Metroid Dreadnought Overhaul - 1.5c Beta (2/17/19)

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Re: Metroid Dreadnought Overhaul - 1.4 (9/16/2018)

Postby Wivicer » Thu Dec 27, 2018 12:32 am

I'll look forward to whatever you come up with!
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Re: Metroid Dreadnought Overhaul - 1.4 (9/16/2018)

Postby Apteral10 » Thu Dec 27, 2018 7:31 am

I think you must be already very aware of the fact that light beam doesn't have it's own full 3D model look of it. So I guess you must have a good idea to what to do it. With the old version I played through Sunder Map pack and after I was done I just said... Not again for a long time.
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Re: Metroid Dreadnought Overhaul - 1.4 (9/16/2018)

Postby R4L » Thu Dec 27, 2018 7:53 am

I actually have a quickly done model for the long beam, but it's just a recolor of the power beam because I'm not sure if I'm going to completely axe it or make it multiplayer exclusive.
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Re: Metroid Dreadnought Overhaul - 1.4 (9/16/2018)

Postby R4L » Wed Jan 02, 2019 12:19 am

Bump and double post for progress:



Needs a lot more work, but it is functional!
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Re: Metroid Dreadnought Overhaul - 1.4 (9/16/2018)

Postby Wivicer » Wed Jan 02, 2019 1:11 am

Looks pretty good! I assume it's stopping at 30 energy left?

I think a good CVar would be to make it so the user can choose if it uses energy or not. Since you're not supposed to be able to steer it, it shouldn't be too overpowered that way.
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Re: Metroid Dreadnought Overhaul - 1.4 (9/16/2018)

Postby R4L » Wed Jan 02, 2019 6:55 am

Wivicer wrote:Looks pretty good! I assume it's stopping at 30 energy left?

I think a good CVar would be to make it so the user can choose if it uses energy or not. Since you're not supposed to be able to steer it, it shouldn't be too overpowered that way.


Yeah that's probably the best thing to do. And yes it does stop at 30 energy. I had a hard time deciding if I wanted the player to be limited to certain directions, so I made the shinespark "go wherever you aim".

EDIT: Now it really does go where ever you aim.

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Re: Metroid Dreadnought Overhaul - 1.4 (9/16/2018)

Postby Wivicer » Sat Jan 05, 2019 2:52 am

That's looking pretty awesome, dude!

unrelated:
Minor thing you should look into if you have time: The morph ball camera is REALLY janky around sloped map geometry.
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Re: Metroid Dreadnought Overhaul - 1.4 (9/16/2018)

Postby R4L » Sat Jan 05, 2019 2:53 am

It's pretty janky in general unless you cap the FPS to 30 lol. Not sure what I can do for that honestly.
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Re: Metroid Dreadnought Overhaul - 1.4 (9/16/2018)

Postby Wivicer » Sat Jan 05, 2019 3:44 am

Even with the capped fps, the camera seems think there's a wall near constantly. It might just be an engine thing.

Though zk_chase.pk3 seems to alleviate the issue. It appears to just be a problem with MDO's built-in chase cam code.
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Re: Metroid Dreadnought Overhaul - 1.4 (9/16/2018)

Postby Valherran » Sat Jan 05, 2019 4:31 am

Not too bad. Question; Would you consider using the sprite sheet from Super Metroid for the player's animations? It may help with syncing everything.
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Re: Metroid Dreadnought Overhaul - 1.4 (9/16/2018)

Postby R4L » Sat Jan 05, 2019 10:44 am

Wivicer wrote:Even with the capped fps, the camera seems think there's a wall near constantly. It might just be an engine thing.

Though zk_chase.pk3 seems to alleviate the issue. It appears to just be a problem with MDO's built-in chase cam code.


Interesting! I'll have to play around with it and see if I can improve.

Valherran wrote:Not too bad. Question; Would you consider using the sprite sheet from Super Metroid for the player's animations? It may help with syncing everything.


Thought about it, but there aren't any forward facing frames for Samus from SM, at least no walking or running frames anyway.
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Re: Metroid Dreadnought Overhaul - 1.4 (9/16/2018)

Postby Valherran » Sat Jan 05, 2019 11:42 am

Thought about it, but there aren't any forward facing frames for Samus from SM, at least no walking or running frames anyway.


Yeah, you'd have to make some custom additions to it. Shouldn't be too hard though, but that can wait during the polishing phase.
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Re: Metroid Dreadnought Overhaul - 1.4 (9/16/2018)

Postby R4L » Mon Jan 14, 2019 10:23 pm

Valherran wrote:
Thought about it, but there aren't any forward facing frames for Samus from SM, at least no walking or running frames anyway.


Yeah, you'd have to make some custom additions to it. Shouldn't be too hard though, but that can wait during the polishing phase.


I guess I'll have to brush up on my pixel art lol.

Bump for an update! 1.5c beta is available to test out. Links updated in OP.
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Re: Metroid Dreadnought Overhaul - 1.5c Beta (1/14/19)

Postby Wivicer » Mon Jan 14, 2019 11:46 pm

That's workin pretty great!
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Re: Metroid Dreadnought Overhaul - 1.5c Beta (1/14/19)

Postby R4L » Mon Jan 14, 2019 11:51 pm

Wivicer wrote:That's workin pretty great!


You talking about shinespark? I wanted it to feel more like Super Metroid instead of Zero Mission or Fusion, where the latter two games have a small "wind-up" animation before launching, and I think I've succeeded. :)
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