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Metroid - Rogue Dawn

Started by Grimlock, August 02, 2014, 11:44:31 AM

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Thirteen1355

Unless you are already 80 years old, there's about a 98% chance you are still alive by the time this hack is released, so don't worry about it too much.

DonnyDonovan

My Dad will be 81 Friday and I'm pretty confident (>99%) that at some point I'll have to pause Rogue Dawn because he'll call me to discuss something.  So I wouldn't even say that.

Grimlock

UPDATE:   All level design changes are complete!  We took it a step further than just squashing bugs and made improvements based on all of the feedback.  Certain areas people were having difficulty with have been modified and improved to help with the gaming experience!  The pause map for example has been improved to show additional information not displayed  in the corner map (boss locations, main power up items, and a map of the final area not displayed in the corner map).  Also (in addition to other changes) an area that was designed in a maze like fashion has been modified to make it much easier to traverse.   Several other changes were made but in order to avoid spoilers I can't say much more.   :cool:

Scout1297

I can feel it coming!  :yay:
(Now where can I find the physical release?)

altoiddealer

Excitement is mounting  :bounce:

DonnyDonovan

This sure feels like its going to set the bar for M1 hacks.  I'm very much looking forward to it!

snarfblam

Alright, so just to be 100% sure, these are the names as they are being inserted. Please double check them because otherwise they're being pasted into the ROM from this list verbatim.

TRAX
MRRICHARD999
MIKH
INFINITYS_END
METROIDMST
MAYO
MARVIN WIMBUSH
MOLLY ANDERSON
JACOB MAXNER
LINK
SACRED HOOVES
ADVANCED PILLOW
JOHN ENIGMA
SEANPH
SAMPLERINFO
LAPUTAN MACHINE
JONY MARCONDES
RICKARD SIIRA
OMAR YAKOVLEV
W7N
J'P (no carat in font)
KOH1FDS
QWASER TRESA
MEGA MAN MODEL T 101
RT-55J
EL_SEYF
TAHAZZAR
HENGKI KUSUMA ADI
ZIKO
SKINESPARK1983
AURORAXPHILIC
GIOVANI-COSPEFOGO
TOKYOBATMAN
RABBITBONES
SATOSHI MATRIX

Grimlock

Rogue Dawn release candidate 1 is now in the final stage of music integration.  Once that's done we'll do some testing to make sure everything is functional and then we'll be good to go for a 1.0 release!  :cheers:

We've got a very highly polished release candidate!  We took all of the play tester feedback and used it to dial the game in as best we could, bug corrections, enemy modifications, difficulty adjustments, and various other improvements.  :cool:


altoiddealer

^ Fantastic news!  :yay:

What an accomplishment

Shinespark1983

Ach damn! It's probably to late but I was on vaccation during the holidays and just noticed the mistake. My name is Shinespark1983 and not Skinespark1983. xD

Grimlock

Quote from: Shinespark1983 on January 05, 2017, 07:01:23 AM
Ach damn! It's probably to late but I was on vaccation during the holidays and just noticed the mistake. My name is Shinespark1983 and not Skinespark1983. xD

A simple HEX edit will fix that once we get it back from Optomon.

snarfblam


Scout1297

Hype level is through the roof

Grimlock

Official release date set:

Saturday 1/14/2017
 

PKstarship

Wow, that's amazing! I'm so happy to see an official release date after almost two years of keeping up with the project, especially since it's so close! Looking foward to Saturday  :^_^:

inb4 sniped by Nintendo

PonchGaming

Looking forward to it. I just hope I'm able to play it and not be confined to a bed due to my leg and things. Here's to a stable launch with almost no bugs and the patch works! (insertchoiceofliquorhere)

Digital_Mantra

I'm planning my weekend around this. Very excited!


Scout1297

*Heavy Breathing*   :bounce: :yay: :bounce:

Grimlock

#443
Since we're this close to release I wanted to share a few pictures of some of my design papers.  Really this is just to give a small glimpse at how much effort and complexity went into planning and designing this game.  There's an immensely larger collection of digital files as well from the various stages of development (2,833 files in the Rogue Dawn folder).  This is just for the level design portion, I'm sure Snarfblam and Optomon have an impressive stack of design documents (physical or digital) comparable or greater to my own.

These pictures really don't do the actual number of sheets justice, it's about 1/2" thick (just measured it :^_^:):

Note: There's no game spoilers in the pictures that I am aware of, I put the spoiler sheets off to the side).

The final picture shows the complexity behind the construction of the slopes as required to integrate Snarfblams slope detection system.

(Let me know if you guys are interested in this sort of thing (design documents and such), if so I'll consider posting more stuff after our release)

(Click images to enlarge)
[spoiler]









[/spoiler]


Tahazzar

Quote from: Grimlock on January 13, 2017, 03:58:21 AMLet me know if you guys are interested in this sort of thing (design documents and such), if so I'll consider posting more stuff after our release)

Behind-the-scenes stuff? Yes, please! :nod:

Flower

Quote from: Grimlock on January 13, 2017, 03:58:21 AM
Since we're this close to release I wanted to share a few pictures of some of my design papers.  Really this is just to give a small glimpse at how much effort and complexity went into planning and designing this game.  There's an immensely larger collection of digital files as well from the various stages of development (2,833 files in the Rogue Dawn folder).  This is just for the level design portion, I'm sure Snarfblam and Optomon have an impressive stack of design documents (physical or digital) comparable or greater to my own.

These pictures really don't do the actual number of sheets justice, it's about 1/2" thick (just measured it :^_^:):

Note: There's no game spoilers in the pictures that I am aware of, I put the spoiler sheets off to the side).

The final picture shows the complexity behind the construction of the slopes as required to integrate Snarfblams slope detection system.

(Let me know if you guys are interested in this sort of thing (design documents and such), if so I'll consider posting more stuff after our release)

(Click images to enlarge)
[spoiler]









[/spoiler]
Jesus Christ! I am atheist but this is what i spoke out loud seeing the papers. Holy Moly. And i thought i were a nit pick regarding planning before constructing. But i'm sure it's worth the effort.
Looking forward to the Game!

Grimlock

Full 1.0 release complete 1-14-2017:  :^_^:

(The patch file is attached to the first post at the bottom)

http://forum.metroidconstruction.com/index.php?topic=4221.msg57562#msg57562

Flower

Quote from: Flower on January 13, 2017, 06:29:10 AM
. But i'm sure it's worth the effort.
It was!

I have to say this is frickin awesome! Wow.

Geothermal

#448
WOW i just found out about this the day of its release!
thanks Grimlock  :grin:

Odb718

#449
So I found this little cheat. Pretty sure it'd be a simple fix.
https://youtu.be/Rc4EpuWHW5U

Also, idk if you can do it, but I followed ShyGuy. Now I'm stuck outside of the world. Maybe fix his door or leave the top sand block not there?

----
after beating the game, I redid the little work around. You can get inside with the 10 missiles in the very very beginning of the game.
---- ----
If you head for Ice Beam without Hi Jumps you get stuck. You could lower the block by the door, or add a block at the bottom so you could get out.