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Author Topic: [Demo] Metroid: Bounty  (Read 8013 times)

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Aliento

[Demo] Metroid: Bounty
« 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:

Here are some fine, fine screenshots:


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.
« Last Edit: March 28, 2007, 09:41:05 pm by Aliento »
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Re: Metroid: Bounty
« Reply #1 on: March 20, 2007, 11:46:52 pm »
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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.
« Last Edit: March 21, 2007, 12:17:15 am by Ryu Kage »
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Aliento

Re: [Demo] Metroid: Bounty
« Reply #2 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!
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Re: [Demo] Metroid: Bounty
« Reply #3 on: March 21, 2007, 12:24:55 am »
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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.
« Last Edit: March 21, 2007, 12:38:58 am by Ryu Kage »
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Re: [Demo] Metroid: Bounty
« Reply #4 on: March 21, 2007, 12:37:03 am »
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Re: [Demo] Metroid: Bounty
« Reply #5 on: March 21, 2007, 12:39:15 am »
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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.
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Re: [Demo] Metroid: Bounty
« Reply #6 on: March 21, 2007, 01:18:22 am »
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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
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Aliento

Re: [Demo] Metroid: Bounty
« Reply #7 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.
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Ryan

The only Canadian?
Re: [Demo] Metroid: Bounty
« Reply #8 on: March 21, 2007, 01:50:26 am »
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The graphics look good and the screenshots make the game look good. I will download it.
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  • Likes to Ramble
Re: [Demo] Metroid: Bounty
« Reply #9 on: March 21, 2007, 04:00:56 am »
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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.
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  • Knighty Games
Re: [Demo] Metroid: Bounty
« Reply #10 on: March 21, 2007, 04:05:27 am »
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!@#$% 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
« Last Edit: March 21, 2007, 04:24:23 am by .TakaM »
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Re: [Demo] Metroid: Bounty
« Reply #11 on: March 21, 2007, 04:10:43 am »
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The graphics, oh my god, look amazing.

Mirror.
« Last Edit: March 21, 2007, 04:17:23 am by AoDC »
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the a o d c
Re: [Demo] Metroid: Bounty
« Reply #12 on: March 21, 2007, 04:57:35 am »
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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

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Aliento

Re: [Demo] Metroid: Bounty
« Reply #13 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!
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Re: [Demo] Metroid: Bounty
« Reply #14 on: March 21, 2007, 09:03:41 am »
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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.
« Last Edit: March 21, 2007, 09:05:38 am by Knightmare »
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Aliento

Re: [Demo] Metroid: Bounty
« Reply #15 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.
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Re: [Demo] Metroid: Bounty
« Reply #16 on: March 21, 2007, 09:22:59 am »
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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.
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Re: [Demo] Metroid: Bounty
« Reply #17 on: March 21, 2007, 04:14:42 pm »
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A few errors and bugs, but it's awesome.  Gameplay is fantastic.  I really hope this gets continued!  :)
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Internet Tough Guy.
Re: [Demo] Metroid: Bounty
« Reply #18 on: March 21, 2007, 04:48:50 pm »
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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:

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outside when the planets are falling (for the rest of time)
They want to feel and know you hear them (Go now, run and hide)

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Re: [Demo] Metroid: Bounty
« Reply #19 on: March 21, 2007, 05:30:41 pm »
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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) :

  • No music in the room right after I loaded a game, it comes back when I go into another room though.
  • 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.
  • Some slowdowns in the room just before you learn how to scan.
  • 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.
  • 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 eventhough the mouse is in the opposite direction.
  • Sound effects are really not that great, especially when Samus gets hit. In fact that's the only one you should change.
  • 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).
  • The game generated two errors that I could ignore (thankfully), one while pressing on "Continue", saying that it couldn't read the file or something. Another one just when I entered the ship, after the escape sequence.
  • 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.
  • All the beam upgrades look rather ugly, try to grab some shooting sprites that stick to that style.
  • 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...
  • Regarding the grapple beam, it uses the same button as the lock-on feature. Well the lock-on feature hasn't been very helpful, if I were you, I'd remove it. Otherwise, separate the keys.
  • 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.

"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.
« Last Edit: March 21, 2007, 05:52:35 pm by AleX_XelA »
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