Using Construct 2, an event-Based Game Maker, I've been making some Metroid fangames for my own amusement for a while.
I finally have a way to show my work; The purpose for this thread is to show how far I've some in game-making and to get some constructive criticism to go farther. Many of the sprites used came from this very resource, which was always my primary Spriting resource. (Thank you all, and big thanks go to Magma Dragoon, Bean, and Deathbringer.)
(Also: I apologize for using attachments, I could not post pictures directly from my files, and this was my only other option.)
1- My first, horrible, horrible attempt.
Animation Tester Screen_0.png (Size: 99.36 KB / Downloads: 4)
The only working enemies were Skultera, Kihunters, and Larval metroids. It was made solely to test some very early, very low-res sprites I made using an app called "The Sandbox." It was originally a way to view the animations looped, but became a sort of mini-game unto itself. Its controls consisted of the standard arrow-key controls, and down to morph into a ball...which was drawn as a square. all graphics except the Kihunter and Skultera graphics were placeholders, and it didn't even have a health system (for Samus; all enemies died in 2 or more hits), but it was at least playable. You shot using the mouse, and the only beam was the Phazon beam. Holding Ctrl while shooting shot out a Super Missile. Ammunition was unlimited. The Super missiles doubled as Ice Missiles; ironically, the alleged game's Metroids were killed in reverse; Ice Missiled then Phazon Beamed. You can See Why I put this down so much; however, we all have to start somewhere. This was made while I was just learning how to use Construct 2.
All the Samus sprites, along with the Metroid sprites, came from SemiJuggallo's Misc stuff sprite sheet from Custom/Edited. The result was, Samus had no Walk cycle, or any animations except morphing & unmorphing. T'was horrendous.
Animation Tester Screen_1.PNG (Size: 125.59 KB / Downloads: 2)
The Skultera. You killed it with Phazon Beams. They had no AI, just infinitely swimming toward you.
Animation Tester Screen_2.PNG (Size: 324.03 KB / Downloads: 3)
The Kihunters. they were Based on Metroid Fusion's but only flew up and down in a Sine Pattern, without moving forward or backward...or changing direction. The only thing I can say I'm proud of is that they shoot fireballs while flying, something that would make them more deadly were it not for the lack of an energy system. They were only weak to Super Missiles.
You think Metroid 2 & 4 were linear? This game made them both look like mazes. You just walk across a platform, shot at some enemies, at times jumped over some lava pits, (if you fell, all that happened is you would fall into the next floor down,) and went down the floors. It was awful.
--------
While writing the Post, (my first post ever,) I had to take screenshots specifically for this post since I had none. For this reason, each of my own Metroid fangames will be mentioned in its own post, so I have time to take screenshots of said games.
Once I get the opportunity to, I will update this post. I know there are numerous errors, and I deeply apologize for that. Next up: attempting to map out SRX from Metroid: Fusion. But first, a preview of the last and most recent item on the list for comparison.
Metroid 1.5 2D Scrn_0.png (Size: 52.9 KB / Downloads: 3)
--Metroid 1.5 2D--
A game based on Metroid 1.5, the game that would eventually become Metroid Prime 2: Echoes. It uses mostly graphics from Metroid NES and Metroid: Zero Mission (Yes, I know it clashes) that is a galaxy apart from Metroid Animations Testing. Kihunters may return, but now more deadly that ever. The game will be less linear the previous fangames, and is my first fangame to feature the following:
-Wall jumping. I couldn't get satisfactory wall jumping mechanics 'til now.
-The charge beam. It was surprisingly simple to make, but uses a particle effect as opposed to the classic Muzzle glow due to problems with positioning.
-quality particle effects. Metroid animations testing is my only other Metroid Fangame to use Particles, and never did so right. Spin jumping, the Charge Beam, and Missiles all use particle effects now.
-Charge combos: Firing a super missile is done by charging up a beam, Equipping Missiles, & releasing the charge. It may change as to remove the releasing of the charge; simply charging up a beam and equipping missiles would be enough.
-Audio. Prior Projects didn't support .ogg files, and I could really not find any good .ogg-to-.m4a convertors. I now have Google Chrome specifically for that purpose.
------
I hope to get constructive criticism mostly on Metroid 1.5 2D, but I don't have access to a file sharing site at the time of writing. When I do, I'll post the .capx so anyone with Construct 2 and a gamepad can see the game in full.
I finally have a way to show my work; The purpose for this thread is to show how far I've some in game-making and to get some constructive criticism to go farther. Many of the sprites used came from this very resource, which was always my primary Spriting resource. (Thank you all, and big thanks go to Magma Dragoon, Bean, and Deathbringer.)
(Also: I apologize for using attachments, I could not post pictures directly from my files, and this was my only other option.)
1- My first, horrible, horrible attempt.
![PNG Image .png](http://www.vg-resource.com/images/attachtypes/image.png)
The only working enemies were Skultera, Kihunters, and Larval metroids. It was made solely to test some very early, very low-res sprites I made using an app called "The Sandbox." It was originally a way to view the animations looped, but became a sort of mini-game unto itself. Its controls consisted of the standard arrow-key controls, and down to morph into a ball...which was drawn as a square. all graphics except the Kihunter and Skultera graphics were placeholders, and it didn't even have a health system (for Samus; all enemies died in 2 or more hits), but it was at least playable. You shot using the mouse, and the only beam was the Phazon beam. Holding Ctrl while shooting shot out a Super Missile. Ammunition was unlimited. The Super missiles doubled as Ice Missiles; ironically, the alleged game's Metroids were killed in reverse; Ice Missiled then Phazon Beamed. You can See Why I put this down so much; however, we all have to start somewhere. This was made while I was just learning how to use Construct 2.
All the Samus sprites, along with the Metroid sprites, came from SemiJuggallo's Misc stuff sprite sheet from Custom/Edited. The result was, Samus had no Walk cycle, or any animations except morphing & unmorphing. T'was horrendous.
![PNG Image .png](http://www.vg-resource.com/images/attachtypes/image.png)
The Skultera. You killed it with Phazon Beams. They had no AI, just infinitely swimming toward you.
![PNG Image .png](http://www.vg-resource.com/images/attachtypes/image.png)
The Kihunters. they were Based on Metroid Fusion's but only flew up and down in a Sine Pattern, without moving forward or backward...or changing direction. The only thing I can say I'm proud of is that they shoot fireballs while flying, something that would make them more deadly were it not for the lack of an energy system. They were only weak to Super Missiles.
You think Metroid 2 & 4 were linear? This game made them both look like mazes. You just walk across a platform, shot at some enemies, at times jumped over some lava pits, (if you fell, all that happened is you would fall into the next floor down,) and went down the floors. It was awful.
--------
While writing the Post, (my first post ever,) I had to take screenshots specifically for this post since I had none. For this reason, each of my own Metroid fangames will be mentioned in its own post, so I have time to take screenshots of said games.
Once I get the opportunity to, I will update this post. I know there are numerous errors, and I deeply apologize for that. Next up: attempting to map out SRX from Metroid: Fusion. But first, a preview of the last and most recent item on the list for comparison.
![PNG Image .png](http://www.vg-resource.com/images/attachtypes/image.png)
--Metroid 1.5 2D--
A game based on Metroid 1.5, the game that would eventually become Metroid Prime 2: Echoes. It uses mostly graphics from Metroid NES and Metroid: Zero Mission (Yes, I know it clashes) that is a galaxy apart from Metroid Animations Testing. Kihunters may return, but now more deadly that ever. The game will be less linear the previous fangames, and is my first fangame to feature the following:
-Wall jumping. I couldn't get satisfactory wall jumping mechanics 'til now.
-The charge beam. It was surprisingly simple to make, but uses a particle effect as opposed to the classic Muzzle glow due to problems with positioning.
-quality particle effects. Metroid animations testing is my only other Metroid Fangame to use Particles, and never did so right. Spin jumping, the Charge Beam, and Missiles all use particle effects now.
-Charge combos: Firing a super missile is done by charging up a beam, Equipping Missiles, & releasing the charge. It may change as to remove the releasing of the charge; simply charging up a beam and equipping missiles would be enough.
-Audio. Prior Projects didn't support .ogg files, and I could really not find any good .ogg-to-.m4a convertors. I now have Google Chrome specifically for that purpose.
------
I hope to get constructive criticism mostly on Metroid 1.5 2D, but I don't have access to a file sharing site at the time of writing. When I do, I'll post the .capx so anyone with Construct 2 and a gamepad can see the game in full.