I played this on Yoyo. The engine for the game is great, and the project appears to be coming along nicely.
After reading one of the older entries on DoctorM64’s blog for this project, I ended up checking out Martin Piecyk’s engine mentioned in the entry. It has drastically improved my GM platform game I’m making.
I’m excited to play the finished game. Keep up the great work, DoctorM64.
Still very fun as usual. It’s not quite as exciting as the original demo, mainly because it’s just an extension to the previous one, but the trailers show that you’re obviously keeping a ton from us.
It does seem to lag a lot this time around, which apparently affects the controls (sometimes button presses won’t register).
Ridley died while mostly inside the wall, so I barely got any health or missiles back.
I wasn’t playing the latest version, so I apologize if these are already fixed in the latest one posted here.
I added a couple of features to the gameplay: AutoClimb lets you climb small (1 or 2 blocks high) legdes while running, just by pressing Jump. AutoMorph lets you morph instantly when running against a wall with a narrow passage, simply hold diagonally down.
I tweaked the jumping mechanics a bit. Morphing in the air or shooting from a spinjump both preserve the vertical speed now, it feels much more natural and fluid.
Finished the subscreen. Now it?s fully functional. It?ll be accesed from the map screen, like in the classic Metroid games.
I?m about to start area 4. I hope it can be finished before the summer (and most of my free time) ends.
DM4, everything you just programmed wa pure genius. Especially the autoclimb and automorph. And that plasma spazer combo looks awesome. Keep up the great work. I can’t wait to play this. Truthfully, I’d pay to play this
Progress has been quite slow these last months, due to personal isses. But the project is still alive.
Here?s a video showing comparisons between the original and the redone versions of some places and events, just in case you don?t remember them.
You?ll see a small preview of the Gamma Metroids too.
i saw this doc. not bad i can’t wait see what omega’s look like. i was preaty shocked when i saw the power bomb animation. thats what it should look like, a force of energy that expands, insted of expanding then contracting. also nice enimie sprites > >
Absolutely love it. The gameplay was fluid; my only real complaint was the visuals. They weren’t bad, but most of the tilesets and backgrounds were recolored rips from Zero Mission and Fusion, which caused them to clash with the new artwork. Some other lighting effects and little atmospheric details would have added a lot, but considering the time constraints to release by the anniversary, I’d say Doc and crew did a fantastic job.
but considering the time constraints to release by the anniversary
Hah, we know a thing or 2 about that around here. It’s incredible just how much work ends up getting done the night before.
My biggest complaint was with the maps - a lot of the areas just felt really awkward and large, and the “room surrounded by a room” bits feel wrong to me, even though Super did the same thing.
Gameplay was super crisp and well executed, however, and I had an absolute blast playing it.
Oh, so good. So very good. <3 I had minor complaints about visuals here and there as you’d expect from a project with a couple fan artists, but as far as I can remember (since it’s been a while since I played it), I felt the level design was significantly better than Metroid: Samus Returns.
Heh, the most-watched of my YouTube uploads are both still AM2R tech demo videos (25k + 20k views).
It fluctuates a bit, but this is probably my favourite Metroid game. The controls were nailed, atmosphere was perfect. It did the impossible, turn Metroid 2 into a good game.
Haven’t had a chance to play it (or Samus Returns) yet, but based on the videos I’ve seen, it seems like AM2R was a lot more faithful to the original than Samus Returns.