Ah, you could possibly just make the power beam weaker and give it its normal fire rate (as in the original SM)...that's just a idea/suggestion I had in my head at the time you certainly don't have to implement that if you don't want to. Don't worry about the failure, it's just a demo after all.
This was quite a pleasant surprise. I enjoyed the new colors, map, and physics a lot. Your room design is pretty good, certainly aesthetically pleasing, but I think the sole flaw I can think of is that the rooms are too simple and straightforward. I very much enjoyed the platforming you did put in, though. Your enemy usage was also quite nice. My complements to you, and I look forward to the full game.
Also, how did you get the bangs to work that way? Did you give them the Proton AI or something?
you can make bangs move towards samus by giving them a orientation of 0001. one prob it that they are always set to there widest state therefore, even when they are small they can hurt you from quite a way off :-k.
you can make bangs move towards samus by giving them a orientation of 0001. one prob it that they are always set to there widest state therefore, even when they are small they can hurt you from quite a way off :-k.
Might be able to change their vertical/horizontal widths to lower their damage radius; of course, that'd apply afterward as well I'd imagine, and then it wouldn't hurt to touch a grown Bang's edges. Seems less strange than the other way, though.
i am kinda swaying away from making new sprites right now because ive more plans for the rest of the trilogy. which will (hopefully involve) new tile sets and sprites. i have already imported some fusion tiles to try out for a new area that im planning but, im not sure if they fit in or not.
So anyway, I finally got around to playing this today (really late I know)
Anyway, the atmosphere is pretty good and mimics that of the main deck of Fusion somewhat (for me at least). The native Zebes enemies don't seem to totally fit with this (besides the pirates). I mean what are rios and zoomers doing on a Galactic Federation ship? On the flip side, putting in only enemies that fit in such an atmosphere would leave you with a rather limited enemy selection given SM's range of enemies, so you're kind of stuck. :P
You may want to alter the backgrounds a bit (and their layer2scrolls so they don't scroll while the 'text' stands still) so that it appears the text is actually written on the walls rather than floating in midair. It sort of destroys the atmosphere a bit if it looks like that.
The platforms early on in the area before the 'challenges' seem to be placed more for regular SM gravity rather than your altered gravity, so you might want to add in a few more and space them less apart so it feels more natural, since as it is most of them are just things to walljump off of with the amount of height you can get :)
Also, a bit too spartan on the difficulty early. Challenges such as the ice beam one and the escape from the morph ball area are suited to a bit further into the game (or a few e-tanks further at least) so one mistake doesn't spell death. You could use "airspikes" in place of regular spikes since they do less damage (they're used in Brinstar's 'plantspike' regions). Additionally, once you go past the ice beam test room and until you leave the early main deck portion and get to the lower part that has some pirates, energy is way too hard to get back without what could only be called 'energy farming' - going in and out of doors and shooting sidehoppers or rios which is rather tedious. Either that or loadstating any time you take damage which isn't too amusing either. You might want some weaker enemies there or an energy recharge.
Oh, and I guess I probably wasn't supposed to be able to get here:
The pirate types were a great idea that worked well. It makes this hack more modern on a timeline given it's enemy inspirations.
The new areas presented themselves with a fluent continuity. The tilesets and designs were perfect for the fitting mood of each area, all maintaining that cold metallic ship feeling, even given their graphic sets choices.
Looking very forward to Chapter 2.
BT, I fell through those enemy platforms once, and even with alot of time I couldn't replicate the fall again. Weird.
this demo was a general idea for my many hack plans. and the actual hack has came along so much since this demo and the disscussion still stands on the demo. but no more demos will be released as i wish to deliver the final thing fully completed to prevent people getting bored of going through it all again. so for this reason only my beta tester will be getting my rom.
as for changes some are general others are pretty big: the weird crash error has been fixed, the entire physics engine has been re-done,the gfs arkbird is complete exempt from a few break offs to be tapped in later,all the beams have been graphically hacked, along with all the plms,many other things that have slipped my mind.
ok, forget what i said about the hack not being promoted any more but what the hell here it is just enjoy it and savestate before going through power bomb doors as the rooms are not finished (or started) just enjoy and as always give feed back :D.
I'm not done exploring yet, but here's a few things I've noticed:
A room that has a second state but doesn't have the proper graphics set-it was the room with the missile pack that you speedboost onto from the right, destroys 3 blocks Game freezes when using the xray scope on a patch of speed blocks (or near them)- its just before the weapons cache with the rising lava. The physics, while making things a little different, don't do much more than make it frustrating to perform things like walljumps and speedboosts. The physics don't seem to have made it impossible to do anything that I've noticed yet. It feels better than sevenstar did though.
I like the palette changes, though I personally feel the power suit could use a sharper look, grays on gray look kinda funny. Spore spawn was surprise too, he looks good. I hope you can figure out how to fix kraid's damage pallette. I must admit that I got tired of green beams and freezes after a while though.
this hack has sadly (for some ppl) been restarted due to lack pf overall planning it was just sorta throw a room here map somethin out here and it just gennerally ended up slopy. and i maybe throwing away a good few months worth of hacking.but however i feel it nessesery to because i want ppl to enjoy the hack rather than feel like they are playing a poor hack. the old game will be left up however if you want to play where i got up two.
release will now be in about a years time as i am making every room aesthetically more pleasing than before. so if you want a good hack than patience is you best bet.