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More platforms, and wallpapers

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I'm happy to announce that, thanks to a promotion in the YoYoGames store, I could afford a Game Maker Master Collection license for a decent price. This will allow me to experiment with several compile targets. AM2R could then, in theory, be ported to mobile. I'll post here if I can manage to do anything cool. One of the main mechanics to be used in Area 5 is working so far. This means I can now finish adjusting the layout of the overall area, so this new mechanic is used properly. I recently shifted my attention to the Omega Metroid sprite. The animations of the Zeta ended up looking pretty nice, and now the Omega will be receiving a similar treatment. New frames were drawn for some of the body parts, and the color pallette is being tweaked constantly, to match the environment of the Omega Nest. And last but not least, the first official Wallpaper Pack is now available at the DOWNLOADS  page, thanks to the awesome ZimK . There's more coming soon, so stay tuned.

Soundtrack 1.41 Update!

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Finally, the soundtrack received its official update. Now you can listen to the new, improved songs in either lossless or high bitrate mp3s. Also, the soundtrack now features an awesome album cover, made by the talented Zim K . She'll be contributing with custom made promo art for the project. DOWNLOAD HERE

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!

Demo 1.4 Linux build

Just a quick heads up, I uploaded the Linux version of AM2R Demo 1.4. You'll find the updated links in the Demo 1.4 Download page . Please share your experiences in THIS  forum topic, if you have any trouble with this build. Thank you very much for all the positive comments and suggestions. It's really comforting to see all the work that was put into an area to be enjoyed by people. During the course of this week I'll be updating the soundtrack as well, so stay tuned. Have a good week!

AM2R Demo 1.4 Released!

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After a lot of work (more than I anticipated), here's a nice little update. DOWNLOAD HERE 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. 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....

Bug hunt season

Every once in a while, I stop making new contents to actually correct all the issues present with the current game state. Every time I add a new mechanic, scripted event, boss battle, etc, new bugs appear. Also, in between versions of Game Maker, there are sometimes changes on how things work internally, specially in how strict variable initialization is in some scenarios. The last couple of weeks have been almost exclusively bug fixes, optimizations and balance. It's not the most exciting phase to write about, but it's very necessary. There were also a couple of playtest sessions, and now Zeta Metroids feel just right. They ended up taking more effort and tweaking than most of the bosses in AM2R (Maybe except Torizo). Up next will be a music production session, something that's lagging behind, production wise. Hopefully, I'll be able to show you something on the next update. Not the most exciting update, I know. But the game grows more stable and polished, a li...

Progress for real now

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Ok, now that April's fools is over, here's this month's progress: THE LOGBOOK It was redone from scratch. It's now a big list, instead of being separated by categories. It's still ordered and labeled, and reading logs is a lot more intuitive. Just 1 button to display the (sometimes scrolling) text, that's it. The log pictures are bigger, and each entry can feature multiple images, as the text updates. Some of the cooler ones (Metroids and Minibosses) might end up featuring original concept art in these images. It's a minor detail overall, but it improves the way the story is presented, for those who take the time to read it. ZETAS AND OMEGAS Zetas are being balanced for normal mode now (they were extremely frustrating, but some features will be kept for Hard mode), and some frames of animation are being added to some of their attacks (well, to some of their bodyparts). They still need more testing, since there are still some very convoluted ...