T
tushantin
Guest
So I've been replaying Metroid Fusion recently and something in me wanted to try remaking the game design, and the first thing I realized that OpenBOR was capable of most of it, minus Shinesparking (which would likely require some very EXTENSIVE scripting in any engine anyway). For instance, you can disable Z to one pixel, create walls for platform, enable both-directional movement, etc. Heck, even "Upgrades" can be implemented via scripts, if I'm not mistaken -- even though I'm not really much of a scripter / coder.
But what troubled me was the transition between "stages". Most beat-em-ups have fewer long stages, while Metroid has many short-to-mid stages. The most interesting part, though, is how Samus can go through the door and appear at the other end of the room. There's not even a loading screen. That doesn't even feel like she's going into another "room" or "Level" entirely, and makes the whole game feel incredibly connected and large.
Is it possible to do this with OpenBOR? If so, how do we do that? I'd like to know if there's a possibility to make an almost-identical replica of Metroid, because it opens up whole new dimensions of game-play mechanics for Beat-em-Ups.
But what troubled me was the transition between "stages". Most beat-em-ups have fewer long stages, while Metroid has many short-to-mid stages. The most interesting part, though, is how Samus can go through the door and appear at the other end of the room. There's not even a loading screen. That doesn't even feel like she's going into another "room" or "Level" entirely, and makes the whole game feel incredibly connected and large.
Is it possible to do this with OpenBOR? If so, how do we do that? I'd like to know if there's a possibility to make an almost-identical replica of Metroid, because it opens up whole new dimensions of game-play mechanics for Beat-em-Ups.