Metroid: Confrontation Update: v2.15
I decided to add proper joystick support (multiple axes/POV) right now, so you can start using it. Besides, I couldn´t borrow a 360 pad, so you´ll have to tell me if it works. Also, updates are taking a little longer, since I´m working on both AM2R and Confrontation, synchronizing the changes of the engine so you can enjoy the latest engine version.
In this update:
- Full joystick support
- Extra aim button (Super Metroid style)
- Missile toggle option (Super Metroid style)
- Redesigned options screen
- Some bugfixes
Your old save files will work on this version, and there aren´t any big changes in the game content. So all your speedrun records are still valid!
Coming up, in the next update:
- Hard mode
- Mod capabilities
- Multiple language support
Have fun!
In this update:
- Full joystick support
- Extra aim button (Super Metroid style)
- Missile toggle option (Super Metroid style)
- Redesigned options screen
- Some bugfixes
Your old save files will work on this version, and there aren´t any big changes in the game content. So all your speedrun records are still valid!
DOWNLOAD
Coming up, in the next update:
- Hard mode
- Mod capabilities
- Multiple language support
Have fun!
Comments
Wow!! This proves you are better than Nintendo: you listened to your fans and acted almost immediately! Great job, doc!
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Even his TECH DEMO must be perfect!
Also, I found out that having such binding is much more comfortable to use with 360:
JoystickButtonA=1
JoystickButtonB=3
JoystickButtonL=6
JoystickButtonR=5
JoystickButtonSelect=7
JoystickButtonStart=8
Eh? I thought these were the same thing. What's the difference?
And when you say "mod capabilities" does that mean everything, including modifying level data for custom maps for the entire game?
Confrontation is a tech demo of AM2R.
AM2R is the actual remake of Metroid 2.
I loved your new demo! :D
Fighting Crocomire was awesome. Shame he didn't fall in acid tho.
Kraid... wow, he's harder than in NEStroid! Took me about 15 minutes to beat him.
I also fell in love with your Omega. :D
And seeing it's not even finished yet...
el primer demo que tú hiciste tenía el sonido que tiene el juego de metroid 2 samus return al atrapar un objeto (por ejemplo, ese sonido se ve cuando Samus toma un misil), ahora yo solo veo una replica del sonido de Metroid Zero Mission, es una pena como le van quitando esencia al juego de apoco, los fans admiramos detalles como esos que nos hacen sentir que estamos en el mismo juego, y si tú dices que siempre te guías por los comentarios de los fans y agradeces sus críticas siempre y cuando sean constructivas, entonces quiero que tú leas la crítica mía y que también la tomes en cuenta...
saludos
Sir_Poeta
@Meem0:
Nintendo can't just release a patch/update to fix control issues on handhelds or the Wii. Once a console game is out, development is over (with the exception of online-based games and such). But in the field of PC games, updates/patches happen all the time. What's more — this game isn't even finished yet! You can't compare this guy to Nintendo.
In particular, I think it'd make the most sense to use 'left-shift' and the 'space-bar' as the "L" and "R" shoulder-button equivalents for aiming up & down/missile arm.
Sure you could change them, but you'd be surprised at how many people don't look in the options for that kind of thing...
Here's a few things you can add/remove:
Can you add an option to remove the blur when playing full-screen?
For "Missle Arm" can you perhaps add an option to make it work with the "SELECT Button" like in Super Metroid. I mean it'd be nice to use if you have a retro usb snes controller to play it with.
There is an enemy that looks like samus aran's ship flying around and it has really sloppy animations. Perhaps a little touch-up on it can make it good.
Maybe add a sprint option?
Thank you very much!
esto es muy opcional y kisas algunos no concuerden conmigo pero el k lo aga digalo: que opinan de agregarle un boton de DASH al igual a super metroid? pero con la diferencia de que el speedbooster se pueda activar con el boton oprimido y tambien de la manera normal, usando esta config. de botones resulta comodo con el teclado: disparar: X, saltar: Z, diagonal arriba: A, diagonal abajo: S, boton para misiles: D, Dash(correr mas rapido): C, seleccion de armas: shift.. solo comenten i en caso de que no les paresca apropiado diganlo pero para mi seria una buena idea y para los speedrunners creo que tambien le gustaria XD...
bueno Gran trabajo Doc sigue asi.. aun no encuentro todos los items xd me faltan dos :P
however, thank you for even implementing super metroid-style controls at all.
There are a few glitches I would like to mention, however.
First, missiles. It has been mentioned several times about how you can't lay bombs when you have missiles activated. Anyway, when you run out of missiles, you automatically switch over to super missles, and vica versa. However, when you completely run out of missiles AND super missiles,shouldn't you automatically switch over to your beam attack again? (I could be mistaken about that one.)
One more glitch, dealing with the charge beam. When you charge up the charge beam while on the ground and turn around (without moving in the opposite direction) The "charge" appears at Samus's feet. If you try to jump at this time, then her upper half disappears (but only while in the jump.) Also, if you squat while this is happening, her upper half disappears. Switching to your missiles while this glitch is in affect also makes the same thing happen, but the "charge" at Samus's feet is gone.
If it helps, I had the Spazer beam when I noticed the charge glitch.
Keep it up! Your doing a great job, doc! (More than I could ever hope to do. =P)
And my idea for "snes-mode" and "gba-mode" got a nice solution...
You should keep that up since it's considerably different from v2
Prizes for achievements could be unlocking galeries, changing colors of beams and samus's suit, unlocking zero suit samus, unlocking secret rooms to unlock even more achievements, mods, modes, armor-looks, etc.
Another thing is secret bosses and rooms, that way, after passing the game, there could still be a lot to explore. A simple campaign without anything else is kinda repetetive.
Here's a hint, after you get the power grip check the area around it carefully with the bombs
Anyway, I love the Super Metroid Controls, but like another poster, I found glitches with them. When the missiles run out instead of switching back to beam you stay with the empty missiles and have to manually switch back to the beam, and you can'y use bombs if the missiles are toggled on when you morph
thx! I've already found them with that hint :D finally now I had collected all items XD
@Anonymous November 16, 2010 1:34 PM
Yeah that could be a great idea to keep playing the game but... lets wait for the opinion of Doc, and the opinion of the fans of this proyect.. I hope that they follow your ideas
Anyway I'm waiting for the game, I cant wait more but there isnt any other thing to do xdd
- Pausing to see the menu is very slow... like, really slow. I don't know how fast it's supposed to be, but at the beginning there's some sort of animation of a vertical line going horizontally across the screen, eventually showing the map in its entirety? That line crawls in linux, so actually getting to see the whole map ends up taking a good 15-20 seconds. The map then doesn't show the blinking square where you are for another three seconds. Is there any chance this code could be optimized, or possibly something else could be used? I dread pausing at the moment :\
- My only other issue is that I can't change the resolution without making the game fullscreen. The game doesn't support widescreen monitors properly, so I can't run it fullscreen at the moment. Does this only happen through wine? If I try to change the resolution, it automatically switches from windowed to fullscreen...
Besides these two things, the game is running beautifully (and at full speed, the pause menu is the only place I've had a speed issue). I'd add that my computer is not slow in any sense, in case that might be thought of as a factor. Probably just some code that isn't playing nice in linux, for whatever reason.
Thank you so much for working on this. I'm more excited for the full game with each post!
Check out my blog peoples too, no where near the stage of this though!
www.metroid-aurora.blogspot.com
In your confrontation demo, the sound is delayed from the actual gameplay. For example I would press jump and samus would jump properly, but the sound would come about a second after she did the command.
I use an xbox gamepad for just about every game I play on the computer (even flash games on the internet, TG for Xpadder). I also have a playstation controller adapted for my PC, and it works great for this game. As for the xbox GP, however, controls are pretty out of whack. If it helps, here's how it works for me:
*L analog stick button is pause
*X is jump. I'm used to it being A, since it is at the bottom of the digital pad (but maybe that was at your discretion, at least make the controls customizable as they were in Super Metroid?)
*back (<) is angle up for some reason, I'd rather it be one of the shoulder buttons LB or RB. It should be used for switching weapons.
*start (>) is activate missiles, which one could imagine is pretty hard to use in conjunction with the fire button Y, being as they are on the same side of the GP.
*Y is fire, I'd personally rather have it as X or B, but again it's your prerogative, at least make it customizable.
The analog stick works fine, but I'm having trouble getting the D-pad to work. I'd usually rather use digital D-pad buttons for movement in a game that doesn't involve pressure sensitive movement (even though the Xbox D-pad still fails compared to Playstation's, it would be nice to be able to use either analog or digital).
The graphic for when an enemy is destroyed isn't detailed enough. It would be excellent to have bits and pieces of gore come out of a zoomer after killing it, like they did in Zero Mission or Prime. It looks rather odd when just a basic animated .gif looking explosion is all that is used to emote an enemy's death. Add something to it mate!
Adding a burning animation to an enemy's death would be awesome when you get the plasma beam in the final AM2R (if you haven't already thought of that). Make this game as gruesome and memorable as Prime was, that'll really get us into it.
I'd change how the spazer looks as well. I mean, it looks like glowing bars of solid gold. It doesn't exactly scream "Hey guise, I'm a beam weapon!" does it?
More dymanic backgrounds would make this look beautiful. Ever seen the graphics in Castlevania Symphony of the Night? Try putting different background elements that are meant to be more distant over more layers than you have in the demos.
Give it a good foreground movement too! Make this game pop out at you, but just don't let it get too obstructive. I'd love to see this game's 3D feel be given more depth. That would really make it stand out in a good way.
In short, just improve the the sound timing, make the controls customizable, tweak the graphics a bit and I'd say you've got a pretty solid game.
You probably already heard this over and over by now, but don't let impatient fans get you too stressed out over a deadline. Your more patient, intelligent fans are the ones who are going to help you the most. Do right by them. They don't seem to want you to rush this, so take time on this. Quality over quantity and whatnot.
Cheers, Doc!
-I like that button we step to lower the lava, it explains why the lava only lowers after we kill a few metroids;
-The save point saves automatically, but sometimes we prefer not to save. It should be activated when we pressed start, like the original game. It also shouldn't heal, just save;
-Where's that little music that plays when we take important items? I like that one. The fast sound should sound like the original game too;
-The Power Grip is completely unnecessary, Samus should be able to grab corners and climb since the begin. I hope this item is not in Metroid 2 Remake;
-The red doors open with 5 shots, not only 1;
-I miss the sound when Samus dies;
-Crocomire still move too mechanicaly, like a robot. It won't be in Metroid 2 Remake, of course, but I hope the biggest metroids move more naturally.
Sorry if I look like those guys who only complain about Metroid Other M. I enjoy your game and I know you're gonna fix these details. I just wanna be sure the remake is gonna be just like the original one, a good remake has to look like the original as much as possible. But with some new secret rooms, bosses and items, of course.
No se si me entendes...
Espero haberme explicado
saludos!!!
Also, a problem I ran into this time: if you have missiles toggled (much preferred to having to hold the button down) and try to lay a bomb, it won't work. You have to un-morph, de-toggle missiles, then re-morph. Kind of annoying. Please fix
The only problem I have is not being able to use the triggers. Anybody else able to use the triggers with a 360 pad?
The default windows drivers causes the XBox/XBox360 controllers to read the triggers as "sliders" and not normal buttons. XBCD makes them properly work as buttons.
The manga is from before Metroid Zero Mission. After Samus' parents' death, she was taken to planet Zebes, then her DNA was mutated with zebesian DNA to survive there. She was raised and trained by the last Chozo (those bird-men) in Mother Brain's home, living with Ridley too. Ridley and the Space Pirates speak (WOOOOOOT?) and act like lords, instead of being savage beasts. Then they made Metroid Zero Mission, remake of Metroid 1, based on the plot of that stupid manga.
In Other M plot, more simple, we see in the video Metroid and Me that Samus doesn't mention Zero Mission or the manga, she mentions Metroid 1 only. In Other M her youth is different too. She grew up and trained among humans, in the Federation barracks, living with Adam, who she saw as a father. In this plot, the Chozo were already extinct before she was born. And she says that the Space Pirates, without a Mother Brain to control them, become savage beings again, because that's their natural behavior.
By the way, if the Space Pirates should naturally be savage beasts, that extension after Mother Brain in Zero Mission is not only boring, but also NONSENSE, because after her death they should be out of control for a while and act like savage beings again.
I'm not the only one who dislikes the manga and Zero Mission plot, I think that's why they didn't mention them in Metroid Other M and retold her youth.
Because of all this I mentioned, DoctorM64, I beg you to base Metroid 2 Remake on Metroid 1 and ignore the manga and Zero Mission. I think you should mention Prime Series also, because a lot happened there, increasing their reasons to decide to extinct the Metroids themselves, not only the Space Pirates, who often used them as weapons. Other M's plot is much better.
When did it say they went extinct before she was born? She joined the GF after her time with the chozo, she wasn't with them her whole life. Plus where would she get the powersuit and the zebesian blood transfusion?
Btw, the 360 controller seems to work great, as long as the drivers are installed xD
Great job, doc!
cara isso ai já demorou demais.
ou vc quer só fica iludindo os fans?
ou talvez vc esteja esperando o próximo nintendo fan game.
já que vc esta com preguiça de termina o jogo deixa outro termina por vc.
cara esse projeto começou em 2009 já estamos indo para 2011 e nada ainda.
a unica coisa que vc fica fazendo e enche a gente de demo.
chega de demo mano eu quero o jogo full.
"After seeing the metroids abused countless times over, I took action and went to their homeworld to end this, once and for all.."
Thus Metroid Extinction was mad!(Yes a made up name and quote i came up with but its my opinion lol)
lol sorry man, just reread what I wrote and it sounded kinda hostile. Didn't mean it that way, I was just wondering.
A few rooms after crocomire, where you have to jump into the really high morphball hole close to the ceiling you know, with the geemer in the hole? if you go into the room from the left side and jump into the hole at the perfect time, if you are in the animation between powergrip and morphball (morphing) and you get hit, you get your head and feet stuck in the hole, in standing animation!
I know you are very VERY busy and the glitch does not affect the game, but can you find time in the next update to fix that? I mean, a glitch like that shouldn't be in a metroid game at all. Make it even better than Nintendo!
This is how i think you should fix it:
when you get hit in the morphing animation, make it so that when you take damage, you end up in morphball mode. Thank you for your time reading my extremely long comment!
- SA-XPwnsU
http://1.bp.blogspot.com/_J6iJZzjFcxs/Su3UVnhbc5I/AAAAAAAAAOE/DfzQQUuQZ6s/s400/area4-3.jpg
Also you could launch an editor of levels (level editor).
Você pode lançar também em portugues brasileiro.
You can also launch a version in Brazilian Portuguese
I'm losing hope now.
you never said most of it.
I wonder how long this is going to take?
or you're waiting for the next nintendo game fan?
face whenever I look at the site and see nothing new in it.
guy loved his job more will he even goes
out of videos?
or you will do you more a demo?
I want the good guy play the full game.
No more demos.
I'm from Brazil.