Homebrew Metroid 2 3DS Tech Demo

  • Thread starter Thread starter jbr373
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Would you play this?

  • Yes

    Votes: 164 93.7%
  • No

    Votes: 11 6.3%

  • Total voters
    175
  • Poll closed .
nvm
also i got stuck in a lot of places.
i know its jsut a WIP, but still. Also, shooting the missile is glitched.
 
Last edited by Mr.ButtButt,
As you said we shouldn't hold back suggestions. I would like to be able to use the d-pad as movement, morp ball & crouch. The d- pad has much better distinctive response than the circle pad in 2D games. (In zelda OOT, mm, Quake 1 etc. I prefer to use the circle pad).

So at least an option to change would be great! :)
 
Really neat to see Metroid 2 get some love. I think what I like best about this is how you integrated the touch screen to utilize the map and Samus' loadout. It seems intuitive to be able to drag the map around like that and felt natural. I wished it had followed me around, but for what you've got here regardless of that, color me impressed. N3DS user here, by the way.

The only major thing I noticed that hasn't been said yet is if you charge the arm cannon for a charge shot and change the room, the shot stays charged even if you let go of the button during the transition. You're able to fire it by pressing the button once in this state.

I would totally play this if you were to finish it.
 
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I read through your respones and I'm really happy to see your input!

Using the D-Pad for movement is a great idea and will be implemented! Theres no option screen in this Tech Demo but I'll add that to the game :)

And thanks for the comment on the Charge Shot bug, I'll note it and fix as soon as possible!

As for the Missles glitching, could you be more specific? What exactly happens?

And about the "getting stuck" bug - thats happening because the collision is not the best right now. A better collision File fixes this - please post where you're getting stuck!

Thanks once again for all of your comments! I'm glad people post the Bugs they're expiriencing, so that I'm able to fix them!
 
Awesome project, everyone needs this! As a long time die hard Metroid fan I would appreciate it, if you make sprites that are more pixelated, your screenshots look good in a way, but very filtered, similar to the way emulators filter 2d games. that is a common mistake in game development these days IMHO. I understand if you want to increse the native resolution for 3D games via emulator, but that is a different principle. Most 2D games are perfectly fine for their native resolution, and all changes except from the ideal picture quality via RGB, etc. give the game a strong different taste to it. Its not meant to be filtered that much. I wrote a very big thesis about "Games & Art" If you inform yourself a bit about pixel art, you will see that it is a bit like a law to use hard pixels and when created normally a 1pixel pen is used(of course there are no unbreakable rules)... I mean, just compare the overall look from all the 2D Metroid sprites with the ones you used. It has a very specific fine aesthetic, It is important to sensibilize to those aspects and have something like a return back to the old glory values of gaming. Pixel Perfect!


IMHO Metroid and Castlevania are some of the greatest games that are based on a beautiful pixel style (many many more aswell). When you increse the resolution from 480p to 1080p most 2D games lose their "gamey" feeling, looking totally like flash animation with vector images, it gets even worse when all the animations are cut-out animations, where a body part is simply moved or morphed, not completely redrawn for every frame. compare KOF XIII (good 2D HD example) to something like Shank or the new Rayman games. (Rayman is one of the better examples, because it is very well made, like a new generation of 2D games).
 
Awesome project, everyone needs this! As a long time die hard Metroid fan I would appreciate it, if you make sprites that are more pixelated, your screenshots look good in a way, but very filtered, similar to the way emulators filter 2d games. that is a common mistake in game development these days IMHO. I understand if you want to increse the native resolution for 3D games via emulator, but that is a different principle. Most 2D games are perfectly fine for their native resolution, and all changes except from the ideal picture quality via RGB, etc. give the game a strong different taste to it. Its not meant to be filtered that much. I wrote a very big thesis about "Games & Art" If you inform yourself a bit about pixel art, you will see that it is a bit like a law to use hard pixels and when created normally a 1pixel pen is used(of course there are no unbreakable rules)... I mean, just compare the overall look from all the 2D Metroid sprites with the ones you used. It has a very specific fine aesthetic, It is important to sensibilize to those aspects and have something like a return back to the old glory values of gaming. Pixel Perfect!


IMHO Metroid and Castlevania are some of the greatest games that are based on a beautiful pixel style (many many more aswell). When you increse the resolution from 480p to 1080p most 2D games lose their "gamey" feeling, looking totally like flash animation with vector images, it gets even worse when all the animations are cut-out animations, where a body part is simply moved or morphed, not completely redrawn for every frame. compare KOF XIII (good 2D HD example) to something like Shank or the new Rayman games. (Rayman is one of the better examples, because it is very well made, like a new generation of 2D games).

Yeah, I think it is nice with pixel art as well. But it is nice with smoothing too. This is only a matter of taste, none of them are objective better than the other.
 
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This is the kind of metroid game the 3ds needs. (Nintendo should take notes!)

Heres to hoping more people like you are out there to create great hombrew games! Keep up the great work!
 
Here's one little suggestion:

Make the lower screen's map smaller.
I feel like the blocks are way too big to really see the overall map of the area, unless you added an option to either toggle full map or just a portion of it.
 
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Hello GBATemp Community!

Today I'd like to show you a Tech Demo for Metroid 2.
This is being released in .3dsx format and has been tested on a New Nintendo 3DS on System Version 10.3.

I've added a poll as well, and I'd like you to vote if this should be continued! After all, working on this for a full release is not really worth it if nobody would play it!

Also, please keep in mind that this is a Tech Demo! There are bound to be bugs, and you might find some graphics to look kind of cheap. This should show, however, how a 3DS Metroid Game could look like!

Project uses sf2d and sfil (obviously), created by xerpi!

Original 3DS Users:

I don't have a Original 3DS to test performance, so please tell me how the Game runs on your Devices! I'd greatly appreciate it!

Controls:
Control Pad: Change Movement / Crouch / Morph Ball
Directional Pad: Change Beams
L Button: Aim (Change Direction with the Control Pad) (B for Beam Fire, R for Missle Fire)
R Button: Shoot Missle
B Button: Shoot Beam
A Button: Jump
Start Button: Pause Game
Select Button: Press to Quit while the Game is Paused
Touch Screen: Scroll Map

Screenshots:

BA9RIag.png


NE0OUyp.png


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uIR9LDY.png


Download:

https://mega.nz/#!7053FD4D!PyGrxogolb2vaWBR0LgQ_CMvsJOZkUpYhGngiKaNLeM

Please enjoy this release, and don't hold back on suggestions!


I've no idea what to do with all these files and folders, but hey, if this ever completes and becomes a 3DS file, I'm all over it!
 

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