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PostPosted: Mon 13 Feb, 2006 6:31 pm 
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zapickell wrote:
It's out it's out people OMG this is soo Fricken cooooool AHHHHHHHH Whoooo hooooooo fricken awsome.......
...

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PostPosted: Mon 13 Feb, 2006 7:42 pm 
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xlibman wrote:
...


You know, when you have such a high post count, you really don't need to spam across the board every once in a while. :P :lol:

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PostPosted: Tue 14 Feb, 2006 3:14 pm 
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CompWiz wrote:
xlibman wrote:
...


You know, when you have such a high post count, you really don't need to spam across the board every once in a while. :P :lol:
Spam? Where? :roll:

j/k


sry thats because I just saw that post a few moment ago and though it was stupid. (I havent visited the forums for like 6 months :P )

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PostPosted: Tue 14 Feb, 2006 3:18 pm 
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Can't someone LOCK this topic until Joe P. comes back?

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PostPosted: Tue 14 Feb, 2006 4:41 pm 
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kv can I think, he has admin privileges

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 Post subject: Re: progress...
PostPosted: Thu 27 Dec, 2012 11:08 pm 
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Massive thread revivial! *performs CPR*

I *might* have acquired the metroid source a while back and have a build running in wabbitemu:

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In over 7 years this forum is finally unlocked!

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 Post subject: Re: progress...
PostPosted: Fri 28 Dec, 2012 1:39 am 
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Yay! Glad this was revived. I remember you said you were still working it from 2006 to 2009 or so, but back then me and a few others thought that announcment was a hoax, so we eventually thought the project was officially dead, but I'm glad it's finally taking off again for real.

There are some Metroid games for the 83+ that came out since this one, but none of them are in Axe, Grammer or ASM, and an ASM one would definitively show the full calc potential. :)

You need to slow jumping down, though. :P

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 Post subject: Re: progress...
PostPosted: Fri 28 Dec, 2012 3:41 am 
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Location: I cant seem to get out of this cryogenic chamber!
I may need some help getting it to a demo release stage as im not too familiar with Metroid games im afraid :(.

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 Post subject: Re: progress...
PostPosted: Sat 29 Dec, 2012 6:28 am 
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Actually one good example of Metroid would be this:

http://www.youtube.com/watch?v=RXVA_RDzxss

It shows how fast jumping is, along with movement speed (note that he's dashing in this video. Walking speed is about the speed of your program).

And of course the scrolling transition between doors need to be added. In Joe's Metroid, it transitions instantly.

I could possibly help with sprites, although all I can really do is provide sprite sheets from Metroid II and Diortem (some Metroid II sprites are by CDI, Necro and Dysfunction), since I'm already involved in assisting 3 projects ATM (Illusiat 11 Grammer remake, Reuben Quest: Ev Awakening Axe Remake and Reuben Quest PC)

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 Post subject: Re: progress...
PostPosted: Sun 30 Dec, 2012 3:16 am 
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Wow, nice one. :-) I don't really know anything about Metroid, but it's interesting to see a piece of history resurrected like this!


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 Post subject: Re: progress...
PostPosted: Sun 30 Dec, 2012 11:27 am 
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That's pretty crazy that the source for this is still floating around somewhere. By the time I stumbled across this project on Maxcoderz it had long stagnated, and all of the img links were brokend. I'd always wondered what it looked like, so it' nice to finally see some game screens. :D It looks like this was fairly far along.

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 Post subject: Re: progress...
PostPosted: Sun 30 Dec, 2012 12:02 pm 
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Location: I cant seem to get out of this cryogenic chamber!
yeah it was pretty far along engine wise. Im hoping to just tidy it up and release it as a demo or something so at least it does get out there.

There are a few things that i need to fix up, as well as get the doors reimplemented and such.

Stay tuned! :).

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 Post subject: Re: progress...
PostPosted: Tue 01 Jan, 2013 1:51 pm 
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Yes, Joe mailed it to everyone from MC... I just misplaced it I think :P Cool that you still had (or found) it tr1p

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 Post subject: Re: progress...
PostPosted: Thu 03 Jan, 2013 4:05 pm 
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Wow, this is quite exciting! It looks great--is this the state it was in, or have you added stuff to it as well? Is the collision pixel-perfect?

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 Post subject: Re: progress...
PostPosted: Thu 03 Jan, 2013 9:01 pm 
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I only recently stumbled upon the source, i have added very little.

The collisions are indeed pixel perfect between the player and the tilemap. It features some pretty nifty tile detection.

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