Wednesday, November 4, 2009

The Post that Seems Impressive but Really Isn't

Today we have a version of SMTC that seems to be leaps and bounds ahead of the old version but, in fact, is not. Okay so it is, and I'm being humble.

The latest version can always be found here.

What's new? What isn't!

Minimap support has been implemented, and if you press ENTER you will be taken to the subscreen (since Metroid had none, I've used the Super Metroid template) you can view the full map. Sadly, there's no support for scrolling on this map, but there will be, I swears!

Press W on the map screen to switch to the inventory subscreen. Press X to enable/disable the item your cursor is on, and use the arrow keys to select items. Press Q to return to the map screen. Remember to press 4 to enable the improved loadout.

Full maps have been made for Brinstar Red and Brinstar (The one from Metroid) and work in conjunction with the subscreen. They can be found in the Images\\Maps folder if you're curious.

Full support for Enemies has been added. And by "full support" I, of course, mean the bare bones minimum. Rather than design a seperate mode, I told Toasty to turn them into tiles. So simply select the Zoomer tile in tiles mode and, uh, place the Zoomer! Note that Gerutas (the purple one on the right) don't work.

The Editor now supports DOORS! As a result, the Parser, Deconstructor, and Shell programs have been removed as the main editor now does all their jobs (more or less).
Rather, I have included a program called Updated.exe. This will update all your custom made .mcl rooms into the new 1.1 format (which supports the minimap). According to Toasty, his editor is backwards compatible but SMTC ISN'T.

Brinstar is finished, including enemies. A few things still need to be fixed (like making the pipes in some cases unclipped) and the minimap isn't perfectly aligned yet, I'll fix that at some point. Also the room to the Ice Beam isn't there for reasons I cannot recall.

More rooms have been added to the Brinstar Red series. The blocked off door in Brin0 is blocked off for a reason.

Water has been improved and looks better in pretty much every way. It should also no longer slow the system down by drawing it.

You can now select screen modes and color depths in the CFG file. Change the line
Cvar.screen_size 0 to change it.
0 is 256x256, the bare minimum.
1 is 512x512
2 is Fullscreen.

Also, you can change the color depths with cvar.color_depth to 0 and 1
0 is 24 bit
1 is 32 bit
As near as I can tell they're compatible, but I'd recommend leaving it at 1.

If you find the program cannot run a particular screen size, try changing the color depth.

Lastly, improved a few things concerning camera bounding.

Known Bugs:
Running the game, then quitting back to the main title, then running it again, causes the room to scroll back to the start. It looks cool, but it's not supposed to do that.

The minimap doesn't sync with some of the rooms in Brinstar. Cause is known, but it's a pain to fix.

If you have a bug concerning the editor, please check here. This is a google thingy Toasty uses to track bugs.
Also note that the current dependencies of the Editor are
.NET Framework 3.5
Microsoft XNA Redistributable 3.0

Post stuff in the comments. I tell you to do that but whether or not you do is unaffected. One might wonder why I do that at all.

4 comments:

  1. I don't know if you know this, but if you're in morph ball and you roll off a ledge, if you hold the jump button then hit up you do a spin jump out of the morph ball, even if you're in the air and don't have space jump equipped.

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  2. Now I do. Way to ruin my buzz.
    Does the editor work for you?

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  3. The editor always crashes for me :P

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  4. I hate to say this, but SMTC crashed as soon as I opened it.

    After trying to open it a few times, it worked. First... Wowza!! Man, I'd swear I was playing a real metroid game! (besides the over abundance of enemies, and no drops. Oh, and there aren't any cardboard obstacles yet)

    The scrolling on one screen didn't work right. It was in one of the new areas, (in which you are actually going up, and using bombs)

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