Super Metroid Blueprint Project

Please open an AnswerHub ticket if you are having issues with flipbook components. I have not see any bug reports for them being unreliable and can’t investigate if I don’t have a repro (or a hunch of why they would be).

Cheers,

Heya Mortusnyte,

Very cool. Looking forward to seeing what all you make.

Cheers,

Thanks for stopping by! I’ll keep at it, as long as we keep creating, cool stuff is bound to come of it.
I also look forward to what you create next :wink:

Thanks for all the feedback! You mentioned loving the Epic team, but I’ll add to that and give compliments to the great community behind it. It is a very fine experience indeed.
I’m also interested in seeing the project with the replicated issues when it is done. I always love trouble shooting, keeps me up at night :slight_smile:

Right now the market place needs more completed game examples. Its nice to have bits and pieces you can put in but there are little to no solid game examples. If you put up a Metroid/Vania game set and say its modeled after Super Metroid it gives people something tangible to work with that shows the full workings of that type of game. Most of the work I have spent on my project was just figuring out how to make game mode, game state, Player controller, Player State, Pawns, level blueprints and HUD all communicate with each other in a way that wasn’t horribly convoluted. This was even tougher when it came to setting it up to support multiplayer replication.
Please make sure your example supports multiplayer too.

We need a solid list of working game examples based on actual games both old and new IMHO.

Well the Market should see my Match-3 Project soonish, the Market agreements have been signed, should only be a matter of time now.

I agree with what you said. My only issue right now is figuring out how to deliver that, mainly concerning sprites. I don’t really want to draw up a billion sprite images to power the flipbooks but at the same time I don’t think that a “box” character would “feel right”. I was toying with the ideal of having the Character run flipbooks with 0 playrate and only 1 image to give a place holder and basic jest of it. Otherwise, as far as delivering a framework of known and tried mechanics, no problem there, it will get done. I’ve actually made good progress on that. The user will be able to fully discard(delete) unused mechanics while retaining those of his choosing. But that “visual” representation… It’s bugging me, I’ll figure it out though. Updates will be coming soon. I am getting some significant delays though, I actually have to install a new wall division and door frame with other reno tasks (irl) grumbles.

Thanks for the feedback though, always appreciated!

Hey guys! Small update, that changes everything.
This update comes from a brand new project file and on this post I wanted to cover two things regarding this;
1- Project direction
2- Project name suggestion

1: Ok, first of all, pretty soon I will branch off and make a new thread for this Project, as it will not be Super Metroid specific any longer. Though I do plan, and hope, to continue building this Super Metroid project in the future. And hopefully not get sued in the process :stuck_out_tongue: With that said, the new Project is built with the foundation of this S-M project in mind, of course. And with that, I will share with you, here, my plans for this New Project and show you an example of what to expect.

You’re going to say “Big deal Dave, it’s just another Blueprint!” And yeah, you would be right. But, first of all, notice that Samus(If she was still in this project) got her Space Jump ability (yay!) and Vault technique (the slight leap she does when walking off a ledge). Now those are pretty cool! But what I really want to focus on, is the fact that this Blueprint is it’s own Blueprint Actor outside of the Character Blueprint. What this means is, that first of all, I can create as many abilities/techniques as desired without filling up The Character BP. If you downloaded the Project Files that I shared before, you’ll know that Samus’ Character BP looked like this:

And then there’s all the Macros and Functions that are not seen on the graph! This results with more and more delay while working inside the graph as every action takes more time to execute. Even simple things like dragging a new variable inside the graph will take a few seconds. So then if I wanted to add mechanics from say, MegamanX, Super Mario World, A Valley Without Wind, or even Ori and the Blind Forest, well forget it, I would have to create multiple Character BP’s. For lag purposes, and for the fact that it would become very difficult to find and adjust any specific mechanics within such a monstrous graph.
So instead, each abilities/feature/techniques will be within their own Actor Blueprint. I didn’t even bother creating Macros to tuck away some excessive parts of the blueprint since ALL of it fits on one screen(in the first image). What this also means, is that it will be much easier to discard unneeded features/mechanics. It will be easier to go inside specific Blueprints to tailor the settings to the user’s needs as all the variables within will be relevant to that mechanic only. So basically, the user will have 1 Character BP, from which he will be able to add or remove abilities by checking/un-checking the appropriate checkbox(And in many cases, this will result in completely removing the unused mechanics from the Character BP). I will create as many mechanics as needed without having to worry about the user’s Character BP getting overloaded or wondering how he’s going to manage to go in the graph and delete the stuff he doesn’t need. “Ok Dave, but this is going cost like 200$?!”. I’ve given this a lot of thoughts, and when I will set a price, I will try to predict how many features the user will actually use rather then put a price tag for the entire content. I can assure you, that I won’t list it for more then 35$(right now, I’m looking at somewhere between 15$-25$). I will however set up a donation page for those that feel that they’ve used more content then what the price is worth or for those that simply want to give support to help me continue create content. Few! If you’re still reading, help me out with the next topic!

2: Please, please help me find an appropriate name for this Project! I am an extremely good problem solver, but finding titles that will appeal to the public and draw attention is not something that I am very good at, at least not yet! For instance, as of now, this project is called “Character Generator” mostly as a place holder, but you see what I mean! Keep in mind that this project will be tailored towards 2D Games(I’ve got a top down view function, but it’s a secret… :D).

That was a lot of information! I will create 1-2 new mechanic per day. But this is going to be an elaborate project that will take a few months, mostly due to the fact that I am swamped with irl work now that spring is here. But I’ll give it everything I’ve got so we will see!

I’m really excited about this project! I hope you guys will be too!
Remember to help me out with the Title of the Project! Take care and enjoy the weekend!

2D Platformer kit, MetroidVania 2D engine

haha that sounds catch-ee, reminds me of Tutti Frutti.

Really cool ! Im working on something similar

Awesome, maybe we could get in touch, we might be able to help each other out :slight_smile: Love all the cool stuff that you are releasing to the community!

I almost forgot; I submitted a Check Point System that works for 2D and 3D projects. At the time that I made this, I was thinking of the Save Stations in Super Metroid, but wanted to create a system versatile enough to work for different types of check point systems. Let me know what you think about that!
Take care!

I’m working on some advanced templates zelda and metroid , when i get something interesting i will share it with you

Oh cool thanks! Do you mean the Nintendo version? Ah at any rate I guess we will see when it is finished, keep up the good work!

On my part, it is taking every ounce of restraint to not make a video everyday to show everything that I’m adding! Everything is working very well and can be integrated to new projects easily.
I’ve added features to the jump like upgradeable double jump to simulate Ori and the blind forest’s double jump system. I’ve also added the ability to adjust the strength of the double jump in the case where the user would want a single subtle double jump ability. With that I finally moved to a new ability, the dash ability. So I recreated the MegamanX dash, air ash and am now working on multi-directional dash. The user will be able to define if this is a permanent ability in the case of the megamanX dash or if this is used as an attack with limited use, probably paired with the multi-directional dash.

By the end of next week the project will most likely be ready to be moved to a new thread. Until then I will keep posting progress here :slight_smile:
Take care!

Ah I can’t help it! Here is a preview of the Dash!
This features the Ground Dash and Air Dash with adjustable Capsule Height for adaptive collision. This is an early version of this mechanic so adjustments will undoubtedly be made(For example, I have to update the air dash to properly translate capsule half height to world position).

I gotta say, the Capsule Component as the root component in the Character 2D is a real pain to work with :stuck_out_tongue:
DashPreview.gif

Hey guys, I’m having a promotion regarding this project on my Check Point System thread.
Check it out for a free copy of the JumpMechanic BP (Not as shown in earlier posts)

I know that these posts are becoming more and more unrelated to the original post and I apologize for that. It won’t be long before I migrate to a new thread for the 2D Character Engine project.

Exciting thread! Would love to get some time to pour through this stuff!

Good luck dude! I guess you’ll suffer a little considering de LIMITED power of UE4 controll Flipbooks