Monday, April 12, 2010

Beta

Well, this is a beta test, most things are temporary, such as some beams and most sound effects, but other than that, can anyone get spazer? (It's a fairly easy puzzle-like room, so it shouldn't be too hard)
Enjoy ^^

http://www.plunder.com/M5F-beta-download-7dd46d58d8.htm

Controls:
Z: jump
X:shoot
Arrow keys: move
double-tap down to go in morphball

You start off with two missiles as "beams" so use them wisely ^^

Read more...

Sunday, March 28, 2010

Frozen for now

Ok, I'm sorry I have not posted in... 6 months or something, but I will currently be freezing Project M5F in order to work on FSMR (First Super Metroid Remake) sprites and whatnot. That doesn't mean there hasn't been any progress, we have a VERY good engine and quite a few sprites worked on however there are a few things lacking in order to actually show it. So in the mean time, take a look at FSMR:
http://firstsupermetroidremake.blogspot.com/

And once that is taken care of, M5F will start production once more. I may post something like another beta test soon.

Read more...

Saturday, September 19, 2009

Beta test

Finally, I have something to show:
http://www.plunder.com/metroid-5-exe-complete-download-93580cfaab.htm
This is early testing, plus the beam won't quite look like that in the next version.

Read more...

Thursday, August 27, 2009

some more results

AlexR has finally posted a debug engine on the official forums and it's looking great! All that has been added is morphball, springball, running, standing, and jumping (the sprites for jumping has not been put in yet though) this also includes transitioning sprites as well. the only problems with it is the running is a bit weird, but this can be easily fixed.
I have gotten to work on a new tile set for the area in the beginning which now has a name; SR388, section CH020. It isn't a huge area, but there are different looking places in this place and that includes: the main area, the chozo ruins area, and the sewer-like area. the save machine-thing will sort of be the same as the one in Metroid 2: Return Of Samus, they will almost look the same too. these save devices only appear in the beginning though, and will be replaced by different looking ones after section CH020. and yes, the save machine sprite has been completed. Section CH020's tilesets, background, and map combined is about 45% complete... The tileset separate is about 40%, map is 100%, and the backgrounds are about 20%. (don't ask me where I came up with the overall percentage... I just made something up real quick. if you want an accurate suggestion, use a calculator or something.) once I have all that stuff out of the way, we can test it but that won't be the end of it... then there is the matter of working on the cutscenes and stuff. Ronny14 is head of that area, so he will be working on those. but still, that is not the end of it as we are in need of pixelart of section CH020 for the cutscene as well. I mostly work on small things, not huge pixel art, so I won't be able to do it unfortunately. so section CH020 will be made probably last if we do not find a pixel artist of sorts beforehand. so this is just a heads up that we are a bit active again.

EDIT: we are also in need of composers, so if any composers are willing to help out then your welcomed in!
anyways, the reason I added this edit was because there is a new engine, it is better than before but the speed and gravity are off still... don't worry, they will be fixed.
I have decided that the sewers area is not going to be on section CH020 sadly, but there will be another sewers area if you don't remember... the boorango sewers on planet xion will still be there.
I have just about finished some tiles for section CH020 and I'll hint something... they look very similar if not almost exactly like atbigelow's MTR (Metroid Two Remake), here is a video of his chozo ruins: http://www.youtube.com/watch?v=R9e-cuflCYg
the only similarities to his is: doors (if he allows me to do so) pallet, and the tileset. this doesn't include the cool columns with the chozo holding on to them, the plants, and the save station.

Read more...

Monday, August 17, 2009

better and better...

editing the story once more, what do you guys think?

Original story: samus goes to the GF vessel and meets up with the GF guy (whom I have named "commander hardy." btw she has not had a mission since B.S.L, almost a year.) Hardy wants samus to investigate strange dimensional occurrences in the ionic-X galaxy (name still in work) and returns her varia suit and morphball for this exploration. she gets sent to the galaxy and there is the beginning of it.

the new plan for the story is a bit different, this time the GF are not as nice about the destruction of B.S.L, and are watching her every move.

Samus is being watched constantly through a system in her visor that the GF installed after they took all of her abilities. they took every piece of equipment off samus except for her suit, power grip, and power beam, adding a type of camera in her visor so they could "monitor" what she was doing and where she was and stuff (with the suit on. they also left her_her hunter gunship and Adam too). samus had to agree to let the federation take her abilities otherwise she will be marked a criminal and wanted all over the place, constantly being hunted by the federation and space pirates alike. same results if she gets the "camera" system out of her visor. commander hardy requests that samus goes to a chunk of planet SR388 (while acting a bit... different, making samus suspicious) which survived somehow and investigate the area to make sure nothing is left and destroy it. she finds two chozo statues which are required to move ahead: Morphball and varia suit while fighting a number of new and old enemies. she reaches a room with a timer in it, it was meant to blow up this area of SR388 (still planning this out) and somehow on the way back to her ship the camera turns off right after she does this, marking her as a criminal. commander hardy contacts her while samus is in the ship, telling her and asking her stuff. samus says she was unaware that the camera was disabled, and he, hardy himself, put her on this mission. Hardy denies this, saying he has not made contact with her for about a year. she destroyed the last part of SR388 and the last inhabitants, they were part of a secret field test and asks how samus finds it. hardy closes the conversation, with an odd message: "run! the Galactic federation are coming after you! get out before they capture you!" this leaves samus puzzled as "hardy" puts a location on her map that is not in GF controlled galaxy. the ionic-x galaxy. the last of SR388 is destroyed so she goes to the ionic-x galaxy to escape and thats where the beginning part of it ends.

so, I think the newer one is better. what do you guys think? there is plenty of room to make it a WHOLE lot better. and we need to fix the name of the galaxy... the "ionic-x" galaxy to something a bit more... better. AlexR is being lazy so nothing much on the engine yet (when the time comes, I am sure he will get to work on it.) and this "other hardy" is a surprise, no one could possibly guess who it is. Tirane 12 will now be a bit bigger, this time having a overworld and inner core area. Darudane also has a new area as well, an abandon ship (much like wrecked ship) added because I describe darudane as a sort of ship graveyard area. the last battle of ridley has been changed to make it more epic and challenging, certainly it will be liked.
now, if AlexR can get started (which he has but isnt working on it much) I can show some of the new things and stuff. we are also making some custom planets for the planet selection screen, the old ones were placeholders and the new one will look a lot better. an old foe will also be added, some more bosses are being worked on (concept and ideas) and such. though I dont have much to show, these are all just ideas and stuff still under development. it seems sometimes its a good thing when an engine isnt being worked on much. AlexR will be working on samus and her upgrade workings, doors, subscreen, injury from enemies, minimap, map, ship, and stuff like that. after he is done programming that, we can truly get started. be expecting it soon!

Read more...

Tuesday, July 14, 2009

a name? and NCFC 2009.

M5F still needs a name, Me and my friends have been planning it out but nothing really works, so now I have to turn to you guys. I have a newer updated demo in the works now with a team, also, people who are good with cut scenes (yay!) I will put the demo all the way up to the first boss, and some new tiles are being worked on for Karikardas, and the B.S.L frigate. the demo wont hold the intro though, you start game play immediately. Now... we have decided the official colors of the game for the screw attack item behind the title (like how metroid fusion is purple, metroid prime is red, etc...) it will be yellow with a tint of green in it, so we have that covered, just not the name. If anyone can give a great name, credit will be given of course and we will have a screenshot of something up soon.

EDIT: Next demo has been announced! and boy, you guys wont want to miss it. The NCFC is coming up this fall and I really want to enter M5F for it, so with AlexR's programming help, I think this fangame will be taken to the next level. I really want this fangame to look its best and spiffiest for the NCFC so dont worry, it will be and we will make sure of that. The demo will be played up untill you get to the room where the first boss is even, you all are going to love it... it will even feature some custom enemies and such too.

EDIT: Some themes of the game, that means the name should center around most of these:
Mystery, scheme, allies, voluminous, surprise, unexpected, plot, darkness, and chain.

Read more...

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.

Read more...

  © Blogger templates The Professional Template by Ourblogtemplates.com 2008

Back to TOP