New Trailer
This was supposed to be ready for the NCFC, but here it is:
As you might notice, Metroids become more aggresive as you advance in the game. This gives some variety, since you'll fight a LOT of Alphas in the game. Every Metroid in the game is customized depending on the environment.
I finally found some time to code some more enemies, so I could include them in the trailer.
Also, the music tracks are the current mixes of the main tunnel and encounter themes. The second one isn't finished yet, but at least gives an idea of how it will sound.
Ok, enjoy and tell me what you think.
As you might notice, Metroids become more aggresive as you advance in the game. This gives some variety, since you'll fight a LOT of Alphas in the game. Every Metroid in the game is customized depending on the environment.
I finally found some time to code some more enemies, so I could include them in the trailer.
Also, the music tracks are the current mixes of the main tunnel and encounter themes. The second one isn't finished yet, but at least gives an idea of how it will sound.
Ok, enjoy and tell me what you think.
Comments
Oh, by the way, I have a small request. I knew that the Alpha Metroids were going to go at fast speeds, but I didn't imagine that the speed would be THAT fast, so could you make the Alpha Metroids a bit slower for the easier difficulties in the final version of the game?
i also have a request. i check this site every single day, but i'd like to know how the progress is. if you can possibly put up a "progress" chart (with different catagories maybe) that tells us approximatly where you are in the project, that would be great cuz then i can have a better idea of when it'll be finished.
>Could you make the Alpha Metroids a bit slower for the easier difficulties in the final version of the game?
Sure. The fights will be easier on the easy difficulty setting, but harder than normal enemies of course.
>might I suggest a regular metroid in the first tunnel
I don't think so. Those require ice beam, and that would force you to take it on the first ruins (there's other places where you can get it), and speedrun afficionados don't like premade routes. This game is too linear already.
And seeing the true Metroids at the end is more tradition than anything else, I wouldn't want to change that.
> The alphas in the later portion seem kind of lacking in damage dont you think?
Yes. By the time I recorded that footage the damage wasn't customizable yet, and there's the damage reduction of the Varia suit too.
> For certain metroids you should do something where if they're shot at some part of their body they get REALLY angry and go berserk.
That would be cool. Or maybe having some moves available just when they are low on health?
> Wow, we might have a really hard Metroid on our hands here.
The game will not be so difficult, there will be many Metroid fights, but you'll learn pretty easily how to beat them. The first Alpha is not too agressive, gives a good idea of what you'll face later, and it's defeated with only 6 missiles (you start with 30). Metroids become harder progressively, by the time you reach the last Alpha in the trailer you'll know how it behaves, and use his moves to your advantage (like hitting it on it's back after a charge attack).
One thing will remain like the original, stumbling on a Metroid fight unprepared means trouble.
>what do you do if you run OUT of missiles, you can't beat them with a normal gun-laser-thing?
Yo do what you did in the original: RUN!!!
Metroids won't follow you into other screens, so you'll have a chance to refill by killing enemies. Anyway, after the first Alpha, the first ruins have 5 missile tanks, so you won't have too much ammo issues.
Its very interesting to see how you've developed the idea of the game beyond its core gameplay. You've done what we wished the Nintendo should have done a long time ago. Keep up the good work. You are a gentleman and a scholar.
where and how samus carry 100+ missiles in that suit?
how come a killed enemy is instantly replaced by a floating missile?
It doesn't matter!
Play the game and have fun.
Now for the game improvement: Great. The enemy animations and the screw attack are in very good looks.
The music is way better than last one (i agree with the other person on the choir ahhs). I only think the main tunnel is still lacking an harmony track in the background.
And - I don't know if it's just me - think that you should tweak the walking/run speed a bit more.
In the 2 demos it felt a bit awkward. In my opinion you should make the acceleration more uniform, maybe make samus walk a bit faster or add a the run button.
Anyway, it's promising to be awesome. Very impressive.
Looking forward to this.
I approve of the above ideas about metroids having special moves that they can use when they are low on health. Additionally, I think it would be cool if each metroid had some type of energy draining attack, as that it their signature feature. It would be redundant if they ALL just grabbed your head, but their are other ways to do it. For instance, alphas and gammas could grab you for a moment, suck some health, and then throw you backward, zetas and omegas could pick you up like Ridley in SM, the queen swallows you, etc.
Just a thought.
I can't wait to see how you do the Omega Metroids. Those pwn the living daylights out of most of the bosses of the Metroid series.
I'm kinda worried about Super Missiles, though. Even though they would be great for wiping out Alpha Metroids, I don't want the Zeta and Omega Metroids to become too easy.
Also, an idea: The Metroid series since Super Metroid had a tradition of introducing a final powerup just before or around the final boss (except in Metroid Prime 2, where Samus used floating bits of Phazon to create a pseudo-Phazon Beam; I also count MP3's infinite Hypermode as a final powerup). So, maybe there will be a very well-hidden and well-guarded beam weapon that paralyzes the Queen Metroid long enough for the bombs-in-stomach move?
I've mentioned this before and I wish you'd change it.
I approve of the music and enemies it's all looking awesome. I have been tracking this game for a long time and... Dr.M i really have to say that you have far exceeded my expectations and I can not wait to try and beat this on the hardest difficulty setting.
My only complaint is that i never liked the fusion screw attack. Will I have the ability to mod it to look like the super metroid version?
One final trailer with a hint of Zetas, Gammas, and Omegas would be nice... but don't do it if it takes up a lot of time that could be used for the final release.
Think you could make a progress % post soon?
man... this totally beats my own fangame 99999999999999999X(MAX) the music was better, and everything looks perfect, keep the alpha metroid music close to that one.
"If everyone remembers the 2nd icebeam in the game, maybe we should have it so that the metroids are resistant to the first icebeam and that we need to aquire that 2nd icebeam at the end of the game to freeze them. Make it like a stronger armor piercing icebeam thats modeled after the one from fusion (pointy arrow like rather than large ovals)"
First of all, there are three: One in the first ruins, one in the fourth ruins (where you can get ALL of the beams), and one at the end. Added efficiency? Perhaps it'd be something worth exploring...
Also, why not make the Metroid Larva the final weapon? Through the larva, Samus gains the Hyper beam at the end of Superoid, so why not have it originate here?
I hope that's not too much to ask, but if you can understand where I am comming from, it would be fantastic if you could modernize the music a bit more to match this current generation of gamers.
Thanks for your hard work and look forward to a full release!
I like the idea of the Ice Beam upgrades due to the same powerup being in multiple locations, but, if I recall correctly, that means an upgraded Wave Beam and Spazer Beam, as well (not sure if the Plasma Beam appeared more than once). Maybe replace those beams with new Beam-related features, like a short paralysis for Wave Beam and a greater range for the Spazer Beam.
Also, is AM2R using Super Metroid's beam stacking? As awesome as beam stacking was in Fusion and Zero Mission, I missed using those beams individually.
"The Ant out!"
Super Missiles currently do 3x damage to Metroids. Yes, Super Missiles can make battles a lot shorter, BUT... the challenge is to actually hit the Metroid´s weak point. Once you have enough missiles, you can fire a lot of them trying to score a hit. Super Missiles will be scarce, and you´ll have to time your shot very carefully, so you don´t waste the few you have.
Officially, SMissiles are introduced in Area 3, by this time you´re already fighting Gammas.
>Think you could make a progress % post soon?
Sure. I´ll write a small progress table on the next blog post.
>is AM2R using Super Metroid's beam stacking?
Yes. I was about to make the beam effects togglable (is that a word?) in real time, but I really can´t think of any action situation that might require it.
Beams can be toggled (along with all the items) via subscreen.
About the beams: There was a reason for the repeating beams in Metroid 2: technical limitations. I guess making an interface to choose the acquired beams would have taken too much space on the cart, and they decided to do it via item pickups. They are repeating just to give you more places to switch your beam, and ultimately get the ice beam before the end.
Right now AM2R has only 1 copy of each beam, for obvious reasons. They follow the original order, except for Area 3: instead of getting Plasma and Spazer in the same area, you get Spazer and Speed Booster. Plasma is found in Area 4.
I think this way works well, it might change after testing the whole thing though.
Thank you very much for your comments and suggestions, I really appreciate them.
I don't see why you can't make some cool original way of gaining an unexpected upgrade, like how you get the charge beam in zero mission.
honsetly, do something that is brand new. make some very random cavern or a suprising mini boss that gives you the second ice beam.
I just really dont wana see freakin missiles actually hurting Omega Metroids... only ICE can hurt them
yeah but that would be just too easy, i mean the power beam is unlimited and the missles arent, im looking for a challenge.
About the only thing I dislike about the style of the hack is the text that appears when you get an item. It just looks too elaborate. The color gradient and the glowy white shadow? It's too distracting.
But, seriously, if this is all I have to complain about, then I have nothing to complain about.
Dunno if any1 has mentioned this b4 but i just noticed tho that in Confrontaion 1.1 when you pick up a Misslie tank or super missile tank it fills your ammo count to full for that type of missile not sure if thats the way its ment to be. could make life easier tho. and the other little thing i found is if you press select to change from missiles to supers when you dont have either it still plays the change sound. minor things but i thought id bring it up.
Keep up the AWESOME work luvin every lil bit ^_^
-Peace.
(Wonders why N wont listen to the fans... MORE!! 2D metroid goodness dam it!)
so could you maybe when you press the missile/super/Pbomb could you have it lock so you don't have hold? Please?
sorry if I'm unclear
he already said he was going to include that option, so you have nothing to worry about!
i think nintendo couldn't do better.
this happen: (repetingly)
v1LTwfnd_a0e____A__Og8E9_t6.state=32 or power>=1 event_user(0)
at position 31: Unknown variable x
___________________________________________
ERROR in
action number 1
of Step Event
for object D_P33_O_0B_Y3_Ms_Mg:
Error in code at line 1:
x=v1LTwfnd_a0e____A__Og8E9_t6.x-1 y=v1LTwfnd_a0e____A__Og8E9_t6.y-10 power+=0.03 if d5_O_w_tJE5_7I2N__Nk.kFire=0 or v1LTwfnd_a0e____A__Og8E9_t6.unmorphing=1 or v1LTwfnd_a0e____A__Og8E9_t6.state=32 or power>=1 event_user(0)
at position 31: Unknown variable x
This isn't a HACK. It is a home made fangame made with Game Maker.
Congratulations!!!!!
how about a progress percentage update?
I'm pretty sure you can't.
@Anonymous: The game won't be done this year. Dunno if that's a good enough enough progress report for you, though. :)
Its Awesome!