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Metroid: Origins

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Metroid: Origins Version 2.0- Discussion/Help


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#31 MermaidCim

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Posted 14 August 2016 - 04:41 AM

Got the last energy tank, i know how to get that bomb now..it's just the timing. This is the hardest item to get in the game (that last one)


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#32 Epsalon ZX

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Posted 17 August 2016 - 01:08 PM

No, you don't. I can tell since you have the plasma beam that you're playing a slightly older version.

 

There are some vines on the lower left side of the central area that can be burned with the Metroid's fire now that it has reached its final version. The screw attack is hidden there.

 

The path to the boss with the spazer starts at the Dominus warp (near Ridley) and up through some screw attack blocks to a new area you wouldn't have been to yet.

 

Come to think of it... you don't have the ice beam either.... and you got to the space jump? I didn't think that was possible. Not that I'm complaining, but I prefer to know how a sequence break of that sort is done.

I played through your quest and Beta...and got the space jump both times before the Ice Beam. I'm not entirely sure about what the sequence break was...but I assume it has something to do with the Spring Ball/Bomb Jump combo. I was never able to figure out the actual intention behind the Ice Beam until I saw the recent update log.



#33 ywkls

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Posted 17 August 2016 - 01:30 PM

I played through your quest and Beta...and got the space jump both times before the Ice Beam. I'm not entirely sure about what the sequence break was...but I assume it has something to do with the Spring Ball/Bomb Jump combo. I was never able to figure out the actual intention behind the Ice Beam until I saw the recent update log.

 

That just goes to show one of the reasons I wanted more feedback in developing this quest. The ice beam was one of the first scripted effects I made that led to creating this quest; but it's usefulness has proven less than I'd like since I can't make it persist when you leave the screen.



#34 ZeldaClassicFan

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Posted 10 September 2016 - 01:27 PM



Like the title says if you have any issues such as previously undocumented bugs or glaring game-breaking errors; please report them here.

 

Screenshots are heavily appreciated, but not necessary since I can generally figure out where something is from the description.

If you're looking for an item to complete your percentage, wondering where to go next or having trouble with a boss; those answers can be found here as well.

 

This game has had a somewhat turbulent history, starting as an entry in the One-Month Winter Video Game Crossover Contest sponsored by ZoriaRPG.

 

Over the time since then, it has undergone many revisions to reach the state it is at now. Unfortunately, the amount of testing which has been done is limited; so many things may yet still need to be changed.

 

New features and or improvements may come at a later date. Suggestions along those lines will be considered.

 

Please note that there may be many things which I as the creator of this quest don't know because of a lack of feedback up to this point. So once again, feel free to express your opinions on this quest. I'll let you know if (or when) they might get done.

 

Above all, have fun!

First off, I wanted to thank you for all the hard work you've put into the game. It's amazing and I am fully entrenched in the adventure. I love the metroid series and it seem like you've done a magnificent job translating the ZeldaClassic engine into a full fledged hack. I haven't been this happy since AM2R was released. Cheers!  :)

 

I was just curious though if I was doing something wrong here:

Spoiler

 

Also, dunno if this is a bug but I seem to have gotten stuck at this point:

Spoiler

 

Oh, and by any chance could you say how to recharge the little metroid companion? I've had it regarch a few times but I have no idea how I did it, simply looked at my start screen and saw the number went up. Don't want the little guy to stave :(

 

Thanks for any help you can give!  :love:


Edited by ZeldaClassicFan, 10 September 2016 - 02:47 PM.

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#35 ywkls

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Posted 10 September 2016 - 02:50 PM

That thing with the shine spark pushing you back is a glitch. Somehow, all of the combos got turned to solid. It'll be fixed in the next update.

 

There are lots of areas like the one in your second picture where it is possible to get to them, but you can't do anything there yet and it seems like you are stuck. To let players get access, but limit their options; I made invisible exit paths in the walls which allow you to escape.

 

I don't know why the "discovery" sound went off there, though. There are no secret flags on that screen.

 

To heal the Metroid, either visit a Recharge station or the ship. If his health drops too low and you try to use him again, you'll automatically lose 9 energy.

 

I hope this helps and I'm glad you like the game!



#36 ywkls

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Posted 16 September 2016 - 06:28 PM

I'm just about ready for another update, with brand-new Samus sprites that should be of much higher quality than what I currently have. There are also a few other bug fixes I've thrown in, although nothing that can't be ignored until the update. (I'm just fixing it because it looks better the new way.)

 

Before I release it, though; I want to do some work and replace a couple of existing bosses I don't particularly like the look or behavior of. Those would be Serris and Mother Brain.

 

Serris tends to warp randomly around the room and be hard to shoot. My latest effort to slow him down apparently caused a massive drop in framerate, so that isn't the solution. I'd rather script him over from scratch or completely replace him, but I don't have any ideas on ways to do either. So, I'm asking for suggestions.

 

Mother Brain has even more wrong. The movement is weird, the attacks mostly miss you and it has way too much health. For a final boss, it offers no challenge at all. One possible replacement would be a version of the Metroid Queen; if I can find one that can fit onscreen. If any better idea surfaces, I'll look into that.

 

Once I get that done, the new update can go live. That'll be about 2 to 3 days after I decide what I'm going to do with these bosses. Until then, happy hunting!



#37 ywkls

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Posted 07 January 2017 - 09:53 PM

It's been a while since I've done any work on this, mostly because I've been concentrating on my other Metroid project. However, I'm just about ready to release another update for this; which will include some features that have been repeatedly requested.

 

Hopefully, nothing I've done will severely break things. (But just in case, you might want to start a new quest file before playing the next update.)

 

Here's a list of the changes that are being made.

 

Fixed bug with Spore Spawn's hitbox.
Fixed bug with Charge beam and diffusion missile sprite showing up wrong.
Fixed enemy placement of Ki-Hunter.
Made some enemy projectiles drop items when you shoot them.
Made it where you can't move around while warping.
Made heart beep optional.
Added Start Menu, with hard mode option for boosting enemy HP and damage.
Added Elevator script.
Added Game Over Menu.
Added automatically summoned charge beam, Metroid helper and diffusion missile scripts.
 
The game over is probably the most likely to have problems, since I'd have to play through the entire game and die on every possible DMap to see if it always works.
 
The other which may have trouble is the hard mode script, since it partially interferes with my method of detecting an impact on the top half of Samus. So, that too might have trouble.
 
I decided to hold off on trying to do the map script, both because it isn't done yet and because it will definitely break existing save files.
 
Another option I might add at some point is a longer second ending. if I ever start the planned sequel I intend to make some day, it would tie in with that.


#38 LikeLike888

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Posted 14 January 2017 - 10:05 PM

Like the title says if you have any issues such as previously undocumented bugs or glaring game-breaking errors; please report them here.

 

Screenshots are heavily appreciated, but not necessary since I can generally figure out where something is from the description.

If you're looking for an item to complete your percentage, wondering where to go next or having trouble with a boss; those answers can be found here as well.

 

This game has had a somewhat turbulent history, starting as an entry in the One-Month Winter Video Game Crossover Contest sponsored by ZoriaRPG.

 

Over the time since then, it has undergone many revisions to reach the state it is at now. Unfortunately, the amount of testing which has been done is limited; so many things may yet still need to be changed.

 

New features and or improvements may come at a later date. Suggestions along those lines will be considered.

 

Please note that there may be many things which I as the creator of this quest don't know because of a lack of feedback up to this point. So once again, feel free to express your opinions on this quest. I'll let you know if (or when) they might get done.

 

Above all, have fun!

If you are okay with giving out cheat codes to this quest what are this quest's cheat codes please? My name is Jason and I love this quest! :)



#39 ywkls

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Posted 15 January 2017 - 07:55 PM

If you are okay with giving out cheat codes to this quest what are this quest's cheat codes please? My name is Jason and I love this quest! :)

 

I'll PM you if you want, but the quest isn't passworded so anyone can just open them up and see what they are. I'm not sure how much of a help they'll be, though; since everything is super-scripted.

 

And I'm glad you like the quest.



#40 ywkls

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Posted 26 January 2017 - 02:35 PM

One of the things I've been debating about adding to this for a while is a scripted subscreen. Now that I have a good idea of how to do that (and there's a chance I could get a map script soon); I wanted to see if anyone had any opinions to offer about this.

 

Instead of the current system, where things are seemingly arbitrarily assigned to buttons; this method would allow you a great amount of freedom in choosing what each of them does and make use of items and manuevering easier.

 

Here's the current default button settings I have planned-

 

//B = Fire.
//A = Jump
//Ex2 = Dash/Phase (Speed Boost and Phase Modulator)
//Ex1 = Switch items.
//L = Metroid Helper (Press again after summoned to shoot fire and a third time to dismiss)
//R = Atomic Disintegrator.
//Ex3 = Examine Objects
//Ex4 = Menu
 
Everything but the last two would be highly configurable and also help to bring the overall experience to something closer to a normal Metroid game. Thankfully, most of the hard work coding this I've already done for my other Metroid project, so I won't have to code this up from scratch.
 
If anyone has any questions about this, or suggestions on how it could be improved; please let me know.



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