Vacations
I was able to, after quite some time, go on vacations.
Being able to relax at the beach with my family is something I really missed.
Anyway, back to the project.
One of the features of the game that still needs improvement is the logbook. Besides this topic being a suggestion from several of you, I saw several playthoughs where the player was confused about the scrolling, taking a couple of moments to understand how it works.
Something like this must be intuitive, the focus must be on what the new log is about and its discovery, not on how to make it work.
It's a minor thing, but I'll be restructuring the log screen within these days.
Progress wasn't that much this month, but development and testing will be back to their usual pace.
In the meantime, tell me, is there any other aspect of the overall game you think needs improvement?
Feel free to comment here (even if I don't respond that often I do read all the messages), or at the Forums.
Being able to relax at the beach with my family is something I really missed.
Anyway, back to the project.
One of the features of the game that still needs improvement is the logbook. Besides this topic being a suggestion from several of you, I saw several playthoughs where the player was confused about the scrolling, taking a couple of moments to understand how it works.
Something like this must be intuitive, the focus must be on what the new log is about and its discovery, not on how to make it work.
It's a minor thing, but I'll be restructuring the log screen within these days.
Progress wasn't that much this month, but development and testing will be back to their usual pace.
In the meantime, tell me, is there any other aspect of the overall game you think needs improvement?
Feel free to comment here (even if I don't respond that often I do read all the messages), or at the Forums.
Comments
To answer your question I think there really isn't anything I'm missing in the game. You mentioned the log book, but it didn't bother me much at all.
If you want to restructure it, that's fine but wasn't necessary imo.
Looking forward to the last few areas of the game and (of course) the Metroid queen! :o
Good luck with the project and I'll be back next update ;)
with regards,
SmashTom
-Best Wishes from a big fan,
SamusStar224
Espero algo de esto puedas tomarlo en cuenta. Queremos todos que este proyecto quede lo más genial posible. Suerte y saludos.
br
a fan
Progress is nice.
Nice is nice :p
^^
But if you really want a suggestion, and I see this has been echoed in some other comments, I would say that the physics of the game could be more comfortable. Horizontal running speed feels too slow for the quick strides of the running animation, and a faster in-air speed would be more natural. Horizontal speed should be closer to vertical speed for spinjumps. Also, a really cool aspect of a Project Base(SM hack) was that momentum was not lost after landing from a spinjump. Made the game a lot more fluid, and also allowed jumping and landing with speed booster which enabled some really cool maneuvering.
It would be nice to have a button specifically for firing super missiles instead of switching from normal and supers, obviously this can be translated to the power bombs.
Keep up the great work!
If you want to respond, please email me, as I never really go onto blogs that much to post anything. I prefer Email and the like. Sorry, but its just me. XD
The only thing I would recommend altering is the way the Pause menu works. I agree with having Start take you straight to the Map, but the way the four-direction menu layout works is a little disorienting and un-intuitive to me. Maybe you could make it like Zero Mission and Fusion where the player can access the other Menu features (Log, Power Suit, Options) from the map by pressing L, R, or Select, respectively.
As it is, it isn't game-breaking or anything. Just feels a little weird, a little too different from the way other Metroid games handle the Pause Menu. But, again, the game is superb overall. Keep up the good work!
thanks for the game :)
Been following your project for some years now and finally decided I should comment on it. You've done a phenomenal job with this remake. I never played the original release despite owning it on several consoles/handhelds. I think what held me up was the fact that this game did not look nearly as good as super Metroid did and much of it was black and white. It is truly a long overdue remake, for the life of me I don't know why Nintendo didn't remake this already.
Perhaps they should just take your version and give credit where credit is due; unfortunately I feel that's a bit shall we say far from (Nintendo’s) reality… but still if someone told me this was a Nintendo remake I’d believe it. I'm seriously impressed by it. I have completed and done everything I can do in the current demo. I'll continue to follow you and I await the next installment whether that is another demo or the final product.
Keep up the great work! Cheers!
The other is that I lose my speed boost upon landing from a jump. I think it would be a lot better if you could maintain the boost.
Other than those teeny things, this game is amazing and an absolute blast to play. Can't wait to see Zeta, Omega and the Queen!!
I'd love to see the whole pause menu in a layout similar to Metroid Prime Hunter, it's colorful and easy to understand (especially the ship's menu).
This project inspired me to begin working on my own game. Already got a few small prototypes going and I'm mostly sure I can begin working on a larger, more complete game.
Won't post any links to it, last thing I want is to advertise it here and leech off Doc's hard work.
Otherwise, I am amazed by the quality of your work. I can't think of another fan work at the level this one is!
Thank you for your team's work on this!
a fan
Jokes aside, it is really awesome, and there is really nothing I can think of that could make it better.
A cool ominous X-parasite scene at the end after the credits with Samus having left the planet would be kind of cool, say for people who got 100% item pickups? :P
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XDDD Just a bit further...
October 5, 2016
Thanks for not becoming a ghost like the rest of the game modding projects
1) Please allow a, "Do you want to save?" popup before saving. because sometimes you just accidentally land on a save station...
2) There is a bit of a glitch with having the shift key assigned to diagonal aiming where the beam will either not fire or will fire rapidly but refuse to charge. Missiles tend not to work well, which is a pain when targeting metroids or other flying enemies.
does anyone else know about the secret room(i think) to the left of your ship, over the mountain, could it be area 4 maybe
I do not, as of yet, see any major things graphically or game play wise that are in need of your attention. I would like to take this time to say how much we as a Metroid fan community appreciate the time and effort you are putting into remaking a game that, quite frankly, Nintendo should have remade themselves. You are remaking a great game and by doing so, many people will now be able to connect Metroid 1 to 2 without having to play the black and white Gameboy game we all now know. I hope you get the recognition for the justice you are doing by remastering a classic.
Thanks again for you work :3
Other than that, really good, and can't wait until this is finished. Is there an eta on that btw?
One of my favorite parts, besides our dauntless hero, is the environments and creatures. You could imagine my joy with the scan feature introduced in the Prime series, with all the flavorful details and insights accompanied with various images! The small things really bring it all together so nicely, so perfectly that I often wonder how it was all pieced together so well.
Then, sometime last year, I came across a link to your AM2R site and couldn't believe what I saw. I had often dreamed of doing something like this, and was amazed at the detail and great lengths gone to resemble the environs of the original M2...not to mention the most likely staggering work and thought process it takes to make it all work together. I have not played the demo, because I am eagerly awaiting the full version--I want the whole thing to be a new discovery!--but I frequently check back here to read up on updates.
One thing that caught my attention this time was that you had mentioned that the next area is already drawn on paper. For awhile now I've been working on my own Metroid project (tho', not of the technical nature; I am horribly program illiterate) that involves lots and lots of drawings, and I was wondering what process do you use to draw it out? Caverns and ruins drawn out in detail, or by a simple grid-map like ones used in non-Prime games? I'm very curious to know, if it's not too much of a secret or personal thing to ask about!
I usually have one easy file and one hard file ;).