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ninja9393
July 14th, 2006, 19:38
Hi you guys

Heres metroid beta 1 for beta testers only
i wany to thank gizmo, master chafed,yaustar and shadow blind

New
moves in stright line not up and down
jumps
new background
menu
credits

animation will be out in the next alpha and new sprites

note: while loading this load menu.lua instead of script.lua and press x

7832

Apoklepz
July 14th, 2006, 20:00
Hey, I know you probably have enough people already, but...can I test it? I can really help out with Lua, Sprites and such...Ask any of the people you're giving many thanks to. I'll be glad to help out every now and then.

ninja9393
July 14th, 2006, 20:13
sure why not i will pm you the password

100th post:D :D

ninja9393
July 14th, 2006, 21:55
good news zion is going to help me out wiht this project

acn010
July 14th, 2006, 22:00
dude, double posting is bad,
thats good.........

Apoklepz
July 14th, 2006, 23:12
Hey thanks for letting me test it ninja9393. Looks like you have a lot of work ahead of you...Good luck learning Lua. The Samus Sprite still looks very ugly.
try using this one I ripped a while ago.

Zion
July 15th, 2006, 01:25
Update : I have done the sprite animation for the game :D soon we will add AI.

Gizmo356
July 15th, 2006, 03:04
awesome guys

sroon
July 15th, 2006, 04:37
Hey what abourt me? i finished the background!

acn010
July 15th, 2006, 04:39
ninja, do you have a complete sprite?
i got a lot of sprites from my last project, want them?

ninja9393
July 15th, 2006, 04:57
ohhh i have millionss shadow blind is there in that department

acn010
July 15th, 2006, 05:48
ok, well if you need something, im here also

ninja9393
July 15th, 2006, 05:49
u want to be a beta teaster

acn010
July 15th, 2006, 06:06
no thank you.
i need lots of time in my lua and movie project.
right now im looking likee a bitch for modern sound effects for the movie and game.
lol, teaster

BL4Z3D247
July 15th, 2006, 06:12
ninja u need anymore beta testers?

ninja9393
July 15th, 2006, 06:21
i have some more room to fill up

acn010
July 15th, 2006, 06:26
blazed, go if you want to be a tester

BL4Z3D247
July 15th, 2006, 06:26
cool thanx, pm me the password

acn010
July 15th, 2006, 06:40
:)

jman420
July 15th, 2006, 09:17
Hey, ninja, I would like to look over your code if I may, I am not a tester (as of now) but wouldnt mind if you need a full review of any program abnormalities, but mostly, I need to figure out how your coding this, I have spent a long time trying to learn more complicated Lua code (and even tought Zion alot) and I beleave that if you have animation, it could help me a bit (unless your using yaustar's animation code he released a while back), because I already have that

anyway, thanks.
Jmon420

Zion
July 15th, 2006, 13:49
No, Me an mexican snake came up with the idea for this animation code. about 50/50. So you can look at the code if you want, but please dont release anything with the code until we release lua womz.

Because im sick of people thinking we copy code.

Gizmo356
July 15th, 2006, 15:07
ok i want the credit to go to you guys anyway

Zion
July 15th, 2006, 19:54
I know what you mean. And you can look at the code :D go on msn and il show you! dont be bitter man :p

Its not a problem, im just sick of being flamed...lol

ninja9393
July 15th, 2006, 19:59
i dont really mind but just like what zion said we dont want to get flamed so just dont release it:D

Gizmo356
July 15th, 2006, 20:05
lm sick of seeing talented coders like yourself zion being flamed some people are just probably jeleus of you and dont mind my spelling lol

ninja9393
July 16th, 2006, 08:52
UPDATE:
with these pics do u notice something samus is back in her old suiit, but trust me it will play out in the story:D
if u didnt know there is animation now :D

7881

Gizmo356
July 16th, 2006, 09:27
nice just add this to your code to take a screen shot if pad:start()then
screen:save("screenshot.tga")
end

jman420
July 16th, 2006, 09:50
hey and by the way Ninja, I have invented a new way of animating, I dont know if you already have a set of easy to use animation code, but I have a method of animation that is fairly simple if you'd want to use it :D but as I cant see your code:mad: I havent got the foggiest as to what your method is..

lol, camera work :p

Zion
July 16th, 2006, 11:54
Or you can use :

if pad:start() then
screen:save("screenshot.png")

Png is nicer than tga.....lol :D

acn010
July 16th, 2006, 14:34
ha ha ha, true

Apoklepz
July 17th, 2006, 17:17
Hey Ninja. About the PM you sent me.
This is how the sprite would look if doubled in size.
Tell me if it's OK or if it's too big...You should also try testing this image through the PSP to see how the final product would look there.

Get back at me if anything.

UPDATE.............

This is what the sprite looks like when stretched to 1/2 size...I tried two diferrent programs and one of them gave me a darker sprite...Wich one would you like me to send you?

ninja9393
July 17th, 2006, 20:03
the half sized one
:D

Apoklepz
July 17th, 2006, 20:05
Yes, I know....light or dark? If you look closely they are a bit differrent, bacause I tested with two image altering programs....So, wich one is it, ninja?

ninja9393
July 17th, 2006, 20:18
im going with dark

Apoklepz
July 17th, 2006, 20:19
OK, you want me to post them here? Or send them to your email, if so, PM me it?

Gizmo356
July 17th, 2006, 20:30
they look great

Apoklepz
July 17th, 2006, 21:35
Okay....here's the thing. Normally when you alter a sprite's size, if the size is not a solid quantity like say "double" or "X2" you end up getting a blotted sprite wich looks very, very ugly. This is the case with half size altering....SO, what I normally do is smooth out the sprite the least I can and clean up the un-welcomed residue borders...always happens. So, what I mean to say is...this will take a while so bear with me... The other thing you might do is make every sprite for the game doubled in size, so that you don't have to deal with this messy scenario everytime, for every sprite...what do you say?

Here's an example of what I'm talking about.

From left to right: regular sprite / 150% resize / 150% resize-smooth / 200% resize / 200% resize-smooth

ninja9393
July 18th, 2006, 18:59
UPDATE : :D currently working on shooting and it isnt easy

Shadowblind
July 18th, 2006, 19:10
Do ya need Backgrounds from any of the Mtroid games?

ninja9393
July 18th, 2006, 20:41
anything u can find will be nice:D

ninja9393
July 18th, 2006, 22:32
UPDATE:

Metroid: Return of the SA-X v 0.5 (alpha) will be realesed tommorow

new features include
animation
shooting
new sprite
updated credits
and anything fom beta 1 that non-beta testers didnt get to see:D :D

so check it out tommarow:D

Gizmo356
July 18th, 2006, 22:35
cool

ninja9393
July 19th, 2006, 22:42
new version uploaded on the site
check it out

yaustar
July 20th, 2006, 00:45
Feedback:
- [Mentioning the obvious] The Animation is too fast
- Looking at the animation code, I find it odd that you use a random function to control which frame of the animation is being drawn. The problem is when the animation is supposed to be "Left, Right, Left, Right", it can go "Left, Left, Right, Left, Right, Right, Right" with the current method.

jman420
July 20th, 2006, 01:15
I also noticed the random sprite blitting, a different way to do it.. If you care, I have perfected a simple method of animation, that I am trying to get out there for other people to use. if your interested in seeing what I have done, its the way I built my Y's Lua game, so take a look at that..

But, its still a good idea for a game! I think that metroid on PSP will be sweet when compleeted :D

but yeah, if you want to use my animation system, PM me and I can send you a modified version that will work with your already existing code.

yaustar
July 20th, 2006, 02:55
Actually looking at it again Jman, not a bad method. The only real flaw that I can see is when animations are more then two frames (eg 6).

ninja9393
July 20th, 2006, 05:52
my method or jmans

i am currently working on + im perfecting shooting:D

yaustar
July 20th, 2006, 18:29
Jmans.

jman420
July 20th, 2006, 20:54
and on my E's dev thread, I posted the 2 files including my Animation system, just if you wanted to look over that, I feal that it should work, I havent tested it with more then 2 frames, but it doesent seem like it would be any difrerent

RealRitzcracker
July 21st, 2006, 03:44
LOVE IT
Screenshots look nice.
I would love to beta test please.
Also
I think we should focus more on theese games. Like meteroid and stuff.
Like nintendo games.
Like mario
donkey kong
yoshi and stuff to really piss off nintendo and get more people to buy the psp.

dtothabreezy
July 21st, 2006, 04:01
^^^wtf

ninja9393
July 21st, 2006, 06:29
sorry guys but for the next couple days im going to comic-con so im not going to work on the game but monday ill be back up codeing

Shadowblind
July 21st, 2006, 06:31
comic-con, eh?

If they have Sonic the Hedghog #1-3 or 50, BUY IT!

ninja9393
July 21st, 2006, 06:33
comic-con, eh?

If they have Sonic the Hedghog #1-3 or 50, BUY IT!

why??????

and or 50 what do u mean

ninja9393
July 25th, 2006, 06:40
ok im back from comic con and man that show rocked

now i know what venom will look like in spiderman 3:D

OMG this is just sickening
http://pspupdates.qj.net/Metroid-Return-of-the-SA-X-v0-5-For-PSP/pg/49/aid/59295
for the flamers:mad: :mad: :mad: :mad:
U Frickin' suck and exscuse my language

for the people who at least tried to back me up thankyou

I Swear i hate Qj for getting flamed:mad: :mad: :mad: :mad: :mad: :mad: :mad:


I can make this game in 5 mins

u people dont know how hard it is to code:mad: :mad: and mods sorry for getting mad

Gizmo356
July 25th, 2006, 07:32
fu** them they said they could make this in 5 minutes bs you can make a better game in five minutes then they can in five years

ninja9393
July 25th, 2006, 07:56
thanks gizmo and i wanted to tell everyone that there will be a suprise in the new alpha i will put out eventully (my hope is i will realease it on friday or saturday)
:D

something the people at qj will hopefully not flame

Gizmo356
July 25th, 2006, 08:02
awesome i cant wait and if they do flame i got your back well just have to shut them up;)

Kaiser
July 25th, 2006, 14:48
Yeah its best just to ignore them. They don't support LUA coders work like our community.


If they have Sonic the Hedghog #1-3 or 50, BUY IT!

They all sit under my bed ;)


Has anyone seen gunntims0103 lately?

ninja9393
July 27th, 2006, 05:12
UPDATE: game now has its own eboot for easy access

this dosent matter to u guys, but im now using .16 lua player cause masterchafed said .20 sucked:D

ninja9393
July 29th, 2006, 01:08
icons and background for the eboot was done by crait and he did a great job on it

http://i59.photobucket.com/albums/g297/ninja9393/PIC1.png

http://i59.photobucket.com/albums/g297/ninja9393/ICON0.png

so if u need work like this done pm crait he is really good:D

Zion
July 29th, 2006, 01:11
nice gfx :D

crait
July 29th, 2006, 01:11
yay i did a good job

ninja9393
July 29th, 2006, 01:51
non pixleated vesion

8286

crait
July 29th, 2006, 02:18
w00t! better

ninja9393
July 29th, 2006, 22:45
ok u guys heres a question

do u want me to release a update today w/ shooting and other stuff

or do u want me to release it tommarow with all the shooting a stuff plus better animation

dtothabreezy
July 29th, 2006, 22:46
release with the better stuff

ninja9393
July 31st, 2006, 03:29
NOOOOOOOOOOO!!!!!!!!!!!(dramatic opening:p )

i was adding new animation now when i loaded it up samus was there unable to move or jump and a black background:mad: :mad: :mad: :confused: :confused: :confused: :( :( :(

i will have to push the release(awwwwww)

yaustar
July 31st, 2006, 03:47
Does the game lock (unable to do anything) or has some functionality just disappeared.

ninja9393
July 31st, 2006, 03:55
Does the game lock (unable to do anything) or has some functionality just disappeared.

bassicly locked cause i cant move jump or shoot

dtothabreezy
July 31st, 2006, 05:28
ill help if usend me the code:D

yaustar
July 31st, 2006, 06:53
bassicly locked cause i cant move jump or shoot
Chances are that you have an infinite loop going somewhere in your code.

dtothabreezy
July 31st, 2006, 07:03
he put his main lope to far up:D

Gizmo356
July 31st, 2006, 07:03
yeah i saw you code it has to while true do lines near the top delete one

ninja9393
July 31st, 2006, 07:12
Thanks u guys i was panicking for a second:D

Gizmo356
July 31st, 2006, 07:16
no prob by the way did you find what i was talking about

ninja9393
August 3rd, 2006, 08:47
i dont know if i should be happy or mad cause the shooting works perfectly:) but i cant walk:( but i can jump still and there is a background:)
so i am having moodswings:p

and apperently i like smiles:cool:

and i need someone who can make an transaprent image

Apoklepz
August 3rd, 2006, 20:23
I'm your someone with the transparent image making...lol

What do you need?

ninja9393
August 3rd, 2006, 20:29
this http://i59.photobucket.com/albums/g297/ninja9393/gizmosprites4.jpg

Apoklepz
August 3rd, 2006, 20:34
Ugh...that's one heck of a dirty sprite...Probably because it's quality reduced by being changed to jpeg format....Here's what I can do. If you get me the original cleaner one I can make it look better.

Nevermind, I got it...it's from Megaman X...here it is.

ninja9393
August 4th, 2006, 18:37
does anyone know why the game would only shoot one bullet when my shooting system is the same as evil mana's system

dtothabreezy
August 4th, 2006, 18:54
there maybe a code stoping it in the halo game he could only shoot 5 bulletts at a time and they didnt come out right add something likke if bullet<1 in to one of the bullet functions perferably the one that controlls the bullet:cool:

yaustar
August 4th, 2006, 19:19
No code = no idea.
Show the code for firing.

dtothabreezy
August 4th, 2006, 19:51
hes yousing evil manas bullet code ill look in to it

i think it yousing all of the bullets to fast:cool:

ninja9393
August 4th, 2006, 20:15
here is all my shooting code takin from my script
KEEP IN MIND THIS IS ONLY THE SHOOTING STUFF

function bulletSetup()
--Increase the current bullet by one, or reset it to 1
if currentBullet < 5 then
currentBullet = currentBullet + 1
else
currentBullet = 1
end


BulletInfo[currentBullet].direction = direction
BulletInfo[currentBullet].firing = true
end

function bulletFire()
for i = 1,5 do
if BulletInfo[i].firing == true then
if BulletInfo[i].direction == "right" then BulletInfo[i].x = BulletInfo[i].x + 10 end
if BulletInfo[i].direction == "left" then BulletInfo[i].x = BulletInfo[i].x - 10 end
screen:blit(BulletInfo[i].x,BulletInfo[i].y,BulletInfo[i].pic)
end
if BulletInfo[i].x < 0 or BulletInfo[i].x > 480 or BulletInfo[i].y < 0 or BulletInfo[i].y > 272 then
BulletInfo[i].firing = false
end
end
end

--Create Array for Bullets
BulletInfo = {}
for a = 1,5 do
BulletInfo[a] = { pic = bullet , firing = false, direction = "right", x = player.x + 32,
y = player.y + 25 }
end

if direction == "left" then
bullet = bullet1
end

if direction == "right" then
bullet = bullet
end

currentBullet = 0

bulletFire()

if pad:square() and oldpad:square() ~= pad:square() then
bulletSetup()
end

if direction == "right" then
bullet = bullet
end

yaustar
August 4th, 2006, 23:04
if direction == "left" then
bullet = bullet1
end

if direction == "right" then
bullet = bullet
end

and

if direction == "right" then
bullet = bullet
end
Are very wrong. Why do you want something to equal itself?


currentBullet = 0 should be 1.


BulletInfo[currentBullet].direction = direction
BulletInfo[currentBullet].firing = true
end Why is the firing code in the middle of no where in the program?

ninja9393
August 4th, 2006, 23:37
it still only shoots once

yaustar
August 4th, 2006, 23:44
I say it be a 'flow of logic' problem. You might not be calling functions in the right order or in the right place. I ideally need the whole code to fix that.

dtothabreezy
August 5th, 2006, 05:02
do u want it to shoot 5 i dont remeber samus shooting more than 1 well except for littel ones you should put a thing in to stop quick shotting such as old pad and then allow any number of bullets are you going to make the charging bullet i could help wit that :cool: gettin so board of working on mine hope fully it will be ready before school becuz right now i got football 5 to 9 during school i wont have any time to do any thing till about 8:30 not including home work what was i talkin about agian:confused:

ninja9393
August 8th, 2006, 03:29
UPDATE

morph ball now works (w/ some help by crait)

and i have a game over screen now
http://i59.photobucket.com/albums/g297/ninja9393/gameoversa-xversion.png

bronxbomber92
August 8th, 2006, 03:38
I you need a shooting system, I have sumtin perfect for ya!! PM, its secret ;)

ninja9393
August 9th, 2006, 20:08
ok i compleatly re did my shooting code
erased every shooting bit and orginized it corectly

But now i have an error message saying

error script1.lua:33: attempt to compare nil with number

here is my code but i dont see any problem with line 33 cause the shooting code is abuot the same as evil mana's
so here is my code

---------player loading--------

player1 = Image.load("sprites/right1.png")
player2 = Image.load("sprites/right2.png")
player3 = Image.load("sprites/left1.png")
player4 = Image.load("sprites/left2.png")
morphball = Image.load("morphball.png")

-------backgound and other loading---

background = Image.load("background.png")
bullet = Image.load("bullet.png")
bullet1 = Image.load("bullet1.png")
----player properties----

player = {}
player.img= player1
player.gravity = 190
player.y = 100
player.x = 200
player.jumpspeed = 10
player.jumpstate = "ground"

--Create Array for Bullets
BulletInfo = {}
for a = 1,5 do
BulletInfo[a] = { pic = bullet , firing = false, direction = "right", x = player.x + 32,
y = player.y + 16 }
end

function bulletSetup()
--Increase the current bullet by one, or reset it to 1
if currentBullet < 5 then
currentBullet = currentBullet + 1
else
currentBullet = 1
end


if direction == "left" then
BulletInfo[currentBullet].x = player.x
BulletInfo[currentBullet].y = player.y + 16
end
if direction == "right" then
BulletInfo[currentBullet].x = player.x + 32
BulletInfo[currentBullet].y = player.y + 16
end

BulletInfo[currentBullet].direction = direction
BulletInfo[currentBullet].firing = true
end


function bulletFire()
for i = 1,5 do
if BulletInfo[i].firing == true then
if BulletInfo[i].direction == "right" then BulletInfo[i].x = BulletInfo[i].x + 10 end
if BulletInfo[i].direction == "left" then BulletInfo[i].x = BulletInfo[i].x - 10 end
if BulletInfo[i].direction == "up" then BulletInfo[i].y = BulletInfo[i].y - 10 end
if BulletInfo[i].direction == "down" then BulletInfo[i].y = BulletInfo[i].y + 10 end
screen:blit(BulletInfo[i].x,BulletInfo[i].y,BulletInfo[i].pic)
end
if BulletInfo[i].x < 0 or BulletInfo[i].x > 480 or BulletInfo[i].y < 0 or BulletInfo[i].y > 272 then
BulletInfo[i].firing = false
end
end
end

function move()

rand=math.random(1,2)

if pad:left() and rand==1 then
player.x= player.x -4
player.img= player3
end

if pad:left() and rand==2 then
player.x= player.x -4
player.img= player4
end

if pad:right() and rand==1 then
player.x=player.x +4
player.img= player1
end

if pad:right() and rand==2 then
player.x= player.x +4
player.img= player2
end
end

while true do
pad = Controls.read()
screen:clear()

move()

screen:blit(0,0,background,false)

pad = Controls.read()

if pad:cross() and player.jumpstate == "ground" then player.jumpstate = "jumping"
end

if pad:circle() and oldpad:circle() ~= pad:circle() then
bulletSetup()
end

if pad:down() and player.jumpstate == "ground" then
player.img = morphball
end

if pad:right() and player.img == morphball then
player.x=player.x-4
end

if pad:left() and player.img == morphball then
player.x=player.x+4
end

if player.x >= 445 then
screen:clear()
dofile "credits.lua"
end

if player.jumpstate == "jumping" then
player.jumpspeed = player.jumpspeed - 0.5
player.gravity = player.gravity - player.jumpspeed
end

if player.gravity < 0 then
player.jumpstate = "falling"
end

if player.gravity < 190 and player.jumpstate == "falling" then
player.gravity = player.gravity + (player.jumpspeed + 3)
end


if player.gravity == 190 then
player.jumpspeed = 10
player.jumpstate = "ground"
end

if player.gravity > 190 then player.gravity = 230 end
player.y = player.gravity
screen:blit(player.x,player.y,player.img)

bulletFire()

screen.flip()
screen.waitVblankStart()
end

hope u guys can help

bronxbomber92
August 9th, 2006, 21:06
you haven't defined current bullet to a number yet. You need to define the variable currentbullet to first before it can be checked to see if it is less then 5. so put currentbullet = 1 line 33.

BTW, why not use my system for bullets, I sent you?

ninja9393
August 9th, 2006, 21:12
cause i have to add an enemy and i am not doing that right now

bronxbomber92
August 9th, 2006, 21:22
ok, so anyways put currentbullet = 1 before line 33. That way you not comparing a nil variable to with a number ;)

ninja9393
August 9th, 2006, 21:42
k i fixed that problem but know i have a bullet that just stays in one spot and doesent move

http://i59.photobucket.com/albums/g297/ninja9393/screenshot.png

oh and i forgot to show u guys the bg's that pspdemon made

http://i59.photobucket.com/albums/g297/ninja9393/1.png
http://i59.photobucket.com/albums/g297/ninja9393/2.png
http://i59.photobucket.com/albums/g297/ninja9393/3.png

bronxbomber92
August 9th, 2006, 21:56
I think its because you not defining wether the variable diretion is left or right.... Also when you have

if pad:circle() then
bulletsetup()
end

I think you need to replace that wil bulletfire() and then put bulletsetup() where bulletfir is now...

ninja9393
August 9th, 2006, 22:12
IT WORKS KINDA NOT GOOD but it shoots more then one bullet

scrren:http://i59.photobucket.com/albums/g297/ninja9393/screenshot-1.png

bronxbomber92
August 9th, 2006, 22:46
yeah, evilmanas bullet system is meant to shoot 5 and only 5 bullets

Mine on the other hand is not. It shoots one bullet when ever you press circle

acn010
August 9th, 2006, 22:49
im glad is going well. hope for the best :)

yaustar
August 10th, 2006, 00:28
Quick hack fix
Note that I changed the images because I dont have any of them. The code I added could use cleaning depending on your coding style. Your main problem is that are lots of variables that were out of scope of the areas that needed them. Eg. Direction, currentBullet, oldpad.

---------player loading--------

player1 = Image.load("player.png")
player2 = Image.load("player.png")
player3 = Image.load("player.png")
player4 = Image.load("player.png")
morphball = Image.load("player.png")

-------backgound and other loading---

background = Image.load("player.png")
bullet = Image.load("bullet.png")
bullet1 = Image.load("bullet.png")
----player properties----

player = {}
player.img= player1
player.gravity = 190
player.y = 100
player.x = 200
player.jumpspeed = 10
player.jumpstate = "ground"

--Create Array for Bullets
BulletInfo = {}
for a = 1,5 do
BulletInfo[a] = { pic = bullet , firing = false, direction = "right", x = player.x + 32,
y = player.y + 16 }
end

currentBullet = 1

function bulletSetup(direction)
--Increase the current bullet by one, or reset it to 1
if currentBullet < 5 then
currentBullet = currentBullet + 1
else
currentBullet = 1
end


if direction == "left" then
BulletInfo[currentBullet].x = player.x
BulletInfo[currentBullet].y = player.y + 16
end
if direction == "right" then
BulletInfo[currentBullet].x = player.x + 32
BulletInfo[currentBullet].y = player.y + 16
end

BulletInfo[currentBullet].direction = direction
BulletInfo[currentBullet].firing = true
end


function bulletFire()
for i = 1,5 do
if BulletInfo[i].firing == true then
if BulletInfo[i].direction == "right" then BulletInfo[i].x = BulletInfo[i].x + 10 end
if BulletInfo[i].direction == "left" then BulletInfo[i].x = BulletInfo[i].x - 10 end
if BulletInfo[i].direction == "up" then BulletInfo[i].y = BulletInfo[i].y - 10 end
if BulletInfo[i].direction == "down" then BulletInfo[i].y = BulletInfo[i].y + 10 end
screen:blit(BulletInfo[i].x,BulletInfo[i].y,BulletInfo[i].pic)
end
if BulletInfo[i].x < 0 or BulletInfo[i].x > 480 or BulletInfo[i].y < 0 or BulletInfo[i].y > 272 then
BulletInfo[i].firing = false
end
end
end

playerdirection = "right"

function move()

rand=math.random(1,2)

if pad:left() and rand==1 then
player.x= player.x -4
player.img= player3
playerdirection = "left"
end

if pad:left() and rand==2 then
player.x= player.x -4
player.img= player4
playerdirection = "left"
end

if pad:right() and rand==1 then
player.x=player.x +4
player.img= player1
playerdirection = "right"
end

if pad:right() and rand==2 then
player.x= player.x +4
player.img= player2
playerdirection = "right"
end
end

pad = Controls.read()
oldpad = pad

while true do
oldpad = pad
pad = Controls.read()
screen:clear()

move()

screen:blit(0,0,background,false)

if pad:cross() and player.jumpstate == "ground" then player.jumpstate = "jumping"
end

if pad:circle() and oldpad:circle() ~= pad:circle() then
bulletSetup(playerdirection)
end

if pad:down() and player.jumpstate == "ground" then
player.img = morphball
end

if pad:right() and player.img == morphball then
player.x=player.x-4
end

if pad:left() and player.img == morphball then

player.x=player.x+4
end

if player.x >= 445 then
screen:clear()
dofile "credits.lua"
end

if player.jumpstate == "jumping" then
player.jumpspeed = player.jumpspeed - 0.5
player.gravity = player.gravity - player.jumpspeed
end

if player.gravity < 0 then
player.jumpstate = "falling"
end

if player.gravity < 190 and player.jumpstate == "falling" then
player.gravity = player.gravity + (player.jumpspeed + 3)
end


if player.gravity == 190 then
player.jumpspeed = 10
player.jumpstate = "ground"
end

if player.gravity > 190 then player.gravity = 230 end
player.y = player.gravity
screen:blit(player.x,player.y,player.img)

bulletFire()

screen.flip()
screen.waitVblankStart()
end

ninja9393
August 10th, 2006, 00:45
now it only shoots once each time
thanks yaustar

yaustar
August 10th, 2006, 00:46
It shoots 5 for mine.

ninja9393
August 10th, 2006, 00:49
It shoots 5 for mine.
no i am sying it dosent shoot like one hundered each time u press circle
it shoots once for each time u press circle

yaustar
August 10th, 2006, 01:18
So its a good thing right?

ninja9393
August 10th, 2006, 08:50
version 1.5 released

ninja9393
August 13th, 2006, 20:51
if i made missles would i need a whole new bullet system for the missles or can i use the same one and load it w/ a diffrent pic???

yaustar
August 13th, 2006, 21:55
You can use the latter method:
"i use the same one and load it w/ a diffrent pic???"

You might want to have the bullets have a 'type' so that you can check if a bullet is a missile or a standard beam for damage calculation.

ninja9393
August 14th, 2006, 12:51
ok school is starting for me again
but i will still try to work on this game a hour and a half a day
and on weekends maybe even more

i have been very wrong about my realease dates so dont thak this as an positive one but 2.0 should be ready in 8/21/06

features will include
missles
morhball bomb's
morphball animation
healthbar
gameover screen
ability to go into 2 other rooms

NSCXP2005
August 14th, 2006, 14:05
just one thing m8, the animation of samus is not correct, her legs move to fast.

great mod

yaustar
August 14th, 2006, 14:15
just one thing m8, the animation of samus is not correct, her legs move to fast.

great mod
Yep, it's been noted many times. Basically the animation technique is flawed by using random numbers to decide the frame of animation every frame.

dtothabreezy
August 14th, 2006, 14:41
you can youse my animation system for my beta of 2df

ninja9393
August 14th, 2006, 22:56
i am using jman420's animation system and when i released 1.5 there was a glitch in the animaton so i released it without it

it was noted in the release of 1.5
http://www.dcemu.co.uk/vbulletin/showthread.php?t=31767

ninja9393
August 18th, 2006, 00:35
crimson_loutus made these user bars
http://img157.imageshack.us/img157/7156/betatesterbarsx2.gif
http://img217.imageshack.us/img217/8400/graphicsbarcd2.gif
http://img209.imageshack.us/img209/5879/coderhelpbarup2.gif

Gizmo356
August 18th, 2006, 00:44
cool

ninja9393
August 18th, 2006, 01:24
ok i decided to make a bet version of metroid(beta 2) exsclusivly for beta tester's

beta 2 features
missles
game over healthbar

version 2.0 features
all the stuff from beta 2
morph ball animation
ability to go through the door to 2 other rooms

beta testers pm me cause there will be a new password

ninja9393
August 19th, 2006, 19:00
bum bum buda bum bum bum bum bum buuh bum bada bada bah bah abh

ANIMATION IS NOW FIXED USING JMAN420's ANAMATION SYSTEM SO EVERYONE CAN STOP NAGGING:D

ohh and the healthbar is done

9034

Gizmo356
August 19th, 2006, 19:08
nice

Video_freak
August 19th, 2006, 19:08
Do you think I could beta test?

ninja9393
August 19th, 2006, 19:13
Do you think I could beta test?
sure

i will pm u the new password

Video_freak
August 19th, 2006, 19:16
Thank's man. ;)

ninja9393
August 29th, 2006, 12:33
UPDATE

missles are in
music is in
pause menu is in

i am going to add collision before i will release it next

D0N
August 29th, 2006, 14:38
Thanks for the update ninja9393! Keep up the excellent work!

ninja9393
September 16th, 2006, 10:35
some guy pm'ed me recently asking,"is Metroid dead" and i said Hell no

i have been busy coding star wars and i have been learning c/c++(and that isnt easy)

the 2.5 realease should be out on sunday

razorak
September 16th, 2006, 10:46
will be looking forward to it :)