Working on the new demo
I paused the normal project development this week to start working on the next tech demo. As already mentioned, this updated tech demo will be available for the NCFC.
Changes since V1.0 (so far):
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiHD5L231z0ILziIOP3uxhJl6FrFGiTq4TuYu8FIdHzOOnwt0mB1T792tdgg7IRpnEMXqx4at-U_1vGc7b2_W_0BH8e900k9AljPo7sQvZqLvpekEDattHVDj0ncGaVfT589RXcKZvNlzys/s400/newridley.png)
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgAp75D3yIWZhifOpfngk2UJ0zr5oUUDRaHOt5CKWPFsBGvKYy0mQo2kFWVMMYCsDnJrS4uqp02dF1xS01_W97Y9oB2qCMaZdlHppI5JIPSKkL8erKlnIRLEhhC8dZyFR8WJtP7TSngHozS/s400/newarea.png)
Before you ask: No, you won´t have that many missiles in the demo, I was just testing the boss battle.
All my free time is focused on this new version, so I hope the finished product can be a nice speedrunnable game, and an oportunity to try more of the engine.
Changes since V1.0 (so far):
- New areas to explore. The demo is twice as big as before.
- New powerups for you to try (Hi-Jump and JumpBall)
- More hidden missile expansions for the explorer gamers.
- Engine optimizations. Slowdown is reduced when playing in older PCs.
- CUSTOMIZABLE CONTROLS with JOYPAD SUPPORT!!! (Finally!!)
- Options menu. You can customize the screen settings, sound volume and input settings.
- Ridley is now more balanced. You won´t have to rely so much on the bomb trick.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiHD5L231z0ILziIOP3uxhJl6FrFGiTq4TuYu8FIdHzOOnwt0mB1T792tdgg7IRpnEMXqx4at-U_1vGc7b2_W_0BH8e900k9AljPo7sQvZqLvpekEDattHVDj0ncGaVfT589RXcKZvNlzys/s400/newridley.png)
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgAp75D3yIWZhifOpfngk2UJ0zr5oUUDRaHOt5CKWPFsBGvKYy0mQo2kFWVMMYCsDnJrS4uqp02dF1xS01_W97Y9oB2qCMaZdlHppI5JIPSKkL8erKlnIRLEhhC8dZyFR8WJtP7TSngHozS/s400/newarea.png)
Before you ask: No, you won´t have that many missiles in the demo, I was just testing the boss battle.
All my free time is focused on this new version, so I hope the finished product can be a nice speedrunnable game, and an oportunity to try more of the engine.
Comments
i liked his hardness...
will there be a hard and easy mode for this demo?
Difficulty settings affect how much damage Samus takes, and how much damage she inflicts on enemies. I just have to modify the number of missiles you get on each difficulty.
It´s already implemented (except for the missiles thing), so I´ll add it to the demo.
y not just have like... 3 (reg)missiles from an expantion and 1 from a super on hard that way
One.. be less effort on your part
two.. your not taking any findings away from hard mode :D
The detail you've put into this really shows. I like how you modified Ridley's sprites (green shade) to add to the atmosphere of the area. It's the little things that count after all.
I do need to ask though...will there be any Alpha metroid in the demo?
After all this is a Metoid II remake. Adding the Metroid into the demo would only serve to boost your games creds even more.
Hope to hear back from you.
For me, this is the best news. I hated the slowdowns in the first version.
sa dechire
Best news i've heard all day too
I think that you must remake the original music, anything so like Metroid Zero Mission, it have the music of Classic Metroid, but with anyone changes.
I wait your mind about I did say.
Will ridley be "less" fast in the new demo? cuz i think it feelt like he was tooooo fast.
Homebrew Channel!
homebrew Channel!
if you are not reading our comments. you have your game´s steriotipe maked... why?
Dr.M64 if you are not answers our cuestions... why you like anymore?
I´m confused ;)
like in final fantasy, add the optional hardcore boss to provide a challenge for those hardcore gamers.
...like SA-X or something?
just a suggestion ^^
I DO read all the comments. But that doesn´t mean that all the ideas are suitable for this project.
There are comments that didn´t suggest anything good, like the one that suggested a storyline about Queen Metroid being acutally Mother Brain (it doesn´t fit the official story), and there are great ideas also, like the post that suggested a retrospective intro.
The project is what it is because most of the concepts are already defined, and the game follows them so far, adding or subtracting some of the things that you people like or dislike.
About the questions, I rarely have free time at work, and I don´t have internet at home right now. Almost all my free time goes into AM2R.
Anyway, I´ll answer your questions now.
>Have any suggestions for the joypad selection?
- The game will be able to use the first two devices detected by windows. By default, the first one is used. If you need to use the second one instead, you can edit the .ini file that stores the control settings.
>decresing the number of powerups available?
- Nope. Decreasing the number of ammo that every powerup gives. This way all the difficulties can reach 100% completion the same way.
>Will there be a metroid fight be there?
- No, sorry. Metroids are being tweaked all the time. Whatever I throw into the demo right now will be better in the next build.
>And the JOYPAD buttons will also be customizable?
- Yes.
>PLEASE put at least one beam upgrade into the demo.
- Ok. How about Spazer beam? It´ll help shooting Ridley´s fireballs.
>Also, for Hard Mode, try to make Samus slightly slower and jump slightly lower.
- No. Changing the gameplay would require additional adaptation, since the enemies behave already more aggresively.
>I have always wanted to ask this but why dont you put kraid in the demo instead of ridley.
- Why not both? Oops, I guess I spoiled the surprise.
>i wonder if it is possible to port the final game to wii.
This depends on the protability of Game Maker. If I were a real programmer and worked on C++, that would be possible. There´s a project called ENIGMA too, but it´s very basic right now.
>Will ridley be "less" fast in the new demo?
I can make it slower in the easier difficulty setting.
>Are there going to be any hatches in the demo, or at least in the final version of the game?
Right now only red hatches, the ones in the item rooms. There are no blue or green hatches in the original, but I could add a few green ones to give Super Missiles some use.
If there´s anything else that you need to ask me, drop me a line at doctorm64@live.com
Now, I'd like to submit a suggestion for the final battle against the Queen Metroid. A small deviation from the original game, you could turn this into a real s###-your-pants moment...
When Samus is about to encounter the Queen Metroid right after she takes out all the originals, build up the anticipation to the moment with the music like the original game does. However, when Samus enters the Queen's room...well, it's empty, save for the Queen's decaying corpse. Hmmm, seems as if she's lived out her proper life cycle and died all on her own, all the better. A small cutscene where Samus is recalibrating her obviously off-by-one Metroid counter could help here. Now, start the victory music and allow Samus to move on from this point. Bear with me, this is going somewhere...
Samus walks through the hall towards a lone egg, which hatches into the baby Metroid and imprints onto Samus thinking it's his mother. Samus leaves with the Metroid as usual and heads toward her ship. She is about to enter her ship, when totally unexpectedly, out of the left side of the screen, the OTHER Queen appears and lunges right at Saums, striking her, and the music goes totally horrific. The baby Metroid flies away in fright, and you are left to fend off the Queen by yourself.
This unexpected little move should be enough to scare the bejesus out of any gamer not expecting such!
Thanks for considering my suggestion in advance and good luck with the completion of this project. I look forward to playing this. Take care.
- I´ll release the demo on October 13th, IF it´s ready by then. Otherwise it´ll be released a week later at NCFC.
>Now, I'd like to submit a suggestion for the final battle against the Queen Metroid... ...
- That would be really cool. Instead of two Queen Metroids, it could be the same, that somehow survived. I guess things like this might be implemented once the game is done.
This would give the player a glimpse of what's to come without having to actually insert uncompleted metoid into the demo.
Only a suggestion though.
Also have you sonsidered a different name for this tet? Or will it be called AM2R for the NCFC?
1.Have you and your team suggest this idea to Nintendo?
2.How long until the intire project is finished?
3.Have you ever consider working with other indi developers such vonrichter?
Perhaps the last question is a no on the count of vonricher's over sized ego might get in the way of production.
4 is the new 9
http://ncfc.taloncrossing.com/forum/viewforum.php?f=2&sid=3efcc873bc567e2aedfcc969ad91d209
anyway, here is a suggestion. i like the idea with the green hatches, for the chozo did act on sr388. the manga goes into even more detail, showing them having cameras and stuff installed there, so coloured hatches should not be that much of a problem. i´d also like to suggest beams tacking instead of beam swapping like in the original. beam stacking just adds a little bit. i also agree that a retrospective intro might be a cool idea. even an ingame animated intro like in fusion would be a good idea. you could also show off some GF troops or a damaged GF ship somewhere because they did land on sr388 before samus was hired. she was hired because the GF troops died. i could whip up some images (like fusion) for an intro, if you like (just answer, i read those comments too XD).
also, i liked the hold on/grab feature in fusion and zero mission, good to see hat back too.
i wonder how saving will look. i guess zeru mission style, since this is the chozo way of saving (instead of having particles surrounding you like the GF save in fusion/prime 3).
how bout something that shows how many metroids are left in that particular era, like a metroid scanner (dots on map, maybe?)?
also, i´m for minibosses, or bosses, liek in zero mission. there were some strange creatures in fusions sr388 sector, you could size them up as boss, like that rolling thing for example. also, you could show a metroid eating an X or something like this...
oh well, ill let you do your stuff, im happy anyway^^
sincerly spike
mfg spike^^
I´m collecting your screen
Thank you
DoctorM64 = Master
Btw
Awesome work can't wait for the demo.