Metroid: SR388
- FlashTHD
- *sniff*
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Metroid: SR388
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
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
- G.Silver
- Drano Master
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Re: Metroid: SR388
Is this the fan remake of Metroid 2 that was going around excitingly a while back or is it something else?
- Hulkshmash
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Re: Metroid: SR388
I did not understand these the last three seconds. It confused me.FlashTHD wrote:during the last three seconds
- G.Silver
- Drano Master
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Re: Metroid: SR388
It's one of the Mutroids from Metroid 2. Not really the most impressive thing to show all dramatic-like.
- FlashTHD
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Re: Metroid: SR388
Something else, in fact it's not a remake of anything. (Wonder, then, where he's going to shoehorn it into the timeline.)G.Silver wrote:Is this the fan remake of Metroid 2 that was going around excitingly a while back or is it something else?
Apparently every clip in that trailer was recorded in debug rooms, with nothing from the main game. Good show.
- Zeta
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Re: Metroid: SR388
I give them 5 days till Nintendo sues the pants off of them.
- Isuka
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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?
I mean, the guys aren't thinking about selling it, do they? Then, what's the big problem?
Last edited by Isuka on Tue Apr 29, 2008 6:07 pm, edited 1 time in total.
- Zeta
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Re: Metroid: SR388
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.
- FlashTHD
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Re: Metroid: SR388
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.
- CM August
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Re: Metroid: SR388
Along with all the original content, they drew completely new frames of animation and integrated it seamlessly with the originals? Wow...
- Neo
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Re: Metroid: SR388
...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. :|CM August wrote:Along with all the original content, they drew completely new frames of animation and integrated it seamlessly with the originals? Wow...
- CM August
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Re: Metroid: SR388
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.
So anyway, that music sounds fab too.
- Neo
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Re: Metroid: SR388
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. :)
- Shadow Hog
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Re: Metroid: SR388
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.
- gr4yJ4Y
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Re: Metroid: SR388
So it's better to make a few standing sprites and let someone else animate them (making more sprites based off of your originals)?
- Neo
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Re: Metroid: SR388
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).
- gr4yJ4Y
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Re: Metroid: SR388
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.
- Ritz
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Re: Metroid: SR388
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?
- gr4yJ4Y
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Re: Metroid: SR388
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.
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.