If the engine already makes it impossible to do stuff like the mockball, than program them to happen anyway because the best metroids have the most glitches.
I hope this comes out before von richter's. If it comes out afterwards, it will be compared too harshly.
Kinda like when an awesome movie comes out right after a super-awesome movie comes out, people are too wowed by the first one to realize how cool the second one is.
LOL, ballspark. Seeing that thing zip across the ground is neat.
Agreed. I should add JumpBall into the next demo so you can pull it off.
Progress Report:
What´s new since my last post... - Second ruins are done - ALPHA METROIDS!!!! - Third ruins on their way - Music production has begun - NCFC
The second ruins are done. It´s a water treatment facility of sorts. There are some scripted events that spice the place up (they don´t slow down the pace too much). There´s some tweaking to do in some places, and I still have to make the Arachnus fight, but the map is done.
Finally, what this game is about. Alpha Metroids are done. They are much more dynamic than the original, since Samus is a lot more agile this time. Sorry, but you´ll have to wait to see them in action...
I´m starting with the third ruins now. It´s going to be a mining facility / industrial complex. I´m planning the general area layout.
About the music. The main tunnel song is done. At least the first version. Once you return to the main tunnel after completing an area, the song will change. As you go deeper into SR388, the music gets more atmospheric and creepy. Right now I´ve done the first upbeat version. I´ll be posting a preview in a few days.
I registered a booth at NCFC 08. I´ll be showing some new material of the project, including a new trailer, screenshots of the latest developed areas, and a new demo with bugfixes and customizable joypad and keyboard support.
Like always, you can check the latetest dev news at the AM2R Blog.
Q. Do you have a rough idea of how much more there is to go on this project % wise? Or does it keep evolving with more improvements, and thus furthering the release date?
Or if it's a matter of "It'll be ready when it's ready"... Then I understand.
I asked VR a similar question about his game; Is the game (engine) compartmentalized and all that remains is the level design, etc.?
By 'compartmentalized' I mean: all the parts/pieces are there, now it just needs to be all put together...?
Well im sure he would want omegas to live up to their name's. At the very least im expecting a extremely overpowered long range attack and maybe a better way for them to protect their tummys like burrowing or something. I can just imagine all the things he could do with metroids.
Do you have a rough idea of how much more there is to go on this project % wise?
Map (all the level design, tiling, backgrounds, etc.) 40% - Working on third ruins now Game Engine - 90% - Still missing save system, all of Samus´ abilities are done Enemies - 30% - This depends a lot on the spriter´s time, most of the enemies are very simple to code. METROIDS - 1/5 - Alphas are done, all the others are just planned Music - 15% - Working on the Metroid fight song (alphas)
Most of the elements are done as they are required, there´s still a lot of resources to work on.
Quote:
are the Omegas going to be like the one in the origonal, or the one in Fusion but with less health?
Their behavior will be much more interesting than just standing there (fusion), or keep flying at a fixed position spitting fire (m2ROS). Right now a small Alpha Metroid can dodge your missiles, the Omegas will be able to protect themselves too. They will be challenging.
MUSIC PREVIEW
This is a premix of the main tunnel song. There will be variations that will sound more creepy and atmospheric as you get deeper into SR388, this version is for the surface and first area. I tried to keep the catchy spirit of the original, but there will be deeper and darker songs for the ruins.
There will be minor changes until the release of the game, mainly in the drums section. Let me know what you think about the song.
Area 1: Exactly what you said on your own website Area 2: Sorta like a jungle, not Bryyo jungle, but Green Brinstar-like Area 3: Like a very icy area, the music made me shiver a little bit. The first time i played it was on a Game Boy Color, and the tunnel before it looked like it was frozen over (basically, think a frozen Maridia) Area 4: An area full of thorns and plants, like area 2, but much darker and scarier. Hive: Like the inside of the Impact Crater in Prime, but without phazon.
I seen your pics of the second and third area, it looks like the terrain has never changed from the surface to the bottom, and that would bore the player. If you changed the color of the rocks and such, than the game would appear more interesting and eye-catching to the player. The enemies are extremely cool looking, even though some most of the enemies don't resemble the ones in the origonal Game Boy one, it does fit in the MZM theme. I'm working on a project that's completely custom graphics-wise, called Metroid 5, and I get alot of feedback from my friends and the internet.
Well, actually I gave it another name since it's a small game after all.
There's a lot of new content. And as always, you can post your best time. New features: - JoyPad Suport - Customizable control - Jump Ball - High Jump - Spazer Beam - A surprise at the end :-)
This demo is awesome. I would like to show how I kicked Kraid's ass so easily on Easy and Normal, but now ain't the time.
I got used to a keyboard (figured you'd model it from GameBoyAdvance controls), but I wanna joypad. I guess it would seem feasibly fit for a GBA homebrew port, or more likely, the DS.
Edit: Easy Mode Cleared (Doing Normal right now). And another note: No suit-breaking when you die? I'm sad.
And you may know I suck at item-hunts, but were P-Bombs in here?
That was an enjoyable little run ^^ I spent a little extra time checking every wall in the upper parts of the map, but it obviously wasn't very fruitful. I used the keyboard with a modified setup (jump - Space; shoot - "D"; etc...)
I thought the boss fights were incredibly well designed!
Here's my first time. Didn't do very well, but hey, it's my first. Edit: I liked how you programmed the boss battles. Also, the surprise at the end was nice.