Sunday, February 7, 2016


Right now I'm enjoying my yearly week of summer vacations. Unlike on my daily routine, I'm able to get some rest, and sleep like an actual human being.
The downside, is that I have limited internet connectivity where I'm staying.

After enjoying the beach with my family, I get some time to spend on the project. And without internet (and cat videos), I was able to finally sit down and learn proper spriting in Photoshop.
Paint Shop Pro was very good when the project started, but Photoshop is a completely different beast, and many things are more comfortable once you learn some keyboard shortcuts.
I could finish the sprites for the last couple enemies that were pending. They can still be improved, but they are useful for coding the AI and placing them in the game.

I'll be returning home in a couple days.
By then, I'll post some screenshots of the latest changes.
Have a good weekend!

Friday, December 25, 2015

Happy holidays!

I was supposed to write this post a couple days ago, but preparations for the holidays took a bit more work than expected.

So, I wish you had a great celebration last night, and I hope 2016 will be a year with awesome Metroid game releases. I'm pretty sure AM2R will be one of them.

Have a great new year with your loved ones.
Happy holidays! 

Wednesday, December 2, 2015


A couple weeks ago, the testing phase began for Area 5.
During the process, a lot already changed. Many rooms were improved with extra tile work, access to certain areas and the overall flow of the entire place was revised.
There was a fair amount of new bugs, caused by the new mechanics developed for the area, and they're being fixed as soon as they are discovered.

Every time I introduce a boss to the testing team, it's a process of nerfing it down until it's easy enough to decypher, but tough enough to pose a challenge. The starting version of each boss is usually very hard, being myself the only one that can predict its movemet.
As of today, not even I can beat the area 5 miniboss without taking serious damage. There's still a lot of room for improvement, the fight is still far from feeling fair.

At this pace, development will shift to the final areas pretty soon, bringing us closer to the finished game.

I want to thank all the people who volunteered to translate AM2R in their native language. I'll contact all of you when the game is closer to release, so we can coordinate the localization efforts.

Tuesday, October 27, 2015

El último Metroid está en cautiverio....

AM2R is currently split into multiple projects. Besides the main game, there are features that are being developed in reduced versions of the engine, for faster compiling.
One of those had a lot of steady progress lately, and it's very close to be fully implemented in the game: Localization support.

Translating Confrontation to multiple languages was quite a challenge, and the results were mostly good. But one of the things I considered this time was Unicode support.
Now, if I manage to implement a good enough pixel font, there will be support for extended characters, and even more languages can be supported by the game.

The font I'm using now is slightly bigger than the old one, this also makes reading the logs a bit easier on the eyes.

The text in the game is still changing every once in a while, so translation efforts will be considered after the game is done. The game will be available in both English and Spanish upon launch.

As for the main project, I couldn't find that much free time this month. Area 5 is almost good enough for the testing phase to begin, but there's plenty of little details left to fix.
With some luck, the next update will have more cool stuff to show about the later areas.
Thank you all again for following the project, and remember to post any questions or suggestions either here or at the Forums.

Wednesday, September 23, 2015

Area 5 is getting big

While playing AM2R on the go sounds really cool in paper, I left the whole Android port for later.
It's very likely that this port will work with bluetooth controllers only at first. Touch controls are a science that requires a lot of research and experimentation. Right now I prefer to spend the few hours of free time I have on completing the game.

Progress was pretty steady this month. Area 5 is feeling a lot better, the new layout introduces the new mechanics and enemies gradually, and there are some tricky rooms to overcome, even with all the equipment you have at that point in the game.
For every revision the area gets, more rooms are being added. It's starting to be a pretty big place.
Also, there are going to be Metroid fights, making the area non-optional, as it was once planned. Some Metroid encounters are going to be very intense.

A sneak peek of how the main facility of Area 5 looks like now.

There's many small details to iron out before the testing phase can begin. There's still rooms that don't have their tile work complete, and the destructible blocks that have associated tiles are very time consuming to setup.
Also, there are changes that affect earlier areas, so testing will need to focus on the whole game, instead of just the new area.

Hopefully, if everything goes well, testing should start in a couple of weeks.
As always, suggestions and comments are welcome.