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Metroid Origins: Version 3.0-Help/Bug Reports


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#76 ywkls

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Posted 02 July 2017 - 06:19 PM

Got it to work once in practice so far...boy, it's tough!

 

You're not the only one who's found it so. I may make a way to get up there without Shine Sparking eventually. I just liked the idea of having at least one crazy Shine Spark puzzle in the game.


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#77 chocobothief12

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Posted 02 July 2017 - 06:22 PM

im probably to blame for the crazy shinesparking. i do it on the regular, and on command all the time lol


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#78 Gendof

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Posted 02 July 2017 - 06:31 PM

Wow!

That is very cool, got there.


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#79 Epsalon ZX

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Posted 03 July 2017 - 07:37 AM

Glad you like my ideas for the boss and story.

What about removing the fake wall to shine spark through? Its still kinda hard to notice, especially for a newbie player. 

I started a new file specifically to test the icon displays upon death (too powerful to die in the endgame file), and yes indeed, it has finally been fixed. I still have the endgame file if there's anything in the final battles that still require testing. I'll double check the current fixes...but it sounds like everything was covered.

Edit....I stand corrected. Mother Brain's attacks are fixed...and metroid wing graphical glitch is fixed. I can still skip Mother Brain by simply going to the right of the ship. Also...she still doesn't drop items after the first time...but I remember you saying you were still working on this.
I also went ahead and tested the timer...and it does what its meant to. Instant death when it runs out. I'm not sure if it was tested or not...so I figured I'd do it now.


Choco...your name suits you. You have a talent for speed runs. Is there a LP for the bonus ending made? I could probably make the speed run itself, and even without dying...but I'm not confident in 100% as well on top of that. The only game I ever was able to manage both in was Zero Mission...and that took so much patience and planning, that I still feel frustrated from it. But I'd like to see the bonus ending for that type of a run.


Edited by Epsalon ZX, 03 July 2017 - 08:30 AM.


#80 chocobothief12

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Posted 03 July 2017 - 09:34 AM

theres one thing I noticed with the timer after the mother brain fight in my last few playthroughs. it would start at one time, but during the next screen transition, it would drop by a whole minute. didn't know if that was anything to worry about or not. also another thing that i kick myself for everytime i start a new run is the warp point for the ship. Is there a way to have that warp point immediately active once the game starts? I usually end up at spore spawn before I realize I have to take the long way back up there for the atomizer. also, in order for the warps to work, you have to interact with the save point right? I can do a whole run without saving, but I save at every point just because i assume thats how the warps work. 


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#81 ywkls

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Posted 03 July 2017 - 11:01 AM

What about removing the fake wall to shine spark through? Its still kinda hard to notice, especially for a newbie player. 

 

I'm more in favor of some kind of hint, or alternate way to get up there.

 

 

 

Edit....I stand corrected. Mother Brain's attacks are fixed...and metroid wing graphical glitch is fixed. I can still skip Mother Brain by simply going to the right of the ship. Also...she still doesn't drop items after the first time...but I remember you saying you were still working on this.
I also went ahead and tested the timer...and it does what its meant to. Instant death when it runs out. I'm not sure if it was tested or not...so I figured I'd do it now.

 

Note to self: Make that item spawn script today.

 

Apparently, the combo type used to make the path open- Step->Secrets(Permanent)- overrides the screen flag to make secrets Temporary. Fixed now.

 

Also, it's good to know that all aspects of those scripts worked for you.

 

theres one thing I noticed with the timer after the mother brain fight in my last few playthroughs. it would start at one time, but during the next screen transition, it would drop by a whole minute. didn't know if that was anything to worry about or not. also another thing that i kick myself for everytime i start a new run is the warp point for the ship. Is there a way to have that warp point immediately active once the game starts? I usually end up at spore spawn before I realize I have to take the long way back up there for the atomizer. also, in order for the warps to work, you have to interact with the save point right? I can do a whole run without saving, but I save at every point just because i assume thats how the warps work. 

 

I'm not sure what could be causing that... let me check something...

 

Nope, no interference from carried over ffcs... so I don't know why that could happen. The script in question is actually Gleeok's though it is rather old and has never been rewritten to my knowledge.

 

Yes, you do have to access the warp points to activate them.

 

Epsalon ZX was also requesting a way to make that warp by the ship always active, so I'll look into it.


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#82 Epsalon ZX

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Posted 03 July 2017 - 12:35 PM

You simply have to examine the warp points. You don't necessarily have to save at them.

Guess my LP speed/perfect run video question is a no then. 


Edited by Epsalon ZX, 03 July 2017 - 12:37 PM.


#83 ywkls

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Posted 03 July 2017 - 01:01 PM

File has been updated where the ship will automatically become a viable warp point whenever you first arrive without having to examine it.

 

As far as LPs go, I have two people who've expressed interest in doing one of this.

 

One I know is definite is Eppy (or ElectrometerPrime on Youtube). He was in fact getting ready to start on this, but I suggested he wait for further testing.

 

Another who gave me a "maybe" is MeleeWizard. I'll have to check back in with him and see if he's still interested.

 

There's also an existing LP of the whole game in the older version by Sephiroth. That can be found starting here.



#84 chocobothief12

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Posted 03 July 2017 - 02:44 PM

I would love to LP the game, but I don't have the hardware to do so sadly. If either of you can recommend some sort of screen capture service that wont eat up my processor, then by all means let me know and i'll get right on it. 



#85 ywkls

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Posted 03 July 2017 - 10:30 PM

Updated file slightly- the items that spawn when Mother Brain dies should do so every time you beat her now.

 

If we can get the most obvious flaws ironed out, I'll give Eppy the okay to LP this (though when he'll get around to it is another matter entirely). I'm going to hold off on the potential extra content such as the alternate final boss for now.

 

Regarding making certain enemies vulnerable to specific beams, I'm open to any suggestions which might be made.



#86 chocobothief12

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Posted 03 July 2017 - 10:58 PM

make alpha skree vulnerable only to the charge beam. it will be like a "have a taste of your own medicine" type of thing


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#87 Epsalon ZX

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Posted 04 July 2017 - 07:58 AM

Its mostly the bonus ending for a perfect speedrun I'm interested in seeing, since I don't see myself capable of doing it.

The Atomizer works well against Nightmare in general. Make that Nightmare's weakness, and lower his current vulnerability to it a bit. It'll make the double HP/Attack run a bit more fair. Super Missiles or Plasma Beam for MB after the case is broken. The homing missiles hit her way too rapidly and make short work of her if you just spam the attack button. Homing Missiles for the Metroid Queen. Spazer on the Spider Queen (if you decide to switch Plasma and Spazer locations). Otherwise, Ice Beam.

Serris...diffusion missiles, hard to hit, but hits hard...and Serris also needs a serious attack and HP boost. Its way too weak compared to the ships bosses that were blocking that particular gate.

I just had a odd idea...but how about making a boss super weak to the Power Beam? You can still use it if you switch all of the others off, right? I think it should be one of the the later ship bosses (not computer core. one of the others), but place a data log before it to hint that it has a not so obvious weakness. Something like that it has stronger shielding that responds to more powerful weapons. The Power Beam can do standard Plasma Beam type damage to whatever boss we make this. I wonder if we could make a certain boss vulnerable to only the Metroid too. Actually...I'm thinking both Torizos for this, since they're so easy to begin with. The Ki Hunter....Make it the Metroid Fire. Maybe include a readme file to think outside the box a little when considering weaknesses.

Edit: Tested latest fixes. Can still skip motherbrain. That wall to the right of the ship still has not returned. Maybe because I already triggered the later secret by the computer...It can't be fixed on the current file.

MB items do appear...as soon as you enter the room and begin battle. They do no appear again once she's rebeaten, but I guess its easy enough to ignore them until she's defeated.

 


Edited by Epsalon ZX, 04 July 2017 - 08:25 AM.


#88 ywkls

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Posted 04 July 2017 - 09:12 AM

make alpha skree vulnerable only to the charge beam. it will be like a "have a taste of your own medicine" type of thing

 

I'll see about incorporating that tomorrow.

 

Its mostly the bonus ending for a perfect speedrun I'm interested in seeing, since I don't see myself capable of doing it.

 

Right now, there's no bonus cutscene. I could probably add one, though. At the moment, all it does is have Samus appear in the Zero Suit for a short period of time.

 

 

 

The Atomizer works well against Nightmare in general. Make that Nightmare's weakness, and lower his current vulnerability to it a bit. It'll make the double HP/Attack run a bit more fair. 

I actually never thought of having a boss weak to the Atomizer. If I did this, I'd probably also make it where he could be affected by it's stun feature, though I'm more inclined to change it where the first form isn't affected by the Atomizer while the second form is.

 

 

 

 Spazer on the Spider Queen (if you decide to switch Plasma and Spazer locations). Otherwise, Ice Beam.

 

I'll probably end up doing the Plasma and Spazer Switch, making the Spazer relevant again.

 

 

 

Serris...diffusion missiles, hard to hit, but hits hard...and Serris also needs a serious attack and HP boost. Its way too weak compared to the ships bosses that were blocking that particular gate.

 

True. Right now, it has less health even than the Nightmare.

 

 

 

I just had a odd idea...but how about making a boss super weak to the Power Beam? You can still use it if you switch all of the others off, right? I think it should be one of the the later ship bosses (not computer core. one of the others), but place a data log before it to hint that it has a not so obvious weakness. Something like that it has stronger shielding that responds to more powerful weapons. The Power Beam can do standard Plasma Beam type damage to whatever boss we make this. 

Technically, you can't use just the power beam one you have all 5 beams. You have to use either Spazer or Plasma once you have both. However, the primary difference is that Spazer alone doesn't increase the damage done and hits with 3 beams while Plasma increases damage and hits with only one beam.

 

 

 

I wonder if we could make a certain boss vulnerable to only the Metroid too. Actually...I'm thinking both Torizos for this, since they're so easy to begin with. The Ki Hunter....Make it the Metroid Fire. Maybe include a readme file to think outside the box a little when considering weaknesses.

 

Making the Ki Hunter weak only to fire would actually make it vulnerable to the Metroid attack too, since that's what it looks for when deciding whether to target enemies. A good idea, though.

 

 

 

Edit: Tested latest fixes. Can still skip motherbrain. That wall to the right of the ship still has not returned. Maybe because I already triggered the later secret by the computer...It can't be fixed on the current file.

MB items do appear...as soon as you enter the room and begin battle. They do no appear again once she's rebeaten, but I guess its easy enough to ignore them until she's defeated.

Yeah, you might have to start over to see those fixes. If the bugs still happen on a fresh save file, then that's a problem.



#89 Epsalon ZX

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Posted 04 July 2017 - 10:43 AM

Choco thief's strategy for the first form of the nightmare is what made me think to continue using it...but if it is invulnerable on the first form...it may be impossible to beat...since the missiles and wave beam are blocked from underneath by the nightmare's body, while the atomizer is not. Avoiding him on first form to save energy, then then bombarding him on second from the top of the grip wall is key to beating him in double danger mode. Your idea could work if stun works, though I'm not entirely sure it will...but can you even make it work while gravity motion is going on?

Only ZS Samus cutscene? Not a big deal. Don't do a speedrun on my behalf then. lol. I just wanted to make sure I wasn't missing any dialogue or story.

Then there are two options for a Power Beam boss. Either one...make it vulnerable to a blank spazer (but we're already doing that for the spider. Actually...that idea won't work for the later ship bosses) 

Crazy idea now...make it Ridley...but make the data log say something like it was a failed clone...with no known vulnerabilities...except a small dent in the armor, or a glitch in its shielding. Make it clear that only a small or weak weapon can actually damage it. 



#90 chocobothief12

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Posted 04 July 2017 - 11:08 AM

If stunning it becomes a thing, it would be the same as fighting a larger version of the metroid larvae boss. The only problem is that 15-20 super missiles arren't enough to get it into the second phase, and you'd need a good chunk of normal ones to do so.

 

I feel like nightmare is the one major wall of the game. 

 

Another thing you can do with it is, in the first phase, lower its contact damage slightly so that it doesnt immediately destroy you, and make it so that you need morph bombs to destroy the first phase. he swoops low enough, and the gravity prevents bouncing and taking extra damage. The gravity machine always did look like the front of it was made to be a morph ball slot if it was in one of the primes


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