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General Questions - SS... Campaign Mode?

Katie - Tue Jun 21, 2005 8:44 pm
Post subject: SS... Campaign Mode?
*yawn* I simply have to get away from this place. Anyhow...

I've found renewed enthusiasm towards programming/software design, so I got back into this sort of thing. I know I've asked before, but I had trouble finding it, so, part of this post is a repeat. The explanation, however, is not.

Explanation:

Like the topic implies, I'm taking SS and turning it into a Single Player Compaign mode game, which I already know will prove to be quite challenging (so don't sit here and tell what a dumb idea it is.) Chatting with some friends last week, we stumbled across a seemingly logical way to do it. Running on a closed LAN connection, we'll implement a server for *stats*, but more or less just for 3 things: Item Retrieval %, Damage Sustained, and Completion Time. From these things, a point value will be set.

To add to the complexity, I'll be using a tileset from a quite fitting game: Super Metroid (SNES). It just so happened that after ripping the sprites, they were already 16x16 pixels. I'll also include LVZ and whatever else is needed, but I guess I should be outright with why I'm posting.

Problem:

Obviously, there is the small matter of gravity. I tried before using the basic gravity worm holes and the settings, but it didn't act right at all, no matter who tried what setting. Is there some way to implement a planet-like gravity bot, or some way to create one?
Cyan~Fire - Tue Jun 21, 2005 10:02 pm
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I've seen the gravity work quite well before, actually. The problem is that it lessens as you go up, but if you think about it, that's quite scientific.

What was wrong with it?
Katie - Tue Jun 21, 2005 11:29 pm
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I never gave it much thought before, but I suppose it could be my placement. I'm placing the gravity line on the exact bottom of the map. Someone did the math before and determined that, from there, the gravity would pull only 3/4 of the way up. Which is fine; Samus only stands 32 pixels tall, making for PLENTY of available terrain.

It just seems that as I near the left and right edge of the map, the gravity begins to act differently. I think it may have something to do with the overlapping gravity fields in the center, because it acts unlike regular gravity there too.
Cerium - Wed Jun 22, 2005 6:23 am
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I wonder...

Would it be more or less work to take a premade game engine (Torque 2D or similar), and do this correctly from the ground up, or fight with the ss settings/client to do this with very limited results?

Either way, super metroid was fun, and caught my attention. Ill be interested to see this when its done.
Katie - Wed Jun 22, 2005 5:03 pm
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Bah, if you could redo it using a different engine, you'd be able to throw all the 100+ glitches we've found in the game in to the SSSMCM (Subspace Super Metroid Campaign Mode icon_biggrin.gif ). Head over to Gamefaqs and take a peak at all the interesting stuff you can do. For instance, quite possibly the coolest glitch; resetting all the items in the game to achieve a 100+ percent completion game. Or, you could use the speed guide and try to beat the current world record completion time of 0:36 minutes.

Either way, nothing'll stop me once the gravity issue is taken care off. Currently I'm just making the tile pallette. I've been screwing around with a bit of LVZ, but I'm rusty so it's going to take quite a while to do it right.
GENERAL_SLAYER - Wed Jun 22, 2005 6:23 pm
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lol a freaking campain mode would be pointless i think....maybe if it was like everquest or something like a online rpg game or something is the most i could see out of this...but i like the idea...
Katie - Wed Jun 22, 2005 11:17 pm
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You illiterate bastard.

Quote:
(so don't sit here and tell what a dumb idea it is.)

MasterTriforce - Thu Jun 23, 2005 8:04 pm
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Lol, you stole my idea. icon_razz.gif

I plan on remaking alot of the old platformer games into subarenas in my zone. I already got a platform testing arena and the settings down if you want to use them.
Katie - Fri Jun 24, 2005 12:04 am
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With gravity?
MasterTriforce - Fri Jun 24, 2005 6:28 pm
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Yes. I still want to tweek it because its like moon jumbs right now (yet that might be good for samus) but if you take a string of wormhole along the top or bottom (negitive if you use along the top, duh icon_razz.gif), it makes a nice little arena. You can even simulate "water/swimming" by placing areas further way from the wormholes. icon_wink.gif
Muskrat - Sat Jun 25, 2005 1:50 am
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It's been done before several times, probably before you even thought of it.
Katie - Sat Jun 25, 2005 12:20 pm
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Cool Muskrat. You went out of your way to be an asshole.
MasterTriforce - Sat Jun 25, 2005 1:01 pm
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I know its been done, I'm not denying that. I'm just saying, if she wants to use my settings, she can.

You see, its all about the perfect balance of Distance from the wormholes, Gravity of the wormholes, and Ship speed and thrust. It hard to obtain, I've yet to get the settings I want, but I've seen it been done so I know its possible.
Cyan~Fire - Sat Jun 25, 2005 2:28 pm
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Maybe you two should work together...
Muskrat - Sat Jun 25, 2005 9:19 pm
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Oh yeah well.... I get to see Bob Dylan on the 4th. tongue.gif
Katie - Sat Jun 25, 2005 11:28 pm
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I don't know so much about working together, but if you don't mind, could I have a look at your settings? You could blank out any critical information, but a starting point would save me SO MUCH time.

Highsociety62@excite.com

Thanks.
Cyan~Fire - Sun Jun 26, 2005 9:25 am
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Your email in your profile is outdated then.
Katie - Sun Jun 26, 2005 11:01 am
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No, it isn't. This is my personal one.
Smong - Sun Jun 26, 2005 3:49 pm
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I always found with gravity that the friction against the 'ground' tiles made the game too frustrating to play (especially if you want to make that ball thing metroid has). If I try to make a side scroller I would probably use weak gravity so you can fly along, but still have some effect if idle or firing bombs.

Be sure to keep in mind it's the warbird gravity settings which control weapon gravity too.
Katie - Sun Jun 26, 2005 11:02 pm
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Yeah I'm beginning to question my idea. Making the jump (spinning jump animation) and the rolling animation will likely kill the whole idea.
Cerium - Mon Jun 27, 2005 12:33 am
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Quote:
Be sure to keep in mind it's the warbird gravity settings which control weapon gravity too.


Interesting. So if the gravity for a warbird is set to 0, bombs wont be effected by wormholes?
Katie - Mon Jun 27, 2005 6:12 am
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Actually isn't there a seperate option that depicts whether gravity effects bombs & mines?
Cerium - Mon Jun 27, 2005 1:48 pm
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Pretty sure there is, but I didnt know you could adjust how effected they are.

Give it up for vie being lazy and not giving it its own option like they should have done; or at the very least, had it use the setting for the ship that fired it.
Katie - Tue Jun 28, 2005 1:11 pm
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You can't use the CFG:Wormhole options for that. It's basically a 1/0 yes/no effect of whether or not the wormhole pulls mines & bombs. I was asking it because of what the poster above my previous post had stated.

EDIT: Oh wait. That was you... lol sa_tongue.gif
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