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LSGMB Ahoy (Demo of 2-D exploring game)

36 replies · 7,438 views · Started 22 December 2006

Here's an unpassworded quest file for you to check out. I'm calling it "The Legacy Story of the Guardian Metroid Blaster," (LSGMB) for comedy value. Kudos to those who can identify each word in the title. It's a side-scrolling dungeon exploring game. Press L to jump.

Screenies ahoy:
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All of the tiles that are not from LoZ1 are completely made-from-scratch. There isn't a whole lot you can do in this demonstration; you can retrieve the force hammer (sword), bombs, and high-jump boots. You can explore the areas shown in the screenshots.

I'm posting this here for a couple of reasons. First, people should be pleased that a 2-D game like this is now possible. Second, as you'll notice when you play, the jumping physics need a little work. I'm hoping someone can improve on my script. I'm also hoping someone can figure out why the _L_'s gravity screen flag, combined with my jumping script, occasionally makes the game go haywire when moving between screens. Oh, and it is here instead of in Quest A&D because it's really only here to provide ideas and examples for quest design.

Here's the quest file. Use Beta.15 to open it.
http://www.filefactory.com/file/15e3d1/

Also consider it a compliment that people push the L to jump. That wasn't an accident. Now, let's figure out why your gravity flag makes Link shoot up to the top of the screen and enter a cave where there are no caves placed on the screen...

Hey, that was pretty cool, it does need some work but otherwise was pretty neat, I had no idea where I was or what I was doing though. Might I suggest having a bit more direction with the demo next time. Anyways, I think the engine needs work, the jump feels awkward, also I think it may be best to have special warps at the tops of the screen, because it is annoying when you jump, hit the top, scroll up then fall back down, if you made some unwalkable combos at the top, then have a few open combos that can be accessed when you need to scroll up to the next screen.

I'm already liking this. Only problems:

-Fall down where the vines are on the right side of the first area, and you're STUCK, since the only way out seems to be to climb, AND YOU CAN'T CLIMB.
-Uhmm... One screen I found didn't have gravity on OR your jumping script placed on it.

Also, is the main character implied to be Samus Aran, the heroine of all the Metroid games? If so, I must inform you: SAMUS ISN'T A ROBOT.

I can't figure out what you mean by "who can identify each word in the title". Is your title supposed to be made up of synonyms for words used in the title of another game? If so, what it is? I can't figure it out. XD All I know is that it'd HAVE to be a Metroid game. Otherwise, there would be "Metroid blaster" in the title. :laughing:

I hope you don't mind if I make a quest with this. 😛

Blaster's from Blaster Master, right? Guardian... Ah... I know the game, I just can't think of the title... Guardian Legend! I have no clue about Legacy... And as for Story... Uh... Gah! You've beaten me. Anyway, it looks cool. Downloading now.

EDIT:
Story=Cave Story. Right?

Also, I hope someone can upgrade the jumping script. It's not bad, it just makes some jumps (jumps in rooms that have a Guy) very akward.

Oh noes! I found a bug! When jumping directly beneath one of the blocks, you're randomly skyrocketed. If this happens between screens, you just pop up at the top of the screen you moved to.

The robot reminded me of a female version of the little robot from Cave Story. This is a good thing.

Hmm, this is very interesting. V good indeed. However, for some reason I had to press A to jump rather than L. I also found a couple of bugs, but its nothing major

Yeah, of course it's buggy. It's not intended to be a quest demo, more of a technical demo and invitation for people to improve on the jumping script used. The jumping-warp-to-the-top-of-the-screen and jumping-warp-to-cave-screen bugs are two of the big ones that arise from the combination of my jump script and _L_'s gravity flag. Also, now that 2-D is possible, we should work on getting some 2-D tilesets together.

Oh, and the answer to our quiz is as follows:

Legacy of the Wizard
Cave Story
Guardian Legend
Metroid
Blaster Master

The only 2-D exploring game I'm not actively borrowing from (worth it's salt) is Castlevania:Sotn.

Still havn't heard anything from _L_ on synergizing the jumping with his gravity script...

pikaguy900 wrote:
Also, is the main character implied to be Samus Aran, the heroine of all the Metroid games? If so, I must inform you: SAMUS ISN'T A ROBOT.

Then its not Samus, huh? I'm not actively making a sequel, here. I'm joyfully borrowing elements from all the 2-D explorers I've loved in the past, now that it's possible.

pikaguy900 wrote:
I hope you don't mind if I make a quest with this. 😛

Not at all, that's the point. I'll continue adding tiles and improving the jump script until, eventually, it can be used as a solid base for anyone to make a good 2-D exploring game. I hope to add a dash move as well, since I have the R button to use as well.

C-Dawg wrote:Yeah, of course it's buggy. It's not intended to be a quest demo, more of a technical demo and invitation for people to improve on the jumping script used. Also, now that 2-D is possible, we should work on getting some 2-D tilesets together.

Oh, and the answer to our quiz is as follows:

Legacy of the Wizard
Cave Story
Guardian Legend
Metroid
Blaster Master

The only 2-D exploring game I'm not actively borrowing from (worth it's salt) is Castlevania:Sotn.

Still havn't heard anything from _L_ on synergizing the jumping with his gravity script...

pikaguy900 wrote:
Also, is the main character implied to be Samus Aran, the heroine of all the Metroid games? If so, I must inform you: SAMUS ISN'T A ROBOT.

Then its not Samus, huh? I'm not actively making a sequel, here. I'm joyfully borrowing elements from all the 2-D explorers I've loved in the past, now that it's possible.

pikaguy900 wrote:
I hope you don't mind if I make a quest with this. 😛

Not at all, that's the point. I'll continue adding tiles and improving the jump script until, eventually, it can be used as a solid base for anyone to make a good 2-D exploring game. I hope to add a dash move as well, since I have the R button to use as well.

One of the things I saw was the fact that on walls you can jump up slighly in mid air if you are next to the wall. Is it a glitch? Or is it intended? Either way, its a neat feature and can have its uses.

It has something to do with the way my script detects whether you are standing on a solid combo and _L_'s gravity script pushing Link onto the grid, I think. Not sure how it arises, and not sure why it's a half-jump instead of a full one, but you're right - it's sort of neat.

Your file is corrupted- Not only does it take a while for the download thing to appear, but it can't be opened by ZC! O_o

C-Dawg: Send me a PM with your login credentials you want to use, I can set you up with 200MBs space. 😊

Thanks, Sephiroth.

Alright, so here's some screenshots to explain what I'm talking about for those of you who never played The Guardian Legend.

Here I am, hopping around in the Castle Zone.
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Oh! What have we here? Its a corridor entrance!
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Thank you, ability to spawn enemies, and Link Tile modification., for the abilit to transform the player into a fighter jet. I can handle this.
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Oh shi
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After getting through that, our hero sets off for the Biological Zone.
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Which also has corridors.
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And so on.
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And, of course, there are custom bosses, such as this little fella.
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Who POOPS BEES.
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Anyway, here you go, unpassworded and all.

http://users.sephiroth.ws/C-Dawg/sidequest.zip

The current version no longer works. I download it, but zquest has an error opening the file ("Error: Unable to open the file"😉.

Huh. Looks like leaving it as a raw qst file is no good. Now it's in a zip file for download, perhaps that will work.

I've hit upon a new technique for coding custom bosses, which I'm amazed I didn't think of before. I call it "ghosting." Essentially it's just telling the game to create an invisible enemy, like shooters, or the fire enemy, and then having that enemy move along with an FFC. Secondly, linking each active FFC in your large boss to a single "mover" FFC means that you can control the boss' movement realitively easily.

I cannot stress enough how much FASTER this way of making bosses is. I've made five or so custom bosses in the last two days illustrating these techniques and added them to this quest. The script file is included in the zip.
http://users.sephiroth.ws/C-Dawg/SideQuest.zip

Here are screenshots of some of the bosses in action.

This fella flies around after your ship, shooting fireballs at you. It turns to follow you, but it has inertia, so you can avoid it as it swoops by. 150 hit points.
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This one drifts back and forth, spits out highly damaging bubbles that slowly drift downscreen, and it shoots fireballs. Has about 150 hit points.
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This boss (not accessible yet) slowly follows the player while spitting out eyeballs (keese, bats) and fireballs. 200 hit points.
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This son of a bitch zips around the screen in a wave motion while shooting at you. 100 hit points.
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Now, if only FFCs would display the proper Cset and not just Cset 0, these bosses would look alot better...

Press - and + to change the Csets of FFCs. DUH. 😛 It doesn't check for that "Cset 2" function whatsoever when loading a tile's Cset... 😞

I'll have to check this out! One thing: Did you HAVE to make the Biological Zone look SO CREEPY?! ;_; :scared: Seriously, just looking at it gives me the heebie-jeebies! *shudders*

The biozone is ment to resemble a giant living organism, or sorts. do you think walking through a creatures stomach is a stroll through the yellow brick road? Its supposed to be creepy and disgusting.

Those bosses seem awesomely, I can't wait to destroy them, however I suck at this game, I die too much and don't know what I'm doing really.

And sometimes the transitioning during a jump can warp you to a cave, which after leaving(if possible) you are stuck in a wall/cealing/etc This bug can be VERY frustrating(Yea with scripting comes bugs on the game builder's part now, lol)

Ah,well, I'm not sure that I'm responsible for that bug. I'm aware of it. The problem is that there are two scripts running. One is my jumping script, the other is _L_'s gravity script (running via the sideview gravity screen flag). I don't know how his script works, so I dont know how they're interacting. I'm assuming that he's got some sort of "snap to grid" function in his script, and that this is the source of the "warp to the top od the screen."

I have figured out why you warp into a cave, though. Apparently the blank combo I was using as the combo assigned to the jumping ffc (which is at 0,0 on every screen) was actually a CAVE combo. So if you are bumped to the top of the screen while transitioning to the right, boom, into a cave you go. That one is fixed. Now you should get right to being stuck in the wall.

C-Dawg wrote:Here's an unpassworded quest file for you to check out. I'm calling it "The Legacy Story of the Guardian Metroid Blaster," (LSGMB) for comedy value. Kudos to those who can identify each word in the title. It's a side-scrolling dungeon exploring game. Press L to jump.

Screenies ahoy:
User posted image
User posted image
User posted image
User posted image

All of the tiles that are not from LoZ1 are completely made-from-scratch. There isn't a whole lot you can do in this demonstration; you can retrieve the force hammer (sword), bombs, and high-jump boots. You can explore the areas shown in the screenshots.

I'm posting this here for a couple of reasons. First, people should be pleased that a 2-D game like this is now possible. Second, as you'll notice when you play, the jumping physics need a little work. I'm hoping someone can improve on my script. I'm also hoping someone can figure out why the _L_'s gravity screen flag, combined with my jumping script, occasionally makes the game go haywire when moving between screens. Oh, and it is here instead of in Quest A&D because it's really only here to provide ideas and examples for quest design.

Here's the quest file. Use Beta.15 to open it.
http://www.filefactory.com/file/15e3d1/

Why did you remove that quest file?

Updated again. There's a new corridor with a giant squid boss, if you can find it.

I've also added a Dashing feature. The Magic meter is actually a Dashing meter. Hold R and you'll move left and right at about double speed, but your Dashing meter will steadily deplete. Stop dashing, and it will slowly refill.

http://users.sephiroth.ws/C-Dawg/SideQuest.zip