Wednesday, June 24, 2009

Sorry for the hold-up

finally have a very good engine thanks to programmer AlexR, expect to be seeing something soon. on the bright side... I have a demo, a demo that isn't M5F, but instead for a project called FSMR (First Super Metroid Remake) that I have helped worked on since it's early days, and it is also an example of the new demo because AlexR also programed that engine:

http://willhostforfood.com/?Action=down ... leid=71732
I am sure you guys will recognize the room.
controls:
1: turns on or off spazer
2: turns on or off ice
3: turns on or off wave
4: turns on or off plasma
5: turns on or off charge
SHIFT: Enables use of missiles, super missiles, and power bombs (at the moment)
Z: Jump
X: Shoot/ drop bombs
C: Aim diagonal up
V: Aim diagonal down
ENTER: subscreen
Down Arrow Key: in morphball, press down to enter Spider Ball
Charge multi ball: when your beam is charged, go into morphball to drop multiple bombs.

and I thinks thats all =D also, DON'T GO NEAR DOORS! the reason is; if you go through it, you will fall out of the screen because doors have not yet been programed. those are there for a placeholder.
right now I am planning an proper intro scene and finishing up the story. any questions about the new engine post them here.

8 comments:

x June 26, 2009 at 5:22 AM  

it's really really good, runs smoothly... theres just a single "mistake" i found! you can get stuck in certain walls, being in the morphball; and you can only escape these walls, by using morph-bombs

x June 26, 2009 at 5:24 AM  

ah yeah... by standin still,jumpin, and then pressing the jump-button a second time while you're in the air, you begin to flip; not normally, but upwards

Anonymous,  June 27, 2009 at 6:41 AM  

Couldn't you have just put an invisible wall in front of the doors so we couldn't fall off the edge of the world? That doesn't matter, though.

Problems I saw right off the bat:

The wave beam passes through stage elements like walls and doors, but does not pass through special blocks like the bomb blocks placed all over the test stage.

The "rumble" effect caused by super missiles and power bombs looks bad. Stick to the MZM style of only rumbling vertically. Rotating the screen can confuse players and throw off their aim.

Samus can drop unlimited bombs instead of the usual three at a time, making bomb-jumping an almost effortless task.

Anonymous,  June 27, 2009 at 6:45 AM  

Also why would you post a demo for another game on this blog? Why wouldn't you just direct us to their blog instead?

kenji imatake June 28, 2009 at 1:33 AM  

because their blog is... dead. this is just an example of the new engine (I actually designed the rooms and worked on all the sprites and whatnot)and it was meant to show you guys how the gameplay would sorta come out. now to answer your questions...

"The wave beam passes through stage elements like walls and doors, but does not pass through special blocks like the bomb blocks placed all over the test stage."

yes we have been aware of that ever since we got it implanted. AlexR has been working hard on trying to figure out how to solve it and the reason it stays is because the sprite technically cannot stop at a solid (technically)

"The "rumble" effect caused by super missiles and power bombs looks bad. Stick to the MZM style of only rumbling vertically. Rotating the screen can confuse players and throw off their aim."

That was FSMR's rumbling, not M5F so I assure you it will be the same as GBA ;)


"Samus can drop unlimited bombs instead of the usual three at a time, making bomb-jumping an almost effortless task."

nah, she drops 3... just it reloads very fast. either way she drops 4 in fusion and she will be able to drop 4 in M5F.

"you can get stuck in certain walls, being in the morphball; and you can only escape these walls, by using morph-bombs"

really? hmm... I'll have to check on that.

"ah yeah... by standin still,jumpin, and then pressing the jump-button a second time while you're in the air, you begin to flip; not normally, but upwards"

that is actually not a glitch, that waqs meant to replace the power grip in FSMR because the use of power grip in super metroid could allow the player to skip things and areas. I will still keep that cuz I think it's kinda cool =D

Daniel Halliwell July 7, 2009 at 7:52 AM  

Isnt that one of the rooms of old brinstar because it look just like it.err will the elevator room have the heads that turn to face towards you because they were scary looking and i liked them

kenji imatake July 17, 2009 at 1:20 AM  

yup, best part is, I designed that room myself ^^
AlexR will be working on Samus, Doors, Enemies, spoilers, and stuff like that. wait this fall for the awesomeness!

dark master,  January 3, 2010 at 7:48 AM  

i couldnt download this demo. can you post a new link plis?

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