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#16 ywkls

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Posted 31 October 2016 - 01:45 AM

The first demo for thie Metroid 3 - ZC Remake has been finished and uploaded! Please take heed of the warnings as to potential difficulties within. Report any bugs here, or request help in the Custom Quest discussion forum.

 

And most of all, have fun!



#17 ywkls

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Posted 07 November 2016 - 12:31 PM

So, lately I've been adding an options menu to this. However, I don't have a lot of ideas as to what might be desirable choices. As of this point, I've only had two suggestions along this line.

 

1. Disable scripted heart beep noise.

2. Game Difficulty.

 

The latter will probably  be the more difficult one to set up, but I have a general idea of a way to implement it. The first one is already functional.

 

I'm opening this to suggestions from people following this topic or anybody who sees this post as to what they would like to see as an option besides customizable controls.

 

I'm not saying that I'll necessarily be able to do everything that is suggested, but I'll probably make the attempt.



#18 ywkls

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Posted 13 November 2016 - 10:42 PM

Alright, I'm getting close to releasing a second demo. My intent is to make this one run from the beginning of the game up until you get the Grapple Beam. I've tested this myself, so I'm going to lend it out to my tester for further feedback.

 

I'd also like to ask if there's anyone else who might be interested in testing. Having more eyes look at my work is the best way for me to find unanticipated flaws.

 

There are also a few script problems I've yet to figure out how to deal with in the section which is already done, so I'm not likely to release my next demo until those have been resolved.

 

Here's a list of things I've done since last time and stuff I intend to do.

 

Done

 

Adjusted all enemy placement flags.
Scripted hopping life sucking enemies. (Beetom)
Changed all item messages.
Adjusted all DMap subscreen settings.
Eliminated separate DMaps for Save Stations.
Eliminated extra DMaps.
Made X-ray reveal invisible combos.
Made all enemies scripted.
Made heart beep optional.
Scripted game over.
Scripted landing and escape sequence.
Scripted rising animation for Kraid.
Created hookshot wall jump.
 
To Do
 
Record all authentic sound effects.
Script grabber enemies.
Script brain bug hives. (Kago)
Organize scripts and delete unneeded ones.
Test the game.
Adjust all maps.
Adjust continue points to warp you to the title screen.
Check enemy drop sets to ensure that right items appear in correct areas.
Correctly set up the Tourian entrance graphics and requirements.
Add in all pipe spawners.
Adjust all narrow paths to make bomb jumping easier.
Make item sphere collection permanent.
Set up all DMaps to use Game Over script.
 
Optional
 
Do Space Colony explosion, Zebes explosion.
Create difficulty settings.
Do Movie for dropping down pipe.
 
One suggested option for difficulty settings was to have it where that either the enemy's HP or the damage it does is increased or both. Any other suggestions for possible options would be appreciated.
 
If you're interested in testing, reply here or send me a PM.


#19 judasrising

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Posted 14 November 2016 - 01:19 AM

 

Alright, I'm getting close to releasing a second demo. My intent is to make this one run from the beginning of the game up until you get the Grapple Beam. I've tested this myself, so I'm going to lend it out to my tester for further feedback.

 

I'd also like to ask if there's anyone else who might be interested in testing. Having more eyes look at my work is the best way for me to find unanticipated flaws.

 

There are also a few script problems I've yet to figure out how to deal with in the section which is already done, so I'm not likely to release my next demo until those have been resolved.

 

Here's a list of things I've done since last time and stuff I intend to do.

 

Done

 

Adjusted all enemy placement flags.
Scripted hopping life sucking enemies. (Beetom)
Changed all item messages.
Adjusted all DMap subscreen settings.
Eliminated separate DMaps for Save Stations.
Eliminated extra DMaps.
Made X-ray reveal invisible combos.
Made all enemies scripted.
Made heart beep optional.
Scripted game over.
Scripted landing and escape sequence.
Scripted rising animation for Kraid.
Created hookshot wall jump.
 
To Do
 
Record all authentic sound effects.
Script grabber enemies.
Script brain bug hives. (Kago)
Organize scripts and delete unneeded ones.
Test the game.
Adjust all maps.
Adjust continue points to warp you to the title screen.
Check enemy drop sets to ensure that right items appear in correct areas.
Correctly set up the Tourian entrance graphics and requirements.
Add in all pipe spawners.
Adjust all narrow paths to make bomb jumping easier.
Make item sphere collection permanent.
Set up all DMaps to use Game Over script.
 
Optional
 
Do Space Colony explosion, Zebes explosion.
Create difficulty settings.
Do Movie for dropping down pipe.
 
One suggested option for difficulty settings was to have it where that either the enemy's HP or the damage it does is increased or both. Any other suggestions for possible options would be appreciated.
 
If you're interested in testing, reply here or send me a PM.

 

i can start to test when you release the second demo


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#20 ywkls

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Posted 14 November 2016 - 09:16 AM

Well, right now I'm trying to test to get the bugs out of the second demo; but I can definitely add you to the staff.

 

My plan is to test up to a certain point, release a demo which covers that area; then repeat until I have finished the game.

Here's the stages of demos which I intend to have.

 

1. Beginning to Kraid- Already out.

2. Beginning to Grapple Beam- currently being tested.

3. Beginning to Maridia- yet to be tested.

4. Beginning to entering Ridley.

6. Beginning to end.

 

So, ideally; I'd test each stage myself; then let testers check it out, release it and fix any further bugs that pop up before moving on to the next. If you want to start after the second demo is ready, then that's what I'll plan for.


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#21 ywkls

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Posted 21 November 2016 - 02:50 PM

For those interested, I've just gotten through the game to Ridley. A bunch of errors have now been fixed and the only thing I need to do before beating it is track down the expansions I don't have yet. (I'm missing one Energy Tank, one Super Missile Tank and about 7 missile tanks.)

 

There are, however; a number of technical issues that need to be resolved and a few enemies whose scripts either need to be written or fixed. I also want to get the map system working and import all the correct sounds. So while gameplay testing (at least on my end) is nearing an end; there's still a ton of work to do.

 

I would like to release another demo by the end of this month and I'm planning to roll out the current version to my testers so they can get as far as I have and note if there are any further errors that I missed.

 

Here's my to do list in general order of priority-

 

To Do
 
Obtain remaining expansions and beat the game.
Create Morph Ball Warp.
Script spike plants properly.
Disable map function in elevators.
Figure out why wave + spazer is misaligned.
Make it where you can't approach the doors from the side.
Remove forced damage before Draygon.
Script Robots.
Script Mochtroids.
Script Botwoon.
Script grabber enemies.
Script brain bug hives. (Kago)
Organize scripts and delete unneeded ones.
Check enemy drop sets to ensure that right items appear in correct areas.
Add in all pipe spawners.
Adjust all narrow paths to make bomb jumping easier.
Make item sphere collection permanent.
Correctly set up the Tourian entrance graphics and requirements.
Adjust all maps.
Set up all DMaps to use Game Over script.
Adjust continue points to warp you to the title screen.
Record all authentic sound effects.
 
Optional
 
Do Space Colony explosion, Zebes explosion.
Create difficulty settings.
Do Movie for dropping down pipe?
Do Movie for walking Chozo?
Do Movie for lowering lava?
 
The "movies" are basically sophisticated cutscenes with animated graphics.
 
I don't think I'll be done by the end of the year, but I will try.

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#22 ywkls

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Posted 07 January 2017 - 09:10 PM

I have made a significant amount of progress in this since my last update, although it is sadly not done yet.

 

Here's my current list of updates since last time.

 

Done

 

Obtained remaining expansions and beat the game.
Resolved issues with ice beam interaction with other beams and multiple ice beem platforms.
Fixed outro.
Scripted Mini-Kraid
Added Save and Continue to Game Over.
Auto-doors now support all normal behaviors while on top of closed doors.
Added support for charge beam continuing over screen transitions.
Scripted devouring plants.
Created Zebetites.
Added Screw Attack and Speed Boost invulnerability.
Made Speed Boost damage enemies.
Created Morph Ball Warp.
Set up Mochtroids properly.
Scripted spike plants properly.
Disabled map function in elevators.
Figured out why wave + spazer is misaligned.
Made it where you can't approach the doors from the side.
Removed forced damage before Draygon.
Scripted Robots.
Scripted Botwoon.
Organized scripts and deleted unneeded ones.
Correctly set up the Tourian entrance graphics and requirements.
Adjust all maps to use map script.
Set up all DMaps to use Game Over script.
Adjust continue points to warp you to the title screen.
 
 
And here's my what's left.
 
To Do
 
Figure out bug where enemies don't walk correctly on sideview conveyors.
Script grabber enemies.
Script brain bug hives. (Kago)
Check enemy drop sets to ensure that right items appear in correct areas.
Add in all pipe spawners.
Adjust all narrow paths to make bomb jumping easier.
Record all authentic sound effects.
Add in all eye doors.
 
 
The last two will require playing through the original Super Metroid again from start to finish, so that may take some time.
 
I'd also like to remind those who volunteered to test that I still need some of that to be done on this. The copy available in the Development Topic covers the entire game, though I wouldn't guarantee anything working with no bugs after entering the Wrecked Ship. (Mostly due to missing eye doors.)
 
If you want to wait for me to do my playthrough of the original game first and then test what will basically be the completed quest; that's fine too. I'm leaving out the hard mode in this now, both because the original didn't have it and in case it caused unforeseen bugs.


#23 ywkls

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Posted 22 January 2017 - 07:55 PM

I forgot to post anything about this here, but the second demo for this is now live!

 

This demo is intended to run from the beginning of the game up to the Wrecked Ship. However, the remainder is also available. (It merely hasn't been properly bugtested yet.)

 

Thanks to the fact that I have been getting regular feedback from my testers, I feel that I'll be able to continue to make steady progress on releasing the final version of this.

 

In fact, what's left to do is basically make sure the rest works without any trouble, record the proper sounds and add in the map script! So, I could finish up by early February if all goes well.

 

Once I'm finished, I'll probably give Metroid a rest for a while and go back to other things. That doesn't mean I'm done with it, though! Look for further updates in this Quest Project about work on the Metroid, Metroid 2 and Metroid Fusion remakes I intend to get around to one of these days.

 

Additionally, I have plans for a full-scale independent new Metroid game I'll probably roll out after I finish my current Zelda project. I'll be continuing to refine graphics and scripts as I go along, so stay tuned for further details!


Edited by ywkls, 22 January 2017 - 07:57 PM.


#24 ywkls

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Posted 19 March 2017 - 11:30 PM

I decided to update this project today (for whatever random reason) with the following news: it's still not done. (I know, big surprise.) But here's what has been accomplished since last time.

 

Done- Features

 
Scripted sideview conveyors.
Scripted brain bug hives. (Kago)
Added in all eye doors.
Did Movie for lowering lava.
Did Movie for sinking Tourian Statues.
Did Movies for approaching Space Colony.
Made it where you are pushed up a bit out of vertical doors to facilitate easy exits.
Added rising pillar to energy tank room behind wave gate in Brinstar.
Made Mother Brain vulnerable to plasma beam.
Made Botwoon support combos and increased size of head.
Made item sphere collection permanent.
Created left and right handed default controls.
Added more robust Botwoon head handling code.
Made it where bombs open normal doors and Super Missiles open Missile doors.
Set up separate music in Tourian entrance.
Created method of having enemies spawn after you get an item.
Made it where ice beam covers the whole enemy.
Scripted Wall Cling Gray Pirates.
Added second subscreen.
Added pseudo-map system.
Added scripted conveyors.
 
 
Done- Bug Fixes
 
Changed various things that used different Misc slots into flags to make them more versatile.
Fixed issues with Ridley grabbing you automatically.
Altered weapon code to respect blocking combos.
Adjusted all gates to make sure they're one-way.
Fixed bug with beams not setting off triggers.
Fixed various side warp bugs.
Fixed some tile errors.
Fixed various rooms where you can get stuck because you can't jump high enough.
Fixed various rooms for consistency with the original.
Fixed a door location.
Made it where spring ball path can be escaped from.
Rewrote Phantoon slightly to make circling fireballs destructible.
Fixed Crocomire where he won't go offscreen if you get behind him.
Reworked Mother Brain so the laser will hurt you.
Fixed bug with moving platform scripts.
Fixed jumping bug with automatic doors.
Altered room by 1st missiles.
Reduced Metroid HP.
Fixed bug with inverse jumper.
Made Zebetites impassable.
 
 
To Do
 
Script grabber enemies.
Check enemy drop sets to ensure that right items appear in correct areas. Or script drop sets.
Add in all pipe spawners.
Adjust all narrow paths to make bomb jumping easier.
Record all authentic sound effects.
Script in Zero Suit support.
Add in Map functions.
Add in authentic music.
Make the ice beam persist across screens.
Script the Silver Space Pirates.
Make sure wavers are set up correctly.
Create readme file.
Add rescuing the animals.
Make Draygon and Golden Torizo harder.
Add Hyper Beam and Baby Metroid scenes.
Figure way to do multiple rooms kill all enemies.
 
Much of what's left is going to require me to make a run through the original game again, to check for authenticity. I'd also like my testers to run through the current version available from the project's Dev Topic to see if my adjustments have created any new bugs. There's still quite a bit to do, though most of it is just polish at this point as far as I'm concerned.

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#25 ywkls

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Posted 23 April 2017 - 01:41 PM

Here's a bit of an update:

 

Thanks be to Moosh, who finally got around to scripting the Grabber/Yapping Maw! They work very well for their intended purpose and now I've just got to make sure I have them in all the right spots.

 

Other changes:

 

Created heat effect, where the screen shimmers like air rising off a hot surface.
Created small round crawler, blue. (I don't know their names.)
Did Movie for the pipe in Maridia.
Scripted the Ninja Space Pirates.
Did Movie for walking Chozo.
 
On the sound front, I've just gotten through with the Wrecked Ship and am about to head into Maridia. I'm still going to need a second playthrough since the emulators I have aren't cooperating with the various methods I'm using to isolate the sound effects.
 
Stay tuned for further developments!


#26 ywkls

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Posted 09 July 2017 - 01:52 PM

I'm thinking about releasing another demo soon, this time intended to reflect the entire quest from beginning to end. However, there are yet a few hurdles that I have yet to breach which are preventing me from doing that. Here's a summations of those:

 

  1. Playing through the original- For whatever reason, the cheat that I was using in order to play the original without sounds seems to have hit some sort of bug where the game freezes after I go past a certain point. I don't know whether turning the cheat off will fix this or not, but until I can figure it out; I'm forced either to give up on playing the original or starting all over. Not fun. BTW, I'm up to the fight with Draygon.
  2. Sound Recording- I've assembled a large library of sounds so far, though some appear harder to obtain than others and volume quality isn't as good as I'd like. Sounds that the enemies make when getting hurt are the most difficult and I'm also still missing Plasma Beam, Space Jump and Screw Attack sounds for the major items.
  3. Adding in all appropriate enemies- This is the big one, the most time consuming. Obviously the quest doesn't have all of the original's enemies in all the right locations... yet. Some (such as Shaktool) may be impossible to replicate.  Other's it's a question of making sure I have all the possible enemy types, then playing through the original to ensure that every screen has the right enemy population. Since I'm having trouble with that, it's a major issue.
  4. Music- Somebody noted that the music I have sounds pretty much the same and isn't all the original game's. I'm aware of this and would prefer to find Midi files to download that resemble the original's rather than other types (such as MP3) but I haven't been able to really distinguish which ones need to be replaced.
  5. Item Drop Scripting- This seems to be the best way I can think of to make the item drops resemble the original's, but is bound to be an endeavor.
  6. Other- This is everything else, which doesn't fit in one of the above categories-

               Adjust all narrow paths to make bomb jumping easier.

               Create readme file.
               Add rescuing the animals.
               Make Draygon and Golden Torizo harder.
               Add Hyper Beam and Baby Metroid scenes.
               Figure way to do multiple rooms kill all enemies.
               Create rising and dropping barrier
               Program Scizer
               Add Draygon grabbing you.
               Add Overlay in bottom path past X-ray
 
It's a list I've been toiling over for a while now and am slowly finishing off as I go. As evidence, here's a list of recently completed features that have been added:
 
Done
 
Added in Map functions.
Made the ice beam persist across screens.
Scripted the Silver Space Pirates.
Made sure wavers are set up correctly.
Created Boyon (vertical blob jumper)
Added grapple item pickup
Created Owtch (dives into the ground and comes back out)
Added giant boulders (for areas in quicksand)
Created Puyo (horizontal blob jumper)
Added quicksand.
Made beam automatically selected when out of ammo.
 
Hopefully, I'll be able to resolve one or more of the issues which stand in my way soon so that I can complete my work on this.


#27 ywkls

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Posted 11 September 2017 - 01:15 PM

Getting ready for the Expo!
 
Progress has been made!
 
Here's a list!
 
Done

 
And here's what's left-
 
Unfinished


I don't really feel that I need to do much else before submitting to the expo; though I would like to see if tested one more time with the new configuration for weapon firing to make sure that nothing was broken by it. If you're interested, please let me know!

Edited by ywkls, 11 September 2017 - 01:18 PM.



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