News:

Don't forget to visit the main site! There's lots of helpful docs, patches, and more!

Main Menu

Project Base 0.7.3 release

Started by begrimed, August 31, 2009, 06:03:10 AM

Previous topic - Next topic

begrimed

#400
Edit: Ohhhh, I misread what you said. Yeah, that's a good point on the unsafe save room. I'll either stick a door to the left of the station, or move it over to bubble mountain.

begrimed

Get this: Person701 whipped up an awesome little piece of ASM that makes Samus instantly fire fully charged shots instead of normal shots when power bombs are selected (at the cost of 1 power bomb, of course). Since I consider this a really useful function for power bombs, perhaps moreso than the bombs themselves to some, I've thought about changing the power bomb item into something else that could reflect both features. "Power cell" perhaps? New item graphics and a message box for it could read "POWER CELL - ENHANCES BOMBS AND BEAMS" or something. Would this compromise the original game too much? :P

Jordan5

I don't think it would as people don't have to use it at all if they don't like it. I'm guessing this will get rid of SBA's though?

begrimed

Nope. The ASM doesn't affect your ability to do SBAs at all, except that they now take 2 power bombs use (1 is used to fire the shot before charging). I'm actually going to look into making SBAs more flexible by letting them work with any beam combination.

Quietus

I'd say that since Project Base has now evolved past a simple recolouring of the original game, you may as well make it into a hack of its own, including whatever additions you choose.

personitis

Quote from: Grime on August 16, 2014, 07:16:59 AM
The ASM doesn't affect your ability to do SBAs at all, except that they now take 2 power bombs use (1 is used to fire the shot before charging).
Eh? That was a bit of an oversight but I suppose it doesn't matter since you'll be doing things with SBAs eventually anyway. I wonder if there's a way, without heavy rewriting of other stuff, to make that not be a thing. I'd say one could up the power on SBAs to justify it, but let's be honest: on a casual playthrough, who uses SBAs? :lol:

begrimed

Yeah. SBAs are awesome and get almost no love. The idea is figuring out which beam combos will activate which SBA (since I really doubt there'd be room or effort to make a sly new SBA for every single combo that doesn't have one), then lowering the charge time required and maybe readjusting their damage.

personitis

If you're talking about adjusting each SBAs damage individually, you need to realize (if you don't already) that they all share the same damage pointer or whatever it is that affects enemies. Projectile damage array? I don't know the proper name, but  you'd have to do some serious rewriting if that were the case.

Of course, if you mean just adjusting the damage away from something that's not 300, then ignore me! :D

RealRed

Hey Grime, why not just make the powerbombs automatically unleash the powerbomb combos when pressing fire? You wouldn't have to program multiple beam PB-combos, just make them tiered and chosen based on what beams you have equipped?
ice -> wave -> spazer -> plasma
If you have ice equipped only, it'll auto-fire the ice combo for a powerbomb. ice or wave equipped, it fires the wave combo... and so on, with plasma being the strongest.

It would make them a lot more accessible.

Jiffy

#409
[spoiler=Don't read if you haven't played]Turns out you can get Power bombs before Supers.

At the bottom of the Green Brinstar shaft, there's the alternate exit out of the Ectoon section. Thanks to a glitch Grime told us and some help from Vismund, we found you can use the Damage Boost Grime made to do a short hop which makes the crumble block disappear and then you can tightly mid-air morph before it respawns. Then you can proceed to your early PB's.

Vismund's making a Vid, instead of me. :P Vismund is too slow.
Project Base v0.7.1: PB's before Supers[/spoiler]

Quietus

I can't test right now since I'm at work, but...

[spoiler]if you want Power Bombs before Supers, why wouldn't you just grab the ones above where the charge beam is?  As far as I can see, it's only blocked off by a shot block, and wouldn't require any fancy manoeuvres.  If anything, the room is a bit dangerous.[/spoiler]

Vismund Cygnus

[spoiler]The space left by the shot block is only 1 high. You need to be crouched to damage boost, iirc.

EDIT: In fact, that doesn't matter because the crumble blocks are in front of the shot blocks, and there's solid tiles underneath so you can't damage boost into them.[/spoiler]

Jiffy

Quote from: Quietus on August 22, 2014, 10:52:32 AM
I can't test right now since I'm at work, but...

[spoiler]if you want Power Bombs before Supers, why wouldn't you just grab the ones above where the charge beam is?  As far as I can see, it's only blocked off by a shot block, and wouldn't require any fancy manoeuvres.  If anything, the room is a bit dangerous.[/spoiler]

[spoiler]If you're talking about the room with the sidehoppers, those you see are blocked off by Power bomb blocks.
Me and Vismund went through a lot for this.[/spoiler]

Quietus

Ah, OK.  Now I've looked, I can see they are Power Bomb blocks. :^_^:

Next Captain Obvious Question: How are you getting through the Power Bomb blocks at the bottom of the shaft, to get into that area in the first place?

Vismund Cygnus

Project Base removed those Power Bomb blocks, and instead placed a door cap on the lower left door.  :^_^:

Quietus

Yeah, I just checked, and I had an older version. :^_^:

LinkaMeister

Well I have softlocked myself at draygon. I killed him by shinesparking into him and suddenly I couldn't move anymore. The only thing I can do is shoot, charge and shoot missiles and supers.

crazyal02

Death sequence needs some work. "Forgive me, Adam" is pretty silly. Worse, the actual suit-breaking-off animation is... not very classy. :O_o:

Having the map from the start is a bit weird, since Super Metroid usually uses Map Stations to direct you to where to go at that particular point; having it from the beginning muddles this.

I like the shorter item-get animation, but I'd prefer to have it play the iconic item fanfare rather than just the little "click" sound. It'd be best to keep the skippable animation, but still having the fanfare play all the way through.

Having Ceres explode despite the more ominous feel you have going (darker palette, no timer) is weird, although I imagine this is because of ASM difficulties.

Apart from these issues, Project Base is definitely the definitive version of Super Metroid, which is extremely impressive considering that it's a fan-made hack.

begrimed

Forgive Me Adam was a fun idea awhile back and was the result of me learning how to edit the game over screen. Been meaning to do something else with it. Samus was originally intended to die naked and screaming though, so I don't feel too bad about the altered death animation.

Map stations were taken out in favor of 4 new missile tanks and new material in general. I know Samus has traditionally downloaded the full area maps, but I don't think it's too far of a stretch to assume that her tech could have been capable of mapping the surrounding area, either, considering the existence of scan visor and such.

Shorter item-get might be tweaked a bit. I agree a single click is anti-climatic for *every* single item, but playing the whole fanfare itself and interrupting the area music constantly is not something I'm putting back in, either. Moving around during the fanfare makes it possible to get hung during door transitions for several seconds if the fanfare hasn't stopped playing when you enter it. A good compromise will likely be playing the full fanfare for the first missile, super, power bomb, e-tank and reserve tank you collect, and all of the other major equipment items, and different sounds effects for the different items besides the same click.

Also yep, Ceres is meant to be left desolate and very much unexploded (opening up the possibility of returning to it later for bonus material, but otherwise not affecting the overall story), which has already been fixed for next version.

I don't know about it being a definitive version though, haha, just an alternate take.

Quietus

Quote from: Grime on September 17, 2014, 02:32:02 PMA good compromise will likely be playing the full fanfare for the first missile, super, power bomb, e-tank and reserve tank you collect, and all of the other major equipment items
This sounds like the most sensible option.

crazyal02

Quote from: Grime on September 17, 2014, 02:32:02 PM
Forgive Me Adam was a fun idea awhile back and was the result of me learning how to edit the game over screen. Been meaning to do something else with it. Samus was originally intended to die naked and screaming though, so I don't feel too bad about the altered death animation.

Map stations were taken out in favor of 4 new missile tanks and new material in general. I know Samus has traditionally downloaded the full area maps, but I don't think it's too far of a stretch to assume that her tech could have been capable of mapping the surrounding area, either, considering the existence of scan visor and such.

Shorter item-get might be tweaked a bit. I agree a single click is anti-climatic for *every* single item, but playing the whole fanfare itself and interrupting the area music constantly is not something I'm putting back in, either. Moving around during the fanfare makes it possible to get hung during door transitions for several seconds if the fanfare hasn't stopped playing when you enter it. A good compromise will likely be playing the full fanfare for the first missile, super, power bomb, e-tank and reserve tank you collect, and all of the other major equipment items, and different sounds effects for the different items besides the same click.

Also yep, Ceres is meant to be left desolate and very much unexploded (opening up the possibility of returning to it later for bonus material, but otherwise not affecting the overall story), which has already been fixed for next version.

I don't know about it being a definitive version though, haha, just an alternate take.
Fair enough. It really is pretty much definitive though; Super Metroid was already nearly perfect, and now you're going in and fixing all the little irks  :yay:

begrimed

Also, LinkaMeister, have you tried reproducing that Draygon softlock? The giant metroid used to do a very similar thing if Samus' energy hit 01 while in the middle of sparking before Scyzer fixed it. If you get it again, can you confirm if using X-ray lets you move again after that? If it does, then that's the exact same kinda bug the big metroid caused, and it might be worth making sure other grabby things like Ridley can't do it.

LinkaMeister

#422
I just reproduced the Draygon softlock and using X-ray isn't even possible. I can't use it when I'm softlocked.
It's possible to grapple out if you're next to the broken turrets and grapple onto the broken turrets but that's the only way to get out of the softlock.

LinkaMeister

There's happened something really weird when i shinesparked into the gravity suit and I made a highlight of it.
http://www.twitch.tv/linkameister/c/5211942

Quietus

I've actually seen that before, buy it's still pretty funny. :^_^: