Released Metroid Planets - NES Style Game

Discussion in 'Work in Progress' started by VacantShade, Apr 17, 2019.

  1. VacantShade

    VacantShade Member

    Joined:
    Aug 8, 2016
    Posts:
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    METROID PLANETS
    A NES style remake
    This project started as a way for me to get some experience moving over to GMS 2. It sort of snowballed and became a bit of a larger project. After playing the original Metroid on NES, I wanted to try to recapture the experience while improving some issues. What I've ended up with is this.

    I've recreated the original game but made some changes, such as:
    Sharper Movement
    A Map System
    Restarting with Full Health and Ammo
    Customizable Controls
    Item Percentage, Time Counter, and Mini-map
    A Randomized Mode, where Item locations will be swapped randomly
    A Hard Difficulty, where enemies deal 2x Damage, and Missiles and Energy are reduced
    Automatic Saving, no passcode needed
    Keeps track of Speedrun Data for your playthroughs
    And More!

    NEW WORLD MAP
    One huge addition I added is a completely new world map that you can play through separately. That means this game actually has 2 games in 1: The original NES world and then a new redesigned one.
    The redesigned world has a larger world than the original, a completely new area, a few new enemies, and some new bosses.



    Here's a short video showcasing some of the features:


    Here are some screenshots:
    Screenshot 2 - Small.png Screenshot 8 - Small.png


    Screenshot 3 - Small.png Screenshot 9 - Small.png Screenshot 4 - Small.png


    DOWNLOAD: For Windows - [zip] 30.0mb - Version 1.15
    https://www.dropbox.com/s/2ajhde6mivxm914/Metroid Planets v1.15.zip?dl=0

    MENU CONTROLS:
    Z - Confirm
    Arrowkeys - Menu Movement

    STANDARD IN GAME CONTROLS:
    Z - Jump
    X - Shoot
    C - Missile Select
    M - Map
    Arrowkeys - Movement

    Esc - Restart/Quit

    GAMEPAD is also supported and customizable



    WEB LINK: For HTML5 - Version 1.15
    https://metroid-nes.netlify.com/
    HTML5 Should work on tablets with touch controls, but I have experienced issues with the audio. Also, game saves rely on cookies, and thus are unstable and can be lost, especially when a new version is released. Overall, the Windows version is recommended.


    VERSION 1.00 [4/16/19] - MAJOR

    +Initial Release
    +Includes the Original NES World Map.
    +Includes an additional Redesigned World Map with some new enemies and bosses.
    +Includes Randomized Mode with randomized Item placements.
    +Includes Hard Mode with double damage and less missiles and energy.
    +Available for Windows and HTML5.

    VERSION 1.01 [4/25/19] - Bug Fix
    +Fixed camera jerking when turning around
    +Fixed camera issues in the Original World Map
    +Doors close behind you faster
    +HUD now displays if you have max missiles
    +Added ability to morph when landing if holding down
    +Added the morph jump glitch, but to the original world only
    +Fixed pipe enemies so they fly to better position
    +Adjusted Rinkas to no longer spawn on the player
    +During Mother Brain death, Rinkas no longer spawn and turrets no longer shoot
    +Defeated Bosses no longer deal damage during death animation
    +Fixed a coloring issue with some of the bosses

    VERSION 1.02 [4/28/19] - Bug Fix
    +Fixed an issue with Missile count not being saved after defeating a Miniboss in the original world

    VERSION 1.10 [5/31/19] - MAJOR
    Additions:
    +Completely new main menu interface
    +Each Planet now has 3 separate saves
    +Randomized Mode can now have its Seed customized
    +Added Strike Mode. Start with all items, enemies do not drop refills, Item locations are replaced with refills, Energy and Ammo are saved and not restored at game start, saving only occurs at spawn points( when changing Areas ).
    +Added a Mission Report screen after completing a game
    +Added a simple replay of a run after completing a game. Currently not available for Strike Mode.
    +Added a DEBUG log that warns of potential errors in game
    Improvements:
    +Smoother Samus animations
    +Animated Lava Tiles
    +Planet Name added to Map Menu
    +Map draw speed drastically improved
    +Mini Map on HUD increased to 5 x 5
    +On HTML5, nontouch input will fade out the Virtual Keys
    +Tons of code reorganization
    Fixes:
    +Fixed an issue with elevator speed on different FPS
    +Fixed an issue with the Dissolve Shader on mobile devices
    +Fixed an issue with sound not playing on mobile devices
    +Fixed a potential crash when killing small kraid
    +Fixed an issue with Destructible Blocks sometimes being destroyed when pushed into them
    Planet Changes:
    +Zebeth: Various inaccuracies fixed throughout
    +Novus: Various small changes, Small Kraid's room expanded

    VERSION 1.11 [6/5/19] - Bug Fix
    +Fixed an issue with Item Saving for items near screen borders
    +It is now possible to collect the alternate Ice Beam even if you already have the Ice Beam

    VERSION 1.12 [6/25/19] - Bug Fixes + Improvements
    +Reduced Hit Rate of Screw Attack against Bosses
    +Revised some of the Samus animations
    +Mission Report now displays Seed Number if playing Randomized Mode
    +Fixed an issue with Replay Item Locations near screen borders
    +Hopefully fixed an issue with Randomized Item Placement in HTML5
    +Hopefully improved Audio Stability and Speed in HTLM5

    VERSION 1.13 [7/19/19] - Bug Fixes + Improvements
    Additions:
    +Added some more SFX
    +Added support for Directional Pad input on controllers
    +Added an option for changing the Music Style to 8-Bit, though currently the music selection is limited
    Adjustments:
    +Adjusted Camera scrolling to be smoother and smarter
    +Adjusted freeze timer so invincible enemies can be refrozen any time
    +Adjusted small Ridley's Fireballs to more closely act like the original
    +Adjusted Samus' collision box to be slightly thinner
    +Geruta HP corrected for each color
    +Made Super Ridley's AI smarter, and added a new attack for him
    +Reduced Super Ridley's HP, but reduced Missile Damage as well, so low Missile runs are more viable
    +Zebeth: Various inaccuracies adjusted throughout
    +Novus: Several rooms completely redesigned, mostly in Ridley
    Fixes:
    +Fixed an issue with Route Review crashing
    +Fixed an issue with a false error message regarding missing items on Zebeth
    +Fixed an issue where doors would not always lock while fighting small Kraid on Novus
    +Fixed Brinstar Audio Loop issue
    +Hopefully fixed an issue with drawing the map borders
    +Fixed an issue where Item Percentage would sometimes read larger than 100
    +Fixed an issue where Kraid projectiles would destroy Bombs
    +Dragons no longer draw if outside of room
    +Fixed a minor issue involving collision detection for certain tiles

    VERSION 1.14 [7/26/19] - Bug Fixes
    +Fixed a fatal crash when touching the bottom of the world on Zebeth
    +Fixed an issue with time not counting while map open and riding elevators
    +Added a message when at the gate to Tourian on Novus

    VERSION 1.15 [8-9-19] - Bug Fixes + Improvements
    +Fixed several Pause related issues
    +Adjusted Kraid's projectiles' item drops
    +Bosses no longer drop items in Strike Mode when defeated
    +Added several visual effects
    +Fixed an issue that caused enemies to be drawn at the incorrect depth
    +Fixed a graphical error with Route Reviews
    +Fixed an issue with Mission Report not properly displaying the Hard Difficulty setting
    +Fixed an issue with Mission Report not properly displaying the full Seed if it has zeros at the front
    +Adjusted some SFX
    +Adjusted several audio tracks to loop more seamlessly
    +Hopefully fixed an issue where Replays were overwriting each other
    +Game window no longer centers itself when not Fullscreen
    +Visually redesigned lower Green Brinstar on Planet Novus
    +Redesigned the bridge through Tourian on Planet Novus

    I'd be happy to hear any feedback or error reporting.

    Of course, certain "issues" are in the game to reflect the original's quirks, such as being able to be hit during room transitions, quick enemy respawning, ect. I don't plan on changing those at this time.

    Update 7/20/19:
    For those interested in following the project, I'm going to be updating it through this forum from now on:
    http://forum.metroidconstruction.com/index.php/topic,4952.0.html

    I will try to keep the links and changelog on this page updated, but will not likely be posting update reports.
    I recommend you post any issues or comments on that forum, as I am more likely to see them there.
    Thanks!
     
    Last edited: Aug 14, 2019 at 6:34 AM
    Roa, sitebender, pixeltroid and 2 others like this.
  2. scorpafied

    scorpafied Member

    Joined:
    Feb 8, 2019
    Posts:
    9
    Looks like u did a good job recreating what the original gave. Though imo u need to play the gameboy versions. They honestly are the best versions. Also i think in some cases the level design needs to improve. I dont recall if the nes version had it. But i recall having to shoot missiles that froze enemies and use em as platforms to reach certain spots.

    I noticed from the video some of the platforming seemed overly forgiving. Other then that however looked fantastic. Honestly i may not of noticed the difference otherwise.
     
  3. DividingByZero

    DividingByZero Member

    Joined:
    Jan 31, 2017
    Posts:
    500
    Looks amazing, I love the original Metroid game a lot.
     
    VacantShade likes this.
  4. VacantShade

    VacantShade Member

    Joined:
    Aug 8, 2016
    Posts:
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    Thanks! Yeah, the GBA games were pretty cool, and I enjoyed them too. The original Metroid has it's own charm, and this remake tries to makes it more palatable to modern gamers. Also, the original had a mechanic that none of the later games had, that being if you died, you still kept any upgrades you acquired. This allows the game to be more punishing and try to kill the player, but still allows for steady progress. Unlike the modern games, where the difficulty curve is so smooth that a player may never experience a death, or rarely so. I think that is one thing that makes the game unique among the series.

    As far as the level design, it is a near exact replica of the original NES game. However, there is a separate world I designed that has (I hope) a much better level design than the original. Both worlds have areas where you can freeze enemies to then jump on them and progress. I'd be happy to hear your feedback on either world!

    Thanks for the interest!


    I've updated the game to version 1.0.1, and updated the original links posted above. Here is a list of the changes:
    VERSION 1.0.1 [4/25/19]
    +Fixed camera jerking when turning around
    +Fixed camera issues in the Original World Map
    +Doors close behind you faster
    +HUD now displays if you have max missiles
    +Added ability to morph when landing if holding down
    +Added the morph jump glitch, but to the original world only
    +Fixed pipe enemies so they fly to better position
    +Adjusted Rinkas to no longer spawn on the player
    +During Mother Brain death, Rinkas no longer spawn and turrets no longer shoot
    +Defeated Bosses no longer deal damage during death animation
    +Fixed a coloring issue with some of the bosses
     
  5. VacantShade

    VacantShade Member

    Joined:
    Aug 8, 2016
    Posts:
    23
    For those interested in following the project, I'm going to be updating it through this forum from now on:
    http://forum.metroidconstruction.com/index.php/topic,4952.0.html

    I will try to keep the links and changelog on this page updated, but will not likely be posting update reports.
    I recommend you post any issues or comments on that forum, as I am more likely to see them there.
    Thanks!
     
  6. Roa

    Roa Member

    Joined:
    Jun 20, 2016
    Posts:
    547
    dude, idk how I didn't see this sooner. This is beyond badass. Probably the best thing I've seen posted to the forums in a long time.

    also, I got this when I fell into the lava in ridey's lair, bottom of the map.
    [​IMG]

    Edit again: Also, I beat the original in 1:36 so I started novus and well...
    I'm stuck lol. I have morph ball, 35 missles, and long beam. I might be retarded, but I've been hit-jumping off enemies to extend my jumps, so idk if I ended up somewhere I wasn't supposed to or Im missing something obvious lol. I ****ing love this game btw!! <3
    [​IMG]

    Never mind, I'm literally just that stupid lol

    [​IMG]
     
    Last edited: Jul 21, 2019
  7. Toque

    Toque Member

    Joined:
    May 25, 2017
    Posts:
    939
    Looks great and fun.
     
  8. VacantShade

    VacantShade Member

    Joined:
    Aug 8, 2016
    Posts:
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    Wow, thanks for letting me know about that issue! Glad you're enjoying it!

    Thanks!
     
  9. Roa

    Roa Member

    Joined:
    Jun 20, 2016
    Posts:
    547
    @VacantShade
    can I ask you where you got those samus sprites?
     
  10. magicweapon

    magicweapon Member

    Joined:
    Jul 6, 2016
    Posts:
    38
    Damn bruh I've been looking to something like this, I'mma give it a try, it looks great tho!
     
  11. VacantShade

    VacantShade Member

    Joined:
    Aug 8, 2016
    Posts:
    23
    I got them through Omegachaino at https://www.deviantart.com/omegachaino/gallery
    He designed several sprites specifically for this project.

    Thanks for checking it out!
     
  12. VacantShade

    VacantShade Member

    Joined:
    Aug 8, 2016
    Posts:
    23
    There have been several bug fixes and improvements, bringing the current version to 1.15. The links in the initial post have the most recent versions available.

    VERSION 1.14 [7-26-19] - Bug Fixes
    +Fixed a fatal crash when touching the bottom of the world on Zebeth
    +Fixed an issue with time not counting while map open and riding elevators
    +Added a message when at the gate to Tourian on Novus

    VERSION 1.15 [8-9-19] - Bug Fixes + Improvements
    +Fixed several Pause related issues
    +Adjusted Kraid's projectiles' item drops
    +Bosses no longer drop items in Strike Mode when defeated
    +Added several visual effects
    +Fixed an issue that caused enemies to be drawn at the incorrect depth
    +Fixed a graphical error with Route Reviews
    +Fixed an issue with Mission Report not properly displaying the Hard Difficulty setting
    +Fixed an issue with Mission Report not properly displaying the full Seed if it has zeros at the front
    +Adjusted some SFX
    +Adjusted several audio tracks to loop more seamlessly
    +Hopefully fixed an issue where Replays were overwriting each other
    +Game window no longer centers itself when not Fullscreen
    +Visually redesigned lower Green Brinstar on Planet Novus
    +Redesigned the bridge through Tourian on Planet Novus

    For those with feedback or bug reports, or who simply wish to follow the project more closely, you are welcome to join the discord:
    https://discord.gg/Ayp92UJ
     

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