Tuesday, December 25, 2018

Christmas update




Happy Holidays to everyone from the FSMR team! We hope everyone has been having a wonderful time this December! For those of you looking forward to FSMR this post certainly has some great treats for you!

We are starting this post off with the image you see above, this is of course a recreation of the Super Metroid intro using Samus's power suit design from Samus Returns. The blinking animation is completely finished and will be shown in a future trailer.



Ceres is pretty much done, this is a rough draft of the map without the foreground or background objects.

Ceres is going to feel bigger in some ways. There are doors in the background
that open up as Samus passes by them to reveal rooms or hallways, showing there is more to Ceres than what we saw in the original Super Metroid.



The image here is what Ridley's room looked like before the
resolution change. The resolution was 288x224, the same as
 the original Super Metroid.




This was the room shown in the December 17th edit. The resolution
is now 320x240, the same as AM2R's. The room is quite a bit bigger but not too big.





This room is a mockup, so it may not end up looking quite the same in the
final version. This was a test to see how the eye sensor would look like in
Blue Brinstar's tileset. The eye sensor didn't appear much in the original
Super Metroid, but you can expect them to play a bigger role in FSMR.

The animation for it was fun to create. The eye sensor looks more "evil" in
a lot of ways





The environments will feel more organic and realistic, 8 new slope angles that don't
appear in Super Metroid, Metroid Zero Mission and Metroid Fusion are being added. With it, you can almost make a perfect circle as seen above.


Power-ups are getting a facelift. This is an example of how
Missile Expansions and Energy Tanks are going to look like.



This is how Samus's turn animation for all actions will work.
Turning right to left will have her turn facing the player.
Left to right will have her back to the player. I chose to create the animation
like this to give a feeling of depth, and also because this is how the
animation was like in Samus Returns.





 The first Zebesian shown on the blog! The tileset here is still experimental.





 Pink Brinstar's reveal! The tileset is still a work in progress, but
more or less will look like this. Find the Metaree!



Doors from Pink Brinstar going to Green Brinstar will have this
transition tileset. A new door variant is also seen here, the brass colored doors
appear in this area of Brinstar. The ones in Green Brinstar have vines clinging to them.



Finally the ship has been updated. The ship is based on the one
that makes an appearence in the Super Smash Bros series, and to an extent
based on Metroid Other M's design.
 The patterned windshield is inspired from
Samus Return's design as well.


Some control changes are being made as well. The controls for the game are being talked about often so we can keep improving them. The team has been looking at how the controls could work on PlayStation and Xbox controllers and how we can utilize Samus's whole arsenal and access everything quickly.

A new change we have been looking into is a new weapon selection system. How this works is a button is held down and a menu is brought up to select what you want to use. The menu would look something like this for example:



After making your selection, you hold down the "armed" button (Let's say R1 for example) to use what you selected. Missiles would work as they do in MZM, with R1 toggling them on or off if you hold it or not, and X-Ray Scope would automatically turn on the moment you hit R1.


Well, this about wraps up FSMR's Christmas update. As 2019 rolls in so will more progress until FSMR's eventual release! Happy holidays to everyone and see you next update!





Friday, November 30, 2018

Post Thanksgiving update

I hope everyone had a great Thanksgiving this month! There is some exciting news in FSMR's development for November's update:

  • A new engine is currently being worked on, as more progress is made more information will come along with new updates.
  • Ceres station has a huge collection of graphics and art being put into it, this is now about 90% complete. This may seem strange for a place so small but it will soon make sense.
  • A lot of new graphics and tilesets have been getting a lot of work done on them. Although there are quite a few things that could be shown now, they are under the tree and will be featured in the Christmas update.
  • FSMR's resolution is now officially 320x240. This is the same resolution seen in AM2R and is larger than the GBA titles (240x160). With this change Zebes will feel larger than before. Bosses that are meant to be fought in smaller spaces and feel tense while engaging won't lose the same feelings with this change I promise you.
  • Samus's sprite design will be staying as is, I am sorry for those of you who may have wanted something a bit more classic or different. I can safely say that everything is being ironed out with her poses and design. The FSMR team and I wants to pour as much detail and work into making this remake as perfect as possible.


    And lastly, depending on how progress continues everyone can expect a new video update sometime early next year at most. There will also be at least one update a month from now on for sure so long as significant changes and progress is made. So be sure to check the blog near the end of each month for more updates! And as always, until next time!

December 17th edit:

For those wondering more about Ceres and anything new with it, I won't be revealing anything quite yet, but for now here is a screenshot of a certain room and an early Christmas screenshot:



Some things to note: HUD is still a wip, this is the current rendition of it. Samus's sprite has been updated with new shading. The baby Metroid sprite is custom and cute. Ceres has new doors based on the automatic doors on board B.S.L.

Wednesday, October 31, 2018

Happy Halloween!


It's that time of year again, grab your buckets and get ready for some treats!

Throughout FSMR's long span of progress, Samus's sprite has gone through many iterations. The current version will be the final design, taking a lot of influences from Samus Returns.




The gravity suit was shown in the last update, but that design may not be accurate to how she will look, as her suit design blends other designs throughout the series.


Some new changes are coming to the overall gameplay as well. Beam combos are still a thing but no longer work quite the same way they did before; in a good way. You will be able to activate them the same way with power bombs, however you will no longer need to go to the menu and turn off everything except the beam you want to use. You can now select a "primary beam", which will automatically select the most recent beam Samus aquires but you can change any time on the menu or through the hot keys/ R2 and L2 on controllers.Your primary beam will be featured as the color of the lights on Samus's arm cannon, this does not affect how the beams stack however.


Reworking Samus's animation has been fun so far. Unlike games like Other M or Fusion, I hope to portray Samus's personality through her body language and the way she interacts with the environment. You can expect to see some idle animations as seen in the Prime series or AM2R.



The environments in this remake are also getting a facelift. The overall style is a somewhat enhanced version of Metroid: Zero Mission, many assets from Zero Mission will be returning in fact while some that could have been used will be replaced entirely with custom assets. Not too long ago, a personal friend who would have been creating all new backgrounds became more invested in other parts of his personal life and his own art projects and cannot do any work for FSMR anymore, so any new backgrounds coming to FSMR will have to wait.





Samus's new facing the player idle can be seen occasionally, especially after exiting her gunship.






A whole lot of temporary background. There is a room next to this that will not be featured in the remake whilst being in the original. The missile tank that was once there is somewhere else now!



The temporary background does not do this room justice, this is the first fungus cave Samus enters after retrieving morphball bombs.




Norfair is also recieveing a bit of a facelift. Power grip will be returning and be a part of Samus's arsenal right from the start. As you may have noticed as well Samus's back is to the player when she faces left, another piece of inspiration from Samus Returns.




I think this room might be important for some reason...



Whilst these are all mockups, they are also built in the current engine and are playable rooms. Samus's sprites still have a long way to go, you could say these are mockups utilizing Samus's new design, which has not been implimented yet.

The screen resolution for these images follow the same as the GBA, 240x160. The room designs are based on this resolution size, however this is temporary and will be increasing for those wondering if the resolution will stay as-is.


Happy Halloween everyone, stay safe today and I hope to bring more FSMR content soon! Until next time!

Monday, October 15, 2018

Serious update

To all those wondering if FSMR is dead: It is not dead, though you could say it technically "died". I have not been able to focus on FSMR much this year, at the beginning of the year my personal life was completely derailed in such an insane way.


Recovering has been a slow and painful process. A lot of time, money and energy has been spent wasted on someone who can get away with criminal acts because they have the money to and can easily manipulate anyone and lack any sort of heart. I do not really want to put my personal life out here but feel I owe it to you all who have been patient with some sort of explanation. I don't want to waste my time on this individual or the people that work for them any longer, that karma will catch up to eventually.


After the previous post "swimming without the gravity suit" but before the stuff that happened in my life, I had been experiementing with different looks for Samus, such as a gravity suit that looked more like the one in Samus Returns for the 3DS. More frames of animation towards Samus have been completed as well and some more tileset sprites and experiemental background art for Ceres mainly are done too. It isn't much since the previous update but I will have more to show later in the year down the line.



As a small teaser, this is an example of the SR style gravity suit. I may end up doing a hybrid of the Prime series/Samus Returns suit looks for all the suits so this is not what it will look like in the end.






Thank you all for looking forward to FSMR, expect a more official update soon!