February 18th, 2013 - Videos
Jay continues his LP of Metroid Fusion.
February 4th, 2013 - Videos
Jay continues his “Let’s Play” of Metroid Fusion. In this episode, he enters sector 4 and searches for the speed booster.
January 25th, 2013 - Videos
Jay continues his “Let’s Play” of Metroid Fusion. In this episode, he wanders around and fights a hairy baseball bat.
January 15th, 2013 - Videos
Jay continues to play Metroid Fusion. In this episode, he stabilizes the atmosphere in sector 1 and gets the charge beam.
January 8th, 2013 - Videos
Jay Pavlina plays Metroid Fusion. In this episode, he goes through the intro and defeats the first boss.
February 5th, 2012 - Videos
I finally figure out what to do and make my way to the next dungeon, but I don’t enjoy my experience and consider ending the playthrough.
February 4th, 2012 - Videos
I get frustrated since I can’t find where to go. It turns into a montage instead of a “Let’s Play”.
January 8th, 2012 - Videos
Jay gets the boomerang and makes his way through the sewers with Zelda, eventually arriving at a church.
December 21st, 2011 - Videos
Jay finally gets a sword and takes revenge on the guards.
December 12th, 2011 - Videos
Jay continues searching the guard house and finds the big key. He faces many frustrations, lots of backtracking, and a few cheap deaths.
December 7th, 2011 - Videos
Jay navigates the treacherous caves and sneaks into the guardhouse. Still without a sword, he uses pots to defend himself
December 1st, 2011 - Videos
After introducing the story and exploring a bit, Jay finds a dark cave and begins his search for the lantern to light the way.
March 17th, 2011 - Videos
It’s finally here. The long awaited conclusion to the critically acclaimed Tale of Elementia series is at hand. In this episode, Jay has the harrowing experience of confronting the demons of his sordid past. Literally!
March 5th, 2011 - Videos
In the penultimate episode, Jay traverses a national landmark and grooves out with the credits. Read all about it!
Switched to using one collider per tile to make it quicker to build levels. The sides that are in red are ignored so they still behave properly. For comparison, this is how colliders looked before. They are bigger, so they’re more efficient, but it takes longer to make them. I’ll probably eventually have something […]
I got rotation working. And scaling. I had some problems along the way. And I don’t know what this is.
This is the first post of the Super Retro Crossover development log. More info here. Collision detection currently supports axis aligned bounding boxes only. Basic gravity and movement implemented. Basic animation. This is where things are now.