**Build demo topic**

Hi guys!

I tried the demo, I’m really impressed! It’s looks exactly the same as the game with the original game style play of Super Metroid on SNES, except of course of the Wall-Jump wich is quite normal for this game because it doesn’t have it except on MP2.

Just one thing still bugs me… The visor system, how you guys gonna use it on a 2D envrironnement when it is used on a 3D envrionnement? And how you gonna use it? With a cross-air or something similar? Or like the X-Ray Scope of the Super Metroid game?

Anyway, I would like to say keep up the good work and I hope to see more!

PS.

Where can I get a version with an intro it, if it is completed of course?

My comment about the planet moving thing - I do agree that it should move to give you depth. But it REALLY REALLY shouldn’t move that fast. It just doesn’t seem like the game actually is trying to be realistic if the planet moves like that. Slow it down a bit.

On an unrelated note, I like what you did with the power beam. It works exactly as it does in prime, almost. It can fire as fast as you pull the trigger. In any case, keep what you did with the power beam on the game - it’s great.

This is more of a sprite issue, but Samus’s running sprites look awkward… I think that they should have her hunch a little, instead of standing straight all the time, unless she’s just walking…

HAH!!! SEE?! THAT’S TWO PPL SAYIN’ T3H SAM3 THIN9!! W00T!!!

ROFL I dunno why, but I just HAD to do that…

But… seriously… one person notices something, fix it… two ppl notice it… kill it and change it…

^^^ Hmmm… I thing that needs some work… ^^^

i cant get it workin, it says i need a hole bunch of .DLL files, so i looked it up in google, and voula, i found them, i went through 1 and a half hours of listin them off but it still wont work…WHY?

[quote=““GAME MAKER’S OFFICIAL FAQ PAGE””]
The program complains about a missing DLL (most likely D3DX8.DLL).
This means that DirectX version 8.0 or later is not correctly installed on your computer. You can download the most recent version at Microsoft DirectX page.
[/quote]
I’ve quoted this way too many times already. Maybe I should just stick it in my sig or something…

At the height of a jump, if you press “shoot”, Samus slowly descends to the ground. This happened in the second room for me. I was thinking, for your physics engine, why don’t you say, Samus’ legs apply a force on the ground, and depending on the surface of the ground (water, firm, soft), she pushes up against her weight and jumps (with the help of her uber suit). You could probably even make an RPG element that Samus’ legs get stronger with use, but I can hear the criticism about that idea already. Maybe give her legs an initial value of force, adding that force with the additional force that the suit provides, and you can code different suits easier. This will probably mean a recode of your physics engine, but you can also make floors that are breakable easier to code. Maybe glass you can crash through when initially falling from a certain height. Maybe in morph ball state, she drops faster. I’d love to see the ability to drop hard on an enemy from 200 feet in the form of a heavy steal ball. SPLAT! If you a full mass attribute to items, you can have powerbombs drop and bounce realistically. Apply a certain mass to all objects, and you can have realistic particle explosions and collisions. That’s… if you’re up for it. Imagine exploding a crate, and the speed at which a particle explodes applies a certain force on an enemy. Depending on how much force is applied on the enemy (in other words, how hard he was smacked by a slab of steel), is how much he’s injured. F=ma. Of course, you would want your beam to be massless, as to not be affected by gravity, or just give it an additional acceleration in the y-component (additional for when you shoot at an angle) of 9.8m/s or 32ft/s. Of course, that awesome of a physics engine is pushing it. You could just fix the descent problem when Samus fires.

Uh… This is supposed to be Metroid Prime, but in 2-D. I don’t see any of that in Prime.

I found that the paricites on the demo 2.02 dont do any damage is this supose to hapen or is this a fault in the programing. Also the up and down movements for the blaster have no defaults. I found useing s and w to be the best. and are you guys ever going to add morph ball. Other then this I thought the new improved demo was great. cant wait for more!

1: parasites don’t do any damage yet, the health system has to be made first.
2: they do have a default. I’m 100% sure of that. Delete the customkeys.dat file and try again.
3: … you’re kidding me right? Press down twice?

I just came across this game from a Google search (just wondering if anyone ever had any metroid game projects going that looked half-decent). I’m liking what I’m seeing so far. The music isn’t really that bad compaired to some of the Metroid rips out there. The physics were done pretty nicely too. Very Super Metroidish.

Keep up the good work!

I’ve been using GameMaker myself, and I know how long projects can be. I’ll be willing to help out if I finish my own game before you’re done with this.

well, umm.
i’ve been following this project for awhile because i myself… am sort of a metroid fan ^.^
and um, yeah, i just came to check out how the project was going and i got the newest build demo thingy:
mp2d_df_2-02

and well i ran into some problems…

  1. the buttons are like on the keypad… like 1 is to jump, 2 is to fire. 4 is to aim up, and 5 is to aim down. and there is no start menu key thingy >.<
    i played the:
    mp2d_df_2-01
    one and it worked better control-wise…i just thought i’d tell you.
    and.
  2. there is a glitch for when you shoot at a door
    then you run in, but before the screen changes you hold left, if you do so, you get like stuck in the door, and you can’t move around or anything… and that would kind of ruin life if that happened after the official game was released and you get stuck in the door before the ending boss stage or something…

just thought that’d help a bit.
you guys are doing a good job.

Numpad . is the pausekey.

It’s my button layout, I’ve played with the numpads all my life. I’m propably the only one in the world who does it that way… You can customise your keys in the pause menu.

I know about the door glitch, it’l be fixed in later versions. I was to lazy to fix it this time >_>

Always too lazy…
<_<
>_>
Don’t hurt me!

hah, ok,
just making sure you knew about the door thingy.
^.^

p.s.
wow… my member number was so close to being ‘666’
lmfao

I’m the one who ended up getting that number. XD

BTW: Out of curiosity… is the final game still coming out in GameMaker?

If it’s being developed in GameMaker then I don’t see why it wouldn’t be released in GM.

Also, this game is coming out VERY good, and has got a great engine so far. Couldn’t really find any bugs or anything in it.

looks at ban button

The demo will be released in gamemaker. And there are several bugs and glitches in it, just search hard enough :wink:

lol yeah… pretty much all games have glitches in the real world :astonished:

Just want to say great job on the new demo. The start and loading screens make it seam like a real game. And the updaded map (it keeps updating) makes it seam more like fusion and zero mision. Keep up the good work guys