Page 1 of 1
Metroid: SR388
Posted: Thu Apr 24, 2008 12:21 am
by FlashTHD
http://www.youtube.com/watch?v=uoKMZXnsF4k
Hot. Shit. It's a fangame, and some sort of mega-sequel to Super Metroid just from looking at it. No more words, just watch. Well, except:
HEALTH HAZARD: Do not be eating/drinking anything
during the last three seconds
Re: Metroid: SR388
Posted: Thu Apr 24, 2008 4:38 pm
by G.Silver
Is this the fan remake of Metroid 2 that was going around excitingly a while back or is it something else?
Re: Metroid: SR388
Posted: Thu Apr 24, 2008 4:49 pm
by Hulkshmash
FlashTHD wrote:during the last three seconds
I did not understand these
the last three seconds. It confused me.
Re: Metroid: SR388
Posted: Thu Apr 24, 2008 5:24 pm
by G.Silver
It's one of the Mutroids from Metroid 2. Not really the most impressive thing to show all dramatic-like.
Re: Metroid: SR388
Posted: Thu Apr 24, 2008 5:39 pm
by FlashTHD
G.Silver wrote:Is this the fan remake of Metroid 2 that was going around excitingly a while back or is it something else?
Something else, in fact it's not a remake of anything. (Wonder, then, where he's going to shoehorn it into the timeline.)
Apparently every clip in that trailer was recorded in debug rooms, with nothing from the main game. Good show.
Re: Metroid: SR388
Posted: Fri Apr 25, 2008 11:54 am
by Zeta
I give them 5 days till Nintendo sues the pants off of them.
Posted: Tue Apr 29, 2008 5:17 pm
by Isuka
It was pretty cool, but I want to know what's all this fan-game suing stuff about.
I mean, the guys aren't thinking about selling it, do they? Then, what's the big problem?
Re: Metroid: SR388
Posted: Tue Apr 29, 2008 5:32 pm
by Zeta
The way copywrite law works in the US is that if you don't actively sue people using your ideas, even for non-profit, the law eventually recognizes you as relinquishing your hold on the material and it becomes public domain. Seriously. It's a pretty retarded idea.
Re: Metroid: SR388
Posted: Mon Oct 06, 2008 12:33 am
by FlashTHD
It has a site now (seeking good hosting space as well), and a demo promised by early November. Between this and
the Mother 3 translation patch that will be out in two weeks or less, -and-
the latest version of Streets of Rage Remake that might just drop at year's end if we're lucky...damn, dude.
Re: Metroid: SR388
Posted: Mon Oct 06, 2008 2:22 am
by CM August
Along with all the original content, they drew completely new frames of animation and integrated it seamlessly with the originals? Wow...
Re: Metroid: SR388
Posted: Mon Oct 06, 2008 2:28 am
by Neo
CM August wrote:Along with all the original content, they drew completely new frames of animation and integrated it seamlessly with the originals? Wow...
...So? As a sprite artist, I can tell you, it's much easier to conform your sprites to an existing model than making something from scratch and have it not suck. :|
Re: Metroid: SR388
Posted: Mon Oct 06, 2008 4:04 am
by CM August
I'm not used to seeing custom sprite jobs that seamless, and it was impressive to see. My apologies if that offended your sprite-savvy sensibilities.
So anyway, that music sounds fab too.
Re: Metroid: SR388
Posted: Mon Oct 06, 2008 12:47 pm
by Neo
I surely didn't mean to sound like a stuck up faggot, if I did, I apologize. My only intention was to give you my personal opinion on the subject. :)
Re: Metroid: SR388
Posted: Mon Oct 06, 2008 8:51 pm
by Shadow Hog
Having attempted the subject at hand, I can pretty much back-up Neo 100%. Making original sprites is a pain in the ass - drawing a standing sprite is easy, but start animating the mofo and it's all downhill from there.
Re: Metroid: SR388
Posted: Tue Oct 07, 2008 3:28 pm
by gr4yJ4Y
So it's better to make a few standing sprites and let someone else animate them (making more sprites based off of your originals)?
Re: Metroid: SR388
Posted: Wed Oct 08, 2008 12:59 am
by Neo
Like I said, from my experience, it's easier to make sprites based on an existing model than it is to make your own from the ground up. Most times things end up rather off-model (wrong proportions, coloring, etc).
Re: Metroid: SR388
Posted: Thu Oct 09, 2008 4:11 pm
by gr4yJ4Y
That's interesting... I figured it'd be easier to have the person who made the sprite annimate it too. It's not like CG where one person makes the models and one person animates, is it? I would think that creating sprites and animating them (pretty much creating more sprites) would be more similar tasks.
Re: Metroid: SR388
Posted: Thu Oct 09, 2008 6:13 pm
by Ritz
With traditional animation, you've got one or two people drafting the initial character concepts and model sheets, and then about a few dozen individual animators that work from those concepts. Why should sprite animation be any different?
Re: Metroid: SR388
Posted: Fri Oct 10, 2008 12:49 pm
by gr4yJ4Y
I don't know.
When making a sprite model, the modeler would base the original sprite on some other concept art, right? So now there's someone doing concept art, someone creating the intial sprite model and someone animating it. It seems like working with pixels whole new cells don't have to be created. The model can be copied and altered. While with cell animation, most of the time a new cell is needed for each frame of movement.
Maybe I'm thinking too much in terms of 8-bit and 16-bit stuff. For things like BlazBlue, you need to approach it with more of a traditional perspective.
But hey, I don't know squat about this stuff (I've never done pixel art or anything like that). That's why I'm curious.