Light
AM2R has workarounds everywhere. When I get stuck with a problem, there's times when the best way to solve it is to avoid the situation altogether.
This happened with subtractive blend modes. Whenever I used them, the transitions to the map screen broke, and artifacts appeared on the screen. Every once in a while I start to experiment, and I did find a way to solve that problem... a workaround within a workaround.
But what do you want subtractive blend modes? - you might ask.
Among other things, it can be used to create a real, multi-source lighting engine.
Among other things, it can be used to create a real, multi-source lighting engine.
The one in confrontation just supports the light emitted by Samus. In a couple of minutes I was able to do some surface magic and come up with a pretty fast lighting engine. With this new tool, I can make some of the existing areas more atmospheric, and change the way certain places are designed.
For example, the lower part of Area 3 was going to be just a vertical shaped breeding grounds area, with a different tile. Now it's a dark and mysterious place, with bio-luminescent plants and insects that light up parts of the area.
Gammas look pretty scary? Try fighting one in the dark, only seeing its electrical attacks.
Now, before you scream "What??? Another feature that's gonna delay the game even moar????!?", it's current implementation involve adding a variable to a room, nothing else. I do have to add a property to the enemies or objects that emit light, but that's pretty simple. I still have to test it in more systems, and optimize it a bit, but for now it's looking really good.
About the rest of the progress... The lower part of Area 3 is being modified to fit better with the dark room motif. The tilesets are being expanded, adding much more variety, and sticking a little more to the overall area design of the rest of the game. The upper part of Area 3 has some small unique mechanics that I'm still tweaking.
It's been a couple of difficult months, and having a small project, even something that goes well, means a lot. Thank you very much for the awesome support you showed, I really appreciate it.
Comments
Though I guess I may end up cursing and crying once I actually start *playing* those dark stages without knowing where it's safe to go, and my health start running low. xD
If I have the patience to wait for this game then so do others. I can't wait to see this game when it's finished. I can let my Metroid 2 cartridge take a breather.
Rock on dude.
This is becoming more and more epic! :D
The fight in darkness looks awesome.
Keep up the great work and stay strong.
I've been following the project for a while, but haven't really commented.
But I can imagine so many ways that a proper lighting engine could be used!
That is, if it wouldn't be/cause too much trouble to implement it in other rooms.
Keep up the great work! :D
While i'm at it I must say, those are some snazzy effects. I'll probably brick it having to fight something in pitch darkness but it's all part of the fun.
Sorry if this double posts, the thing was being weird.
And darkness has been added to the game...
excelente¡¡¡¡¡
Good Work :)
The more I see your work, the more I want to do something as well with this software.
Quick question : Are you going to release the .gmk as well with the game ?
I guess not, after all it's "your baby", but it's worth asking (There are some pretty damn good features in your project).
On the same topic, is there a part in your blog where you listed the websites from where you picked your documentation ?
Good luck for the release anyway, such a great work so far ! Can't wait to get my hands on it !
Thanks Doc!
lighting looks awesome btw
I have an RSS reader for a reason.
Just don't make it SO Dark that I can't see the awesome art you do.
I mean really. You're doing such a great work even with all these difficulties you're going through.
You Sir, are awesome. Thank you.
...no pressure :D
Keep up the good work!
saludos desde chile
If it has been programmed in, what will trigger it? Difficulty, or the Gamma's HP?
Also, that darkness effect looks interesting. Might be enough to bring out a cold sweat in even the most seasoned of 2D Metroid players.
ojala se te ocurran mas cosas locas que ponerle! :P saludos y a esperar mas noticias!!
Hang in there!
Can't wait!
Excelente trabajo (la demo me dejó maravillado) y espero con ansia su lanzamiento.
Pretty much whenever a game's release date gets pushed back it only means that the game is going to become even better with the time and investment that the developers put into it. But a rushed game will never be legit to anyone's taste since we all know how Sonic The Hedgehog'06 turned out in the end..
Take all of the time that you and your team need in the whole galaxy to make your project into a bright glittering diamond for everyone to enjoy!
Too bad you have to keep this none-commercial, I (and I bet many other people) would be willing to back this on kickstarter or donate some money to support your work!
All the best!
I will not care if you decide to charge for the game when it's complete. It'll be worth the price.
Good Luck! ;)