Posts

Just one cart! (April's fools)

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I've fixed the elevator bug, Samus could get stuck if she went back to the room with the Ice Beam. GFX compression was optimized, now the game will fit a single NES cartridge, instead of the old design that required cartridge swapping. It only takes a small 4 minute boot-up decrunching sequence, pretty fast for this ammount of data. Apparently, the custom mapper works like a charm. Now, since there's been many questions lately, I decided to group the most frequent, and answer all of them here. AMOMR FAQ - What's Project AMOMR? Project Another Metroid Other M Remake is a project that aims to bring the Metroid masterpiece that is Other M to the NES. It's being coded from the ground up in assembler and debugged via emulation. The final release will be as a standard NES Rom, along with a limited edition of gold-painted cartridges. - Why the NES? Well, Other M is a masterpiece, as I mentioned, and one of the awesomest things it does well is to have a very com...

Fixing the bugs...

Ok, new update. I was able to contact one of the many people experiencing problems with the first room transition of the game. I was able to fix this bug, among others. So, if you were anxious to play the demo, and had trouble getting into the first cave at the landing site, be sure to try v1.21. You can find it HERE . Kousoru was kind enough to share his version of the SpiderBall with me. It works in his engine, but mine handles collisions differently. I sat down this afternoon to code the SpiderBall from scratch, now it's clearly separated in specific stages (evaluate terrain, direction, execute movement, etc.), instead of the simple system with many workarounds for slopes that was before. Now it works like it should, it flows much better than before. Anyway, the most critical bugs were solved, I'm focusing on polishing the rest of the game. I want to thank all the great people that gave their oppinions, comments and bug reports about AM2R. Have a good weekend!

Demo Update

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After a lot of polishing, testing and hard work, here's the update I promised. You can find download links at THIS PAGE . There's been many improvements and fixes. If you had trouble running the game on Windows 8, you can try this new version. Here's some of the new features: - 3 Save slots system - 3 Difficulty settings - Revamped options screen - Added Game Over screen - Added idle standing animation to Samus - Small changes in Area 2 Breeding Grounds - Small tweaks to some logs - New resource loading system compatible with Win 8 - Many small cosmetic changes - Many bugfixes As always, comments and suggestions are always welcome. Have a good weekend!

About the demo

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I'm back from my vacations, ready to start with the summer months (almost no work at the studio, lots of free time for AM2R). Before I move on with the new stuff, I want to mention a couple of things about the demo that I didn't cover before, FYI. AREA 2 The general layout follows the original game, and deviates a bit in a couple of places. The revisions regarding level design were about filling some empty places with relevant content, and making the confusing pipe navigation more streamlined. The water jets were pretty much a necessity, since spiderballing up a 2-screen tall pipe is NOT fun at all. At one point there were going to be "water fountains" outside the facility, used to reach the ceiling for a possible hidden item. But the water columns looked out of place, being in the outside. (And the code making Samus hover over the water stream was pretty messy) ARACHNUS Poor Arachnus, he went by 3 major revisions. He started as a clone of the Fusion one, and ...

Happy Holidays!... and new Demo!

First of all, you can find the new demo in THIS PAGE . Go on, leave it downloading while you read the rest of the post. So, I was planning to do an early release of this new demo. Like always, there were complications and delays here and there, and what used to set me back a day or two now takes me a week worth of free time. It's hard, but possible. I have to thank all the great people that helped out this time. Awesome artists that expanded the existing graphic style of the game, great writers who provided both the intro and log texts in great English, patient and thorough testers who found each small detail to be polished into the solid game that AM2R is now. Ok, I guess I'll be adding more mirrors and adding some screenshots and a trailer after Christmas. Until then, enjoy the demo, and have a wonderful Holiday celebration with the people you love. Happy Holidays! Edit:  I managed to replicate and fix these 3 annoying bugs that made it into the release: - Start b...

Behind the scenes

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The bug-hunt and polish stage is taking a bit too long, I know. Thankfully, I have plenty of work at the studio, so AM2R didn't advance that much this month. While the new demo is being finished, the awesome HyruleSwordsMan was kind enough to share some of his pixel art magic. These videos show how two frames were drawn (Zeta and Omega Metroid, respectively), be sure to leave him a comment or two, he's a really nice guy. Now, this year's NCFC . I'm pretty sure you were expecting the demo to be released at the yearly event, like always. This time will have to be the exception. I'm unable to finish the demo in time, there's a lot of small details I want included, and I won't be releasing a cut-down, unbalanced snapshot of the game like last time. Besides, there's very little "showable" progress, since most changes this year included the migration to GM8.1, the new menus and general balance, besides the level design. Whenever the demo ...

Rolling Back

Once again, playtesting served as a wonderful source of information. Not only on the sessions I managed to organize in person, but after seeing all of the AM2R Demo playtrhoughs on YouTube, I noticed something... Nobody ever switches the ice beam off. The beam system was planned to be a little more complex than the original Super Metroid stacks. There's a base damage value, that goes up every time you get a new beam, and some modifiers, that are part of each beam's features. In theory, this gives the player many ways of approaching situations. Having Plasma Beam enabled makes the beam hit multiple times, but the damage is lower. Spazer spreads the base damage on each beam, and with some extra damage, you'll need at least 2 beams hitting an enemy for an actual damage boost. It was getting a little painful to balance. On each revision the beam combinations went from really impractical pea shooters to extremely overpowered. And, in all cases, having all 4 beams enabled ...