Canceled Metroid: Warworld & Mission to Mars

Project is halted prior to completion and will not receive further updates.
Bloodbane said:
Well, you could set offscreenkill to prevent them being killed by getting off screen.
How do you set offscreenkills, is it placed in the enemy header commands, and if so what would it be set to 1 or 2 ?
 
Yes, it is set in entity's header like this:

offscreenkill 3000

Value set defines how far entity must be outside screen before being removed
 
A.D. Vanderstein said:
msmalik681 said:
by script you could force enemy's to full stop when they are off screen by a certain amount !
Do you have an example of this script malik, I would be interested in trying that out.

bloodbanes suggestion is a much better option !

nice preview video !
 
Thanks Malik, the video really didn't show the problem I have been having but as you can see if you were to keep on shooting, the boss is driven back & back. I thought about limiting the amount of missles & power weapons the player has that would also solve the problem but would make the boss harder to beat.
 
Bloodbane said:
Yes, it is set in entity's header like this:

offscreenkill 3000

Value set defines how far entity must be outside screen before being removed
Sorry to keep bugging you about this Blood but I tried this and the enemy was completely removed from the screen before the death animation played out. What I want is for the enemy to not be killed at all off screen but be killed on screen only. I wish there was a way to keep the boss from going completely off screen or be invincible at long distance. I thought about setting the players energy cost a little higher for specials so that Samus would be limited on the amount of missiles and therefore keep from driving the boss off screen when letting out a chain of heavy attacks. What are your thoughts on this?
 
You know, after watching the video, I understand what exactly you are talking about.

IMO you should just not push boss with Samus' or any attacks. I highly recommend giving nopain to bosses instead. These will make them endure attacks but it prevents them from being pushed back too much.
Also it's common in shooter game to have that.

If you want push effect, set defense instead, something like defense all 1 50. Any attacks with damage less than 50 won't put bosses in PAIN nor FALL animation. Strong attacks with damage more than 50 can put bosses in PAIN or FALL. Set nodrop 2 to prevent bosses from falling or knocked down. Attacks with strong damage like this should be reserved to special attacks to prevent  bosses being pushed back too often.

Oh nice video BTW, I suggest setting seta to give some floating altitude to metroids so they are floating not walking on ground like this.
Set seta 0 in metroid's FALL animation to make them fall to ground.
 
Must of missed the post of the video, looks great.  Nice work on the boss and his effects.

You should also remove fall from metroids, give them pain anim that knocks them back instead.  Also instead of falling when they die they should explode or something.

I think you should also alpha to metroids, like 'alpha 6' for 50% transparency.
Or use drawmethod and add a different alpha to each frame, so they have the effect like in the NES games etc.

You could use the same trick to add effects to pain (tint with red) and attack animations (flashing, glowing).
 
Nice video! Can I give some suggestions?

- At the intro, the text is too close to the char icon, give it a little more between both.

- Metroids should have a different fant (and death) animation. Because they bend over on the air, but land on their own "feet", like a cat. They should be lying on the ground.

Also, for the death anim, they could "melt down", using scale code.
I made something like that on Yellow Devil, look at video http://youtu.be/Zm-RIIr-E3I?t=38s (at 0:38s)
 
Soon... I have been working hard to get a good balance between player and enemy, I don't want the game to be too hard because I want everyone to start and complete the mod. Sometimes if a fan game is too hard players are compelled to just stop playing it. My goal is for players to be able to have fun and appreciate the rich amount of Metroid history that is jammed into this mod. Also I have worked hard to put together a complex storyline that will crossover with several universes like, Metroid, Halo, Doom, & Resident evil, just to name a few. The main character in the story will be the timelord A.D. Vanderstein who is trying to get back to the past in order to save Earth's future.
 
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