Saturday, January 26, 2013

First Area: Cosmetic Surgery

The first area, even after tiling, felt empty, lifeless, and hollow.
I added glowing mushrooms and auras. It made things a little better. Then I decided to add another layer to the background of vines. I got rid of the auras though, the mushrooms were enough glowing for me to handle.
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I think I'm going to color it blue or something else that stands out from the foreground... But I like it. Also, take note of the new geemer palette!

Saturday, January 19, 2013

Continued Progress: First Area

The first area, made to be a homage to Brinstar and Crateria, is now in the stages of being polished, tiled, and finalized. I've started a new system of level designing- I draw out a map, then make each room in a plain way, and then add the small details and obstacles in each room. After I've done that for an entire area, I'll tile it.

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The starting area of the game. Those mushrooms are animated!

I've also gotten around to making a title screen. I'm trying to keep it simple, with a data select/delete. You simply choose an option. Those options are Play Data 1/2/3 or Delete Data 1/2/3. Seems simple enough. Or is it too simple? I think it works fine.

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New title screen! The stars flow out from the center.

Progress has been slow recently, but things are still getting done!

Saturday, January 5, 2013


Your (least) favorite Metroid fangame has been revived!
I'm a quitter. But not with this game. I'm finishing it this time- don't worry. I'm much better at coding at developing- and I've also found effective ways of level designing. To make a long story short, Metroid: Father Hunt, formerly known as Metroid Comical, has returned, and is going to be completed. The engine is mostly done, level design has been started, and the entire game has been planned out, drawn, and mapped.

New Screens:
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Look forward to more updates!