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Thread: Metroid Online - The Move

  1. #31

    Re: Metroid Online - The Move

    One bug I noticed is that the melee doesn't seem powerful enough.

    Other then that, looks good.
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  2. #32

    Re: Metroid Online - The Move

    well after watching that video I noticed a couple of things

    1. you guys can do way better on the arm cannon, it needs a nice shiny detail map

    2. the plasma beam charge ball is way too big

    3. The ice beam is bouncy... is that done on purpose?

    Other than that it looks awesome, and I assume the plasma pistol reticle is a placeholder


    I think Metroid is a pretty cool guy, eh finds missiles and doesn't afraid of anything.
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  3. #33

    Re: Metroid Online - The Move

    Quote Originally Posted by FriedMetroid View Post
    well after watching that video I noticed a couple of things

    3. The ice beam is bouncy... is that done on purpose?
    No, it wasn't done on purpose. It was totally an accident.
    That and, it's not the ice beam, it's the havoc beam. It's a custom beam we made to replace the ice beam because freezing someone (aka: stunning) is not fun in Halo, at all.. especially online.
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  4. #34

    Re: Metroid Online - The Move

    Quote Originally Posted by odseraphim View Post
    No, it wasn't done on purpose. It was totally an accident.
    You'd be amazed at the retarded things Ive seen in maps which the creator says was an accident

    Quote Originally Posted by odseraphim View Post
    That and, it's not the ice beam, it's the havoc beam. It's a custom beam we made to replace the ice beam because freezing someone (aka: stunning) is not fun in Halo, at all.. especially online.
    How was I supposed to know, the arm cannon permutation looks exactly like the Ice beam in metroid prime and the beam itself looks remarkably like it.


    I think Metroid is a pretty cool guy, eh finds missiles and doesn't afraid of anything.
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  5. #35
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    Re: Metroid Online - The Move

    Seraph, why don't we fall back onto the initial morph ball idea, where you can only activate it by going to a console?

    We had a working vehicle generation script.

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  6. #36

    Re: Metroid Online - The Move

    Quote Originally Posted by p0lar_bear View Post
    Seraph, why don't we fall back onto the initial morph ball idea, where you can only activate it by going to a console?

    We had a working vehicle generation script.
    That's a great idea, but why haven't you told us about this before?
    I am willing to include the 'ball, but yeah, I need something consistent, and your script would need to work all the time, with up to 16 people. It would have to be modified to work all the time, where you want it.
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  7. #37

    Re: Metroid Online - The Move

    So any thoughts on modding the halo single player and having you play as samus? Then you really dont have to worry about it syncing.
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  8. #38
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    Re: Metroid Online - The Move

    Quote Originally Posted by odseraphim View Post
    That's a great idea, but why haven't you told us about this before?
    I developed that generator ages ago for you, but we threw it out when the new ball script was made.

    Right now the only issue with it, as you can see there, it that it occasionally spawns a ghost when it shouldn't. Of course, this is fixable by making it so only one ball spawns; my generator was made to spawn up to three ghosts.
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  9. #39

    Re: Metroid Online - The Move

    Quote Originally Posted by p0lar_bear View Post
    I developed that generator ages ago for you, but we threw it out when the new ball script was made.

    Right now the only issue with it, as you can see there, it that it occasionally spawns a ghost when it shouldn't. Of course, this is fixable by making it so only one ball spawns; my generator was made to spawn up to three ghosts.
    So it's only in a set location? We can't modify it to work like we wanted it to?
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  10. #40
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    Re: Metroid Online - The Move

    We would write a script for each spawn point.

    Fundamentally, it checks two trigger volumes that encase the spawn point; one is smaller than the other. It spawns the vehicle if a player is within the larger trigger, and if the vehicle doesn't already exist. If the vehicle is unoccupied while outside of the smaller trigger, it gets destroyed.
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