Project AM2R - Another Metroid 2 Remake

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 Post subject: Metroid Engine (Kousoru) v4.0 //v5 CANCELED//
PostPosted: Tue Sep 13, 2011 4:08 pm 
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Joined: Tue Sep 13, 2011 3:41 pm
Posts: 234
Location: Kentucky, USA
Metroid Engine (Kousoru)
Made by Daniel Owen

Requires Game Maker 8.0 Pro!

GMK
Metroid Engine Version 1.0 Link: http://www.mediafire.com/?g8q4mk24cbb4orr
Metroid Engine Version 2.1 Link: http://www.mediafire.com/?34pb7zhu04vdqn7
Metroid Engine Version 3.0 Link: http://www.mediafire.com/?7asxa24w1q5katk
*NEW* Metroid Engine Version 4.0 Link: http://www.mediafire.com/?t2hijz7zlq9pj85
Hatch Engine Link: http://www.mediafire.com/?wjt1vtndqz70ut9
DoctorM64's Map Engine Link: http://www.mediafire.com/?27ldt33q65nh3vd

EXE
Metroid Engine Version 3.0 Link: http://www.mediafire.com/?givadua3gh1gn1m
*NEW* Metroid Engine Version 4.0 Link: http://www.mediafire.com/?9djit8hm3xwid4v

Controls:
    Left and Right: Move
    Z: Shoot/Close Message
    X: Jump/Use Shinespark
    C: Activate Missiles/Powerbombs
    Down: Crouch/Morph/Spiderball/Charge Shinespark
    Up: UnMorph
    1: Activate Spazerbeam
    2: Activate Wavebeam
    3: Activate Plasmabeam
    4: Activate Icebeam

Image Image Image

Features:
    Jumping, Spinning
    Crouching
    Morphball & Bombs
    Powerbeam with recoil (Standing)
    Chargebeam and Chargebomb (Morph while charged)
    Aiming ZM Style
    Speed Booster and Shinespark
    Screw Attack
    Space Jump
    Missiles
    Powergrip
    Powerbomb
    Spiderball
    Spazerbeam
    Plasmabeam
    Wavebeam
    Icebeam
    HUD
    Expansions
    Message System
    WIP Room Transition
    Geemer (Enemy)

Tutorials:
How to make and transition between rooms:
Code:
1.) Decide on what size your view will be for the game. The gameboy size is 240x160, but the most common one is 320x240.

2.) Create a new background. Change the size of the background to your view size. Draw an empty regtangle across the edges of the background (red or pink is recommended.)

3.) Create a new room. Set background5 as your new background.  This will grid out your room to help with the map.  The room size must fit within the grid! Ajust the room size to your desire, aslong as it fits the grid. Also, set the view0 to your view size. If there are numbers there, replace them with your size (x and w are the a or a x b, y and h are the b of a x b.)

4.) Make your rooms. Place your doors where you want them. None can have the same y value unless they are to different sides!

5.) Open up objHatchR. Goto the collision code. You will see something like scrDoor("Collision",room13,0,16,144,room15)
It means this:
   scrDoor("Collision",current_room,target_door_x,target_door_y,current_door_y,next_room)
Replace current_room with the room the object is placed in.
Replace target_door_x and y with the coordinates with the door you will come out of in the next room
Replace current_door_y with the y coordinate of the door your entering.
Replace next_room with the room you wish to enter.

6.) Repeat with objHatchL, except you will go through the other way around.

7.) YOU MUST HAVE THE MAP CODE IN EACH ROOM! It is located in the other rooms I have made.
Place it in the creation code of each room. You change the values of them based on where it is
placed on your map. 

8.) Now your game should work.


Version 4.0 Updates:
    Smoother Morphball
    Fixed gravity
    Wave, Plasma, and Ice beams.
    Easier View changing

Version 3.0 Updates:
    Powerbomb
    Spiderball
    Spazerbeam
    HUD
    Expansions
    Message System
    WIP Room Transition
    Geemer (Enemy)

Version 2.1 Updates:
    Morphball glitches fixed
    Powergrip Fixed
    Missile Tip and Missiles added
    Custom Control System (Edit objControl create event to find it.)

I'll take any questions or comments.

The Hatches are almost done, but they will only be finished in the full engine.

Anyone may use this! It is open source. All I ask is for credit.

Credits:
Kousoru - Main Programmer
Passarbye - Level Designer
xmugenmakerx - Spiderball Programmer
DoctorM64 - Map Programmer

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


Last edited by Kousoru on Thu Jan 10, 2013 5:31 am, edited 10 times in total.

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 Post subject: Re: My WIP Metroid Engine
PostPosted: Tue Sep 13, 2011 6:57 pm 
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Joined: Thu Mar 17, 2011 4:52 am
Posts: 965
downloaded. i will post later concerning glitches and bugs and such.

EDIT: actually, i have only seen 2 bugs, and one of them isn't really a bug so much as a feature that hasn't been completed.

bug 1: when you press down to crouch, and then press either left, OR right (while holding down), after about 1 1/2 seconds samus will get up and run in that direction.

the other one is that when you are hanging on a ledge, holding up and then pressing jump will make you fall, instead of climbing up. and holding up on a ledge should make you climb said ledge after about 2 seconds.

also, if you could please fill out the game information thing (the one that pops up after you hit F1) to include all the controls and such, because i cannot figure out morph ball, or speed booster.
(pressing down twice doesn't work for morph ball yet i'm assuming? and i've ran the length of the test room with no speed booster, do i have to hold a button down?)

i understand that this engine is a W.I.P. and i am reporting this as such. i am not judging this as a finished engine.

thanks for listening, and for making such a SOLID metroid starting point. FINALLY somebody has attempted to make one that everyone can use. i am now a fan of your work. :mrgreen: please continue and keep up the good work!!

EDIT: i figured it out, took a minute though. your engine is AMAZING.
FAR better than i thought when i originally posted this. PLEASE continue working on this, i am HIGHLY looking forward to this when it is done.

when you get this engine done, will you let everyone use it? (assuming they give you credit)
if so, then i'd like to use your engine to make a fan game when you get done. i can make levels (make rooms using blocks and tiles and such) but i have no skill in programming. that's why i'd like to use your engine. it's perfect, except that it isn't finished. anyways, please write back, and keep working on this!

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Please visit The Metroid Revival Forums for some more upcoming metroid fan-games! :mrgreen:

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 Post subject: Re: My WIP Metroid Engine
PostPosted: Tue Sep 13, 2011 8:23 pm 
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Joined: Tue Sep 13, 2011 3:41 pm
Posts: 234
Location: Kentucky, USA
Your suppose to stand if you hold a direction long enough. I took a break from cliff hanging but I can fix it. I found if you hold a direction and press the button that faces the wall, samus twitches.

Thanks for your input.

Anyone may use 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: My WIP Metroid Engine
PostPosted: Tue Sep 13, 2011 8:28 pm 
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Joined: Thu Mar 17, 2011 4:52 am
Posts: 965
Kousoru wrote:
Your suppose to stand if you hold a direction long enough. I took a break from cliff hanging but I can fix it. I found if you hold a direction and press the button that faces the wall, samus twitches.

Thanks for your input.

Anyone may use it. :)

hmm.. interesting.
no problem :mrgreen:
actually, what do you plan to improve on next? besides power grip i mean.

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 Post subject: Re: My WIP Metroid Engine
PostPosted: Tue Sep 13, 2011 10:02 pm 
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Posts: 188
I too, have my eyes on this engine :shock:

nice work!

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 Post subject: Re: My WIP Metroid Engine
PostPosted: Wed Sep 14, 2011 12:59 am 
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Joined: Tue Dec 21, 2010 9:08 pm
Posts: 468
I am so interested in this engine. :) I will get it latter on when I can work on something....!!!! :D I'm very excited though.


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 Post subject: Re: My WIP Metroid Engine
PostPosted: Wed Sep 14, 2011 1:10 am 
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spread the word people, this guy might actually be on to something. (no sarcasm intended.)

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 Post subject: Re: My WIP Metroid Engine
PostPosted: Wed Sep 14, 2011 4:24 pm 
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Joined: Fri Jun 24, 2011 1:38 pm
Posts: 84
I just have an error message, so I can't play it but if y'all think that is a good engine, then I believe it.
Nice job xD

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 Post subject: Re: My WIP Metroid Engine
PostPosted: Wed Sep 14, 2011 4:27 pm 
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Joined: Tue Sep 13, 2011 3:41 pm
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Location: Kentucky, USA
What kind of error? Do you have Pro or Standard?

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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: My WIP Metroid Engine
PostPosted: Wed Sep 14, 2011 4:30 pm 
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Joined: Thu Mar 17, 2011 4:52 am
Posts: 965
hatches engine is nice, needs the doors on them and it needs some tweaks, but it is very nice so far! i like it, keep up the good work!
-passarbye-

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