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Posted: Sun 18 Feb, 2007 3:23 pm
by Super Speler
Wow that looks awsome! I can't wait to play it.

Posted: Sun 18 Feb, 2007 4:46 pm
by CDI
You can play the demo, notice the linky in the post with the image ;)

Next to add are enemies [ not present in the first level, but eh ], cutscenes, doors, item recognition, and special events

Posted: Sun 18 Feb, 2007 4:48 pm
by Super Speler
I know, when I said 'can't wait' I meant, I can't wait to gt a chance to use my mom's computer and download it to play the demo.

Posted: Tue 20 Feb, 2007 12:22 am
by Madskillz
cool cool, I love metroid...and the other games weren't bad I cant wait to see this one either!

Posted: Mon 23 Apr, 2007 11:55 pm
by Super Speler
Is there any progress here, the metroid series was one of the best TI-Basic game series yet and I'd hate to see this dropped.

Posted: Tue 24 Apr, 2007 7:19 am
by tr1p1ea
I was just reading the convo about this on IRC, when i saw this forum section hilighted, i knew what it was about instantly :).

I think CDI still has plans for this game, i too would love to see further progress, but its up to CDI ultimately :).

Re: [Staff][Demo] Metroid Infinity

Posted: Mon 15 Sep, 2008 1:19 pm
by CDI
Well, I made all 6 'items' obtainable now, you have to go get the gun and morph ball, gun before morph ball. I have decided on just 2 or so maps, outside ship and underground, just different times that will have different landscapes, I will just need to find some good vars for all the tiles and such, you know? But right now, as of last night, nothing special happens, well, doors can be shot to open now :)

Re: [Staff][Demo] Metroid Infinity

Posted: Mon 15 Sep, 2008 11:12 pm
by kalan_vod
I just love to see you around now, sure have missed you fred..

Re: [Staff][Demo] Metroid Infinity

Posted: Tue 16 Sep, 2008 12:36 am
by tr1p1ea
A flutter of motivation eh? Awesome! Good to see you've added more features ... got an updated screenie? :).

Re: [Staff][Demo] Metroid Infinity

Posted: Tue 16 Sep, 2008 2:16 pm
by CDI
I would, but I can't upload things to/from my calc, and can't find a decent osx emulator for the 83+... so :)

Re: [Staff][Demo] Metroid Infinity

Posted: Tue 16 Sep, 2008 8:37 pm
by Art_of_camelot
Hey, this looks really nice. Are you working on this solo?

Re: [Staff][Demo] Metroid Infinity

Posted: Tue 16 Sep, 2008 9:35 pm
by Spencer
CDI wrote:I would, but I can't upload things to/from my calc, and can't find a decent osx emulator for the 83+... so :)
What?! ... :mad:

http://group.revsoft.org/WabbitEmu_0.9.3b1.zip

Mac OS X 10.4 or higher

Re: [Staff][Demo] Metroid Infinity

Posted: Tue 16 Sep, 2008 10:14 pm
by CDI
sorry! I have been out of the loop for over a year, my bad x.x does it require x11? and is it universal?

Re: [Staff][Demo] Metroid Infinity

Posted: Tue 16 Sep, 2008 11:09 pm
by Spencer
It is a Max OS X Cocoa port, no crappy X11 or GTK. It is a universal binary, but certainly runs much better on intel. If you don't write assembly yet, Will (the author of this port) is soon going to provide a reason for you to start.

Re: [Staff][Demo] Metroid Infinity

Posted: Mon 08 Jun, 2009 3:16 am
by CDI
Ok, time for a little poll kinda.

I have had 2 recent ideas to expand the gameplay of Metroid Infinity besides the 'time' aspect of it, I am still working on that aspect. But I had a little thought, well two, but I only want to implement one of them.

My first thought was give Samus the ability to affect her reality temporarily by becoming invisible, sort of. She'd become an outline of her normal self, and in doing so enemies wouldn't affect her, and she'd be able to access hidden passageways, doors, and items.

My other thought was instead, give Samus the ability to flip her world over like a piece of paper [ not upside down, but like if you turned the page of a book ] to gain access to hidden items, passages, doors, etc.

Both of these would be accompanied by a timer that limits your ability to use the power so you can't go through an entire part of a level without having to deal with enemies. And either/or could be used to beat boss battles easier.
For instance, I could have a first boss be like, a robo Kraid, and if you had explored enough to get the ability to flip the world over first [ I'd make it really hard to get too ] then maybe he'd have a weak spot on his reverse side that you couldn't see before.

And before anyone mentions it, I know the second idea sounds a lot like Paper Mario or something, but then again, would Paper Metroid be a horrible idea?