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Will you make us able to toggle items on and off(like in super metroid)?

Yes. I still haven't done the subscreen menu, but it should be no problem. I'm also trying to figure out a button combination of sorts to toggle beams in real time... but I doubt it'll be useful at all.

Quote:
Was a release date announced already? Or at least a "within the next three months"?

Nope. That date depends a lot on my work schedule. What I can tell you right now is that it won't be finished this year.

NEW TRAILER
Ladies and gentlemen: The Alpha Metroids.

Edit history:
playerman1230: 2008-11-15 12:41:46 am
Hated by all
Very nice. I wait for this, even now.

Quote from DoctorM64:
I'm also trying to figure out a button combination of sorts to toggle beams in real time... but I doubt it'll be useful at all.


That would only work on single beams. Seeing that you're not changing the Charge Beam and have 4 (Ice-Spazer-Wide-Plasma) to come with, you could probably do this (not sure if it can go well on real-time):

Hold a button for beams, and make any of the four beams go to the 4 directional keys (say like I hold D to activate swap and toggle Ice by pressing up).

Wait, only TEN E-Tanks max! WHAT? Oh yeah, M2 had 5 (technically 6 , but it really counted as a refill).

Also liked your lava cave background, looks very much like a reddened NOC section.
Wow very nice project, DoctorM64. Looks to be the most accurate rendition of MZM/MF's game play style I've seen so far. It seems (to me at least) to have been a lot of fun programming it too (I do a lot of programming so I can relate). I've also read through your little blog briefly, it was interesting to hear about programming hurdles you encountered (like the most efficient implementation of the minimap system).

Overall, I must say I'm looking forward to playing the final versions! (I don't say this often :p)
Quote from playerman1230:
That would only work on single beams. Seeing that you're not changing the Charge Beam and have 4 (Ice-Spazer-Wide-Plasma) to come with, you could probably do this (not sure if it can go well on real-time):

Hold a button for beams, and make any of the four beams go to the 4 directional keys (say like I hold D to activate swap and toggle Ice by pressing up).


Hey...  That sounds an awful lot like my idea. pwuh

http://forum.metroid2002.com/index.php/topic,7530.msg220852.html#msg220852

Razz  grin new

IMO- It would make the item selection, activation/deactivation, and/or combination process go much more fluidly by performing a quick combination of button presses while still in the game (i.e. without having to pause).  The hard part would be memorizing the right sequence to press for whatever you're wanting.
Are you ready for some underwear music?
Or then you could use only one button to toogle between the beams like so:
Charge -> Ice -> Wave -> Spazer -> Plasma -> Charge and so on...

The problem I see in this is that it could be pretty annoying if you're surrounded by enemies and want the specific beam immediately.

Also, cool trailer man. Razz
...
Yes, the Alpha Metroid battles look cool.  I can't wait to see the other Metroids, especially the Omega Metroids.  Gamma Metroid will probably post here when the Gamma Metroids are added! laugh new
. . .
[quote=DoctorM64 on the blog]Also, the music tracks are the current mixes of the main tunnel and encounter themes. The second one isn't finished yet, but at least gives an idea of how it will sound.
[/quote]

I'm loving it alot!  Its always cool to listen to new metroid music and you made some really good remixes there!
Keep it up!

EDIT: also, those enemies look like fun to fight;)
Leader of the "Council of XIII"
Now THAT's my kind of Metroid AI there. Nice trailer Doctor.
Hated by all
Quote from Gaius_4:
Quote from playerman1230:
That would only work on single beams. Seeing that you're not changing the Charge Beam and have 4 (Ice-Spazer-Wide-Plasma) to come with, you could probably do this (not sure if it can go well on real-time):

Hold a button for beams, and make any of the four beams go to the 4 directional keys (say like I hold D to activate swap and toggle Ice by pressing up).


Hey...  That sounds an awful lot like my idea. pwuh

http://forum.metroid2002.com/index.php/topic,7530.msg220852.html#msg220852

Razz  grin new


I swear that idea popped out of my head. I didn't read that post/thread.

Been wondering, did any of the Metroid screaming audio come out yet?
Okay, that was awesome.
two things I want to address though.
1. the alpha metroids can only be hit on the bottom? They were vulnerable everywhere in metroid 2.

2.The gravity suit.IT'S PINK?AGAIN?
Please, no.
please.
make it purple and yellow, not pink.
That's not pink...  That's clearly blue-purple.
I EAT YOR cookies
Quote from Bloodsonic:
Okay, that was awesome.
two things I want to address though.
1. the alpha metroids can only be hit on the bottom? They were vulnerable everywhere in metroid 2.


Well you have to consider that it would have been hard to hit them only on the bottom back then. With how the Alpha Metroids tended to stick near the floor, and how Samus's jumping capabilities were limited due to poor programming during the era of the original game's release.

I wouldn't be surprised if Nintendo originally planned to have only the bottom to be the one vulnerable point, however it would have been hard because of how badly programmed the Metroids' AI was and how badly Samus could jump.

Now, however, both areas have been improved upon, and so, harder Alpha Metroids aren't a problem to face with a new weak point. Or shouldn't be at the very least.
my computer freezes on the 3rd frame of any animation...odd.
Super Metroid Addict
Looks great, sounds great(me wants to play it grrrrrrrrrrr)

Zuloo, your computer definetely sucks
...
Now, now, Luna, let's not try to insult anyone here.  Maybe I should see how many of your posts use the word "sucks".
Super Metroid Addict
I wasn't insulting Zuloo... just his computer... and yeah, a lot of my posts contain sucky things, it sucks to say sucks but someone has to do it laugh new laugh new laugh new
Fear Me! (Or else...)
Hey! You're using them all up! See? I can't even type one now, because they're all gone! Man, that *****. AG! See?
Are you ready for some underwear music?
New stuff coming up soon? Plz plz plz plz plz plz.
A small progress report:

- I added a couple of features to the gameplay: AutoClimb lets you climb small (1 or 2 blocks high) legdes while running, just by pressing Jump. AutoMorph lets you morph instantly when running against a wall with a narrow passage, simply hold diagonally down.
- I tweaked the jumping mechanics a bit. Morphing in the air or shooting from a spinjump both preserve the vertical speed now, it feels much more natural and fluid.
- Finished the subscreen. Now it´s fully functional. It´ll be accesed from the map screen, like in the classic Metroid games.
- I´m about to start area 4. I hope it can be finished before the summer (and most of my free time) ends.

Here´s a small video showing some of the new stuff:


Comments and suggestions are always welcome.
Wow!  I was skeptical at first when reading about the auto-climb/morph but after seeing it in action it looks quite useful!  Living the status screen and the momentum mid air morphing.  I love that aspect of SM and I'm glad to know it'll be of use in this game.  Also, gotta say that the Spazer looks darn nifty!  Keep it up and hopefully you'll be able to finish before summer like you hope.
¯\_(ツ)_/¯
Always nice to be too lazy to go to the project blog and still get updates on this. Wink

Anyways, for the auto-climb thingy, I think it would be better if you could easily do it without having to actually run up the wall so you could preserve speed. That way, it would be more useful than just jumping onto the ledge. Perhaps it could be an option to use auto-climb as far (i.e. a block or two away), near (as it is in the video), or off. Every time I think of climbing onto a 1-block ledge, though, I think of jumping at it and rolling over the shoulder on top.

I really do come off a bit overly critical, don't I? Well, I still approve of this project.

Also, you misspelled acquired in the video.
...
Wow!  Finally, an update, and a good-looking one at that!  This looks like it will be a very interesting game.
Quote from DoctorM64:
A small progress report:

- I added a couple of features to the gameplay: AutoClimb lets you climb small (1 or 2 blocks high) legdes while running, just by pressing Jump. AutoMorph lets you morph instantly when running against a wall with a narrow passage, simply hold diagonally down.
- I tweaked the jumping mechanics a bit. Morphing in the air or shooting from a spinjump both preserve the vertical speed now, it feels much more natural and fluid.
- Finished the subscreen. Now it´s fully functional. It´ll be accesed from the map screen, like in the classic Metroid games.
- I´m about to start area 4. I hope it can be finished before the summer (and most of my free time) ends.

Here´s a small video showing some of the new stuff:


Comments and suggestions are always welcome.
all i could say is wow!!!!! thats fire man!
i can't wait until i start learning how to asm and putting things like that into my hacks.
Super Secret Area - Dead Ahead!
This is actually a new game from scratch, using an existing piece of game-creation software, so I wouldn't get too attached to the idea of hacking like this without extensive knowledge of ASM, and some serious time on your hands. Very Happy
(user is banned)
thats me
That seems to go more in a direction for aesthetical controls and some more gameplay possibilities:), unlike SM.

I already suggested:
If already such auto-help-features are added, then I still highly recommend to make the spider-ball-controls SMTac-like (holding one overloaded button which is not used in ball-mode to grapple, releasing the button unlocks-grappling), otherwise it will be awkward.