Demo 1.41 update!
This time, it's a couple of small fixes, and some improvements to the soundtrack.
GET IT HERE
NEW IN 1.41
- Added new song for Zeta fights
- Made some adjustments to Alpha, Gamma, Area4A, Area4B songs
- Fixed the Tester exploit
- Changed the layout of one of the Zeta rooms, harder to exploit now
- Fixed Motos getting stuck in the jumping state
The updated soundtrack will be available by this weekend / early next week.
Have fun!
GET IT HERE
NEW IN 1.41
- Added new song for Zeta fights
- Made some adjustments to Alpha, Gamma, Area4A, Area4B songs
- Fixed the Tester exploit
- Changed the layout of one of the Zeta rooms, harder to exploit now
- Fixed Motos getting stuck in the jumping state
The updated soundtrack will be available by this weekend / early next week.
Have fun!
Comments
Have fun!
Saludos desde Chile, siguiendo este proyecto desde sus inicios...
Kristopher
And further screw the Metroid series.. Did you see the crap they announced this E3?
By the way, when will the Screw Attack be implemented? Also I think the Plasma beam needs a little bit more fire power.
Kudos to you, this is epic content you're making.
Saludos desde Chile :)
I do have two things I've noticed, though. If I'm holding up and "angle cannon" at the same time, my gun won't fire. I'm learning to just push the one button, but it would be nice to not have to worry about that. It might be because I'm playing on a keyboard, though, I haven't tried with a controller yet.
The other thing I suppose is more of a feature request. In Metroid Fusion, if you hold a charge shot as you space jump, tapping R will fire the charge shot off without interrupting the space jump and it will immediately start charging again. You could actually tap R any time to fire off your charge shot, which I found to be very helpful when I'd do a 1% run.
Could it be made longer/different? Or not happen during aim-hold or with missiles out?
The last metroid is in captivity.....The galaxy is at peace....
June 2016/July 2016
(o tal vez antes xd (depende de la velocidad del buen desarollo) ) Buena suerte
I'd like to report one little glitch. Nothing major, though. Every time I close out of the game, and re-open it, the "mutations" page in the logbook is marked as unread.
Once again, amazing work as always Doc! Now I need to try it on Hard Mode...
This is the room in question http://i.imgur.com/b1bY3Xq.png
It's worth noting that this has some gameplay implications, as it's easy to miss a missile offscreen now while fighting a Zeta
http://i.imgur.com/1Lo2XCu.png
An alternate one-way exit/trap at the maze would solve this.
--
I have narrowed down the proyectile ranges: Apparently they seem to be caused by certain combinations (generally involving wave or spazer) and switching between them. This will have odd effects on when other proyectiles get cleared, especially if used immediately afterwards, but it persists after switching rooms.
The only thing I can get consistent is that Missiles always get cut after the first screen.
Also Samus' position on the screen is actually irrelevant, it's got to do with the camera.
This also was only tested with the sand horizontally. I do not know if it actually hits enemies and it's instead a minor glitch. I could harm enemies far vertically offscreen in the main tower rooms, so who knows.
http://palettepix.deviantart.com/art/Metroid-II-Return-of-Samus-Title-Screen-ZM-style-542133411
Not a single enemy ever dropped a power bomb for me. I was farming for quite a while before I decided to just head for a save station to refill my ammo. This was either really bad luck, or really unfair if it was intentional
Also, Metroids don't drop super missiles when defeated. I can tell that the game is set to not drop any missiles if you ammo is full and that's fine...other Metroid games were like that. But by the time a player gets super missiles, there is a sure bet that they will use them on metroids, especially Zetas.
And speaking of zetas, there is one minor point...well two. Zetas can start blocking missiles after a while. Considering that the hit-box for zeta's weakpoint is already difficult to hit (moreso for missiles than super missiles) I would suggest either one, but not both, of these changes. A: make the hit box slightly larger, or B: Eliminate the blocking mechanic. I only suggest ONE of these changes because face it, zetas are supposed to be challenging. Maybe only have both in hard mode.
And one comment on weapons. After getting the spazer, your beam widens. That's awesome. The problem? When combined with the wave beam, it causes "gaps" in the beams motion which can completely miss small enemies and objects. It is even worse when you get the plasma beam. it isn't too problematic, but it is annoying.
Oh yeah...and why can't machines be frozen with the ice beam? Seems to eliminate the purpose of the ice beam especially since machines are more aggressive and actually attack Samus.
I'm actually serious. There's only so much game design you can use as an integrated tutorial until at a point it's simply harmful for everyone who wants to actually figure things out.
And it should be intentionally separate from just "easy" because simple lack of dexterity and skill (i.e. actual performance) should not be correlated with the investment the player is willing to put in.
I apologize if I'm sounding too hostile, but I believe it's better for the game to know where to draw which lines. It's not just a matter of challenge, it's also keeping it enjoyable.
Also just simply telling the player "shoot at this from a far distance" or "disable abilities that currently hinder you" or "be cautious of using your powerful weapons" would be probably more effective for those who'd want them than any subtlety anyways.
SPOILER ALERT
First off, the Tester was an incredible fight, though I had quite a bit of difficulty at first. Simply too many projectiles flying randomly, especially the blue shots that split. I don't know if this was intentional, but you can avoid all of those projectiles by hanging out on the floor in morph ball, about 2-3 tiles from the room's edge. Once I found that spot, I had no problem finishing it off. Never thought the plasma beam would be so helpful!
I did give up on the Tester after about 15 deaths, I went around and defeated all of the metroids first. There's nothing stopping you from proceeding to the tower base aside from tougher enemies. It's not gamebreaking or anything, but it's a bit odd to see the active machinery while the tower is supposedly out of power.
On a side note, how exactly does the tower regain power? Toss a metal ball into a slot, and everything powers up, where's that first bit of power come from? Maybe have a morph bomb kickstart the generators, like morph ball slots in the prime games?
Also, I don't know if this is the place, but I think I found a sound bug. After I got the space jump, I fell into the lava. So I tried to get out, but while I jumped, I got hurt at the same time. Then the space jump SFX played in loop with the "ow-I'm-melting" SFX from the lava.
I hope it helps.
I played through 1.41 normal difficulty twice, with a best completion rate of 98% & under 2 hours, and found it to be balanced very nicely, with the exception of the tower boss. That boss was amazing, in fact I really loved battling against it, but it gave me one hell of a whipping. In comparison the Zeta metroids weren't much of a threat, in fact on the second run I simply timed my super missile shots and spammed them with missiles, after running out of super missiles. The crocomire... err... tank robot battle was a cool addition too. But it felt like it could use some sound effects...
That said, I've come to realize that I really suck at activating & using the shinespark. I don't remember having so much difficulty using it in Super Metroid, and I don't even remember if I used it in Fusion & Zero Mission, but in AM2R it gave me a ton of trouble. With 1.3X I'm not sure if I used it, but this time I wanted to collect everything I could find, so this time I had to figure out how to work damned thing. Which I did, leading my to discover my modified dpad xbox360 controller just wasn't going to cut it. So after enjoying xinput support in the latest demos, I found myself returning to directinput. My trusty Mayflash PS2 to USB adapter came through, with shinning colors. I was finally able to somewhat consistently pull off the move which had given me so much trouble, the spinespark.
Once again, thank you, DoctorM64. Oh, and the demo works on legit Windows XP Professional 32bit SP3 for me. However, upon exiting D3DX9_43.dll would crash. So that might be where other people are having problems with 1.4X.
Great work and can't wait for the finished version :D
Im currently learning to develop with the Game Maker.
Is there a way to get your .gmx file? I would like to take a look what you've done their.
Greetings
@WolfRammmm (Twitter)
P.S.: Great work!
Keep up the great work sir!
As for the music, I love how you draw so much from the Prime game soundtracks, the mood really fits Metroid and you've captured it well. I can't wait to hear your version of the credits theme!
A bit of constructive criticism:
In the escape theme from the tower, I know several people, (myself included), who would love to hear the middle 8 from the original NES theme, (the section in a major key). I feel that Nintendo really missed an opportunity when they remade that theme for MP2 and M:ZM. It's a hint of triumph amid the chaos.