Page 5 of 13 FirstFirst 123456789 ... LastLast
Results 41 to 50 of 125

Thread: Metroid:Return of the SA-X development

                  
   
  1. #41
    DCEmu Coder ninja9393's Avatar
    Join Date
    Dec 2005
    Location
    Space Pirate Homeworld
    Age
    33
    Posts
    1,028
    Rep Power
    81

    Default

    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

    so check it out tommarow

  2. #42
    PS3 User Gizmo356's Avatar
    Join Date
    Feb 2006
    Age
    32
    Posts
    1,756
    Rep Power
    120

    Default

    cool

  3. #43
    DCEmu Coder ninja9393's Avatar
    Join Date
    Dec 2005
    Location
    Space Pirate Homeworld
    Age
    33
    Posts
    1,028
    Rep Power
    81

    Default

    new version uploaded on the site
    check it out

  4. #44
    GP2X Coder/Moderator
    Join Date
    Jan 2006
    Posts
    1,678
    Rep Power
    83

    Default

    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.

  5. #45
    DCEmu Pro jman420's Avatar
    Join Date
    Oct 2005
    Location
    Colorado, USA
    Posts
    756
    Rep Power
    72

    Default

    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

    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.

  6. #46
    GP2X Coder/Moderator
    Join Date
    Jan 2006
    Posts
    1,678
    Rep Power
    83

    Default

    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).

  7. #47
    DCEmu Coder ninja9393's Avatar
    Join Date
    Dec 2005
    Location
    Space Pirate Homeworld
    Age
    33
    Posts
    1,028
    Rep Power
    81

    Default

    my method or jmans

    i am currently working on + im perfecting shooting

  8. #48
    GP2X Coder/Moderator
    Join Date
    Jan 2006
    Posts
    1,678
    Rep Power
    83

    Default

    Jmans.

  9. #49
    DCEmu Pro jman420's Avatar
    Join Date
    Oct 2005
    Location
    Colorado, USA
    Posts
    756
    Rep Power
    72

    Default

    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

  10. #50

    Default

    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.

Page 5 of 13 FirstFirst 123456789 ... LastLast

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Tags for this Thread

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •