Monday, August 15, 2016

AM2R Update 1.1

New in this version:
- Fixed gravity suit not being rendered in certain systems
- Fixed room transition in area 3 entrance
- Fixed language file detection, the game can be fully translated now
- Added transport pipe to final area
- Balanced Omega fights a bit
- Other minor fixes

Existing save files should be detected automatically.
You'll find the latest version at the forums.
Have fun!

Tuesday, August 9, 2016

The future of AM2R

As you may know already, AM2R received DMCA notices in all the download hosts, and some parts of this blog. So far, no C&D letter was received. 

This project began a long time ago, while I was actually trying to learn the programming side of Game Maker. Instead of moving on with something else, when I learned a better way of doing something, I reiterated and improved the old code.
Eventually, I learned to program in C#. Now I'm making a living as a professional programmer thanks to what I learned developing a fan game. 
Technically speaking, I'm satisfied.

Artists started offering help. First with the main enemies, then with sprites, enemies, bosses.
The forums started to come alive with fans making feature suggestions, and always being positive and optimistic about the project. I added new contents, trying to be respectful about the established lore. Demo after demo people liked the game. Then the game was out, and for a brief time, players enjoyed the game they were expecting for a long time.
Artistically speaking, I'm satisfied.

What about the future? 
I'll continue improving and fixing AM2R privately.

How will updates will be released, if at all?
I'm still working on it.

My priority now is to fix the invisible gravity suit bug that's hindering many player's experience. If you experience that bug, please visit the forum, and I'll eventually provide a fix.

Please, don't hate Nintendo for all of this. It's their legal obligation to protect their IP.
Instead of sending hate mail, get the original M2 from the eShop. Show them that 2D adventure platformers are still a thing people want. 

You're invited to share your thoughts at the Forum, or follow AM2R on Twitter for the latest updates.

Thank you.

Wednesday, July 6, 2016

The last stretch

I know we'll make it in time. See you then.
EDIT: Project AM2R now has its own Twitter Account. Stay up to date with the latest news, anticipating the release.


Countdown Clock

Monday, June 6, 2016

Balance and polish

As always, every time a new boss is added to the game, it ends up being too difficult for the average player after some playtesting. The Queen was no exception, even if she's not completely finished.
So, I'm taking some extra time to balance her, including how the attack types are distributed, and how the player can replenish resources during the fight.

Besides that, there was an overall revision of many details on all the areas. Some of the tilework that hinted at hidden areas without actually having anything there was changed. The last couple of items was added, some of them having dedicated rooms with small puzzles.
Log entries were updated to their latest revision, and the map data is pretty much finished.

We're getting closer to a complete game, and I appreciate that you followed the process all this time.

Tuesday, May 3, 2016

The Queen

Music production is, for the most part, done. There's just a couple songs left to polish, likely to be finihsed during the week.

Now the production is being focused on the Metroid Queen. It's proving to be a very interesting process. I was able to make a nice looking animation cycle for its legs, using the knowledge I gained while developing the other Metroids. It doesn't look as static and robotic as it used to.

The Queen has its original Metroid 2 attacks, and I'm experimenting with some new ones. The thing is, the limited space Samus has to move around the room also limits the variety of new attacks I can add without feeling cheap and frustrating to avoid.
Unfortunately, I can't fill the screen with projectiles.
So, new attacks need to be mostly timing based, making them fairly easy to predict when you learn them, but also making the fight feel predictable and formulaic.

While the Queen fight works right now, it's going to take a bit of experimentation to make it feel a lot more unique, without changing the foundations of the original fight.
It is, after all, the most important boss in the game.

Balancing and playtesting might take longer than expected too, but I want this fight in particular to feel fair and rewarding. Stay tuned for next month's update, hopefully she'll be finished by then.
As always, thanks for following the project.