Metroid: Demon Hunter - 1.5d, Beta and Github (1/7/22)
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Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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Re: Metroid Dreadnought Overhaul - 1.4 (9/16/2018)
I'll look forward to whatever you come up with!
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Re: Metroid Dreadnought Overhaul - 1.4 (9/16/2018)
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)
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)
Bump and double post for progress:
Needs a lot more work, but it is functional!
Needs a lot more work, but it is functional!
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Re: Metroid Dreadnought Overhaul - 1.4 (9/16/2018)
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.
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)
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".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.
EDIT: Now it really does go where ever you aim.
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Re: Metroid Dreadnought Overhaul - 1.4 (9/16/2018)
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.
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)
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)
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.
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)
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)
Interesting! I'll have to play around with it and see if I can improve.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.
Thought about it, but there aren't any forward facing frames for Samus from SM, at least no walking or running frames anyway.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.
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Re: Metroid Dreadnought Overhaul - 1.4 (9/16/2018)
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.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)
I guess I'll have to brush up on my pixel art lol.Valherran wrote: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.Thought about it, but there aren't any forward facing frames for Samus from SM, at least no walking or running frames anyway.
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)
That's workin pretty great!
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Re: Metroid Dreadnought Overhaul - 1.5c Beta (1/14/19)
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.Wivicer wrote:That's workin pretty great!