AM2R Demo 1.4 Released!
After a lot of work (more than I anticipated), here's a nice little update.
WHAT'S NEW:
- Acess to a new area
- New mechanic: Shinespark with variable height. Tap/Hold Jump while charged
- New control option: Analog walking with joypads is now optional
- New save format, it can be copied to other computers without issues
- Plenty of bug fixes and other improvements
Compared to Area 3, Area 4 will feel a bit smaller in scale. It does, however, have some cool moments. It was quite a challenge, every mechanic introduced had its fair share of bugs and issues.
But here we are, one big step closer to finish the game.
But here we are, one big step closer to finish the game.
Also, this weekend will be special. The great people at the Speed Demos Archives will be hosting another Metroid Speedrun Marathon.
The awesome Dragondarch will be doing a Normal 100% run of the 1.4 demo this Saturday at 13:45 EDT.
I'll do my best to attend, at least on the chat room.
EVENT SCHEDULE - Will be broadcast at twitch.tv/Ludendi
The awesome Dragondarch will be doing a Normal 100% run of the 1.4 demo this Saturday at 13:45 EDT.
I'll do my best to attend, at least on the chat room.
EVENT SCHEDULE - Will be broadcast at twitch.tv/Ludendi
Please share your thoughts about the new demo at the FORUM, or leave a comment here.
Have fun!
Comments
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I'm using Windows XP and I downloaded the game via Mega in case that has something to do with it.
I have no idea how I'm going to beat this in hard mode yet. Very nice. It feels good to have something to look forward to.
You put the old 1.34 link instead of the new 1.4 for Linux.
:(
Keep up the good work!
The Metroid Marathon schedule is now set in stone - DragonDarch will be streaming the AM2R 1.4 demo at 19:45 CEST (13:45 EDT) on Ludendi's Twitch channel (twitch.tv/ludendi).
Full schedule can be found here:
https://docs.google.com/spreadsheets/d/1DLDWgEBkEWb1KAq-Ea87iJ1pdXu1iPveWot4XdpUDdg/htmlview#gid=0
Loving this demo and looking forward to watching DragonDarch do a full run through of it too! :)
it was AMAZING
Youre making a great job!
i don't encountered any bug(well i don't know for the others)
the boom of this area its on the end, wow
im glad that those items are back
and expecting the others where then can be found in area 5
its almost everything of this game!
keep the excelent job!
ps: Check All parts of area 4, before you leave :)
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An odd behavior I've encountered so far(*) is that the page for metroid mutations keeps getting a (!) as if it were updated (usually among other updates), but I don't think I see any new information in it.
Minor item collection did not properly display the info at first and instead hid the hud.
This may have been caused by getting hit while getting the first upgrade and bringing up the map, but item collection has been even after that.
Major upgrades work completely fine though.
Breakable blocks (all of them) not fully reforming near Samus may need some precise adjustments? They do that even when they're just next to her or under her feet (she standing on solid next to it for instance).
(* I have not played throroughly yet, just a little. Haven't even reached the new area.)
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I'm using Windows 7 and I downloaded the game via MediaFire.
Your Windows account name has special characters in it (á, ü, etc.), if you have another account on your PC, you can use that to play without issues.
If you experience no music, make sure the path and installation folder don't contain spaces.
This is also being worked on.
Sorry for the inconveniences.
In one word: WOW
I thought the eerie, green, dark area in the last demo was already impressive, but the newest area just blew me away.
I've also noticed a few small changes, including the log book and (I think) the super missile icon for the collectible?
About the revamped log book: I like it. I had no problems with the older version but this works a lot smoother. Couldn't find any spelling errors either. Kudos!
I'm not sure if you are aware (and I don't think it should be fixed), but it is entirely possible to go to the breeding grounds in the .. is it the third area? The area with all the pipes, water and that boss that gives you the Morph Ball Jump.
Anyway, it is entirely possible to go to said breeding grounds without getting the high jump boots first. This poses a challenge as all the platforms in that area are placed assuming you have this power-up.
I was able to clear it using classic bomb jumps and the spiderball, but it sure wasn't easy.
That should be an achievement ;)
Once again, you have done an amazing job. Once the finished game is here you can expect to get a lot of feedback from me.
with regards,
SmashTom
You really should consider setting up a Patreon account. From what I've seen you've poured your heart and soul into this project and if that isn't worth getting some form of compensation for then I don't know what is.
As long as supporting you via patreon is not REQUIRED for you to release demos, there's no way for nintendo to come up with any excuse to take down your work since fans would support you because they want to and not because you're selling the game to them.
Check it out!
sure short, but with a lot of work and a lot of
labyrinth in there, the most hard part for me
is that I lost the game practice I had because
I was studying and I failed in some things that
before I was a pro....
Please continue and finish with super high scores
this asewome game and if I knew that game in the
first release I could be a super fan....
Keep working hard...
Att: Alexander
The problem is, the last demo felt like a significant chunk of the game- it involved killing quite a few Gamma's, if not all of them. I honestly feel like you're showing too much of the game in the demos, to the point you might as well just release the game if you're going to show that much. The last one showed at least 2 hours worth of content in these- the last demo took me probably 2 - 2 1/2 hours. You're closer to just teasing us with an incomplete game than showing us a taste of what AM2R is like.
I respect the work you're doing, I truly do. But we've already seen the demo, I think you should simply focus on the game itself and not worry about releasing a new version of the demo which, in comparison to the scale of the demo in the first place, really doesn't add much. At the same time, I feel criticism is worth listening to.
Just something to think about.
and then new metroids in the new area (and also the gravity suit and
the screw attack).
Please make that game better and continue fixing some audio, video
and other bugs to make this game the best metroid fan made ever....
Att: Alexander
I really love the Zeta fights, and can't wait to see how the Omegas fair, and even the Queen. And I really love what I'm seeing with the non-Metroid boss fights. Even when I don't think I can be more impressed, my expectations shatter. I also really love the escape sequence. The backgrounds are also, as always, gorgeous.
Only thing I would really like to see (and I mentioned this before) are the ability to have save states :D.
Other than that, keep up the good work!
I LOVE the new areas and it's music, that eerie take on Norfair's music, and then that remix, it's awesome! This maybe kind of spoilerish, but whatever, but I am seeing excellent leveldesign and implementation of the speedbooster to backtrack. Also Power Bombs. Dear jesus that animation is awesome. I skipped and then backtracked to the mini bosses and it was worth it.
One thing I am particularly curious about is sequence breaks, I see alot of protects have been added to prevent taking a dive and skipping a level, so I am really curious how unlinear you are going to make this game, and I want you to know that I am truely grateful that you're making this, because already, this game hits harder than Zero Mission or Fusion. Thank you so much.
It's fine that you disagree. It's going to be different for everyone, I get that, but to me it's kinda frustrating to play a significant portion of the game (which even the AM2R 1.3 demo was a pretty hefty chunk of the game) only to basically be denied the rest of the game because... well, it's not done. Most demos are a very small segment of a game with not a lot to show, to keep you interested, of course. And based on what you said, this allows you to now fight Zetas. THAT far in a demo? The Zetas were over halfway through the game in the original Metroid 2. It seems a bit too much for a "demo" to me.
I probably didn't make the best comparison in regards to what it does add, so I won't really bother clarifying it. Might make more sense in my head than translating to someone else.
Still, I still stand by my view that he's showing far too much of the game in what's just a demo. I'd rather play the full game than play half of it only to be told I can't play the other half for what will probably be another couple years. I'm still hyped for it- just se little to no reason to bother with 1.4.
You FRIGGIN' ROCK.
Personally, I calculate the game to be technically finished in the first half of 2016 at this rate. But this is just my own, relatively blind prediction.
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There's a glitch involving shooting a large number of times in a single (even small) room. I can only replicate it with wave/space/plasma, then adding ice, laying bombs and a super bomb, and firing missiles offscreen. The game will start to slow down considerably, to well below a fourth of its speed.
It seems Space Jump is no longer meant to be skippable, although you can still brute force your way tanking. I haven't had time to properly run through the game yet, so I'm not sure how this affects a low % run (or if it's actually skippable)
The buzzsaw enemies have odd hitboxes: they can be shot sometimes right in front of them, and they may sometimes block shots incoming from the sides.
There's a very minor graphical problem with blue doors appearing in front of foreground graphics like rocks. This happens on the first save points.
The new area is amazing, but once I was done with getting plasma the first half felt that it lacked much exploration. Although that's a side effect of how the original game was, and it does enough to make the central tower interesting.
With a side area like the Power Bombs existing, maybe you should make some other detour places? One at the surface would work and probably open up to have a greater sense of exploration, since it'd link the later underground with earlier areas.
The Zetas seem easy to me. I had trouble with the first one I fought, which was in the spikes room, but the other ones seemed rather easy despite being so tanky. (I won't be saying this after I fight them with low upgrades...)
Also, evil trick with the Testing Machine. I nearly thought you had to pummel it with beams to win, I misread the entry.
[spoiler]and the zeta metroids feel almost impossible now. Got the first boss though and that was tough enough. I love that, I really feel like I earned the powerup after the first boss and the reward after defeating the remaining 3 zetas (for now) will be amazing[/spoiler]
great job doc
In particular, this allows you to get your first Super Missiles later in the Area 3 Breeding Grounds.
Another possibly related thing is that on an specific position, Samus can get the shinespark stopped by hitting the corner of a group of Speed Boost blocks, only breaking the block in the corner. I can't replicate this though.
The new area is great and this game has already surpassed Fusion for me. Fusion's biggest fault was the music sucked, this game's music stomps on Fusion, Prime 3 and of course Other M, but Other M doesn't have music, only crap.
great to see the progress on thes keep up the good work doc
At first the tower seemed really mundane and boring. Just a dead place with no enemies and mundane music. Everything changed when I reached the power supply. Those green lights started flashing and the highly fitting music kicked on and I instantly became speechless. Totally worth it.
Later I encountered my first Zeta. I died the first time because I was too busy watching its animation in awe. I consider it easier than the original Zetas, but the original ones were more of a pissing-you-off kind of hard than a challenging kind of hard, so the aM2R zetas are better in that regard.
I'm sure this has been brought up a number of times but would it be possible to add an option for d-pad control? Exclusively using the joystick didn't bother me back when I used a 360 controller on the previous versions but now that I've shifted over to the Wii U Pro it would be much more comfortable to play with the option.
As many others have said, the extras you put into this game add a lot of excitement--especially after having played the original Metroid 2. Just when I think that the demo is about over, the adventure takes a twist into uncharted territory. At the same time, it's great to see how you've transformed the original elements of the game into the Metroid Fusion/Zero mission styles. You've also captured a lot of the "creepy"/eerie essence that keeps metroid fans at the edge of their seat. I never know if a door's going to lock, rock is going to explode, statue is going to come alive, etc
Keep up the excellent work! Looking forward to an entire playable game :)
If you're already doing something like that, completely disregard the 2nd half of this post.
Other than that, epic job. Can't wait for the finished thing.
I've noticed something subtly cool about the music. When you leave one region and enter another, then later return to the region you were in before, the music picks up where it left off rather than starting the song over from the beginning. I just thought that was a really cool/interesting commonly unnoticed feature.
I noticed something aabout area 4. Player can defeat all the Metroids and then exit area 4 after the lava goes down without even getting the Power Bombs. I sugest you make something that will prevent the player from exiting the zone wihout Power Bombs(Maybe something involving giant boulders or rockslides that have to be destroyed with power bombs :D).
It is great so far. I have a few little critiques.
1: When defeating Metroids, they NEVER drop super missiles. This should be changed as Super Missiles are more often than not used/spent on them sometimes...at least I use them.
2: After getting the power bombs (and spending them very quickly) NOT ONE ENEMY dropped one for me...I was defeating a lot of enemies and getting missiles, super missiles, and energy before I realized I could head to the save station and replenish them all. Maybe I had very bad luck, IDK, but if there is a preset "randomizer" in the game's code that decides what item is dropped when, I think it should be made more "even"...but it could have been just me.
Great so far...ready for the final product.
Many thanks DoctorM64, looking forward to the final product.
1. You can only get power bomb refills by going to a save point. Can it also drop from defeated enemies? I tried to farm for one on a "100% no save" run and had to save because I couldn't get the last item without one.
2. The pipes near some metroid fights like the one where you first fight a Gamma Metroid. Are those pipes going to spawn enemies in the final build? It would help not having to backtrack...especially on hard mode.
Anyways...keep up the good work and looking forward to the next build.
muchas gracias por mantener mi amor por este juego
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I had already tried before the game and is good anyway