Carl, nice observation. I didn't think of it that way until you pointed it out. I was aiming for a mix between SM and M1 physics initially. I even studied the M1 source code :-). But you're absolutely right.
I follow the Miyamoto method of engine design, which is to set up a test room and tweak every little play mechanic detail to death. Without good mechanics, all the content in the world is a waste. .
Will you ever make a fan game? I know I will play it, the detail and the physics are just amazing, keep up the good work, I'm expecting your videos soon.
Von richter: You did seek me via a PM on youtube. Asking for yea you know. But still you should know I have Zero coding skills. In any type of code. Except Hex but I only know the basic of the basic there. So I'm not sure I'm the best guy to do the work you did request from me. What I meant in my PM was mostly: How will I do the work, In what way will I do it, How much and fast do you need it and stuff like that about the work. Not about the project, If you did not already know I am hacking Super metroid. I'm also curious what did make you ask me?
I think I played a super early version of this a while back, and it's been the single best Metroid fan engine (including finished fangames) I've ever seen. This is what I would aspire to if I made a Metroid fangame. :| And may yet.
okay, now THAT kicks my ass. Go ahead and keep it up!
@Delphi: Hmm, many programmers do their projects in Delphi. I thought I'd stick to BlitzMax or C, but I'm really thinking of switching to Delphi. (Or at least have a look at it)
Moose, why sit around dreaming about it? Join the project! ;) I'm very good about giving contributors full credit. I'm going to put everyone's name up big on the intro sequence.
Banjo, if you want to potentially make programming a career, start with C++ right now and never look back. ;)
As far as making games for your own enjoyment, pretty much anything is fair game. It's more about knowing how to program than the language itself. Of course, there are speed limitations with interpreted scripting gadgets like Gamemaker and so on, but those limitations can be easily overcome if you think outside the box.
The original version of the engine was in Quickbasic 4.5 with a whole crapload of ASM libraries. And it ran about 4 times as fast. But there are too many problems trying to run DOS software under windows so I ported it. Kinda annoys me since all my development tools were coded in QB45, and I don't feel like porting those. Now I'm using freely available tools from around the net, but none of them are customized to my needs. But at least they get the job done.
I'm not sitting around dreaming about it - I'm just excited that you're doing it. I have Samus sprites that I meddle with (like my avatar), and someday I have an engine planned for them, but right now I'm working on two Flash games that I started years ago and never finished. I've attached one of them, if you care to look.
Well, you could edit the .html file to fit the .swf into a bigger window, but the game is already fairly laggy (bad code from my youth + Flash being naturally slow = bad combination). I should go through it and try to optimize the code at some point, but in the end the fundamental ways in which I've designed the engine are not optmial. :'(
But yeah, the width and height are 480 and 300, I think... so just edit the .html file and change each value to something bigger.