Metroid Confrontation 2
First of all, I want to thank all the great people of NCFC. AM2R won the "2nd Place Best of Show" and "Best of Metroid" awards. It was an awesome event, and I´m already looking forward to the next one.
Since NCFC is over, here´s the exclusive material:
Since NCFC is over, here´s the exclusive material:
First, the meet Omega Metroid...
It´s not finished yet, and the animation is still primitive. But you get the idea of how epic the battle will be.
And last but not least, a new Metroid: Confrontation.
With a lot of new content, a new level layout and the solid AM2R engine, this new version expands the concept with new features. More enemies, more open exploration, a new boss, many speedrunning options.
Here´s an updated version fixing some issues of the original release:
DOWNLOAD v2.1
If you still haven´t done so, enjoy the new demo. If you´re having trouble finding all the items, or if you made an impressively fast run, you can stop by the Forum.
Have fun!
Comments
Me am sad :(
And the Omega Metroid looks incredibly menacing, as they should; it really outdoes the Omega Metroid sprite from Fusion.
I might have to try this Waluigi game I'm assuming its absolutely mind blowing to top your game.
Regardless Am2r is still the best in my book and I can't wait for the finished title.
'nuff said.
that control problem does not come from the game, but from your keyboard
I just played through the game and I really enjoyed it. I think I skipped some of the power ups though, as I didn't come across the charge beam or ledge grab power ups, which I am pretty sure are in the game. Anyway, you really made my day and my excitement for the real game come back full force.
And the new demo is AWESOME! The fight against Crocomire was really surprising und the level design requires more davanced skills tha Confrontation v1.
I can't wait until AM2R gets completed :D
I really believe you should have won this year. Psycho Waluigi wasn't even the highest rated (or best) Mario game there was and it wasn't that great. The shift/crtl controls killed it.
If you could fix this (or maybe someone else has it working and can tell me how), it would be amazing.
Metroid just doesn't feel right being played on a keyboard.
Other than this gripe, this is a fantastic job. Metroid 2 was my childhood... and you have perfectly preserved it.
It says: cannot read the game file
PLEASE SOMEONE HELP ME!!!!
thanks again for your second demo it was great as for placing 2nd everyone here knows you're the best.....
one more thing i know sometimes bad comments helps you know your cons but as for Nintendo Maniac 64 i would like to see what metroid game you had build is more awesome than any of the demos?????????
docm64 thank you once again for awesome games.......... :)
a friend a fan of a classic game being made better...........
very good work. keep going youre almost there!
Any way. Great work, can't wait for full release :)
Greetings from Poland!
ERROR in
action number 1
of Other Event: User Defined 1
for object GdbX64MO_MOISr6ko5_C2____
ERROR in code at line 1:
at position 2198: unknown variable newgame.
I'm not sure if it is only because of the demo, or else.
mario builder maby your next project
should be like a metroid builder
that would be like the most awsome
thing ever but its just an idea
After getting a look at your designs on the Omega Metroid, I'm anticipating this even more.
Keep doing it as long as you love it!
"ERROR in
action number 1
of Alarm Event for alarm 0
for object Ns3_9e23h_U5H_WTyw_7___u_:
Error in code at line 1:
at position 74: Unknown variable sndFire1"
1 - Audio balance:
The sounds for the footsteps are too noisy and annoying after a while. They should be like the sound that the morphball does when it hits the ground after falling.
2 - Music:
You need a better (and loopable) music for exploration. The one in the demo was far too joyful.
3 - Controls:
Pressing down while still running should make Samus crouch. releasing the left/right buttons isn't necessary.
4 - Gameplay:
Shots fired should be deleted when they are outside the screen. Otherwise you would kill something without even noticing.
You should also allow to move the camera up/down (like in Yoshi's Island) if you want to leave the high jump so powerful. Most of the time I was bumping into zoomers or other enemies because I couldn't see them from where I was jumping.
The bosses were fun, especially Ridley but there ar a couple of things to fix.
Crocomire used the "puke" attack five times in a row against me. Make a case statement for it.
Befor facing Ridley you should give the player other means of killing him beside missiles and waiting to refill them. Something like charged beam or plasma.
Last thing: Ridley died on the bottom of the screen and half of the recharges where below the ground so I couldn't reach them.
5 - Graphics
If I recall correctly, in Zero Mission running, firing while running then jumping (in this order) and running after you hit the ground makes samus swing her arms in the run but in the demo she was still holding the arm cannon up. I may be mistaken but it's worth checking.
When I reached the green arean there were some cracked platforms that weren't actually destructible.
You should either change their tiles or their entity.
Just a couple of suggestions: First, you could rotate randomly the weapon flash sprite every time Samus shoots. It could be a nice effect.
Second, avoid using Game Maker's recolor funcion. It gives crappy results most of the times.
For the new sprites such as the ship try using sharper colors on the borders because they look a little flat.
Maybe you could look into that?
And one more thing: I can't open the game im my PC, it says "cannot read the game file", but im my netbook, it works normally. Both are Windows 7 Ultimate 32 bits. Must be missing something in my PC. If someone can help me I thanks.
Sorry for any english errors ^^
Solo ke me parecio muy facil... deberias de hacer el power beam mas debil y el spazer beam mas fuerte... espero ver el juego terminado algun dia :P
Can I finally map movement controls to my controller? I was sad that I couldn't in the other demo.
I had a small question/suggestion to make. I noticed in MC2.1 that when I'm power gripping a ledge and I want to shoot up, what happens everytime is that I end up morphing up onto the ledge. It seems that when I hold up for a small amount of time the default is for Samus to morph up onto the ledge.
This made shooting up at enemies while power gripping a ledge more difficult that it needs to be.
Is that something you could adjust? What are your thoughts?
BUCKNUBE
You might even see "Anthony" in it. Only problem would be I haven't the means to create this yet. I legitimately want to make this game and I know it might seem like mooching but you tell me what I need to run GameMaker. It won't work on my mom's computer.
I'll have to practise fasting in time for AM2R.
This compounds my second point... I really want the controls to be more like Super Metroid. What I mean is I would like for angle up to be the right shoulder button and angle down to be a separate button that I could map to my left shoulder button. Then if you press both at the same time you should aim straight up in the air. Pressing aim up and then pressing down should make you crouch while aiming up, it should not make you stand while aiming down. I know you spent a lot of time on this and it must sound nit picky but this is something that bothers me about the game and I just wanted to give my feedback.
Also it would be super awesome of you to allow us to map esc to the controller, as I have to press escape on my keyboard and then confirm that I would like to quit with the controller.
I don't want to sound like I'm whining, I really like the game and can't wait until it's complete. The remixed audio is also awesome. :)
second, i had no support for the d-pad on my controller, so i HAD to use the joystick. probably more my problem than yours, but i noticed a few others had the same problem. shinesparking became such a chore, i ended up having to use my keyboard to get past a certain part. (btw i'm playing with a modified original xbox controller if specific drivers are an issue. it works with other programs, so that's not an issue.)
joystick support was disabled and greyed out while my controller was unplugged, but once i plugged it in, joystick support automatically switched to enabled and while i could select it, it would not let me disable it.
and a third thing i just thought of, i agree with the guy before who wanted super metroid-style angled shot controls. unless you're planning on releasing this for the GBA, there's no need to keep its control scheme.
but the engine seems solid. congratulations on keeping at it for so long and your accolades and what not.
i grew up playing consoles but i've been into emulators for about 4 years and all i've ever used was the good o'l keyboard. Which i find MUCH better for these kinds of games anyway. Why, because you get to use EIGHT fingers as opposed to TWO thumbs (and 2 fingers for triggers)
so yeah, learn to use keyboards people, you dont need a freakin' gamepad.
* The engine is nice and solid, but is seriously slow. On a 1.6Ghz Intel Atom netbook with 2 Gig RAM running at full power it regularly slows down to a crawl. In fact the performance fluctuates quite wildly - from what feels like 2x speed to barely-playable lag-fest. This pace shift makes controlling Samus in mid-air very difficult, because it's hard to judge where you will land as the rate of her movement changes from moment to moment.
* The super-grapple (ledge-grab) controls are frustrating. Whenever Samus grabs a ledge you have just a split second to let go of the up button before she pulls herself up, which if you don't intend to do can really screw you up. I suggest having the pull-up move require the player to let go of the up button after grabbing the edge, and pressing it again.
* The "happy", fast paced music is totally un-metroid. At least it shouldn't have been playing throughout the entire demo, giving way to moodier, more somber tunes below the ground.
* I felt like the main path Samus had to follow through the game was a bit too "hard core", like it required advanced bomb-jumping and perfect use of ledge-grab from the moment you got those abilities. (but maybe it's just me - I dunno)
* The boss fights weren't hard, but their patterns could feel cheap, especially on Ridley and Crocomare. Crocomare could be stuck repeating the spit move over and over and over, not allowing the player to knock him back, and killing him outright is just too tedious. Though I'm sure Ridley's pattern in code looks a lot more complex than "randomly fly around spamming fireballs", but that's what it usually boils down to.
Craid's battle is also made less epic by him being stationary.
Overall though - bad-ass! You are doing things GameMaker rarely has a chance to do, and some of the effects you are using took me a few moments to wrap my head around.
Great job, and can't wait for the final Metroid 2 remake.
Once again, loved the demo. =]
I found it strange that there were no spider ball nor spring ball despite that they were in the previous demo. It made my speed run a lot slower.
Now, on to the complaining to other posters in the forum. I'm amazed at how many people bitch about how there's no charge beam and stuff like that. THERE IS A CHARGE BEAM. You just have to find it. Stop bitching and moaning before finding all the items available. I found 23 items in my first run, and after a while, I found all of them. They're not that hard to find. use bombs on beginning areas.
In order to have people stop bitching to the creator, I'll post a map:
http://i259.photobucket.com/albums/hh309/hmsong/map1.png
Now, stop bitching at him.
Tomb Raider Anniversary - remake of TR1 - had the same weapons and items from the original game, they put only Lara's belt's grapple, the rest was completely the same. But even being just like the original, she had a lot of new moves, it made the game awesome. And there were no new bosses, but the centaurs in greece, for example, were much stronger and became bosses in the remake. That's what I talking about. A very discrete remake.
I hope you do the same for Metroid 2 remake.
Other than that, I really enjoyed it and am more excited than I have been since you started. Keep up the good work.
How about cutscenes? I'm so curious about this... Cutscenes like in Metroid Fusion and Zero Mission would be very nice.
El sonido de los pasos, era bien al principio pero despues me pudria.
Cuando estaba colgado del borde de un bloque o algo y queria disparar para arriba samus se convertia en morphing ball, y me molestaba
Me aburrio totalmente matar a Crocomare.
Una cosa que queria decir es que en mi maquina el jeugo funciona perfectamente.
chau, saludos
This ending is an evidence of how the facts from Metroid Fusion started. The Parasite X were hidden, because the Metroids were the only species that were imune to them, that's why Samus didn't find them in Metroid 2.
What do you think about it?
This and the ending I suggested earlier would be cool and, at the same time, explain clearly the presence of Chozo ruins and robots in this savage planet, who the Chozos were and why Samus didn't meet the Parasite X when she went to this planet for the first time. Many people don't understand this very well, so these scenes could make it more clear.
P.S.: Some people - like me - don't like the story of the manga and Zero Mission (directly related to the manga). I think that's why in Other M, in which they talked a lot Samus' past, they didn't mention that stuff of being raised by the last Chozos, they just ignored the version of the mangas and the remake (thank God).
I hope you think about this. Take your time and make this game as great as you can. Thank you again for making this for us.
Anyway, DoctorM64 could think of a reason, or any other fan could think and suggest. I don't know if this detail is important, if you don't think so, DoctorM64, just ignore it. But the suggestions I made in the 2 earlier comments, I really think those scenes should be made.
With that said, the demo is awesome and I can't wait for the game to come out, it looks spectacular.
About being just like Metroid 2 with better graphics, I don't think it should be only like that, but it should look like the original as much as possible. Good thing there are many empty rooms in the original game, there could be more enemies or items in them. And new secret passages, of course. I keep my opinion about that item we need to grab and climb corners, we should be able to do it since the begin. And the speed, gravity suit (there are some places with water), grapple (we could use it on the Queen, just like in Other M), X-ray visor, power bomb, etc., they should be there, of course. But, at the same time, they shouldn't make the game as different from the original as Zero Mission was from Metroid 1.
About the new bosses, I think one of the stronger robots, one of those annoying laser guns, one of those plants with bugs, one of the floating octopusses, etc. could be good new bosses. They'd be the same enemies, but stronger. The game wouldn't change too much and would be cooler.
The engine feels solid and the layout of the demo was very well done. Feels extremely close to Zero Mission physics, and it's pretty cool that you could get them as accurate as you have. I love the new charge beam/morph ball move too...very cool way to explore walls quickly. The bosses were well done, particularly Ridley. Can't wait to see this put to full use in the final build of AM2R!
Oh, also...thank you for putting the Hi-Jump Boots and Spazer in. I've missed them in the recent Metroid games :P
I am aware that there is an Intel Mac version of Gamemaker 7, but I do not want to download an entire development environment (or whatever it is) just to run this game.
I noticed that the file is in the "Windows Executable" format; is it a stand-alone application?
I tried to download Wine, which I have had on my to-do list for a while. The official site is quite vague about Mac support.
So, basically, I want to play this game without having to install anything huge. I already have Apple's dev tools and such with all up-to-date software. 32-bit Intel.
estuve leyendo varios comentarios i de verdad creo que te estan dando artas ideas estupidas :/ la unica que encuetro necesaria i de gran importancia es la de que se paresca al super metroid en el sentido de tener un boton para seleccionar missiles, super missiles, power bombs, etc.. eso es lo k encuentro importante ya que le daria la comodidad qe algunas personas necesitan para poder disfrutar de este remake(qe por el tiempo q e seguido este proyecto debo desir que a avansado i ya no puedo esperar ya que se ve increible)lo mas que se pueda... ESTO ES IMPORTANTE..PORFAVOR NO LE AGAS CASO CON LO DE LOS homing missiles,SERIA DEMASIADO FACIL SI LOS MISILES VAN POR SU CUENTA SIGUIANDO A LOS ENEMIGOS D: I ESOS COMENTARIOS DE ESE BRUNOBRASIL (sin ofender)NO LE AGAS CASO EL JUEGO ESTA BIEN COMO LO ESTAS ASIENDO Y SE VE MUY PROMETEDOR.. bueno Doc64 eso es todo quisas comente aki denuevo por algun motivo pero mas que nada ya te mencione todo lo importante.. te escribi en español ya que creo aber visto en otro comentario que eras argentino, bueno yo soy chileno asi k pa que ablar ingles xd .. te deseo suerte i k sigas asi.. espero con ansias el juego i ojala k tengas exito .. chao :D
Jumping and falling feel a little too fast for me. It's ok, it just feels imprecise when trying to climb small platforms, like the ones on the first tunnel. But maybe I just needed more time to get used to it. You should save that tricky platforming sections for later in the game, when the gamer has had more practice.
Kind of a nitpick, but footsteps are annoying. I remember the sound you used for the first tech demo was better.
Also... it would be nice if you used the classic Super Metroid sound for picking items up. The important items (or the first time you get missiles) should use it. The expansions and energy tanks may have the sound you're using right now for the demo, or better yet, the one you used for the tech demo (the one that sounds like a Game Boy, but maybe a little more stylish). It may sound like a nitpick, but I think it would do a lot for the experience. Same for the UI, I'd go for a more discrete design.
Overall I really liked the new demo, and I'm really looking forward to the finished game. I hope it manages to replicate the classic Metroid athmosphere. Cheers for AM2R!
http://zeedsco.blogspot.com/
Oh well, do it at your own pace doc.
As for the Omega, awesome. I was expecting a purely original looking one or fusion one but this is a happy balance. Also I don't think they should fly. Most people don't seem to realize the very few options that the Gameboy had to make the original Metroid 2.
I remember some people complaining in fusion that the Omega was bigger then Samus when in 2 they were almost the same size...wow, take a look at the game system.
bueno eso i como desia todos tratamos de dar recomendaciones para que sea un juego grandioso... y para cualquiera k able español i lea este comentario porfa diganme, donde esta el charge beam en el demo oo es k no esta? XD
22/25 items :D el demo fue exelente eso se me olvido desirte antes xd suerte sigue asi.