Metroid: SR388

Speak your mind, or lack thereof. There may occasionally be on-topic discussions.
Post Reply
User avatar
FlashTHD
*sniff*
Posts: 1504
Joined: Fri Mar 31, 2006 7:00 pm
Now Playing: Team Fortress 2
Location: Out of earshot

Metroid: SR388

Post 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

User avatar
G.Silver
Drano Master
Posts: 2750
Joined: Sat May 22, 2004 12:58 am
Now Playing: Radiant Silvergun, Wario World
Location: warshington
Contact:

Re: Metroid: SR388

Post by G.Silver »

Is this the fan remake of Metroid 2 that was going around excitingly a while back or is it something else?

User avatar
Hulkshmash
Posts: 78
Joined: Sat Feb 02, 2008 7:38 am
Location: San Diego-ish
Contact:

Re: Metroid: SR388

Post by Hulkshmash »

FlashTHD wrote:during the last three seconds
I did not understand these the last three seconds. It confused me.

User avatar
G.Silver
Drano Master
Posts: 2750
Joined: Sat May 22, 2004 12:58 am
Now Playing: Radiant Silvergun, Wario World
Location: warshington
Contact:

Re: Metroid: SR388

Post by G.Silver »

It's one of the Mutroids from Metroid 2. Not really the most impressive thing to show all dramatic-like.

User avatar
FlashTHD
*sniff*
Posts: 1504
Joined: Fri Mar 31, 2006 7:00 pm
Now Playing: Team Fortress 2
Location: Out of earshot

Re: Metroid: SR388

Post 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.

User avatar
Zeta
Posts: 4444
Joined: Wed May 26, 2004 11:06 am
Contact:

Re: Metroid: SR388

Post by Zeta »

I give them 5 days till Nintendo sues the pants off of them.

User avatar
Isuka
Posts: 1437
Joined: Mon Jun 04, 2007 4:03 pm
Now Playing: Tekken 7
Location: Buenos Aires, Argentina

Post 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?
Last edited by Isuka on Tue Apr 29, 2008 6:07 pm, edited 1 time in total.

User avatar
Zeta
Posts: 4444
Joined: Wed May 26, 2004 11:06 am
Contact:

Re: Metroid: SR388

Post 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.

User avatar
FlashTHD
*sniff*
Posts: 1504
Joined: Fri Mar 31, 2006 7:00 pm
Now Playing: Team Fortress 2
Location: Out of earshot

Re: Metroid: SR388

Post 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.

User avatar
CM August
Posts: 697
Joined: Mon Jan 31, 2005 8:09 am
Location: Australia
Contact:

Re: Metroid: SR388

Post by CM August »

Along with all the original content, they drew completely new frames of animation and integrated it seamlessly with the originals? Wow...

User avatar
Neo
Posts: 974
Joined: Mon Jun 19, 2006 6:18 pm
Location: Portugal

Re: Metroid: SR388

Post 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. :|

User avatar
CM August
Posts: 697
Joined: Mon Jan 31, 2005 8:09 am
Location: Australia
Contact:

Re: Metroid: SR388

Post 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.

User avatar
Neo
Posts: 974
Joined: Mon Jun 19, 2006 6:18 pm
Location: Portugal

Re: Metroid: SR388

Post 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. :)

User avatar
Shadow Hog
Posts: 1776
Joined: Wed Jun 21, 2006 8:21 am
Location: Location: Location:

Re: Metroid: SR388

Post 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.

User avatar
gr4yJ4Y
Posts: 1366
Joined: Wed Jun 09, 2004 10:14 am
Now Playing: Breath of the Wild (Switch), Resident Evil VII (PS4)
Location: Crescent Knoll

Re: Metroid: SR388

Post 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)?

User avatar
Neo
Posts: 974
Joined: Mon Jun 19, 2006 6:18 pm
Location: Portugal

Re: Metroid: SR388

Post 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).

User avatar
gr4yJ4Y
Posts: 1366
Joined: Wed Jun 09, 2004 10:14 am
Now Playing: Breath of the Wild (Switch), Resident Evil VII (PS4)
Location: Crescent Knoll

Re: Metroid: SR388

Post 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.

User avatar
Ritz
Shit Twizzler
Posts: 1256
Joined: Mon Dec 27, 2004 2:59 am
Now Playing: Every PC Engine game
Contact:

Re: Metroid: SR388

Post 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?

User avatar
gr4yJ4Y
Posts: 1366
Joined: Wed Jun 09, 2004 10:14 am
Now Playing: Breath of the Wild (Switch), Resident Evil VII (PS4)
Location: Crescent Knoll

Re: Metroid: SR388

Post 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.

Post Reply