Ns_metroid
ZeroPointNRG
Join Date: 2002-05-18 Member: 628Members
What do you think of this screen? I also want to make those doors shootable like real Metroid doors. I'd like to know if the screen is too dark, my monitor setting is usually pretty bright. Thx.
Comments
You might run into problems calling it Ns_Metroid, too.
I also want some drips to come from the pipe, but I first have to learn using the particle system.
For example, if your particle system is named ``ps1'' load the map and type ``editps ps1'' and a bunch of controls appear for you to tweak to get the desired effect.
I could drone on how and what each control does but i won't. Just remeber the long series of numbers in the ps top left controls the direction the particles move. N S E W and diagonals. This give the PS 360 degrees of direction.
The only time I can remember a game that had shootable doors was in Flashback, and only /ONE/ door in the whole game was shootable... it was a trick on the part of the developers just to see if you'd try solving the puzzle with frustration. Took me half an hour of retrying the area until I shot the damn door in anger, and watched it open.
<!--EDIT|Yamazaki|June 08 2002,14:40-->
<!--EDIT|rob6264|June 08 2002,15:55-->
Which door was this?
I like the area, cos it looks gritty yet not boring...
Floor texture needs changing though. I'd suggest nos_grate3.
Rob...doors breakup the gameflow? Are you CRAZY? This isn't Quake3, this is NS. Doors rule, so long as they're not ALL over the place.
<!--EDIT|Merkaba|June 08 2002,22:42-->
Ummm... I think I need to inform you that this is wrong.
I'd suggest checking out my particle system tutorial <a href="http://pstutorial.tripod.com/" target="_blank">here.</a> I spent a week or so on and off and figured out what each parameter does for each velocity shape and everything. It will really help you out if you need to know how to make particle systems (or at least I hope it will <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo--> ).
About the shot, it looks nice. As Plaguebearer said, it would probably be best to reduce the corrugation on that wall, as you certainly will run out of planes on your level.
I wanted to do shootable doors because that's what Metroid is about, but you guys convinced me making the doors open when you are near them (or maybe a button next to it?).
Well I wanted to make sure the area was not too dark, because my monitor settings are usually pretty bright and I have no idea how bright other ones are.
i like everything,very good details.
NO to shootable doors.
in Flashback i remember all doors where shootable! also in the 1st level...
...and also Descent has shootable doors,i remeber Descent2 when i used to fire those luminescent triangles to open doors from a secure distance to look inside before entering
Ummm... I think I need to inform you that this is wrong.
I'd suggest checking out my particle system tutorial <a href="http://pstutorial.tripod.com/" target="_blank">here.</a> I spent a week or so on and off and figured out what each parameter does for each velocity shape and everything. It will really help you out if you need to know how to make particle systems (or at least I hope it will <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo--> ).
About the shot, it looks nice. As Plaguebearer said, it would probably be best to reduce the corrugation on that wall, as you certainly will run out of planes on your level.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
i'm taking it as simple as possible, using the velocity varibles to set the direction of the particles. For instance, to get the particles of water or simulated stars to move across the screen from left to right, it's easy to set these varibles to allow them to move left to right, or up down or from centre point to an outer radius.
My comment wasn't a tutorial, just a hint to use the PS to generate simple systems common in maps such as steam or water drops.
Love how it looks though. As I do the rest of the room.