Demo is out!! Contains the first area of Pixeltroid and a boss ;)
Controllers are supported but analog sticks are not(will be fixed later).
Posts made by Metroid3D
Is this dead?
No, it's very much alive, it's been a crazy journey making this with Met3D, the game's been done over a few times and over and over again but every time it gets a lot better, we're at the stage where there's not too much left to code, redoing a lot of art though (message me if you want all my old stuff that won't be used). We've all been a little busy with School and work but it's been going well so far, after some thought it was decided that the game will be reasonably short so it doesn't have a premature death like so many other Metroid fan games (COUGH ORIGINS). So expect it to be a fun little unique 30min-1 hour long game. At the moment things are a little messy with all the maps and stuff. The art's probably what needs the most work right now it's pretty inconsistent and a bit difficult to keep track of what's what.
What's it about?
Hey! No spoilers!
I'll tell you the basic premise/the point/why you should play.
This game wants to be unique, something a little different to other Metroid games, all the main Metroid games were unique in their own way and I hope this one blows you away too.
This is a fangame that Metroid 3D and his team have worked on for a while now, it began as a showcase to me that a Metroid game could be made in Game Maker studio, but quickly grew on from small tech demos and is now being formed into a fully fledged game. Originally it was known as "Retroid" but quickly renamed and fully re-done multiple times with new artwork, all stemming from the wonderful samus sprites by Tokinsom and his awesome project Minitroid.
Why play it?
Pixeltroid will have several areas/worlds to explore with brand new mechanics and refined, original ideas mixed with classic gameplay and world design techniques. The game aims to cram as much Metroid into as little space as possible and takes inspirations from classics like Super Metroid and Metroid 2.
Here's a small list of the main things to expect from the finished project:
Refined art style and consistency
A fully fledged map
Original combat and beam systems
High Quality memorable music that will stick with you long after the game has been turned off.
Not sure. A smallish complete mini demo thing is planned soon but that'll probably be vastly different from the main game tbh.
Why not show some of it off yet?
Simple, want it to be a suprise, something unexpected but
BASICALLY STAY TUNED GANG.
We aim to create a game that stands the test of time and is unique but true to itself and the rest of the franchise.
He said it good. It's gonna be a touch longer than a hour(hopefully). STAY TUNED GANG for November when NCFC rolls around. We'll be releasing a demo then.
RE: Metroid 2 Fan Remake, attempts(failed) and AM2R.
Update, got some footage of SR388 from one of the creators.
Hackmi ended up "finishing" Origins, but ended up hating the final product.
RE: Don't Tell the Nintendo Ninjas (AM2R)
AM2R has since been receving fan updates and patches. The most recent one (1.4) has added a Fusion mode, quadrupling damage, introducing a couple new attacks and adding X parasites. Other updates added an item randomizer.
Find it and the full changelog here: https://www.reddit.com/r/AM2R/?count=50&after=t3_8rjud9
RE: We're Back!
Alrighty folks. Since nobody's posted here in ages, I'm commandeering these fourms. I redesignate this board to only have pictures of egglias.
@eliasthompson fix the link embeds or I'll remind the world of your eggyness every time I log on
@sidiouth To be honest, I'd forgotten...
Oh well! Fixed that now!
I know it's been ages since I've posted here, but I've got a pretty huge progress update.
For one, I've changed the name of the game to "Pixeltroid", because a Super Metroid romhack was already called Retroid.
Here's the updated title screen:
Another surprise, the options menu works! All of these are fully functional.
And a working file select! You can copy and delete your files. They also store playtime.
Let's get into the game, shall we? Thanks to a handy palette swap shader written by Pixelated Pope, All three of Samus's suits have been implemented. The only one that still needs work is Gravity, as there's currently no code behind it.
Pause menu is pause menu. Everything works here too.
You may have also noticed that Brinstar's tiles have been updated. That's it for now, but I'm gonna try and post more here.
Out of interest, a prototype build of corruption was leaked in 2012ish. It was built on the prime 2 engine and was a proof of concept. Presuming mods don't want it linked here, so shoot me a DM if you want the ISO. Thing is, I need some help getting this to run. It was designed for a gamecube dev unit with additional ram(128mb to be precise), far more than the average gamecube. I figure there's got to be a way to force dolphin to allocate more ram to the gamecube, but I don't have any idea how to do that. Does anyone here have any clue how to do it?