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Shadic Alakadoof? Level: 151 ![]() Posts: 2244/6929 EXP: 42383563 For next: 912913 Since: 07-22-07 Pronouns: he/him From: Olympia, WA Since last post: 7 days Last activity: 2 days |
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| Jul - Gaming - Metroid: SR388 |
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Shadic Alakadoof? Level: 151 ![]() Posts: 2244/6929 EXP: 42383563 For next: 912913 Since: 07-22-07 Pronouns: he/him From: Olympia, WA Since last post: 7 days Last activity: 2 days |
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ReiNi さよなら*へヴン Level: 124 ![]() Posts: 804/4444 EXP: 21772211 For next: 64390 Since: 07-21-07 Since last post: 6.7 years Last activity: 3.3 years |
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— FPzero —
9590 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]()
Post 956/9597 Active 5.5 years ago |
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| Well, in all honesty, probably most of the people that will be playing are people who really know these tricks well. I've been hanging around them too much I guess. It's rather commonplace on m2k2.
Well, I don't think I've made any areas that require walljumping yet, though you may find it easier at times (like in the original) to do so. As for shinesparking, yes, you'll have to do it. I've already implemented the area when you need it. Just be glad that there is no way to carry a shine around a room like rooms in Fusion and Zero Mission. If you charge it, you'll be using it right there. And don't worry I'm not going to make short charging necessary when shinesparking comes into play. ____________________
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Xeo Member Level: 24 ![]() Posts: 63/97 EXP: 70162 For next: 7963 Since: 07-28-07 Since last post: 4.7 years Last activity: 233 days |
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Xenesis Roy Koopa Actually a Doctor Level: 101 Posts: 93/2732 EXP: 10488120 For next: 229555 Since: 07-28-07 Pronouns: She/Her From: Orange Star's Retirement Villa Since last post: 10 days Last activity: 1 day |
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| Eh, there's nothing really wrong with requiring a shinespark in a room, a small section of walljumping (Super Metroid itself had a few rooms like this, although it taught you the techniques).
I'm just talking about annoying crap like that Shinespark in MZM you have to hold through like four rooms and screw attack like three walls to get an item pack, or esoteric glitches like the mockball (which I still haven't figured out how to do to this day, despite available instructions). Really, the way that Shinesparking and Walljumping was used in Super Metroid really is a good example of how it should be used. As far as bomb jumping goes, short-ish isn't too tedious and you can usually fluke your way up it without knowledge of the timing. |
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— FPzero —
9590 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]()
Post 1186/9597 Active 5.5 years ago |
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Originally posted by Xeo I hate things like that myself. Spikes are a cheap method of "increasing" difficulty in my opinion. I haven't used them yet. They'll be in there, but in natural ways like in the original, not haphazardly placed for lulz. 5-month later edit due to double-post restrictions: Yes, a big bump, but I've got stuff to add. The official website for this project was launched last month. http://www.metroidsr388.com/ Also, a tech demo is on the way very soon. There are forums up, on which you'll find me there as a moderator. There's also a blog on the site, along with links to other smaller teasers that Von Richter has released. Also worth mentioning, the game is not a remake of Metroid 2. ____________________ |
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DigitalBasic Pancakes! Level: 174 ![]() Posts: 3918/9712 EXP: 70459794 For next: 438073 Since: 07-03-07 Pronouns: they/them Since last post: 76 days Last activity: 4 days |
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| Jul - Gaming - Metroid: SR388 |
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Acmlmboard - commit 47be4dc [2021-08-23]
©2000-2022 Acmlm, Xkeeper, Kaito Sinclaire, et al.
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