Is it just me or is there a 404 error on the demo? O_O
Wow, it looks like the first post hasn’t been updated in a while. The latest demo link is here:
http://www.metroidprime2d.co.uk/downloads/21/mp2d_31.zip
Thanks.
EDIT: The 3d Metroid Prime had a LOT more time on the clock. I could never have made it in time. I didn’t. =(
I lost my demo, and the link no work…HELP PLEASE??
Edit: Got a demo…but it has no sound? (Version 3.1)
just making sure… in the demo THERE IS NO BOSS BATTLE!!!1!11!1!11!!1!!!
In the next demo or final release will there be a boss?
No next demo, at least not for a long time.
link doesn’t work
I’m going to give a bit of criticism on this. I just played the the demo, which is the most recent one I take it, and coming from a long time fan of the series I really just don’t like it. There is a lot that needs to be done to it in my opinion.
First off, the sounds and music were not something I’d like to hear. I think if you put the actual music from the game it would work way better. Metroid Prime had a wonderful soundtrack. As for the sound effects that were choosen could have been better. I really don’t think that the Metroid Prime sound effects match the game. When I fire missles or use the charge beam I expect to hear the sounds from the other 2D games.
The next thing that really bothers me more than anything else in the entire demo, is Samus’s running animation. It is completely off. The current animation makes her look like she is this slow moving hunk of junk, when in actuality and in the other 2D games, she moves very quickly and is quite nimble. She doesn’t need to take huge strides and swing her arms as far as they go. One thing i have never noticed in the other 2D games is the rotation of the shoulder pad, mainly because of how quick the animation were. If the animations were quickened and her strides made shorter it should make her look as she should. Also Samus never really leaned forward to run in the older games.
As cool as they seem, the particle effects seem sort of out of place in this 2D game. This may just be a personal qualm, but I’d prefer to see 2D on 2D graphics.
Another thing is that the whole scanning system just seems to slow down and just hinder the experience of the game. I put up with it in the Metroid Prime series because of the transition to 3D and I wasn’t expecting it to be like the 2D games.
Also movement seems a little bit sluggish, mainly due to the slight momentum that Samus has seemed to gain. The only time I ever remember Samus having some sort of momentum in the other 2D games is when you tried stopping after using the speed boasters.
Also other small things such as when aiming diagonally downward, Samus’s visor looks kind of weird, as is a pixel or two were missing. When looking at the equipment screen Samus’s helmet look really weird, thought the rest of her looks to be from Super Metroid almost exactly. At the beginning, Samus’s ship seemed to be very narrow, if I remember, the ship she had in Metroid Prime looked to be the same ship she had in Super Metroid. If that is the case, the ship need to be wider.
Apart from those things, the game ran well enough. Though doing the morph ball triple jump doesn’t really get you any higher than a double ball jump. Everything else seemed to be intact and working
Yes, most recent, but pretty much scrapped… Were not using GM anymore.
NO! We make it ourself for a reason!
I agree that the animation is weird, but it’s to look like her in Prime, which isn’t like 2d games.
Erm… What?
Well… This IS Prime… So we kinda need to keep it… And I didn’t find it THAT bad.
I don’t know about this one…
Once again, It’s Prime, NOT Super.
Very influenced by super, though, prime didn’t have a run button.
It’s a demo, it won’t be perfect, and it’s up to the testees to give feedback.
Um… not even close. Echoes’s was nearly identical to Super’s, but Prime’s was quite different and much thinner.
Again, just to clarify, that demo isn’t being worked on any longer. We’re switching engines, and a lot of design ideas are going to be changed.
We’re remaking all of the music tracks from Metroid Prime. There’s no changing that.
The tracks in that demo aren’t final (in fact, two of them will be completely different themes). They’re also MIDI, so they’ll sound different depending on what MIDI synths you’re using. We’ll probably tweak and record them with high-quality sounds eventually, like normal electronic music.
The Samus sprite has already been remade.
Metroid Prime’s ship isn’t as wide as Super’s. It’s a different design.
Everything else is specific to the demo’s approach. So, thanks for the suggestions, but they won’t apply until after the engine we plan on using is released.
I know that the demo is completely scrapped, or at least in GM, but I wanted to ask: Was it ever considered or attempted that gravity affect the morph ball on sloped ground?
Also, if P2D is moving to something other than GM, what would that something be? Thanks!
Met Engine. Which I believe is C++.
Programed by CFX.
And I don’t got a clue about the gravity effect.
It… does, doesn’t it?
Nope, heh. You can just put the morphball on sloped ground and let it sit - it won’t budge. The gravity effect I’m referring to would have the ball roll down the slope if the player is not trying to go up it anymore, and increase the speed of the morphball when the player goes down the slope.
I swear we had that at some point.
I was thinking that too… I just didn’t want to say it and be wrong… lol
Well, it does lack presence in the last two demos at least, doesn’t it? Wonder what happened to that if it really was ever present in the P2D demo?
Can you link to the demo you’re using?
All the links I’ve found are broken.