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YOU HAVE TO FEEL WHAT YOU DRAW, FEEL
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Chris and Lexou present,
The French NES Revival
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03-19-2014, 04:53 PM
(This post was last modified: 03-19-2014, 06:19 PM by Chris2Balls [:B].)
YOU HAVE TO FEEL WHAT YOU DRAW, FEEL
and to think that the original NES metroid di have sprites for the two sides for Samus, but due to the NES' memory limitations, only half could be mapped for character sprites
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YOU HAVE TO FEEL WHAT YOU DRAW, FEEL
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YOU HAVE TO FEEL WHAT YOU DRAW, FEEL
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chris2balls more like chris2good
amazing work
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If it isn't too much trouble, could you animate Samus' run cycles? I'd like to see how much they're improved over the original.
PROGRESS
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Actually, now that I look at it, the running cycle does have a pretty big issue to me.
Watch the gif in action and pay attention to how Samus moves. Her entire body moves... EXCEPT for the thigh closest to the screen. It's kind of awkward having it just be stationary like that, and when Samus hits the point of the screen where the screen scrolls but she stays in the same horizontal position, that non-moving thigh really sticks out because it appears to be frozen in place while everything else on the screen is moving.
Wow, this looks exactly like a NES sequel to Metroid would look.
Here's an idea: Have you thought of making a Super Metroid-scale Kraid within NES limitations? Maybe like a Megaman Wily boss where only certain bits move? THAT would be awesome.
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