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#1
Quote from: Dinar87 on November 23, 2024, 03:36:32 AMNice

Quote from: VacantShade on December 03, 2024, 06:11:53 PMHey, this looks really good so far!
Looking forward to seeing how it comes along!

Thanks guys for the encouragement!

You might be wondering from the screenshots why the colors appear as they do, and it's because I'm pulling from a lookup table of 15 or so random color palettes. This is all in an attempt to make each playthrough as different as I can. Aside from the colors of each area changing, the map can flip from moving right to moving left, and also certain sections are randomized. So for instance you will always enter via teleporter to the same starting stage, but the next five sections or so before an item room can appear in any order as you progress. Certain tiles like the floor in brinstar and the bubbles in norfair are also random. Since I can't exactly randomly generate levels this is the best I can do, while also keeping things relatively consistent so high scores are fair.

One major change I made is that X enemies are now random as well. Instead of always running into the same tougher enemies in the same location, they're now placed via a 'group' within the map editor and then the enemy and its location are picked randomly at runtime. This helped change things up dramatically.

Another big change was concerning missile tanks/pickups. Originally I was going to have the full 255 missiles with containers granting +5, but I realized in this streamlined design that was way too many missiles so it has now been changed to 155 missiles total and pickups grant only +3, bosses grant +45.

I've been working the past week on upper Norfair, the X enemies there are gerutas and squeepts. Here are some screenshots









It's pretty much all enemy and map design from here on out, all of the engine framework is basically complete
#2
Metroid Fusion / Re: [MF] Personal Project: MGF...
Last post by Draconic - December 08, 2024, 05:26:33 PM
I actually found it on GitHub. Go figure.

I messaged Lucid on Discord a few days ago, and he hasn't gotten back to me. Would it be possible for a mod to post it on the main site under his name, because while it doesn't change the gameplay, it does add a lot of content in terms of writing.
#3
Super Metroid / Re: Super Metroid - Widescreen...
Last post by ocesse - December 07, 2024, 11:41:47 PM
December 07, 2024

Here is the Widescreen Patch v0.3.10 for Super Metroid: T O U R O F I T A L Y, I hope you enjoy it.

I want to say Thank You very much to RT-55J for fixing some rooms specifically for this Widescreen patch

T O U R O F I T A L Y

Release date: June 30, 2024
Author: RT-55J
Version: 0.85
Release Page:
https://metroidconstruction.com/hack.php?hack_id=782
Forum Thread:
https://forum.metroidconstruction.com/index.php/topic,5753.msg73650.html#msg73650

Average runtime: 1 hour and 50 minutes
Average collection: 88% of items
Rating: 4.4 orbs



Review by Onnyks on July 02, 2024

This hack was a good time. I laughed at the gelato naming convention and then laughed harder finding piles of it strewn about the station, and mamma-mia-ing all the items was funny too. For a gag hack it played seriously though. I think the best part about this was how much play each item got, especially the new toy which was very cool. I'm a "hold run at all times" kinda player and I skipped a lot of tooltips inadvertently, but it was clear what it did just playing around with it, and you made good use of it as a movement tool and puzzle key.

It's also great how open and breakable the station felt, you didn't try to overcorrect wave gates or underwater wall jumping or other tech, the hell runs were quite manageable, etc. It was clear at obstacles that you wanted us to have something for them but you let us shoot ourselves in the foot anyway.

When the hack started I thought the number of false-wall secrets would be annoying but somehow I came to expect them, and jumping into walls and ceilings just felt like bomb-checking them anyway. The aesthetics of the station were nice, though cherry side is a little on the red-crateria side of things. Tiling was generally cool, even if I did have some trouble telling what was destroyed and what was background in the escape.

Really great hack, but I am an Italian so -1 orb.

-- End of Review by Onnyks --

Widescreen patch v0.3.10 in attachments
#4
Metroid Fusion / Re: [MF] Personal Project: MGF...
Last post by FelixWright - December 05, 2024, 04:07:35 PM
When site got hacked we lost attachments and recent main site uploads. We'll have to get @TheLucidGamer 's attention
#5
Metroid Fusion / Re: [MF] Personal Project: MGF...
Last post by Draconic - December 05, 2024, 01:14:23 PM
As far as I can tell, there either isn't a download link, or it doesn't work anymore. Can someone fix this?
#6
Completed Stuff / Re: The Great Metroid Construc...
Last post by OmegaDragnet9 - December 04, 2024, 02:32:37 AM
JAM $100 Extra Events Modified

Disassembled JAM's $100 Extra Events but found it didn't work in SMART.

Ended up rewriting it to make a version that did work in SMART, and this led to more custom Roomstates:

JAM's Extra Events ($100-$1FF)
Extra Extra Events ($200-$27F)
Items State ($00-$FF)
Items State ($100-$1FF)
Doors State ($00-$FF)
Doors State ($100-$1FF)

This allows for you to have roomstates spanning most of the usable array. Collecting any item or opening any door can be an event in and of itself.

Within each roomstate you only have access to the low byte in editor, but you select which high byte is represented by changing between the roomstates.

I have been testing this the last few days. So far everything appears to be working as intended.

However, I would definitely backup all related SMART project files before adding this.

Included in the ASM file are the needed  XML scripts that have to be placed inside the project XML file.

You will need to modify existing Event ASM to include part of the High Byte of the PLM argument when assigning an event to set. (Look for "AND $00FF" and make sure it's "AND $0FFF" in however many places that would apply.)

I am currently reworking certain resources I uploaded to reflect that change.
#7
Misc. Hacks and Games Development / Re: Metroid X: Arcade style 2 ...
Last post by VacantShade - December 03, 2024, 06:11:53 PM
Hey, this looks really good so far!
Looking forward to seeing how it comes along!
#8
Off-topic / Re: Talk of the Day
Last post by FelixWright - December 03, 2024, 01:58:01 PM
metconst_forum_avatar_mini.png
#9
Off-topic / Re: Talk of the Day
Last post by alexman25 - December 03, 2024, 01:46:55 PM
Quote from: FelixWright on December 03, 2024, 01:43:44 PMtesting
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Awww hell nah don't read the tooltip on that image guys worst mistake of my life
#10
Off-topic / Re: Talk of the Day
Last post by FelixWright - December 03, 2024, 01:43:44 PM
testing
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