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Projects => Other Projects => Topic started by: Aliento on March 20, 2007, 11:38:52 pm

Title: [Demo] Metroid: Bounty
Post by: Aliento on March 20, 2007, 11:38:52 pm
This is Metroid: Bounty! I confess, it has no real plot yet, but what it lacks in plot, it MORE than makes up for with a very robust engine and unique gameplay!

DOWNLOAD LINK:
http://64digits.com/games/index.php?cmd=view_game&id=3438#

Here are some fine, fine screenshots:

(http://img.photobucket.com/albums/v244/americanto/montage0.png)
http://img.photobucket.com/albums/v244/americanto/iviewcapture_date_17_03_2007_tim-2.png
http://img.photobucket.com/albums/v244/americanto/iviewcapture_date_17_03_2007_tim-3.png
http://img.photobucket.com/albums/v244/americanto/iviewcapture_date_17_03_2007_tim-4.png
http://img.photobucket.com/albums/v244/americanto/iviewcapture_date_17_03_2007_tim-5.png
http://img.photobucket.com/albums/v244/americanto/iviewcapture_date_17_03_2007_tim-7.png
http://img.photobucket.com/albums/v244/americanto/iviewcapture_date_17_03_2007_tim-8.png
http://img.photobucket.com/albums/v244/americanto/iviewcapture_date_17_03_2007_tim-6.png

Here are some of the many many features in the game:
A detailed map system for locating your location.
Unique, upgradeable beam weapons that stack on top of each other.
Beautiful detailed particle effects
Lots of 3-D effects and sprites
Lock-on targeting system
Mouse-controlled aiming
Super Metroid style Scan Visor, for collecting information about the environment

A wide assortment of traditional and brand-new Metroid series items:
Traditional items:
Screw Attack
Space Jump
High Jump Boots
Missiles + Expansions
Speed Booster + Shinespark
Morph ball + Bombs
Power Bombs
Grapple Beam
Scan Visor

New Items:
Sonic Beam (Bounces off walls)
Leech Beam: (Heals Samus)
Annihilation Beam (Triples beam strength)
Beam Power Boosts (Boost beam strength by 20% each)
Time Suit & Ghost Suit Upgrades


FREQUENTLY ASKED QUESTIONS:

Q: I just got the morph ball and high jump boots. Now what?
A: Go back up to the room before the room where you learned how to scan.

Q: There's a beam upgrade over the main passage in this tunnel and I can't get to it!
A: Try shooting wildly all over the place.

Q: I just got the space jump, now what?
A: Go get the screw attack. Go back a room and take the upper door.

Q: I got to the bottom of a long vertical tunnel with a bunch of Rippers, and there's a balance scale type thing. How do I work it?
A: Get the Grapple Beam. It's not hidden particularly well or anything.

Q: HOW THE HELL DO I KILL THIS GIANT METROID?!
A: Try scanning the environment. Think hard about it for a moment.
BIG HINT: Try shooting something OTHER than the metroid.
Title: Re: Metroid: Bounty
Post by: Ryu Kage on March 20, 2007, 11:46:52 pm
looks pretty cool, looking foward to being able to try it. by the way i use RapidShare for uploading, it seems to work pretty good.
Title: Re: [Demo] Metroid: Bounty
Post by: Aliento on March 21, 2007, 12:19:39 am
Oh, thank you! I should have read the rules >_>.

I guess RapidShare is ok, although I'd like a friendlier host than that.

Anyways, thanks for the compliment, it's now up for download on RapidShare!
Title: Re: [Demo] Metroid: Bounty
Post by: Ryu Kage on March 21, 2007, 12:24:55 am
yeah its not the greatest host but it works, i'm looking for another one though, i'll let you know if i find a good one. also i'm downloading the demo right now to try out.
Title: Re: [Demo] Metroid: Bounty
Post by: Kame on March 21, 2007, 12:37:03 am
http://www.fileden.com/
Title: Re: [Demo] Metroid: Bounty
Post by: Ryu Kage on March 21, 2007, 12:39:15 am
i downloaded it and its pretty cool, i like the mouse aiming, you managed to capture a lot of the good metroid stuff from zero mission and fusion.
Title: Re: [Demo] Metroid: Bounty
Post by: Drew200 on March 21, 2007, 01:18:22 am
Omg, absolutely amazing. I didn't get too far because I have to system restore very soon, but I loved it. Details were amazing, sounds, music, all of it. Very professionally done, one of the most amazing-pro complex games I've ever seen without glitches. I'll finish the demo and then tell you the rest of my thoughts after more post.
EDIT: Oh, one improvement:
Make the aimer smaller, and the sensitivity more sensitive. :D
Title: Re: [Demo] Metroid: Bounty
Post by: Aliento on March 21, 2007, 01:48:32 am
Make the aimer smaller, and the sensitivity more sensitive. :D

Thanks for the advice, but as for making the mouse more sensitive, that's really just impossible
The game goes full screen, and the mouse is exactly as sensitive while playing the game as it is while you're using the mouse any other time. I can't really change the sensitivity.
Title: Re: [Demo] Metroid: Bounty
Post by: Ryan on March 21, 2007, 01:50:26 am
The graphics look good and the screenshots make the game look good. I will download it.
Title: Re: [Demo] Metroid: Bounty
Post by: Knighty on March 21, 2007, 04:00:56 am
Awsome!
Knighty's Rating: 10/10

Just I few things I found:
-When you open a red door, you cannot to in. You have to leave the room then come back before you can go through it.
-If you're on the title screen and you press down when you don't have a save file, you get an error.
-The vertically moving platforms are kind of weird. You'll go right through them if they're moving up.
Title: Re: [Demo] Metroid: Bounty
Post by: .TakaM on March 21, 2007, 04:05:27 am
!@#$% I hate rapidshare, Im gonna upload it to sendspace when I finally download it, then I'll edit this post with some feedback

!@#$% rapidshare: "OIl0IlOIl"

edit-
here it is for those that hate rapidshare also:
http://www.sendspace.com/file/08jbpp

now, some crits, I think you went a bit overboard with the particle effects, it looks weird how samus is constantly sparkling.. basically thats about it, and just I didn't like the gameplay much just because it felt like super metroid being ported as a pc game or something, I just love super metroid is all Im implying

keep it up
Title: Re: [Demo] Metroid: Bounty
Post by: AoDC on March 21, 2007, 04:10:43 am
The graphics, oh my god, look amazing.

Mirror. (http://64digits.com/users/Hero%20of%20Fire/Metroid-_Bounty.zip)
Title: Re: [Demo] Metroid: Bounty
Post by: Windy on March 21, 2007, 04:57:35 am
Bug while fighting the metroid boss
Quote

___________________________________________
ERROR in
action number 1
of Alarm Event for alarm 0
for object giant_evil_metroid:

Error in code at line 2:
   direction=point_direction(x,y,samus.x+8,samus.y+8)

at position 38: Unknown variable x

Title: Re: [Demo] Metroid: Bounty
Post by: Aliento on March 21, 2007, 09:01:11 am
-When you open a red door, you cannot to in. You have to leave the room then come back before you can go through it.
I know about this one, and I uploaded a new version and it SHOULD Be fixed now.
Quote from: Knightmare
-If you're on the title screen and you press down when you don't have a save file, you get an error.
Oh geeze, I hadn't even bothered to think of that! Thanks!
Quote from: Knightmare
-The vertically moving platforms are kind of weird. You'll go right through them if they're moving up.
I've been really struggling to get the platforms to work. I'm thinking of just scraping them.

Quote from: Windy
Bug while fighting the metroid boss:
Quote
ERROR in
action number 1
of Alarm Event for alarm 0
for object giant_evil_metroid:

Error in code at line 2:
   direction=point_direction(x,y,samus.x+8,samus.y+8)

at position 38: Unknown variable x
Hmmmm....how very odd...
I have no earthly idea what could be causing that. I'll do some research and try to find out


Thanks to all of you who are informing me of these glitches! I really appreciate it!
Title: Re: [Demo] Metroid: Bounty
Post by: Knighty on March 21, 2007, 09:03:41 am
Bug while fighting the metroid boss
Quote

___________________________________________
ERROR in
action number 1
of Alarm Event for alarm 0
for object giant_evil_metroid:

Error in code at line 2:
   direction=point_direction(x,y,samus.x+8,samus.y+8)

at position 38: Unknown variable x

I got that error to. I think it happen if you die during that boss fight.
If the Samus object is destroyed when you die, that would cause the error, since you
are trying to find the x value of an instance that no longer exists.
Title: Re: [Demo] Metroid: Bounty
Post by: Aliento on March 21, 2007, 09:22:10 am
Bug while fighting the metroid boss
Quote

___________________________________________
ERROR in
action number 1
of Alarm Event for alarm 0
for object giant_evil_metroid:

Error in code at line 2:
   direction=point_direction(x,y,samus.x+8,samus.y+8)

at position 38: Unknown variable x

I got that error to. I think it happen if you die during that boss fight.
If the Samus object is destroyed when you die, that would cause the error, since you
are trying to find the x value of an instance that no longer exists.

Exactly! Thank you, you got it! Ugh, and it was such a simple error too!
How'd I miss that? I've seen kind of that error a ton of times!
I guess I'm just out of the game a bit. I was on a 3 month development hiatus till now.
Title: Re: [Demo] Metroid: Bounty
Post by: Moon_child on March 21, 2007, 09:22:59 am
The gameplay is great I got stuck in rock though. Also the loading time was already pretty long and it will only get longer. So I highly recommand you to put the resources extern it will decrease the loading time allot.
Title: Re: [Demo] Metroid: Bounty
Post by: Riisnæs on March 21, 2007, 04:14:42 pm
A few errors and bugs, but it's awesome.  Gameplay is fantastic.  I really hope this gets continued!  :)
Title: Re: [Demo] Metroid: Bounty
Post by: Source on March 21, 2007, 04:48:50 pm
Awesome, I can totally see a DS Metroid game playing like this. There are a few bugs and stuff, but what game doesn't have bugs? Oh, also, when you highlight Continue and try to go back up to New Game, this appears:

(http://img105.imageshack.us/img105/5905/errortn5.png)
Title: Re: [Demo] Metroid: Bounty
Post by: AleX_XelA on March 21, 2007, 05:30:41 pm
I must say, I was very impressed when I played this game. I can tell a lot of work has been put into this, I'll start with the crits (I'm quite neat-picky, but I've seen worse than me) :


"Serriously" -> Seriously (Room where you get the Screw Attack)
"Sheilding, Sheild etc." -> Shield, Shielding (Multiple rooms where you get a suit upgrade)
"in it's use" -> in its use (Ship)

Otherwise, it's an awesome game. Awesome physics engine, the room engine is nice too, I love it how the background moves like in Metroid Zero Mission. The Ship escape was a very good addition to the whole Metroid concept, it's a never seen before, NICE! This game is just AWESOME, I hope you're going to add things in it, make it longer. Adding a background story at the beginning of the game would be terrific!
Make sure you post it at www.mp2d.co.uk!
All in all, this is a good example of top quality coding, and should set the example to all GM games coming out here.

Why are some good projects made in GM? I would definitely love to play this on a DS (with a few gameplay fixes). If only you knew C or C++, that would be easily doable.
Title: Re: [Demo] Metroid: Bounty
Post by: Cassyblanca on March 21, 2007, 06:01:17 pm
Wow... this is just... wow... o_o;; A few minor bugs/glitches which have already been mentioned, but this is still truly beautiful, I especially love the particle effects (though the particals when Samus is moving normally could be done away with)
Title: Re: [Demo] Metroid: Bounty
Post by: Riisnæs on March 21, 2007, 07:56:25 pm
Oh and another thing I forgot to mention is that I love the morphball!  It looks 3D and blends in reallly well.  :)
Title: Re: [Demo] Metroid: Bounty
Post by: Drew200 on March 21, 2007, 08:07:15 pm
"DAMN, you must suck!" lmao.
And yes, I realised it was my mouse sensitivity. There are DLL's that let you control that, though.
Title: Re: [Demo] Metroid: Bounty
Post by: Aliento on March 21, 2007, 08:43:51 pm
Quote
No music in the room right after I loaded a game, it comes back when I go into another room though.
Yeah, I noticed that glitch one, I'll write that down...

Quote
As said before, too much particle effect, either remove all that fancy particles around Samus, or add a function to enable/disable it. OR, replace it with a less fancy effect. This also applies to the charge beam and screw attack effects.
I can understand that you don't like Samus's glowing, but how could you possibly hate the charge beam and screw attack effects? Their so pretty!
Quote
Some slowdowns in the room just before you learn how to scan.
I've never seen that...
Quote
I won't compliment the graphics since most of them are rips from SM, Metroid Zero Mission and Metroid Fusion (I said most, not all of them, of course). The save station is rather ugly, you should try to make one that would stick to the style, or ask a spriter here. I'm sure someone would be glad to help, it's only one sprite and this project has a huge amount of potential.
Hey! I made that save station myself in AutoCAD! It's based directly off the Super Metroid Save stations, actually.
Quote
Right after you get the speed booster, you need to get the missile launcher, well if when you go through the door, your mouse is located behind Samus, she will halt in front of the door. Meaning, I had to try it 3 times before understanding that the mouse was causing the problem, you should let the player move even though the mouse is in the opposite direction.
Actually, it really has nothing to do with the mouse. But if you try re-downloading it, the problem has been fixed now.
Quote
Sound effects are really not that great, especially when Samus gets hit. In fact that's the only one you should change.
I ripped those sounds directly from the Metroid Prime games, you don't like them?
Quote
Text messages are goddamn nice, BUT those appearing when you grab an upgrade, are a pain because they pause the game. Those messages (as I see it) are configured to let you play while you read (instead of having a huge text box and having to read through before continuing to play).
Could you clarify what you mean here?
Quote
Huge amount of features, too bad two of them are not so useful. Scanning is not as important as it is in Prime, you could have made some nice enigmas with it. Same goes to the grapple beam, I used it only once.
Hey, I tried to cram in as much scanable stuff as possible! If I had anymore it would be just random, unimportant stuff.
Quote
All the beam upgrades look rather ugly, try to grab some shooting sprites that stick to that style.
I disagree! I think their quite lovely! Particularly the Annihilation Beam
Quote
The leech beam, instead of having huge things of energy flying around and coming to you, you should make them small round things (like in Prime), and that would go straight to you, at light speed! Right now you have to wait for them to get to you...
The leech beam is still undergoing a lot of consideration. I don't think I'm going to keep it, honestly.
Quote
The lock-on feature, although it's more of a gadget, it works well. Except for one thing, if I lock-on a creature and move up until I can't see it anymore, Samus still locks on that creature. You should automatically remove the lock-on feature when the creature is not on the screen anymore.
Yes, that's a good suggestion, but what about bosses that frequently move off screen? It would be annoying to have to re-target them. Although I guess I could make bosses an exception.

Quote
Otherwise, it's an awesome game. Awesome physics engine, the room engine is nice too, I love it how the background moves like in Metroid Zero Mission. The Ship escape was a very good addition to the whole Metroid concept, it's a never seen before, NICE! This game is just AWESOME, I hope you're going to add things in it, make it longer. Adding a background story at the beginning of the game would be terrific!
Oh, it most certainly WILL become longer. I've got a whole new environment in the works right now. The environment presented in the demo here is absolutely microscopic compared to the size the NEW environment will be!

Thanks for all the comments, suggestions, and glitches! To say I'm overjoyed to receive so many would be an understatement!
Title: Re: [Demo] Metroid: Bounty
Post by: AleX_XelA on March 22, 2007, 06:55:46 pm
Well to be honest with you, I haven't had the chance to try out the annihilation beam, since I kinda rushed through the demo. I missed two upgrades : The Time Suit, and the previously stated beam. If you would be good enough to write up a quick walkthrough of some sort to find all the upgrades.
Well the sounds ripped from Prime are good, except for when Samus gets hit. You should stick to the 2D sounds, they just fit a whole lot better. Trust me, this can only do good.
I'm not saying the screw attack and the charging beam particle effects are not pretty, but it's just too much. Try to tone it down a bit. I don't know how you could do it, but for example, the explosion when a shot comes in contact with a wall, is perfectly well done. There is no uber effect or anything, just the right circular effect. Same goes to the morphball bomb, the particles used are not "too much" nor "too fancy". BTW I'd like to add that the morphball's 3D effect is really awesome!
As for the saving station, AutoCAD is not the way to do it... If you want to sprite, at least try to do it properly : pixel by pixel. I can only recommend that you use one from the original games :
Super Metroid (I see how yours looks a lot like it) (http://spriters-resource.com/nintendo/metroid/supermetroid/display.php?file=http://www.spriters-resource.com/nintendo/metroid/supermetroid/smitems.png) or Metroid Zero Mission (http://spriters-resource.com/nintendo/metroid/zm/display.php?file=http://www.spriters-resource.com/nintendo/metroid/zm/savemzm.gif)
But quite frankly, I would request a custom made one.
See, when you get an upgrade, the game pauses and then the text displays on the middle of the screen saying how to use the new upgrade. Instead of pausing the game until the text has finished displaying, you should allow us to continue playing. Meaning we should be capable of moving while the text displays. Dunno how to clarify it more.
It's not the amount of scannable stuff that you put into the game that counts, it's how the scannable stuff is needed to move on. I'm sure the new environment makes full use of the scanning, and keeps a scan log, right?
Are you going to change the lock-on key and the grapple beam key?

One thing I forgot to say last time, please add information on the F1 screen. It's really better if I want to play offline and would like to remember which key does this or that.
Finally, I'm glad that you posted it on the MP2D fan forums, CoreFusionX is a professional programmer (best programmer I've ever met, blows anyone from ZFGC easily), and the other guys usually give good advice.

I'm eagerly awaiting a new demo with part of the storyline and the new environment, please keep up the good work, it's been a long time since I have been so enthusiastic towards a fangame.
Title: Re: [Demo] Metroid: Bounty
Post by: Aliento on March 22, 2007, 09:19:35 pm
Thanks for the reply, and the clarification of your various criticisms.

Quote
Well to be honest with you, I haven't had the chance to try out the annihilation beam, since I kinda rushed through the demo. I missed two upgrades : The Time Suit, and the previously stated beam. If you would be good enough to write up a quick walkthrough of some sort to find all the upgrades.
Actually, to be honest, the time suit isn't in the demo, but the sprites and code for it are fully functional though. I simply didn't have anywhere to put it cause the environment was so crammed full of upgrades. Also, there are several upgrades hidden in places you may not have expected to look. But the Annihilation beam isn't that hard to find, actually..
Quote
As for the saving station, AutoCAD is not the way to do it... If you want to sprite, at least try to do it properly : pixel by pixel. I can only recommend that you use one from the original games :
Super Metroid (I see how yours looks a lot like it) or Metroid Zero Mission
But quite frankly, I would request a custom made one.
But I made a ton of the sprites in AutoCAD!(http://img.photobucket.com/albums/v244/americanto/3dsprites.png)
 The Annihilation Beam, the Energy Tank upgrades, the Ghost Suit's upgrade icon, the doors, the missiles, the platforms you use the grapple beam on, and, most importantly, the 3D morphball effect! Although I guess the Save Station isn't that great compared to the others listed here...
Quote
I'm eagerly awaiting a new demo with part of the storyline and the new environment, please keep up the good work, it's been a long time since I have been so enthusiastic towards a fangame.
Thank you, really. These are the kind of complements that make this all feel worthwhile.
Title: Re: [Demo] Metroid: Bounty
Post by: kane]deth[ on March 24, 2007, 03:56:48 pm
This game is awesome... but when your in the ship part, you should make the gun a little... less rigged.
Title: Re: [Demo] Metroid: Bounty
Post by: Soulja on March 31, 2007, 04:54:58 pm
That demo was freakin sweet.
Title: Re: [Demo] Metroid: Bounty
Post by: Neojume on April 05, 2007, 11:11:48 am
WOW, really awesome game!!
One thing: in the end, when you are flying in Samus starship, you can still shoot, while your blue energy is gone. I got an negative blue energy at one point :P

Title: Re: [Demo] Metroid: Bounty
Post by: Bistian on April 09, 2007, 06:14:58 pm
Found Glitch or Bug ...
You can get the Annhilator twice !  XD
My Beam Power must be at (100% + 20% * 3 * 3 + 20%) ...f.a.t.a.l.e.r.r.o.r.i.n.c.o.d.e.l.i.n.e.9.7.3.5.!.f.a.i.l.e.d.t.o.c.o.m.p.a.r.e.e.v.e.n.t.s.w.i.t.h.a.c.t.i.o.n.!.A.b.o.r.t.!.s.h.i.e.l.d.o.f.f.l.i.n.e.! *dies*
Title: Re: [Demo] Metroid: Bounty
Post by: Aliento on April 09, 2007, 09:04:33 pm
Uhhhhh, you may want to try downloading the new version, the link is on the front page.

That glitch was only in the very first version of the game I released, trust me. Try it again.
Title: Re: [Demo] Metroid: Bounty
Post by: haln on April 14, 2007, 02:25:22 am
That was pretty fun! Despite the fact it was a bit short, and a bit over powerered at the end, during the ship part, it was awesome! Having so many effects really lags the game though, so you should lessen the effects of the screw attack, and when the planet is exploding. It makes it really hard to move. Other then that, it was fun.
Title: Re: [Demo] Metroid: Bounty
Post by: FlamingKyo on April 15, 2007, 04:36:05 am
I never lagged a bit...

Awesome game.  <3  Wish I had more to say.
Title: Re: [Demo] Metroid: Bounty
Post by: Frebby on April 24, 2007, 10:28:31 pm
Really sweet game! I love the graphic and well, the gameplay must have been the shortest of all Metroid games. :P

I couldn't beat the last level(I think) where you were in your ship killing space ships and stuff. XD

Really fun! Nice work! 10/10 from me. :)

EDIT: I forgot to mention, at the boss, the Metroid, it's locked into glass tank, right? Well, you scan it, and then it breaks through. If you scan the Metroid again, when it's OUTSIDE of the broken glass tank, and then press OK, the glass tank shatters again even if there's nothing there. You can keep doing this infinite times! :D
Title: Re: [Demo] Metroid: Bounty
Post by: Mirby on May 15, 2007, 05:05:25 pm
Looks quite awesome! Can't wait for the full version!

NOTE: I'd play it, but A. I have no home computer, so I'm doing this at school; and B. My school bans the programs from opening.

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