I guess a proper update is in order, but there's not much to share. As interdpth could tell you, the project has basically been at 95% completion for some time but I haven't really properly attacked the ASM I need to create a satisfying ending boss fight/escape sequence. Beyond that, I'm bitterly unhappy with my music and I want to take another shot at writing proper sounds, or at least ripping something no one will recognize too earnestly.
So basically I could probably release it and you guys would enjoy it but it would have a "normal" end sequence and no custom music. I also need to test and ensure that the game plays satisfyingly in terms of scaling difficulty, which is quite the challenge when you create a very non-linear game. I am not going to obsess too much about all this because at some point I just need to put something out there and risk making some mistakes--that's the only way you learn, after all. So I wouldn't expect an indefinite hiatus, at least not another 3 year's worth.
If it was really and truly what people wanted, I'd probably do it--fortunately, I am fairly confident people don't mind waiting a little longer for the icing on the cake.
Behind my school firewall I'm unable to connect to any IRC channels, so my community presence continues to be nil. However, I am quietly wrapping up the touches here.
I still am in general need of help with ASM. I have the time to do my homework on it, so no hand-outs are necessary, but when I get back in the states next month I may need a little community service to top this thing off.
If you're after some more in-depth assistance, you'd be better off asking on MetConst. Even if you don't use the forum, you can use the IRC channel there. Details are on their front page.
Thanks a bunch. I was on the site earlier, poking around, but I didn't notice that. Not sure if anyone dwells in #jzd any more anyway.
I just did some math on the current completed room count:1873 screens. That number is actually a conservative estimate, as I didn't count areas which overlap, rooms that change layout in different states, or elevator screens. That's screens in which Samus can actually travel in, by the way, not a 8x8 room with two screens of open space and sixty-two rooms of wall. You can set foot in each one of those screens in Aegis, as well as reveal it on the map.
For comparison, Super Metroid has about 1100-1200 screens of space that can be traveled.
Ahaha. It's nice to see some new information on this project. :P It's also been a long time since I've posted, wow (no one remembers me). :S Man, it's been a long time, hasn't it? I have my PSP ready to go for when it releases!
I remember you, Lucied. You'll be glad to know that all save rooms are up and working fine; I still think it may be a bit cruel at places for a real-time playthrough but I'm working on that as we speak.
I can comfortably and confidently claim now that this game is truly going to be released some time this year for a very simple reason: I'm out of fucking ROM space to work in. Bank $7F is completely full. So, you know, that's good.
I'm going to go ahead and try one last time to put up that time frame of "within the next six months" and stick to it. I should probably know better by now but maybe the fourth time is the charm.
Five and a half months from now the amazing ability to make the ROM a double ROM comes to light. Aegis is put on further hold as ROM space suddenly quadruples and Acheron loses his mind.
Five and a half months from now the amazing ability to make the ROM a double ROM comes to light. Aegis is put on further hold as ROM space suddenly quadruples and Acheron loses his mind.
Dear god. Don't even joke about that shit. I know Drewseph had some crazy workaround in Redesign that let him use a second bank; I've tried real hard to not understand that at all.
You could try contacting DSO on MetConst if you're seriously hankering after some more space. He made a recent(ish) announcement about working with a super huge hack, so I presume he's aware of some workaround or other.