Progress, we has it.

June 14th, 2010 by SharQueDo

I’ve rewritten most of the map engine. Things are now much more stable and faster than before. No more FPS drops when rendering large maps. Tested on a generated 2000×2000 (x 3 layers) map, which is _ridiculously_ large. Playable large maps (32 players) should be around a few hundred tiles max. Previously, map rendering was very laggy on low-end systems due faulty drawing routines. This has been fixed now.

Also did some optimizations in the game engine, removed quite a bit deprecated stuff and added a developer console window for testing and development purposes. Finally started to implement network code, woo!


Hm, woops

June 8th, 2010 by SharQueDo

I kinda broke my WordPress installation (don’t ask) and I’m pretty much required to reinstall a new one now. The website might look fine, but in the administration interface, stuff is really !@#$ed up at the moment.

Good thing I also had a new template almost ready for the website (nothing too flashy, mind you!), which I can implement later. So if you see a new template soon, things are working back to normal again.


Yeah…

June 7th, 2010 by SharQueDo

I’ve been lazy the past few months. Didn’t really work much on Multitroid really.

I do however managed to get something working I wasn’t trying to manage a few days ago, namely proper screen scaling and proper background distortion. Both realtime and fast!

YouTube Preview Image

Hurray to my first Multitroid video! Hopefully many more will follow. This is all recorded straightly from the game, no mockups or copy+pasted shizzle. By now I have actual stuff to show now (instead of claiming I got a decent engine, etc) and I will show you guys stuff from time to time. Mostly development stuff. So don’t expect any Samus-on-Samus hardcore action (pun) just yet. ;)

Also, I know there are a few broken links here and there regarding the forums with the death of Shinesparkers.net. I’ll be fixing that later.


Quick update

December 7th, 2009 by SharQueDo

Just wanted to share a quick update with you guys about Multitroid.

I’ve just rewritten the sprite animation engine. It’s now looking much more smoother, more bug-free and easier to expand in the code. Soon we’ll have a steady base to work on regarding multiplayer and even record snapshots for a trailer video.

Big things on the todo-list now is to polish the physics engine (add slope support), add a basic user interface (menu) and start rewriting the old network code.

Stay tuned. A beta release might come sooner than you think. :)


Inactivity

December 6th, 2009 by SharQueDo

There wasn’t been much development going on lately due IRL issues. But things are getting quiet here again, so I can focus more on Multitroid a bit.


Multitroid update 5, Norfair preview!

October 7th, 2009 by SharQueDo

I’ve polished the physics engine a bit, it’s getting along quite fine. I also added additional tilesets for Brinstar, Norfair, Crateria and Maridia. The window size can now be set dynamically instead of forced 320×240 and scales accordingly.

Here’s a screenshot from a quick Norfair level I put together:

Note that the background distortion and lava aren’t perfect yet, and the heat glow on Samus and some of the tiles are still missing. I am aware of this and will be fixed/added later.


Multitroid map collision part 1 finished

September 30th, 2009 by SharQueDo

Allright. The first part of map collisions for Multitroid are complete! This is just on map level, calculating collisions per tile. Next step is going into tile detail to pixel level for slopes and rough terrain and adding animation.

multitroid_collisions

Also, as you probably can see, I also added an executable icon. Screw Attack, yay! Regarding the screen size, the real version will have a larger resolution (640×480 to be exact), this small resolution is just for development and testing.


Metroid: Fan Mission and other Metroid fangames

September 25th, 2009 by SharQueDo

The internet is a great place. And by great, I do not only mean large, but also a fantastic source of information. Some of that information are tools or guides (examples, tutorials) how to make games. I’m talking about Game Maker, Multimedia Fusion and alike. These two game creation tools are commonly used by Metroid: Fan Mission.

Metroid: Fan Mission is the largest community on the internet when it comes to Metroid fangame creations. Most of these mentioned game creation tools are relatively easy to use for anyone, so there’s quite a number of interesting projects going on at MFM. Some of these look really cool. I’ll list a few which I really look forward to:

  • Metroid SR388 by Vonrichter, a Super Metroid fangame. There is a very cool trailer video on his blog at Destructoid, which I highly recommend everyone interested in this topic to view it, if you haven’t done so already. Unfortunately, their official website (www.metroidsr388.com) has been down for a while, so we don’t really know what’s going on in there at the moment. The trailer is a must-see, though.
  • Another Metroid 2 Remake (AM2R) by DoctorM64, a Metroid II remake. There are several video’s on his website, which all looks very cool too! Definitely seems to recreate the ‘Metroid II-feeling’. There’s even a tech demo on there, how about that?
  • ZeroEngine by Zas, a Metroid Zero Mission fangame/engine. This one has very promising screenshots and a very cool trailer video, which looks very much like the original Metroid Zero Mission!

These are only three projects, there are much more on there! Please have a browse through their forums, especially the Game Creation Studio forum!


aF//RD Update: Oh snap.

September 22nd, 2009 by AzMiLion

Hey all,

Sorry for not posting on the blog for such a  insanely long time, but i’ve been busy at work, and seeing as i recently started school again, there won’t be any work done on the pack for quite some time, this is mostly due to me not liking java very much and coding in it taking way to fucking long.
That is all.


Multitroid static page added!

September 22nd, 2009 by SharQueDo

For those of you who don’t feel like browsing through forums for data about Multitroid, I made a static page for it! It hosts some basic info and screenshots. For downloads and additional info, you’ll still be required to use the forums until I bring out solid, non-development releases.

The page can be found here, or click on ‘Multitroid’ in the menu to the left (which previously linked to the forums).