Canceled Metroid: Warworld & Mission to Mars

Project is halted prior to completion and will not receive further updates.
Final level "Son of Samus". Samus must rescue her future son from the evil minions of Warworld. Screenshot of Sylas Aran in action against Kraid.

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nsw25 said:
vid looks good, fog looks great btw. maybe remove shadow from characters on select screen as clashes with light on background, also try to add some jiggling to the bosses belly and some slight chest movement, even slight movement in fingers just to help create life to character.

looking forward to playing this though i can tell im going to die alot lol ;)
Good stuff nsw, you know I noticed something about the select screen, the shadow bleeding only happens sometimes & other times it stays behind the character, Its weird. Thanks for the input.
 
Nice video!

What I don't like from this fight is that Kraid is fought differently than in Super Metroid. Also Sylas is always get hit by Kraid's shot, there doesn't seem to be any way for him to avoid

My suggestion is:
- put Kraid in static position. He won't be flinched by any attacks and he'll hurt anyone touching him
- Kraid fights alone without any backups
- Kraid shoots spikes from his belly/chest in order: belly, middle , chest, and repeat. Give delay of 2 seconds between each shot to give time for Sylas to jump and avoid each shot
 
Bloodbane said:
  My suggestion is:
- put Kraid in static position. He won't be flinched by any attacks and he'll hurt anyone touching him
- Kraid fights alone without any backups
- Kraid shoots spikes from his belly/chest in order: belly, middle , chest, and repeat. Give delay of 2 seconds between each shot to give time for Sylas to jump and avoid each shot

+1  ;D
 
Really impressive stage and boss, looks like a painting brought to life.

Just some other suggestion,

- give the 'one hit' enemies like those projectiles 'nolife 1' so the hp won't show up at all

- I think you should remove falling for the player and use blink script so they just blink after being damaged, making them temporarily invincible. (this is like metroid on nes anyway) It's easy to add, just declare the script in the players.

This script might need an update if someone else has a newer one please post it.

Just add this to player's .txt and copy the script to the scripts folder, it will make the player blink when hit and switch to remap 2 briefly

Code:
takedamagescript	data/scripts/blink.c

blink.c
Code:
void main()
{// Blink effect script
    void self = getlocalvar("self"); //Get calling entity.
    void Health = getentityproperty(self,"health");
    void vSelf = getlocalvar("self");				//Get caller.
    int  iTime = openborvariant("elapsed_time");			//Get current time.

    if (Health > 0){
	changeentityproperty(self, "colourmap", 2);
	changeentityproperty(self, "maptime", 10 + openborvariant("elapsed_time"));
	changeentityproperty(vSelf, "invincible", 1);			//Turn on invincibility.
	changeentityproperty(vSelf, "invinctime", iTime + 100);	//Set time ahead 5 seconds.
	//changeentityproperty(vSelf, "maptime", 10 + openborvariant("elapsed_time"));
    }
}

- remove or replace the old fall sfx, can safely delete or rename the .wav file  it if you don't need it.  Add it manually to fall anims that actually need it.

 
Thanks for the tips guys, its been so hard trying to synchronize these big bosses with the players because you are limited by the screen size. I will start to play around with your suggestions starting tonight. I will definitely use the blink.c script & the nolife 1 for flying spikes & spores. Thanks again Blood, Beast, & nsw.
 
I'm very excited to announce that I now have a music composer on my team, so the game will have an all new original soundtrack. I will release his name after the album is complete along with all the information on how to contact him. This guy does an amazing job and i can't wait to show off his work. If your listening out there thanks NP/FC.
 
(Applauding) Bravo, Vanderstein! :D It's great news you got a composer for it. ;) Looking forward to the release. I bet it's going to be complete, isn't it?
 
maxman said:
(Applauding) Bravo, Vanderstein! :D It's great news you got a composer for it. ;) Looking forward to the release. I bet it's going to be complete, isn't it?
Yes the game will be complete, and I will not work on it anymore, you guys can play it, rip it apart, or do whatever you want to with it because I am tired of working on it and ready move on to my next project. I am waiting on the composer right now, but he is working really fast so be patient. As far as the other two mods in the trilogy they are complete for the most part, but I will not release them out of order.
 
No probs, man! ;) I always have the patience to wait. We can let him take his time to finish 'em off.
 
Quick question guys, I'm trying to wrap this thing up but need little help. Is it possible to make an invisible barrier that will keep the player from getting behind a big size boss. In other words, I don't want the player to be able get behind or attack the boss from behind, because it (the boss) is facing in only on direction. I would like to resolve this without script if possible.
 
Metroid Queen & Mecha-Ridley!! BTW thanks BesTie for the help, Samus can now cycle between weapons. I am adding the morph ball this week and that will complete all of her move sets. This mod is dangerously close to being finished and when I'm done I will put all my effort into finishing Doom: Mission to Mars.

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Does anyone have information on how to make mood filters like the ones used in the game Limbo? I have a chapter in the game called "The Dark side of Zebes", and I wanted to do those levels in all black n white. Master D. had similar film grain panels in his Jennifer mod and I wanted to use the same technique he used and make it look like the environments in the game Limbo. MTrain if you read this you may know how to do this with Particle Illusion or some other program you are the best I have seen so far with special effects. Anyway if anyone knows please do tell.
 
This is an undead version of Ridley that you will face in the Dark side of Zebes chapter. There will also be other creepy versions of popular Metroid monsters in this chapter.

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