the easiest part in Unity lol
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Richard Kain
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« Reply #4 on: May 09, 2011, 09:23:15 am »

Examples like this make me want to give Unity another try. Very sweet prototype.
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Elliott D.
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« Reply #5 on: May 09, 2011, 04:30:08 pm »

Added some collision and some blocks to collide with.

Changed the temp textures.

Also added a morphball (click left stick or press C on keyboard)

http://stone-golem.com/ElliottDavis/SamusHyrule/Samus03.html
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Sakar
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« Reply #6 on: May 09, 2011, 05:19:10 pm »

Looking pretty good so far

I suggest using the same url each update instead of a new numbered one. Consistency is good (or having a page with all links to all past and current versions)
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Sean A.
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« Reply #7 on: May 09, 2011, 08:02:40 pm »

Looking pretty good so far

I suggest using the same url each update instead of a new numbered one. Consistency is good (or having a page with all links to all the past and current versions)
See what I did there?

Also I like this but I think the jumping is little awkward at the moment because if you tap the key you do a weird little hop thing, it's would be good to have a higher minimum height but still let the height vary if you hold it down. Good luck with this, it's very ambitious.
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team_q
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Divide by everything is fine and nothing is wrong.

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« Reply #8 on: May 10, 2011, 03:37:03 am »

Lookin' rad so far Elliot! Beer! Toast Right
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Elliott D.
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« Reply #9 on: May 11, 2011, 07:57:17 pm »

Rebuilt using an anctual tile system, taking arbitrary room sizes.
Large room test with panning and constrained camera.
camera is pulled back to show a room of appropriate size for single screen (link to the past tile dimensions). Samus maybe seems to small.

Trying velocity based jumping instead of the old raise, hang and fall that was supposed to be most satisfying.

room is maybe too dark, added a torch you can light with your gun.

morphing ball didnt make it back into this version.
expect it plus bombs and pushable blocks next time.

http://stone-golem.com/ElliottDavis/SamusHyrule/Samus04.html

I suggest using the same url each update instead of a new numbered one. Consistency is good (or having a page with all links to all past and current versions)
I'd like to keep all the incremental versions for review later.
I guess you can use the index page to see all the versions?
http://stone-golem.com/ElliottDavis/SamusHyrule/

When things get moving and it's looking more like a game, go back and add a progress summary with a latest version link on the first page.

Thanks all of you.
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Philtron
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« Reply #10 on: May 11, 2011, 08:20:47 pm »

Looks nice and smooth. Good work. Liked the torch.

One suggestion: I know in your first post you said you're having trouble staying motivated on an original idea, but why not do essentially the same crossover but with your own characters and setting. You could still have a space faring individual traversing a planet still in its medieval period. You wouldn't even have to change that much, just put a new layer on everything (new look, new names), sort of the way the comic book the Watchmen was originally supposed to consist of official DC characters but then was changed to include an original cast.
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Elliott D.
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« Reply #11 on: May 11, 2011, 08:32:54 pm »

Haha, this project started as a concept for a new game, and then just seemed more endearing with the influences transparent.

We'll see when it's closer to Hyrule. I may use the system and swap out the character and make a new world for a second game, so I could still get some honest return from the work.
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Elliott D.
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« Reply #12 on: May 15, 2011, 10:57:20 am »

Sorry about the wait...

http://stone-golem.com/ElliottDavis/SamusHyrule/Samus05.html

returned the morphball, added bombs, all blocks are movable (randomly chosen between the grid movable ones and the free moving ones, also you can continue to move the grid ones instead of it being a one shot thing), and added the charge beam.

My next moves:
-handle non-rectangular rooms
  -diagonal room corners
-load rooms from some kind of tile definition (bitmap maybe)
-doorways and passing from room to room
-raised floor (up stairs within the same room)

I'm going to get everything that I'll need to make the Eastern Palace dungeon.
If I can make the Eastern Palace, I'll move on and make the OverWorld.
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BomberTREE
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« Reply #13 on: May 15, 2011, 11:01:08 am »

Lol the ball is huge!
and constantly rotating,
I think when you switch from samus to morphball you should have some effect go off, so its not so plain.
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Elliott D.
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« Reply #14 on: May 15, 2011, 11:05:19 am »

Lol the ball is huge!
and constantly rotating,
I think when you switch from samus to morphball you should have some effect go off, so its not so plain.

Thanks for the advice. The morphBall is total place-holder right now; its just a sphere with Samus' texture and normal map. The morph ball in Super Metroid is always spinning; that's the game that I'm trying to draw the most influence from.
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Elliott D.
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« Reply #15 on: May 16, 2011, 09:17:53 pm »


Updated the collision system to support wall tiles as barriers instead of just clamping player position to room bounds. Also got the second floor stuff in mostly.
Fixed the charge beam a little.

Samus Build Six
http://stone-golem.com/ElliottDavis/SamusHyrule/Samus06.html
Give it a try.

I noticed a little bit of a difference testing in the editor vs in a web player, I'm going to try to resolve that next time; seems you can jump a little higher and move a little faster in the editor. You should be able to jump up to the second floor right now (that'll be the high jump boots height), but you may need a block this time.

Next Time:
-diagonal wall segments
-overhanging walkways
-bottomless pits?
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sugarbeard
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« Reply #16 on: May 17, 2011, 04:00:20 am »

Dear Elliott, I love you. Keep on trucking.
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Elliott D.
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« Reply #17 on: May 17, 2011, 07:01:46 pm »

Dear Elliott, I love you. Keep on trucking.



I sorted out the web player difference, you should all enjoy some smoother movement and high jump boots. I just updated build 6 because it was really just bug fixes (apparently you also fell through the floor if you shot from the second level {it was 2:30 AM when I finished that}).

Build 6 again

enjoy
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Sean A.
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« Reply #18 on: May 17, 2011, 07:26:41 pm »

I just noticed a bug with the different levels. If you jump and then slide down the angled side and then jump again you clip into the floor.
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Elliott D.
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« Reply #19 on: May 18, 2011, 12:58:27 am »

I just noticed a bug with the different levels. If you jump and then slide down the angled side and then jump again you clip into the floor.
Working on that one right now. Thanks.
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