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Cart #26593 | 2016-08-06 | Code ▽ | Embed ▽ | No License
14

Thought I might as well put up my WIP on today, Metroid's 30th anniversary. PICOROID is an endeavor of mine to try and replicate the original FDS game as much as possible, though i recognize it'd be quite an endeavor to try and fit all the coding within the token limits, so I suppose i should call this a tech demo more than anything. I started this up on May 30th and been working on it on and off since then. This definitely isn't a stopping point, my goal before I take a break from this is to get the entirety of Brinstar in a playable form, with all the mechanics that come along with it. Currently, you can 'progress' to bombs, but the elevator rooms and the bridge room to Tourian will crash it, along with anything up near Varia. Ice beam should be in here too? Maybe? I can't quite remember at this point. Enemies have quite a few bugs with them (notably, wavers are complete broken), but overall it should be playable. 100% at this point would be morph ball, bombs, 5 missiles, 2 E-tanks, and 'Ice Beam'.

Looking forward, I'd like to make enemies killable, freezable, and usable as platforms, and then add in the rest of the rooms, make more sound effects (damage for player and enemies, FDS door sound, low health beeping), then finally put in a menu and add in death. After that, disable the system pause button whenever ingame and use THAT for missile swap while adding upwards aiming to the up button. Assets-wise everything i need is already in the cart, and everything i couldn't fit in for other areas in an auxiliary cart, the only real barrier here is the token limit. All room data and enemy data is as compressed as I could make it, improving upon he compression used by the actual NES release in a byte-to-byte comparison by a bit.

Periodic progress videos can be found on my channel.

P#26594 2016-08-06 16:03 ( Edited 2018-11-27 07:32)

This is incredible.
At first I thought you just had only the first room mapped out, but then I kept wandering and wandering and wandering.
Well done!

P#26608 2016-08-06 19:55 ( Edited 2016-08-06 23:55)

This is definitely awesome. Very strong work.

P#26611 2016-08-06 20:34 ( Edited 2016-08-07 00:34)

For a WIP, this is pretty magnificent. :) I got most of the way up the yellow shaft before I hit the map error/nil value.

P#26613 2016-08-06 23:05 ( Edited 2016-08-07 03:05)

Holy cow! I totally missed this at the time but this is really dang nice work.

P#32067 2016-10-30 02:11 ( Edited 2016-10-30 06:11)
:: 2Tie

as an update, i had gotten quite a bit more done in the couple months after this (all of brinstar explorable, dummy elevators, the rest of the enemies in, wavers fixed, compressing the entire gameworld further, and the start of damageable enemies to name a few), but in mid-december i had to reinstall Windows onto my laptop and lost all my carts. I still have this as a base to work off of, and the most time-consuming of the improvements (the entire game level data) was luckily backed up, but i had lost most of my motivation when that happened. though, now i'm trying to get something out for the tiny tv jam, and i might start working on this once again.

P#35936 2017-01-17 15:24 ( Edited 2017-01-17 20:24)

I love this! continue to make awesomeness!!!

P#35954 2017-01-17 19:19 ( Edited 2017-01-18 00:19)
:: jade

This is really cool! Keep at it!

P#35993 2017-01-18 04:49 ( Edited 2017-01-18 09:49)

amazing!

P#59379 2018-11-27 02:32 ( Edited 2018-11-27 07:32)

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