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Project SM388: Super Metroid on SR388

Started by Metroidz, October 28, 2012, 01:29:08 PM

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Metroidz

Greetings, Recently I decided to start a new sorta "Project" maily to get better practice with Tiling and TLP with some more "Exotic" GFX sets, so I present to you, Project SR388

Story Line
[spoiler]Would fall inbetween Samus's visit to SR388 with the X and before her mission on the BSL in Fusion (Hence you play the game with the Fusion Suit versus your regular suits)[/spoiler]
Goal and Objective (MEGA SPOILER)
[spoiler]You'll be able to freely explore all 10 areas, the game is incredibly non-linear and offers many opportunities for Sequence Breaking although 1% RUNS WILL BE IMPOSSIBLE! See in order to graduate to Area 10 (The game is divided into 10 Areas identical to those of Metroid II) you will need 39 Super Missiles to open a green hatch, you get 1 Super Missile per Metroid (Minus the first one whose item you will find in the Spring Ball room because you get Spider ball and Spring Ball as 1 item) otherwise everything else is up to you (Besides vital items like the Space Jump, Hi Jump, Ice Beam, Bombs etc)[/spoiler]
Now for the game's current progress:
Area 1: 99% Completed
Area 2: 0%
Area 3: 0%
Area 4: 100% Completed
Area 5: 100% Completed
Area 6: 0%
Area 7: 0%
Area 8: 0% (Next to be finished)
Omega Nest (Area 9): 99% Completed
Area 10: 6% (In Progress)
Now for the Pics:
[Spoiler]

Bubbles need a little work, this was a preliminary made to see how it looked so far. (Omega Nest)

Metroid Cave (Area 5)

The FIST Alpha Metroid (Area 1 (SR388)
[/Spoiler]
Thanks guys!

Corruptor

Not to sure what to say, I suppose I like the palette editing, and I haven't played Metroid 2 too much, AND I'm not to great a hacker myself (saying I'm great would make me full of myself). So, I will rate this to the best of my ability right now. I like the palettes, as I've said before, and you may want to take a look at other people's stuff or the original Super Metroid game to see how you should match up the tiles to see how you should make your rooms. Your rooms structure-far too repetitive. Even if it's supposed to be like Metroid 2, just variate it a little bit, so the tiles don't simply look like you just copied and pasted for all  the rooms. Another thing, is that if I've learned anything about the people here, is that they prefer slopes with variance as opposed to flat rooms-they find it dull and boring, and I sort of do too. Not trying to be a jerk here, just telling you how to improve. Those metroid eggs should look similar in shape and in color. Remember, VARIATE your tiles, and think about how the Metroid 2 would look today if they could use Super Metroid Tiles and functions. I can also see some errors in your tiles, and there are corner tiles to connect the tiles. The 3rd picture looks the best considering tile placement. And in the second image, what's up with the floating block? looks like it'd be in my way if I tried to wall jump that shaft. pretty boring. If you think I'm being a critic. Wait until you see what the others say-lol.

Metroidz

Thanks, an extra pair of eyes always helps. :P I mainly base my ideas of how everything should go together off the M2 Map but the designs used in Project AM2R, a fan-game M2 Remake although it was programmed with Game Maker versus hacked via SMILE as for the repetitiveness, the top and bottom are rooms that house Metroids which have to be left like that (The Omega Metroid carries the height of the Torizo so it needs room to move and the bottom is the first fight so people need room to get used to the Alpha Metroid fights) As for the block it would have fit if I condensed the center wall but I didn't so I'll throw in some small platforms like on the other side there instead, The Metroid Shells change colors unfortunately per area due to Palette changes, the first one I forgot to fix yet ( I ripped them from a GBA to a SNES via DH but the GFX were slightly scrambled and that was my first attempt, as you can see the second worked out better :P) The bubbles are fixed up now too, they have less variety unfortunately but it's bad tiling versus blander style and bad tiling never wins a battle. :P

Quote58

in your second picture, why are there only 6 scrolls shown? what happened to the 3 in the bottom half?

Corrupter, you say 'they' a lot. It's not just personal opinion, super metroid was not flat, this is a part of level design in general. People don't want to run through an entirely flat room, it's really unrealistic. And not very fun.

Metroidz

I was wondering that at first too, I noticed when I expanded a Tourian room to make the room with the Egg, it did it there too, If I open up the Scroll Editor and click it the scrolls will come back up.
Also for some more variatey
End Spoiler!
[Spoiler][/Spoiler]

Mon732

#5
The scrolls are not there because there is no scroll data for them. DO NOT click the empty scrolls without first repointing the scroll data otherwise you will overwrite data in the room header!

EDIT: See these
Room expansion (part 1)
Room expansion (part 2)

Part 2 has what I'm talking about but reading part 1 might help too.

Metroidz

Alright, thanks for the lifesaver tip there. xD
New update: Omega Nest Area 9 is now 99% complete which is the reference I use when there's minimal work left (Enemy/PLM edits, door connections, etc)

passarbye

so this is a metroid 2 remake using super as a base?
sounds cool.

Metroidz

Yes sir and thanks! As for the next status update this is an endgame spoiler so if you're one of those guys who wants to wait until the first demo/the official release (Which by the way should be between Thanksgiving and Christmas seeing as how I'll be having massive Holiday time off to work on this a ton) anyways though:
[Spoiler]
HOLY SHIT IT'S A METROID EGG!!! :P

Thanks for exterminating the Metroids, but their Queen has been abducted by Space Pirates!
[/Spoiler]

Quietus

Without wishing to sound too deflating, your rooms look like everybody elses first tinkerings with SMILE, and you would probably have been better off not creating your topic yet.  Basic tiling errors abound, and simplistic, angular structures.  It has already been mentioned, but there is much to be learned from just looking at how the original ROM's rooms are built.  Once you nail the basics of tile placement, your rooms will instantly look better.

Corruptor

Quote from: Shadow96 on October 28, 2012, 05:19:32 PM
in your second picture, why are there only 6 scrolls shown? what happened to the 3 in the bottom half?

Corrupter, you say 'they' a lot. It's not just personal opinion, super metroid was not flat, this is a part of level design in general. People don't want to run through an entirely flat room, it's really unrealistic. And not very fun.
I'm sorry, perhaps i was ambigous in my post, you people are GREAT and I like you guys\girls, otherwise I wouldn't be there, and I know super Metroid wasn't flat. I say 'they' a lot because I don't know how else to describe the people in this community. I apologize if I sounded rude. But your right, I do not enjoy a flat room either, and I see your reasoning for not wanting a flat room. 
Quote from: Metroidz on October 28, 2012, 03:33:00 PM
Thanks, an extra pair of eyes always helps. :P I mainly base my ideas of how everything should go together off the M2 Map but the designs used in Project AM2R, a fan-game M2 Remake although it was programmed with Game Maker versus hacked via SMILE as for the repetitiveness, the top and bottom are rooms that house Metroids which have to be left like that (The Omega Metroid carries the height of the Torizo so it needs room to move and the bottom is the first fight so people need room to get used to the Alpha Metroid fights) As for the block it would have fit if I condensed the center wall but I didn't so I'll throw in some small platforms like on the other side there instead, The Metroid Shells change colors unfortunately per area due to Palette changes, the first one I forgot to fix yet ( I ripped them from a GBA to a SNES via DH but the GFX were slightly scrambled and that was my first attempt, as you can see the second worked out better :P) The bubbles are fixed up now too, they have less variety unfortunately but it's bad tiling versus blander style and bad tiling never wins a battle. :P
your saying you didn't use smile?!     :pwuh:  I recommend you use SMILE instead-you can use TLP to change the color of the eggs-the bronze like color makes them look old, which is cool. I honestly don't even know how to rip the graphics from other games, and right now, I don't intend to.

Metroidz

No this was made in SMILE, I was talking about this Fan game: Metroid 2 Remake Preview Which I strongly recommend you all watch, because this is serious skills right here. As for the ripping, it's pretty simple, it's just using the other games editor and ripping out the GFX with it's equivalent to the SMILE GFX editor, the more annoying part is turning a GBA GFX in SM, it's blurry as fuck and it takes forever to get it decent, plus then you have to comform it to your palettes, it's not really like "Advanced" but it's just you need patients  and time if you want it to look really good.

Quote58

Actually ripping from other games is really easy and doesn't require much time.
you simply need a way to find the palette, (super easy for gba games thanks to vba) an image of the gfx, (can be gotten from any number of sources such as TSR) and a gfx editor that can handle importing .png and .bmp, such as Tile Molester or Yy-chr. once you have those three things, you simply grab a blank gfx file, or any for that matter, grab your new palette, and import it. Rearrange it in the tileset (TM is great for that), and then you make some tiletables in smile. Easy as eating cake. As long as eating cake requires an emulater, gfx editor, and an image of the gfx.

For importing regular images, not from games of the same number of colours in a palette, it takes a little more time, as you have to get the image to use 16 colours including the transparent. but then it's just as easy.

Lunaria

Oh look, it's this thread again. :>_>:

A lot of graphics from fusion has been ripped, and most of it would work very well for an SR388 setting. I'm not talking about only sector 1 either, the graphics from sector 6 could also be used for example.

I also suggest expanding on the themes in SR388 with some new custom areas to spice things up and add variety.