Trying out the GMS Android export module was a very interesting process.
On the technical side, the game ran straight away without having to do any change to the code. I was, at that point however, unable to go past the title screen, since I didn't have any touch controls coded.
After some minor headaches with the scale and positioning, I was able to add a virtual dpad and some buttons.
The game is playable, but implementing touch controls for such a complex game is going to be a challenge. All the mobile games I played that have decent touch controls are extremely simple, 2 directions and 1 or 2 buttons.
AM2R not only has plenty of buttons, but one of the main features of the game, the Metroid fights, relies heavily on diagonal aiming. It took me 3 tries to beat the first Alpha with the improvised touch controls, so this feature will require a lot more work than I initially thought.
Besides the in-game controls, the menus should be touch enabled, and the map could use swipe mechanics to scroll around. That translates to a lot of time and effort, so I gave the mobile port a low priority for now.
Area 5 is changing constantly. While the revamped place has most of the contents (not yet properly tiled), the flow still doesn't feel right. I might be adding one or two new enemies, since the existing ones don't pose any threat to Samus with the plasma beam.
Also, a new Wallpaper Pack is available at the Downloads page:
Another fine piece of art by ZimK, who will be present in FanExpo Canada 2015. Be sure to drop by her booth and say hi if you attend.