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Acmlm's Board - I3 Archive - - Posts by AlexAR |
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AlexAR Ninji Since: 02-27-06 From: TX Last post: 6314 days Last view: 6311 days |
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Most of these screenshots look really really nice, a couple..not so much.
That black and white tile floor looks kinda funky when stretched like that, you should maybe just use more tiles and not stretch them. That grey screen looks like you took the screenshot right in the middle of a lightning strike..did you add lightning to the game..wow. lol Keep it up. |
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AlexAR Ninji Since: 02-27-06 From: TX Last post: 6314 days Last view: 6311 days |
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It will be a fun day for sure.
Couple questions though: Obviously this is a bigger game, but did you make it harder? As in, are there some wicked jumps or tricky bomb technique jumps, cruel enemy placements? If 1 is stupid easy, 10 ridiculously hard, and the original is a 5, what would your hack be in terms of difficulty? Did ya modify the bosses in any way? Ive always wished Kraid was more of a challenge because fighting him really is fun and I hate for him to be such a pushover. Also, yes I realize a staple of all Metroid games is backtracking, but they actually handle it much better than most other games. I completely understand having to go back thru an area to find hidden nooks and crannies, but if forced to run thru the same dull rooms over and over, things can get pretty stale real fast. (I'm looking at you Metroid Prime 2) I'm really looking forward to your hack Drewseph, wanna spoil us with some new screenshots? |
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AlexAR Ninji Since: 02-27-06 From: TX Last post: 6314 days Last view: 6311 days |
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Originally posted by interdpth What about events? You know how when you return to Brinstar from Kraid's Lair (or is it Norfair?) the wall/statue on the right crumbles and reveals a path? It would be awesome if the editor could allow the hacker to make walls crumble at will. Or maybe something simpler..You know how when traveling down an elevator shaft, a brief "cut-scene" showing off Mother Brain awakening or Ridley in his ship arriving happens. Maybe the editor could allow the hacker to allow for more of these scenes and allow them to happen at different times, like when going thru a door or when picking up a power-up. Another great feature would be returning bosses. As in you fight Kraid early in the game..then later he pops up again..stronger of course. Metroid games have the best boss fights ever, Id love to add more boss encounters, imagine fighting all the bosses from Fusion and Zero Mission... Keep up the fantastic work interdpth, I eagerly wait your next update. |
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AlexAR Ninji Since: 02-27-06 From: TX Last post: 6314 days Last view: 6311 days |
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Originally posted by Nintendude88 Well that has the potential to be pretty darn funny. I really hope you try to keep things light hearted and entertaining and most importantly..commit to finishing this project. Id love to play Earthbound again, and a good hack would be the perfect excuse. |
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AlexAR Ninji Since: 02-27-06 From: TX Last post: 6314 days Last view: 6311 days |
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This type of work is inspiring Drewseph. Two years were defenetly put into this, and it will take equal amounts of time by another to come close your hack's quality. Looking back, I'm surprised you didn't change the intro part at the space station. With the tilting affect and all, you could have made something to really hook people. Nevertheless, not only have you expanded Super Metroid, but the entire Metoird Universe with your new ideas.
But of course, when one creates something as grand as this, certain issues will crop up that only a dedicated team of developers and play testers could have alleviated before a release. There are a bit too many blind jump/falls where it is impossible to know where Samus will land..be it an enemy, spikes, or nothing..and fall lower than the player intended. Also, I doubt many people are fans of having to kill re-spawning enemies over and over just to collect 5 missiles to open those red doors. Obviously you were aware of this because the re-spawning enemies are right next to those red doors. You could have limited those instances a bit. And I'm sure the biggest complaint this game will receive is the wall jumping. Originally posted by Dragonsbrethren I love wall jumping..in the original..and I also love how in your hack she wall jumps more horizontally..looks really cool. Unfortunately, in the process you also made it FAR more difficult to pull off..and as you stated in the Read Me..there are a lot more instances where wall jumping is necessary. I hate to call your hack a "Hard Type Hack"..since I've advocated that these types of hacks are not true to the spirit of the original and in the end are NOT very fun at all. But this hack DOES indeed stay true to the spirit of the original.....but IS also very hard..on occasions at the beginning especially, savestate hard. Regardless..everyone who plays games...period...NEEDS to try this game out. Outstanding job Drewseph. (edited by AlexAR on 05-07-06 11:30 AM) |
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AlexAR Ninji Since: 02-27-06 From: TX Last post: 6314 days Last view: 6311 days |
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Here are a couple shots from the latest version interdpth has sent me.
As you can see, most everything is looking 100% correct. Also, in the last shot, you cans ee what appears to be Metroid:Fusion tiles...cool indeed. |
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AlexAR Ninji Since: 02-27-06 From: TX Last post: 6314 days Last view: 6311 days |
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That particular Fusion Tileset is tileset #05. I suspect there may be more Fusion tilesets since there are tons of tilesets that your editor picks up.
I also just noticed that in the header editor, the room numbers are displayed in regular decimal style, in the map viewer, the room numbers are in HEX. Here's a comparison shot of Metroid Fusion and the Fusion tileset. Obviously palettes not the same. |
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AlexAR Ninji Since: 02-27-06 From: TX Last post: 6314 days Last view: 6311 days |
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Originally posted by Celice Tilesets were left behind..game engines...sound effects...is it possible that the code for Metroid:Fusion bosses could have been left behind as well? It would be the greatest if graphics could be added then applied to these boss behaviors. Perhaps the code for that evil Samus (Samus-XS something) is still in MZM and can be used to make not only boss encounters, but make mini cinematics in which you can control the exact movements of Samus and tell a story like in the beginning of Super Metroid, or beginning of Fusion. Maybe you can also have flying levels n which you pilot Samus's ship in space and fight off Space Pirate ships and travel to other worlds and gain exp and level up and buy items from Mercenary space pirates who have defected...and multiplayer..... sorry..got a little carried away.. |
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AlexAR Ninji Since: 02-27-06 From: TX Last post: 6314 days Last view: 6311 days |
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Originally posted by Drewseph |
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AlexAR Ninji Since: 02-27-06 From: TX Last post: 6314 days Last view: 6311 days |
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The grapple beam is in the lower right area of Norfair. Break the glass tube to the right of room where you fought Kraid and just make your way down. After you get the grapple beam, get ready for some 'out of this world' grapple puzzles. They are as superb as the bomb maze puzzles and will really test your skills.
Chibi Gatomon, are you stuck in any particular place down there in Norfair..there are some wicked rooms down there that will make you pull your hair out. |
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AlexAR Ninji Since: 02-27-06 From: TX Last post: 6314 days Last view: 6311 days |
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I believe I may have found a bug. In this room in East Norfair, when your traveling "In the background in ball form, if you lay a bomb at the sides of the room where you cant see yourself, the game freaks out and displays a black screen. The music keeps playing though.
(edited by AlexAR on 05-12-06 02:46 PM) |
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AlexAR Ninji Since: 02-27-06 From: TX Last post: 6314 days Last view: 6311 days |
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Unfortunately you are Victim # 183 of that SMB2 editor. Don't feel bad I was # 159. The problem is that editor just is not complete and looks like it will never be finished. SMB2 is one of my fave games too, but unfortunately I've had to give up on hacking it since all SMB2 editors just aren't up to snuff. I suggest you use a different editor for a different game and save your self a lot of headaches. (edited by AlexAR on 05-12-06 03:45 PM) |
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AlexAR Ninji Since: 02-27-06 From: TX Last post: 6314 days Last view: 6311 days |
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Oh oh, yet another Metroid hack on the horizon. Things are getting very Metroidy around here lately no?..And I LOVE it.
Anyways, that sounds like a great idea Billiards Koopa. Being able to play as someone else can really spice things up. I don't know how viable this would could be or how experienced a hacker you are. But maybe you could have Dark Samus collect different types of power ups in her/its adventure. Maybe she could collect the dark beam which does more damage and freezes foes if charged up. An absorb type of power in which she regains health would be great, as well as new morph ball power. Like spider ball or death ball. You know what would be cool too? A Star Menu. That way you could visit other solar systems and planets. |
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AlexAR Ninji Since: 02-27-06 From: TX Last post: 6314 days Last view: 6311 days |
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From the very little experience I have messing with Super Metroid, I can tell you that that entire Ceres station intro area is VERY finicky. Modifying anything in that area messes up loads of other things either right there in the station or later on once you get on the surface.
I would suggest leaving everything as is in the station and just giving Samus the missiles as soon as she lands on the planet. |
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AlexAR Ninji Since: 02-27-06 From: TX Last post: 6314 days Last view: 6311 days |
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Originally posted by hello02 So people ARE actually downloading this demo. Gosh people, comment please, even if you think it sucks.. I guess the rapidshare has hit its time limit or something, never actually used it before this demo. I guess I could just upload it again. But no. lol How bout I get some comments about the screens or something..yes I know they suck, but I need motivation to keep at this project..which I haven't touched in months.. |
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AlexAR Ninji Since: 02-27-06 From: TX Last post: 6314 days Last view: 6311 days |
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Originally posted by Deflaktor Are you attempting that hell run with 3 energy tanks? Because really, if you have em, its not really hard at all. Have you read all the posts in this thread? You know about the little red flying guys whom you must kill a couple times to refill your health? You know you have to go back into that morph ball room and get the 4th energy tank? |
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AlexAR Ninji Since: 02-27-06 From: TX Last post: 6314 days Last view: 6311 days |
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Just for curiosity's sake, have you (interdpth, Jigglysaint) figured out how those bugs work? You know, those little tiny bugs that stick on Samus and damage her if too many get on. You need to use those bugs to consume those big gooey barriers you come across. Its a really cool feature and I was wondering if they work just like any other sprite. Or are they more in the "Event " category. Id love to be able to have some sort of bug spawning room in which Samus has to return to pick up bugs and take them to there barriers to advance.
Another thing, Chozo statues. Playing drewseph's Metroid hack has really got me thinking. Would it be possible to trigger other things when activating a Chozo statue. Instead of just opening the map and showing where the player should head next, could you be able to trigger a wall to crumble or door to open...a door in a different area perhaps. |
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AlexAR Ninji Since: 02-27-06 From: TX Last post: 6314 days Last view: 6311 days |
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Originally posted by comp Ummm, ok. RPG MAKER XP comes preloaded with some graphics. These are just generic stand-ins used for experimenting really. To use your own "GFX"...you have to use the import feature. Maybe you should take a look at the Faq's around the net. Or just experiment with the program to find out all its features, its the best way to learn. And I will upload the demo again. Hopefully today. |
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AlexAR Ninji Since: 02-27-06 From: TX Last post: 6314 days Last view: 6311 days |
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Comp, you messaged me about problems with your "screenshots." I might as well answer you here so other people can see maybe get some help too.
The quick and easy way to put in your own character or background graphics, is to open up the existing RPGMaker RTP graphics .png files and edit them in MSpaint. To do this, go to ProgramFiles\RPGMAKER\graphics open up the file you want to edit in MSpaint and go to town, being sure to stay within the bounds of the original picture. Be sure to save your changes as a new .png file outside of that folder. Then in RPGMaker, use the Resource Manager tool, choose the folder where you want to import your file, then press the import button to find the new file you created in MSpaint. Choose the transparency color by left clicking on the background of your image..usually white. For background images, usually you don't need a transparent color so just press the "clear" button in the bottom. Don't worry about translucency for now. (edited by AlexAR on 05-15-06 11:22 AM) |
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AlexAR Ninji Since: 02-27-06 From: TX Last post: 6314 days Last view: 6311 days |
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Nice clean feature set. Those screenshots though could definitely be cleaned up quite a bit though. To make things look perfect, be sure to take advantage of all 3 layers in the map. Remember that its all in the details. a couple flowers here, some tall grass over there, a rock siting by the tree...it makes for a fuller play experience. (edited by AlexAR on 05-15-06 11:28 AM) |
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Acmlm's Board - I3 Archive - - Posts by AlexAR |