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!

Saturday, June 3, 2017

Swimming without the gravity suit

I must admit, progress for FSMR has been very slow since the last blog post. But rest assured that FSMR is not dead nor are there any intentions to have it die again.

With that said aside from some programming and graphic updates, there isn't too much substantial to update the blog with. When there is some big news or breakthroughs you can expect it to appear here however!
I won't leave this a pictureless post of course though. Although not all the assets (especially the backgrounds) will be used in the final version, these mockups give us a glimpse at where FSMR is going and help with the look and feel of the game.




I'm also previewing the new gravity colored power suit here in the Maridia mockup, which will be playable if the player switches off the Varia suit functions but keeps the Gravity suit on.


Thank you all for being patient with this project, I hope you are looking forward to it as much as I am. See you next mission!

-Sarkuvaria

Sunday, November 27, 2016

In search of more graphic artists

Happy late Thanksgiving everyone! The FSMR team slowed down during Thanksgiving, but you can expect us to be back on our feet ^^

There isn't a whole lot of news at this time, at the current moment the new engine is slowly chugging along with updates and another graphical test video (more so a trailer video) is planned to be shown in the near future once the engine has come along more. We are currently seeking graphical artists at this time still, high quality digital artist or pixel artist as I am unable to work on the environment as extensively since taking on a new Samus sprite sheet, which I shall leave progress here as an update :D

Samus's graphics have since been updated, I decided to give the Varia/Gravity suit a Metroid Prime 2-3 look, this will most likely be the only preview of them for a while.
                                
I apologize for the blur, this is just to showcase how she will look from the side. I am currently working on her running animation, and these sprites were crucial for how the running would look.




I hope you enjoyed this small update, and if you are a pixel artist or know anyone who may be interested just let me know in the comments with an example of your/ their work and we can go from there ^^

This is Sark again, over and out!

Thursday, November 10, 2016

general info and graphic dump

Hello all, Sark here.

There is not a whole lot to show in terms of graphics (there will definitely be new screenshots in this post!), the new engine, videos, or music yet. I do have some updates and answers to any general questions people may have, I am also going to go over some information about the project for people just learning what FSMR is.

What is FSMR?
FSMR stands for First Super Metroid Remake, it began as a simple MZM style remake of Super Metroid made in Game Maker back in 2008.

When will FSMR come out?Unfortunately, we are still at a pretty early stage in development so it is hard to say. A lot of assets that have been made over the years are in need of being reworked in fact.

Will there be new areas/ items/ features?
Yes to all. There will be at least one new area planned that does not detract from the main story as well as proposed new areas, extensions and redesigns to existing areas, There's also at least one new item as well as a few proposed power ups, there is also a plethora of new features coming to FSMR to really bring Zebes to life. A lot of this won't be seen for a while though so sit tight ^^

Is FSMR coming to Android/iOS?
It is my hope to bring FSMR to as many platforms as possible. Before we release FSMR, we will definitely have it ready for any other platform we are able to bring it to ^^

Are there any positions open?
At the moment we are looking for graphic artists, especially pixel artists. Send me a message or comment if you are interested!

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Now here's the latest update :D



After much consideration, I have decided to make a completely custom Samus sprite. It's larger than the MZM sprite, it's bigger than the Super Metroid sprite in fact. I literally completed this first sprite an hour ago so it's going to be going through some changes after this and another pallette swap possibly. The pros of this isn't just that it will look better, I am able to use the animation data I've worked on for the GBA style FSMR Samus sprite to help animate this new sprite better.
I have added a lot of frames to the old sprites, I have not had a chance to really show it off but Samus animates very smoothly now. the frames for the Morphball were doubled, for example.




This is an exact rip of a save room from Zero Mission, the main point being to show some of the new save room tiles. The new "bubbles" don't really fit in this room at all in my opinion, so I'm hoping to show them again once the new save room tiles are fully complete.




The background is temporary, we will be having custom totally redone backgrounds being made. Otherwise this is showing off some of the new tiles. A lot of the tiles on the ceiling are place holders as well. Details aside, it paints a picture of how Crateria is coming along =)



I apologize for the size, but I figured I'd post it to give an idea of the Gravity Suit's look as well as to show a very small preview of what Maridia's rocky tileset looked like. It's being scrapped for a better, custom tileset.

Tuesday, October 25, 2016

The first post is now here. The blog is online.

Hello, this is Sarkuvaria or just Sark for short but most people might know me as Kenji Imatake, the lead pixel artist for FSMR.

FSMR has been going on and off for about 8 years now, I know it has been a while since the last update but it's back and here to stay thanks to a certain team who made a remake of a Metroid game recently, bringing my inspiration back and building a team to bring this MZM style remake to life.

Currently we have a programmer working on a completely new engine, myself on the graphics, and two musicians, but we are looking for more people to join in. If you're a pixel artist or programmer, there are positions open right now ^^ we are searching for another general pixel artist, background artist, and an artist to help draw sprites multiple times under different points of light. All we need is an example of your work and your Discord ID.

For this first post, I have some screenshots with the current graphics as of today taken in the old FSMR engine and slightly edited to include the hud and effects not yet implemented. The minimap shown off is an experimental style and may not stay due to it taking up more of the screen than I'd like, but let me know what you guys think in the comments section!


First up is Ceres. Not a whole lot of the rest of the custom tiles are shown off in this image, but a lot of unique tiles and features are coming to this space colony!

Next is Crateria. Crateria is getting a totally revamped custom tileset. The tiles Samus is on are the old ones and will most likely be redone in the near future. Due to not being limited in colors, I expanded the pallette to help bring FSMR more to life and with more detail.

In both images are also some of Samus's new sprites. Samus has one more transitional sprite for smoother animation and on that note she can now turn a full 360 degrees. Her pose on Ceres is her normal relaxed pose, but when the player makes her shoot, she goes into a pose closer to the pose she keeps in Zero Mission. This is just a small fraction of the things I am working on to bring Samus more to life and give her a bit of personality through body language.

Other than this, there are lots of new features coming to FSMR and I cannot wait to show off more as we work on this project. Stay tuned!

-Sark