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Metroid (1986) LBP Remake Project

Archive: 2 posts
2017-07-22 22:28:37 / Author: AirEnderman
For a few weeks, I've been hard at work on the most accurate depiction of the NES game Metroid I could manage. Every sprite for every frame of every possible movement made with sticker panels with accurate lightness and coloration. The spawn area is absolutely perfect, down to the pixel, and it really does look like an emulator. One special part of this project for me is the addition of added capabilities to Samus's movement. Unlike the NES game, you will have the ability to aim up and down diagonally, aim down while in the air, and crouch to shoot enemies that are closer to the ground. I feel that this isn't like just some other Metroid level (I've played many since I started this, and they are all lacking). This will be the most accurate depiction of the game that LBP can handle. Because of how much of a hit the thermometer will be taking from all of the sprites and pieces of each room, this will most likely end up getting stretched over quite a few levels, but this is a project I'm very passionate about and I feel that it'll be something like we've never seen. I'd include screenshots if I could.

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Progress:
3 Musical Pieces Recreated (Brinstar Overworld, the Title Screen Theme, and the Spawn Sequence Fanfare)

Created sprites for aiming while running, aiming while standing still, and every other combination of actions

Created logic for walls, where Samus will impact a wall and stop exactly as she does in the game, but still be able to run in the opposite direction without any glitching up.

Created logic for gravity that was made exactly how it should be. One problem is that I'm using impact sensors that sense a tag labeled as "Floors", but it seems as if the impact sensor reacts at different speeds each time I land, even when falling at the same speed. Because of this, sometimes you "land", but Samus looks like she's not touching the floor, and sometimes Samus will sink too deeply into the floors. Recreating gravity was easily the most frustrating thing, because it feels as if I've pushed LBP3 to do something it can't do. It works well enough, though.

Left and right movement with all of the aiming and running capabilites have been completed and run absolutely seamlessly, just as they do in the NES game.

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I'll do my best to keep all of you who are interested in this project updated on all that I complete. I'll see about working on a video showcasing some of the level if I feel I need to. I hope you all find this project to be something worth investing your time and support into!
2017-07-22 22:28:37
Author:
AirEnderman
Posts: 4

2017-07-23 04:41:54 / Author: mdkd
I wish you some good progress!
2017-07-23 04:41:54
Author:
mdkd
Posts: 1856
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Posts: 37945 • Threads: 4847 • Members: 3878  • Archive-Date: 2019-04-15

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