AM2R Slow progress Posted on May 06, 2008 at 15:41
This month I managed to make some free time to dedicate to the project. It´s progressing slowly but steadily.
I´m still at the second ruins. I decided to remake them from scratch.
Because the place was boring.
Up to this point I was following the original map design too strictly, and forgot that the original layout was done inside the limits of hardware limitations.
So, I redesigned the second ruins from scratch. I´ll be adding some scripted events and simple puzzles to add some variety to the usual gameplay. Because the main areas are ancient ruins, I could add all kind of traps and devices, I was thinking something between Tomb Raider and Rick Dangerous (does anyone remember that game?).
Ideas for traps are welcome.
Some more enemies have been drawn also. We´ll begin with the Alpha Metroid ones next week or so, I´m in a mood for AI coding.
Oh, and if you still havent seen this... Metroid:SR388
This game is gonna be awesome.
Project AM2R has an official spriter.
Of all the talented people who sent their own version of Metroid 2 enemies, Hyrule_SwordsMan captured the style flawlessly. He is now the project´s spriter, you can check his blog out.
A couple of enemies have already been revamped, here are some screens of the new sprites in action.
I´m redoing some of the enemies´ AI, mapping parts of the second temple, and balancing out the stacked beam system, it was too overpowered. It´s quite a challenge, because of the weird order you get the beam upgrades in the game.
Once all the enemies are done, we´ll start with the Metroids... and that´s gonna be so much fun to do.
Thanks to all the people who showed their support, and all the talented people who sent their awesome sprite work.
The quest for a spriter Posted on April 03, 2008 at 19:50
Project AM2R needs you! (if you are a graphic artist)
In the following weeks I´ll be choosing a spriter for the project. If you have talent and some free time, and wish to contribute, choose one of the following enemies and redraw/shade it to fit the zero mission / super metroid style. Here are my sprites:
I´m not a graphic artist, so please excuse the inconsistent shading and colouring.
I´m still surprised.
It all happened in a matter of days, and I still can´t believe it. All of the sudden the project became popular, I still remember feeling a cold shiver when I checked GameTrailers like always, and saw my video featured in the front page.
I guess I´m not used to popularity. I don´t know how to react.
I want to thank meleemaster and all the people here at 64D for the front page post. I´m sorry if the project´s popularity attracted spammers.
Anyway. I took a small break from the mapping tasks. I´m making the entire game map with black squares, so I can test the levels before any tile work.
I see black squares everywhere by now.
I tweaked the map editor and made a small example. This will help a lot if you plan to add a Metroid style map to your game. Many of you will surely ask "why didn´t you use data structures?". Well, I still haven´t played around too much with data structures, I guess I´ll have to switch from arrays sometime. In the meantime, this example could prove useful.
I just submited it, it should show up any minute now.
Like always, thank you for following the project. You´re invited to the project´s Blog for more updates.
Introducing myself Posted on March 05, 2008 at 16:25
Hi, my name is Milton.
I live in Argentina, where I work as a sound technician and music producer in my own recording studio.
I´ve worked in many games these last years, some of them in Game Maker, and the latest one (and most ambitious so far) is my Metroid 2 remake.
Look for AM2R Tech Demo to take a look at the engine.
Right now I´m quite busy with work, but once in a while I dedicate time to the project. Since Metroid 2 wasn´t a big game (compared to other ones in the series), it might be possible to finish the game this year.
In the meantime, you can check out a nice preview video here:
(The powergrip description is a placeholder text I forgot to change, Prince of Persia rules!)
You can also read more about the project and how things were made in these years by visiting the project´s blog.