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PostPosted: Thu 17 Mar, 2005 2:44 pm 
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Calc King
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Yeah I saw it at CalcHaven and it look promising. :) The graphics remember me Metroid on the Gameboy. I think the guy shared soem ideas with Joe on AIM. The only flaw is that it still doesn't have scrolling animation when you enter hatches and the background is white :(

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PostPosted: Thu 17 Mar, 2005 5:58 pm 
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Calc Master
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Yeah, in greyscale on 68k you definitely have the cpu to render parallax scrolling backgrounds. Without them it seems kind of... empty. On Joe' it's not as noticeable because the sprite design is better (this 68k version just ripped the sprites of Super Metroid, which doesnt work that well since its at lower resolution) and the 83 version is of course at lower resolution. Better map design helps too; on that 89 version the maps are far too uniform. Still, I asume the game is still in early stages, and it is incredibly impressive. maybe a finished Metroid on 68k will inspire Joe to finish metroid 83!

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PostPosted: Fri 18 Mar, 2005 6:48 am 
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Yeah although i am incredibly biased towards Joe's Metroid project (:)) i will say that the 68k one does look pretty good. Some strange things happen in the screenshot though O_o.

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PostPosted: Fri 18 Mar, 2005 3:35 pm 
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Haha, thank you guys. I've been working on that Metroid for about less than two months, but it's coming along pretty well. Yes, the sprites are ripped off Super Metroid, but I am starting to design my own. The problem is I'm no good at it. Joe's got Shawn doing his sprites for him. And yes, I could do parralax backgrounds, but I haven't decided yet, because I would need masked sprites to do that, and I don't really want to go back and mask all of my old sprites. What strange things happen in the screenshot? It might just be due to bad capture intervals in the screenshot itself, not the game. Anyways, if you have doubts, drop me an email at bcherry@gmail.com and I'll send you a copy to see for yourself. Oh, and let's not take up space at Joe's forum too much, move over to calcgames to discuss mine. And Joe, thanks for the help you gave me a little while ago, as well as just making the Metroid 83 game, which is much harder to do than a 68k version, I will be sure to have yours on my 83 and mine on my 89, so I will never be without metroid...


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PostPosted: Sat 19 Mar, 2005 4:23 pm 
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Calc Wizard
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Ah..the man himself speaks! I am just excited to see a Metroid game and done to this extent...Joe's Metroid will surely own the 83 market, and I am sure your Metroid will be a hit with the 68k calcs.

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PostPosted: Sat 19 Mar, 2005 6:42 pm 
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I've wanted to do it for a while, and I'm excited about what I've got done, and especially what I've got planned. But I have to admit I'm far more excited about Joe's, because I don't already know what It's going to be like or what's going to happen, so it's a surprise. Besides, I love my 83 and really need a good new game to put on there.


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PostPosted: Sat 19 Mar, 2005 8:08 pm 
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Is there something wrong with ripping the sprites from the old games? :D

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PostPosted: Sun 20 Mar, 2005 6:44 am 
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No, but it doesnt look as good as creating them from scratch, because the old ones were made for a higher resolution.


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PostPosted: Sun 20 Mar, 2005 7:09 am 
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Somewhat related, a while back I was trying to convert samus from super metroid into the same size as the original sprites.

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PostPosted: Sun 20 Mar, 2005 5:48 pm 
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Calc Wizard
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DA...you always amaze me! :D

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PostPosted: Mon 21 Mar, 2005 10:08 pm 
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Calc Master
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Yeah, sweet! @bcherry: you might consider using the sprites from Metroid II, as they're of a more favorable res for the 89.

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PostPosted: Mon 21 Mar, 2005 10:32 pm 
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I have looked at them, but they are still 32 bit sprites, whereas I need 16. I'll continue to look into it, but I did get a volunteer to try and make me new ones. Also, DA, That is pretty amazing!


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PostPosted: Tue 22 Mar, 2005 9:07 pm 
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Yeah, sorry, the GB sprites are about the same size as the SNES ones- I forgot that.

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PostPosted: Tue 22 Mar, 2005 10:55 pm 
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16-bit sprites?

Yeah i remember DarkAuron's Samus conversion ... really sweet :).

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