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What would you like to see in a Metroid engine?
More Enemy AI 16%  16%  [ 3 ]
Samus Suits 21%  21%  [ 4 ]
Beams 0%  0%  [ 0 ]
Physics Updates 26%  26%  [ 5 ]
Water effects 0%  0%  [ 0 ]
Lighting Effects 5%  5%  [ 1 ]
Particle Effects 0%  0%  [ 0 ]
Beam Combos 11%  11%  [ 2 ]
Entirely Original Stuff 11%  11%  [ 2 ]
Other (Please Comment) 11%  11%  [ 2 ]
Total votes : 19
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 Post subject: Kousoru Engine Rebooted
PostPosted: Tue Jan 03, 2017 5:16 am 
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Joined: Tue Dec 27, 2016 1:39 am
Posts: 39
The Kousoru Engine is, by far, the most sophisticated Game Maker 8 engine. However, this engine was scrapped, and left with many bugs and loose ends. As a developer, I have made many fixes and updates for my own personal use, and have decided to share them with the world. This engine is built for Game Maker 8.1 and below, if you're looking for a Studio engine, I recommend MEngine instead.

What was included in the Kousoru Engine:
Missile
Power Bomb
Morph Ball
Morph Ball Bombs
Power, Wave, Spazer, Ice, Plasma beams
Speed Booster
Space Jump
Screw Attack
Wall Jump
High Jump

Bugs fixed from the Kousoru engine:
Beams now use the Prime system, previous release would allow the user to press a number key and equip a beam, even if it had not been acquired
Samus can now die. It is not a glamorous function, it merely ends the game, but it is a step above the basically redundant health bar.

Entirely New Features:
Super Missile (Prime style Charge combo)
Prime HUD (With Beam switching GUI)
Dark Room system (With helpful commentary in the code!)
Thermal Visor (With Prime Style HUD)
Phazon Suit upgrade
Pixel Perfect Energy Bar

Features in progress to be included in first re-release:
Gravity Suit
X-Ray Visor
(Possibly) Ice Spreader
Pause Menu

Some nifty screens and ****:
Image
Image
Image

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 Post subject: Re: Kousoru Engine Rebooted
PostPosted: Thu Jan 05, 2017 9:11 am 
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Joined: Thu Mar 04, 2010 8:52 pm
Posts: 1003
Liking the engine progress. These kind of community resources can be huge for helping people develop new content.

Personally I'm really into new beams and combinations as well as the idea of a Metroid game with more physics interactions.

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 Post subject: Re: Kousoru Engine Rebooted
PostPosted: Thu Jan 05, 2017 1:53 pm 
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Joined: Tue Sep 27, 2011 8:34 pm
Posts: 632
Location: Norfair Depths, Zebes
Imagine if the SA-X had better AI. Instead of making her damage and health stats crazy cheap. She might actually seem more terrifying. Now if only there was anything we could do about the bright colors... oh! You got that covered.

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 Post subject: Re: Kousoru Engine Rebooted
PostPosted: Sat Jan 07, 2017 2:23 am 
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Joined: Tue Dec 27, 2016 1:39 am
Posts: 39
The main reason I was able to begin developing in Game Maker was this engine, it taught me a lot, and now that I'm proficient with it, I've decided to pay it forward. I definitely liked the beam combos from Prime, they expanded upon beam weapons, and also encouraged you to search harder for more missile expansions to be able to get the optimal use out of them.

I think part of the reason the SA-X AI was so bad was simply what they were expecting it to do, I mean, for a first-time Fusion player, the SA-X is the biggest pain in the *** the game has to offer. It's after multiple playthroughs that most people discover the exploits in it, and I feel like that's inevitable either way, however, a whole Energy Tank of damage can be pretty BS, I feel like there's better ways to make the chase scary besides "Holy **** if you make one wrong move you're done" I feel like that plays off player anxiety more than it does game ambiance.

On another note, I've uploaded a video tutorial explaining how to set up/use a darkness system like the one shown above for games like this that use Views and a HUD. Enjoy.
https://www.youtube.com/watch?v=ZF6ZHfkfDYE&t=510s
Location: Kentucky, USA
Just curious, which version of my old engine are you updating? I might have some more resources somewhere that can help speed your progress along.

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My old metroid engine: Topic Here
Try it out, its got great reviews and you may use the source code!


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 Post subject: Re: Kousoru Engine Rebooted
PostPosted: Mon Jan 09, 2017 4:15 am 
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Joined: Tue Dec 27, 2016 1:39 am
Posts: 39
It's the version 4.0 for Game Maker 8. It was the most recent release I could find available, despite the few flaws it's easily the most dependable Metroid engine on the internet.

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 Post subject: Re: Kousoru Engine Rebooted
PostPosted: Mon Jan 09, 2017 4:48 am 
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Joined: Tue Sep 13, 2011 3:41 pm
Posts: 288
Location: Kentucky, USA
Okay. At one point, I made up to v5.3, though it was very big and clunky. Would you like to see it?

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My old metroid engine: Topic Here
Try it out, its got great reviews and you may use the source code!


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 Post subject: Re: Kousoru Engine Rebooted
PostPosted: Mon Jan 09, 2017 5:29 am 
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Joined: Tue Dec 27, 2016 1:39 am
Posts: 39
I could probably merge the new content with my current build fairly easy, it would definitely help expedite some things.

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 Post subject: Re: Kousoru Engine Rebooted
PostPosted: Mon Jan 09, 2017 10:51 pm 
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Joined: Tue Sep 13, 2011 3:41 pm
Posts: 288
Location: Kentucky, USA
http://www.mediafire.com/file/65nhod7dy ... Engine.zip

Please note that this hasn't been updated since 2012. I believe file 3 has all the upgrades added. Press enter to bring up map, then on the map screen, press S to bring up the ability menu.

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My old metroid engine: Topic Here
Try it out, its got great reviews and you may use the source code!


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 Post subject: Re: Kousoru Engine Rebooted
PostPosted: Mon Jan 09, 2017 11:42 pm 
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Joined: Tue Dec 27, 2016 1:39 am
Posts: 39
This is beautiful to say the least. Some conversions and this engine will be nearly complete inside and out. If you don't mind my asking, why did you not release this particular version? It seems to be far more advanced than the previous release.

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