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Project Base 0.7.3 release

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

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THE Purple Helmet

I agree with SF.

My 2 cents would be to change the morph balls travel speed to be at least as fast as vanillas. It just feels like a limitation to be moving so slow and is the 1 turnoff I have to project base vs the original vanilla

JAM

Quote from: Sadiztyk Fish on August 15, 2010, 09:08:00 PM
Grime: about that auto-spin off a ledge, make it so the player has to be holding run :P
Or run and jump. If just hold run, fall from the ledge normally

begrimed

Progress has been very swift these last few days. I'm nearly done recoloring all of the enemies, then it's onto bosses (oh boy). In the meantime, there's this.


Quietus

Now THAT is a sexy edit.  Looks great, Grime. :yay:

Hiroshi Mishima

Oh holy shit, that enemy looks awesome! I've always wanted to see someone make the Wrecked Ship look even more disturbing/haunted/ghastly than it originally was. Love the palette on both the enemy, and the room.

begrimed



Gettin' there.
* Grime is in intense dread of when it comes time to edit Mother Brain's colors.

Quietus

I reckon Croco's main green could use a little less limeyness, but he still looks cool.

gunnargumpert

everythink looks awsome! nice, grime!  :^_^:

and the green chrocomire? --> awsome!

JAM

Wow, I'm impressed of how changing palette without changing tiles and layout can give a feeling of brand new area. Excellent work!

KT JDDD

I like Version 4.0.  So much, (especially for the physics) that I made a speedrun for it.  I'm going to upload it later.

Digital_Mantra

Just got to spore spawn. Here are some initial thoughts so far. (Bear in mind I'm practically at the beginning still)

-higher jumps make high jump seem less needed.
-you move way too fast. this is cool, but it's not very fun. (leaping over 2 tile drops or jumping over and around platforms)
-the movement itself gives way for unintentional sequence breaks. (didn't need to mockball to get supers in brinshaft)
-the bgs (although lush), are very systematic repeating patterns. (expand rooms to add more dynamic to the BGs)
-the re-spin while in air is quite fun! but not very fun with the speed making all this awesome stuff end so quickly.
-love the little nuance abilities like backflipping quite a distance, makes backing from enemy less 'cowardly'. lol
-very far horizontal bomb jumps! maybe too far..

begrimed

I kind of agree about the higher jumps. But the next value lower made Samus' jump just a tad bit too low to make it up to a lot of places that she'd need to.

Leaping over 2-3 tile drops is a result of a pose change that I'll be undoing, which enters the spinning animation if run button is held while running off of a ledge. That annoys me too. Moving through the air faster probably won't change though. Since Samus falls faster, the same horizontal air speed as the original game wouldn't cover nearly as much distance. PLAY MOAR.

The easier sequence breaks will be fixed up. Just gotta adjust the gate closing speeds in SMILE before supers and ice beam. I'm not worried about being able to get right into Kraid's lair. I think everybody and their mom already does that anyway.

Better backgrounds? Eh, I'm happy with the ones I made, hough some of the earlier ones (like the room before Bomb Torizo and Blue Brinstar) will be spiffed up a little. Most of SM's original backgrounds were a lot more repetitive, so I'm not worried about that. Don't want the backgrounds' over-detailedness cramping the style of the foreground.

Not sure what you mean about the re-spin and ending quickly. You talking about Samus' fall speed?

ragnafolk

My cousin made a TAS video of this hack in 100% and 34 min end time. It's very entertaining and interesting.
You can see the video here.

Super Metroid - Project Base - TAS - 100%_34min - By Martes (Part1)

Is part 1, I'll post the other videos during the week.
I hope you enjoy and comment.


begrimed

Whoa, I did not see that one coming. Very cool. Your cousin did an awesome job. Can't wait to see the rest of this run.

ragnafolk

Quote from: Grime on January 23, 2011, 06:21:48 PM
Whoa, I did not see that one coming. Very cool. Your cousin did an awesome job. Can't wait to see the rest of this run.

Thanks grime. We really enjoy your hack and look forward to the final version. I hope this will revive the issue a bit, because he deserves it.
Soon I'll upload the other parts.  :^_^:


Balchmorn

can you ask your cousin to post SMV file of that TAS, i lack high speed internet and youtube hates me

begrimed

This TAS is crazy good. Aside from the room before spring ball, I don't think he spent more than maybe five seconds in any other room except in Wrecked Ship, hahaha. I'd love to get a high-quality AVI file of the whole run.

ragnafolk

Quote from: Balchmorn on January 24, 2011, 07:39:06 PM
can you ask your cousin to post SMV file of that TAS, i lack high speed internet and youtube hates me

I only can post the zmv file, we use Zsnes 1.51 to perform the TAS.

Quietus

Video framerate seems a little off, which may be just a result of converting from .zmv to the relevant format.  The  optimisation is quite good, and it's an enjoyable watch.


Zhs2

Quote from: Digital_Mantra on January 25, 2011, 09:37:09 AM
fapfapfapfapfapfapfapfapfapfap
I agree. I usually don't watch TASes but this has caught my interest. You guys do some amazing things.

Balchmorn

Quote from: ragnafolk on January 24, 2011, 08:57:48 PM
Quote from: Balchmorn on January 24, 2011, 07:39:06 PM
can you ask your cousin to post SMV file of that TAS, i lack high speed internet and youtube hates me

I only can post the zmv file, we use Zsnes 1.51 to perform the TAS.

thats fine send it to me then :P

ragnafolk

Here is the TAS in ZMV file, if anyone can make a video in HQ, it would be fantastic.
Anyway I'll upload the rest of the video in youtube.
We use the patch ''PBv6.ips'', although the post says Project Base v0.4
I do not know what's the exactly version.