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Author Topic: Project Base 0.7.3 release  (Read 157140 times)

begrimed

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Project Base 0.7.3 release
« on: August 31, 2009, 06:03:10 AM »




It's finally on rhe forum, and soon the main site! I'll rework the info and stuff a little later.

FEATURES:
- General movement is less inhibited, with many new tricks made possible
- Modified enemies and bosses, including AI and graphical touch-ups
- Faster elevators, doors, room transitions and item-collection sequences
- Optional new color palette for the entire game
- Bug fixes and polish applied whenever possible
- New rooms added, others expanded and/or merged
- Alternate versions that offer even more ways to enjoy Super Metroid!

SPECIAL MOVES:
- RESPIN -- press jump at any time during a normal fall to resume spinning
- BACK FLIP -- while crouched, hold run, then press and hold jump + back
- BOMB SKIP -- hold down to avoid bomb jumping
- QUICK MORPH #1 -- hold item cancel + press down to instantly morph
- QUICK MORPH #2 -- hold L + press down, only works in the air
- DEMORPH JUMP -- until Spring Ball is equipped, holding run allows spin-jumping straight out of ball form
- SPEED BALL -- with Spring Ball equipped, Samus gains the ability to run at full speed as a ball
- UP SPIN -- while standing still, hold run to easily spin-jump straight up
- SPIN FALL -- hold jump as you fall from a ledge to flip automatically

ENHANCED EQUIPMENT:
- Beam travelling and firing speeds adjusted, auto-fire speed increased
- Charge beam draws energy and ammo drops from enemies toward you, also charges slightly faster
- Speed Booster has become a major power-up with several huge limitations removed
- Horizontal shinesparks can be exited into a full-speed run when Samus touches a slope
- Space Jump no longer stops working after you've fallen too far
- Missiles and super missiles can be fired faster
- Super missiles can be fired straight down while in the air to propel Samus upward
- X-Ray Scope speed increased
- Bomb timer shortened
- Underwater wall jumping and bomb jumping enabled
- Running speed no longer resets after jumping or falling

[color=00ff00]NEW CHANGES IN 0.8 / 0.8.1:[/color]


PROJECT BASE
Here is some of what's new since 0.7.3:

- Ability to use respin during a shinespark (!!!)
- Updated graphics + aesthetics for several areas
- Small changes to the terrain in several areas
- Ability to shinespark in morph ball form
- X-ray item gives Samus's beams the ability to reveal block types
- Bombs affect a larger area of blocks
- Beam charging no longer stops continuous walljumping
- 5-bomb spread has adjusted physics that factor in charge time & momentum
- 5-bomb spread can be started while morphed by holding shoot (or shoot+down)
- Frozen enemies can be destroyed with speed booster
- Shinespark steering moves faster if dash button is held
- Damage boosts only rise if dash button is held (no dash = default behavior)
- Samus's arm cannon colors vary depending on equipped beams
- Samus's equipment screen visor flashes while unpausing the game
- Mockball / speedball can now be done after Samus has turned around in the air

Project Base 0.8.1 [UH] / readme
Project Base homepage

ALTERNATE VERSIONS:
Project Base 0.7.2 (vanilla palettes)
Project Base 0.7.2 (vanilla gameplay)
Project Base 0.7.2 (gameplay only)
Project Base 0.7.2 (Justin Bailey by Auximines)

CONFIGURATION PATCHES:
Heavier Physics
Floatier Physics
Backflip Disable
Classic Booster
Death animation re-censor (0.7.2)

-----

level_entries_pb.txt
(level entries is only needed if you plan to hack this hack)



SCREENSHOTS:

(click to show/hide)



CHANGES SINCE VERSION 0.7.2:

(click to show/hide)

-----


Thanks for playing!

Feedback, criticism and bug reports are always needed to improve future versions.
« Last Edit: January 22, 2021, 04:42:44 PM by begrimed »
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GF_Kennon

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Re: Super Metroid: Project Base
« Reply #1 on: August 31, 2009, 08:33:40 AM »

I must say I'm looking forward to this, also I love the new Crateria pallet, also the fact that your going to be noting down all the changes is great too. keep it up.  :icon_biggrin:
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Lunaria

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Re: Super Metroid: Project Base
« Reply #2 on: August 31, 2009, 11:37:15 AM »

Walljump, yes/no? :3
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begrimed

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Re: Super Metroid: Project Base
« Reply #3 on: August 31, 2009, 06:21:11 PM »

Super Metroid: Project Base testing

That should answer that. ;]
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Phazar

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Re: Super Metroid: Project Base
« Reply #4 on: August 31, 2009, 06:29:40 PM »

Slowed-down Charge Beam, eh?  That might be interesting to put in some hacks.  Also, those new palettes are looking awesome.
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begrimed

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Re: Super Metroid: Project Base
« Reply #5 on: September 10, 2009, 11:09:14 PM »

Super Metroid: Project Base demo

'Nother demo for it. Shows a couple new area palettes that aren't seen in the first post.
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FullOfFail

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Re: Super Metroid: Project Base
« Reply #6 on: September 11, 2009, 02:34:15 AM »

I already had a Super Metroid Recolored in mind, but yours looks better. I was just going to change the tile colors, enemy colors and and possibly the items. I had no changes in mind to the actual gameplay. I started working on this a couple weeks ago, but havent put too much time into it. I had no idea that you was working on this project. Well, here's my video, but I see no reason for us to be doing the same project so I might stand down, or rearange the tiles so it's no longer the original. hmm, not sure yet.

Super Metroid Recolored
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Lunaria

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Re: Super Metroid: Project Base
« Reply #7 on: September 11, 2009, 08:27:26 AM »

Damn it FullOfFail, don't try and hijack the topic! XD

Grime: Looks kick ass in youtube quality. I will save my feedback until after I play it though! :3
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begrimed

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Re: Super Metroid: Project Base
« Reply #8 on: September 11, 2009, 11:14:32 AM »

I don't mind if you wanna keep going with yours as it is. Don't change your plans on my account. :P

Still left to do, in rough order:

- New palettes for Norfair, Maridia, Tourian, and the save/map/statue room tilesets. After that, going over every palette again and making some final adjustments.

- Changing the table data for some tiles so there's more variation in colors displayed, modifying some graphics and changing up some room tiles; possibly giving some rooms different tilesets (but keeping the same exact structure, as mentioned before) for additional spice, and making some rooms with spare tile data more pretty

- Giving rooms with BG_Data that use CRE palettes a layer 2 background so their colors can be changed more easily; possibly giving layer 2 BGs to many other rooms so they're more unique

- New palettes for all of the enemies, Samus, HUD, beams, and probably some other things I can't think of at the moment

- Changing FX1 for certain rooms and palette blend colors to groove better with the new palettes

- Going back over my notes and applying a few more bug-free physics/mechanics changes, as well as searching for some new ones to use
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FullOfFail

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Re: Super Metroid: Project Base
« Reply #9 on: September 11, 2009, 01:54:33 PM »

Well, I originally intended this project to be more for personal use anyway, unless somebody wanted to play it. I only have maridia and a few other tilesets left. I'm very limited to what I can do though, for example on the wrecked ship I could only get a pinkish color to look right. So now it's all pink...but I sorta like it XD I might just go ahead and finish up this version, then go back and see if I can't create something totally original from it. But, the main reason I even started this project is because I don't have the knowledge it takes to make a full hack yet (what I really want to do eventually).
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personitis

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Re: Super Metroid: Project Base
« Reply #10 on: September 11, 2009, 03:32:29 PM »

It all looks much better darker Grime. Can't wait to see Maridia! =D
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Scyzer

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Re: Super Metroid: Project Base
« Reply #11 on: September 14, 2009, 04:24:05 AM »

Seeing that vid gives me a few ideas, even though they'd be heaps hard to accomplish :icon_rolleyes:.

Also, that dark Crateria palette is win. I WANT MOAR!!!!!!!!
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begrimed

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Re: Super Metroid: Project Base
« Reply #12 on: October 14, 2009, 12:06:35 PM »

Just reporting in to let ya'll know that this project isn't dead. In fact, I've just started working on it again after a nice break to research s'more alterations I can make. I'll be releasing a good beta for this once I've recolored the remaining areas and decided on all of the physics changes that it'll have. The beta will include just these two major changes, plus new suit colors (I say new, but I actually mean just better versions of the existing three suit colors). The final release will have all of the finishing touches, that being the modified GFX/backgrounds/room tilesets and additional stuff.

The reason I'm doing a beta is in case anybody runs into perm-stuck areas resulting from the new physics or unseen flaws in the changes themselves. I don't wanna put out something final that's got bugs crawling around, y'know. No new screens or vids yet.
« Last Edit: October 14, 2009, 12:08:41 PM by Grime »
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Zhs2

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Re: Super Metroid: Project Base
« Reply #13 on: October 14, 2009, 12:23:28 PM »

Quote from: IRC
[noembed]11:42   Grime   Rockin'. 4 byte changes, and SM more or less has ZM's faster-paced physics, but without all of the clunkiness.
11:42   Zhs2   That's what Bloodsonic did for RevEX2/Z :D
11:43   Grime   Since PB is gonna have SM's exact room layout/item locations, I'm going all out with bold and subtle physics tweaks.
11:43   Grime   Like, walljumping can actually be done underwater now, and space jump will work in water without gravity.
11:44   Grime   Walljumps in air don't go nearly as high, so you'll have to do it faster and more often to make good use of it.
11:44   Grime   Gotta adjust bomb timers so bomb jumping still works with the faster fallspeeds.
11:45   Grime   It'll be feel kinda like Redesign, but without hindering you to hell.
11:45   Zhs2   Redesign was a bit over the top, yeah =p
11:47   Grime   Also tweaking the way diagonal bomb jumps behave.
11:47   Grime   Instead of stopping at the peak of the jump and falling straight down, she keeps on a goin'.
11:47       *** Black_Falcon joined #metconst chatzilla@p57AC7742.dip.t-dialin.net
11:47   HelloBot   Hello, Black_Falcon ! ^.^
11:47      *** thakis quit (Quit: thakis) thakis@67.218.106.32
11:48   Black_Falcon   hello, Metconst ! ^.^
11:48   Grime   I think after I finish all of the new area palettes and desired physic changes, I'll make a beta release for Project Base.
11:48   Black_Falcon   :3
11:48   Grime   With the next release being the final one, which'll have all of the polish. Better GFX, alternate tilesets for some rooms and better color variation, but essentially still the same.
11:48   Grime   Since that shit will take awhile.[/noembed]

Relevant logs. :grin:
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begrimed

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Re: Super Metroid: Project Base
« Reply #14 on: October 16, 2009, 05:30:07 AM »

I come bearing pix.



Not 100% complete, but a good idea of where Norfair's going.


Before/after shot of the rehashed suit palettes.
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Lunaria

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Re: Super Metroid: Project Base
« Reply #15 on: October 16, 2009, 08:22:31 AM »

The brightest color on gravity suits 3 purple/pink shades is to pink. Make it one or two steps less of red.

Also, I don't really like the coloring for the bubbles. They look a bit to "solid" if you ask me. :/
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begrimed

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Re: Super Metroid: Project Base
« Reply #16 on: October 22, 2009, 10:49:06 AM »



Gettin' closer.
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personitis

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Re: Super Metroid: Project Base
« Reply #17 on: October 22, 2009, 03:54:07 PM »

Looks like this will be a darker hack than the original.
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Re: Super Metroid: Project Base
« Reply #18 on: October 22, 2009, 07:04:34 PM »

I think I've mentioned the word "Quake" several times on the official channels because it's all brown brown brown brown brown brown brown brown brown brown brown brown brown brown brown brown brown brown brown brown brown brown brown brown brown brown brown brown brown brown brown brown brown brown brown brown brown brown brown brown brown brown brown brown brown brown brown brown brown brown brown brown brown brown brown brown brown brown brown brown brown brown brown brown brown brown brown brown brown brown brown brown brown brown brown brown brown brown brown brown brown brown brown brown brown brown brown brown brown brown brown brown brown brown brown brown brown brown brown brown brown brown brown brown brown brown brown brown brown brown brown brown brown

Cool stuff! I wonder what's going to be done to Wrecked Ship... :>_>:
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begrimed

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Re: Super Metroid: Project Base
« Reply #19 on: October 23, 2009, 01:03:12 PM »

Okay, let me just make everything neon green and pink and blue and yellow.
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Zhs2

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Re: Super Metroid: Project Base
« Reply #20 on: October 23, 2009, 01:23:25 PM »

Sweet. LSD-induced Zebes would make for a nice change in atmosphere. :^_^:

Seriously, though... It seems more humanistic mechanical with the brown hues. I think Zebes had a better approach at an alienistic atmosphere with its varied and, yes, quite frankly ugly color schemes like the pink pipes (but hey, not everything can be beautiful - or perfect!) I just can't see Maridia being totally brown compared to what it looked like in Super Metroid. <_<

Aside from that one complaint, that's not to say that it doesn't look awesome anyway.
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Re: Super Metroid: Project Base
« Reply #21 on: October 29, 2009, 05:50:49 PM »

this is a wow :D

edit: it just that its original :l
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Re: Super Metroid: Project Base
« Reply #22 on: October 29, 2009, 08:23:08 PM »

Based on what you've posted so far, I have two pieces of advice/criticism:

1. Maybe you should change the color scheme for Lower Brinstar to something more metallic. As it is, its more or less the same color as Upper Brinstar, whereas the contrast between these two areas was part of what gives Brinstar its fullness. Maybe try making Lower Brinstar silvery, or bronze-green.

2. Its a little hard to see the walls/grappleblocks in the Inner Maridia shot. Maybe darken the background a little more to make it easier to see.

Other than that, looks awesome. Upper Brinstar in particular looks beautiful with the black vegetation. Physics changes also look pretty nifty (more durable speed boost, deccelerated charge beam, etc).
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begrimed

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Re: Super Metroid: Project Base
« Reply #23 on: November 07, 2009, 03:14:32 PM »

Project Base (Brinstar BG #2)





Lots done, and lots to do.
« Last Edit: November 07, 2009, 03:17:55 PM by Grime »
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Lunaria

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Re: Super Metroid: Project Base
« Reply #24 on: November 07, 2009, 04:19:17 PM »

I'm not sure I really like this shiny glow on very dark stuff, thingy...
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