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Metroid Construction - What have you cooked up for YOUR Metroid hack today?
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Author Topic: Samus - Bounty on Rhizon *beta testing asm changes*  (Read 2572 times)
squishy_ichigo
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    « Reply #60 on: February 28, 2010, 12:28:54 AM »

    Whats that music from in that video? It sounds very familiar...

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    « Reply #61 on: February 28, 2010, 11:14:34 AM »

    Hrm...  I don't know about hanging from the ceiling, but I did make some graphics of bones and such that I planned on putting in alcoves and on the ground (just didn't put them in that room for some reason  lol  the next video I make of the test room will show more   ;)).

    As for the music, I found a movie recently called "Dante's Inferno - An Animated Epic".  Awesome movie and even better music, so I searched for and found the OST for it.  Found out shortly later that the movie was fashioned after and released alongside a new video game.
    http://www.dantesinferno.com/home.action
    (click to show/hide)
    « Last Edit: February 28, 2010, 11:21:17 AM by Crashtour99 »


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    « Reply #62 on: March 05, 2010, 09:19:09 AM »

    And speaking of the next video...   Eye roll.

    (click to show/hide)

    And in case the video doesn't show clearly enough...

    (click to show/hide)

    [attachment deleted by admin]


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    « Reply #63 on: March 05, 2010, 09:33:13 AM »

    Holy frak, Crashtour. You've done it again. Your hack really got a boost on my 'anticipated' list.

    Now aiding the MetConst army in a most nostalgic way, I bring you Deathknight. His axemer, a cross between an axe and a hammer, is able to first slice through you, and then break your bones or snap your spinal cord. In his chest is emblazoned the Parabox, an artifact most powerfull. It is the metaphysical battery for his axemer.
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    « Reply #64 on: March 05, 2010, 10:09:34 AM »

    It still feels a bit devoid of decorations here and there, but what you've added are really nice touches. Holy frak, dude. This hack looks like it will make six-year-olds crap their pants upon loading it up - that, or maybe it was just the accompanying music...

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    « Reply #65 on: March 05, 2010, 03:14:10 PM »

    O_O

    Daaaaaayum. It looks amazing with the bg. The hands that pop up add tension to the atmosphere and the music was great. 10/10

    Since when did people use scientific fact to justify hacking laziness?

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    « Reply #66 on: March 06, 2010, 01:48:38 PM »

    Looks good, although I don't think it'll scare little kids and such. All the danger is 'in-your-face,' and you can see it, making the atmosphere a lot less tense. If a bunch of it was empty, but you knew danger was somewhere, but just couldn't find it, THAT'S what makes it scary. Still, I like the graphical changes you've made all over the place. And again, the hands are a nice touch.

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    « Reply #67 on: March 07, 2010, 11:27:46 AM »

    Pure greatness. Some others may be able to manipulate the graphics better, but they haven't made something feel like this. Keep it up.
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    « Reply #68 on: March 08, 2010, 12:37:02 PM »



    Aside from that, it's pretty damn awesom(er) now. The black areas in the background still look a bit barren, though. I'd find a tile or two that would be fine to 'spritz' around at random in the black areas.

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    « Reply #69 on: March 13, 2010, 12:53:44 PM »

    I agree the top could be smoother, but I sorta like the left one being flat like that. It makes it look like a temple or steps or something. I don't know if that was intended, but that's how my eyes took it. Just m opinion though.

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    « Reply #70 on: May 27, 2010, 11:13:39 AM »

    So, it's been a while...
    But just to show you what I've been working on this whole time, here's a video...  Some of the speed setting may end up getting changed, but let me know what ya think.

    asm test 2LQ | LQ+ | HQ


    As said in the video description, big thanks to Kejardon for the assist with getting screw attack working properly.


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    « Reply #71 on: May 27, 2010, 12:51:05 PM »

    You turned Samus into Magus from Chrono Trigger? Sweet!

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    « Reply #72 on: June 07, 2010, 04:53:25 PM »

    After seeing your RotW entry, I decided it was time I actually hunted down the thread it was for (or so I assumed, correctly it would seem). I gotta say I'm very impressed with the overall work you've put into it so far. It gives me a feeling similar to stuff I've seen in Castlevania (the creepy/morbid factor), while the music reminds me of thriller/horror style like Silent Hill and Demon's Crest.

    I'm really quite anxious to see the final product someday. Keep up the good work. Now if you could only figure out how to make the in-game music fit the areas you're making.. I can't for the life of me really see anything matching up with the Catacombs; even Lower Norfair's music doesn't seem to quite fit...

    Personal Goal: To get SOMETHING accomplished this year, even if it's just a single comic for Subsector Hiroshi. GODS have I been unproductive lately...
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    « Reply #73 on: June 07, 2010, 11:55:53 PM »

    I've been thinking about not having much music actually, mostly dead silence except for some background stuff here and there.  Should have a nice Silent Hill effect.   Grin  Glad to see that some of the effects I was going for are coming across properly.
    Also been thinking that if I get industrious enough that I might pester SadFish about how to make music.  It would probably be pretty basic/simple stuff that I would want to add, just enough to add some tension to the atmosphere.  LOL  Nothing says creepy like dead silence with random strange noises coming from nowhere.



    On a slightly different note, be prepared to see some of the new animated tiles I've been working on (one of which will be for public consumption for DC's animated tiles thread).   Cool.


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    « Reply #74 on: July 22, 2010, 02:08:08 AM »

    I think I'll just drop this here.   Twisted.
    Should make for some interesting puzzles and player limitations early on.

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    « Reply #75 on: July 24, 2010, 07:46:27 PM »

    That's right, beta testing of the asm changes is underway. 
    If you'd like to apply then send me a PM here and I'll send you a download link.
    Keep in mind that I may not reply to everyone (especially those who have done the "demo begging" thing in the past, and you know who you are  T_T).  I'm looking for feedback on certain things which will be explained in the included read me file.

    I really only need a few people, with a variety of skill levels.
    Average
    Advanced (can do some of the glitches and bugs like mockballing, damage boosting, etc.)
    Highly Advanced (can do all of the glitches and bugs, and has probably completed very hard hacks like SMI and Cliffhanger)


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    « Reply #76 on: July 27, 2010, 11:13:16 PM »

    I dunno if anyone's commented to you about it on the forums or elsewhere but... having the missiles damage you, and I mean the NORMAL missiles, might not be the best of ideas. I suppose from a "challenge" standpoint it's interesting, but it feels like you're gearing towards fake difficulty. If you want to make missiles into a challenge, provide fewer tanks and have the enemies drop less (or just make the drops worth less). When you have very little health to begin with, giving the player an item that'll be USED frequently yet still damages you seems like giving the player a cake and then saying you can't have it. Or rather, that you can have it, but you need to eat it with a poisoned fork.. or something.

    Maybe it's just me.

    Personal Goal: To get SOMETHING accomplished this year, even if it's just a single comic for Subsector Hiroshi. GODS have I been unproductive lately...
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    « Reply #77 on: Yesterday at 01:08:12 AM »

    Well, so far I've only been getting feedback from one of the testers (that's alright, I understand that everyone has their own stuff going on, so it's no biggie), but so far the response seems to produce the desired result early on in the game.  Level design, item and enemy placement, and item order will make it seem a lot less like a poisoned fork or artificial difficulty (you'll get charge beam with charge healing as the next item).  And suit upgrades do lessen the damage as well.  Trust me, I hate artificial difficulty like "spike hell" or extended "hell runs" that are extremely difficult.  I consider myself to be a slightly advanced player (I can do some of the bugs/glitches, but not many and not all the time) and if I can't do something or find it to be too difficult it'll get changed.

    I do appreciate the input though and am always grateful for constructive criticism. ^_^


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    « Reply #78 on: Yesterday at 01:27:15 AM »

    The Healing Charge, as I have encountered it before, does indeed help reduce the "wallbanger" aspect of self-damaging equipment upgrades. In that respect, I can suddenly see the Harmful Missiles being used as a pacing/challenge aspect. A sort of "Missiles are good, but don't get careless" or else you find yourself between an empty tank and a sharp place.. so to speak.

    In which case, I can look forwards to the hack once more without fear. :D

    Personal Goal: To get SOMETHING accomplished this year, even if it's just a single comic for Subsector Hiroshi. GODS have I been unproductive lately...
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    « Reply #79 on: Yesterday at 06:58:31 AM »

    Actually, I have been putting all feedback in one text doc to send you when I'm done. And I have played almost to the end.

    And I must admit, I have A LOT to say about the new stuff.

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