My girlfriend is right, I suck at remember anniversaries.
Anyway, the progress these days:
- Added the automorph and autoclimb features. Automorph requires to hold down diagonally for 4 frames when near a ground tunnel, then Samus crouches and 4 frames later she morphs. This avoids accidental automorphing. To automatically climb a 1 or 2 block high ledge, touch the wall holding the direction and press Jump. Kinda like pulling up from the grip state. If the ledge leads to a tunnel, Samus automatically morphs after climbing.
This control scheme does not interfere with the classic style, so purists won´t be affected at all.
- Changed jumping mechanics a bit. Morphing while jumping doesn´t reset the vertical speed, unless you´re falling (otherwise the charge-bomb attack becomes useless in air). Also, firing from a spinjump preserves the vertical momentum as well.
- Expanded the transitions system. I tried to revamp it, but it was a complete failure. Instead I´m expanding the existing system with extra transition types. Now accessing the subscreen looks great. I had to do some serious bugfixing to the camera system. It´s incredible how fadein/outs can hide camera glitches.
EDIT: Here´s a video showing some of the new features.
- Started with the map screen eye candy. I had to tone down the scanlines, they looked horrible with the map grid on top. It´s still very basic:
The top bar will display the remaining metroids in the area, and in the whole game. The bottom bar will display the current game time and item completion percentage. That´s about it.
Before I forget it again, AM2R got featured in an interview at Ars Technica. It´s a very interesting read: Resurrecting Classic GamesThanks to Andrew Webster for letting me participate.
Ok, as always comments an suggestions are welcome.