Pixelblog-38-Metroid Research Image
Introduction
Follow a familiar orange uniform bounty hunter to enter the alien underground world.In this study and research inspired by the 8 -bit style, I will present some novel elements from the 1986 NES "Metroid".This work that defines game types is known for non -linear gameplay and unforgettable protagonists. It is still affecting the design of exploring platform games.So with the word "Metroidvania".As for the pixel art graphics, it uses the aesthetics of dark minimalism, effectively capturing the gloomy alien atmosphere.Although I appreciate this sense of isolation, even according to the 8 -bit standard, these sparse visual effects are slightly insufficient.In addition, I was inspired by this classic game and worked hard to maintain the 8 -bit restrictions and redesigned the elements in it.Entering this 8 -bit journey with me to explore character animation, enemy design and tile environment.
Bounty Hunter = "352nt9r4"> Nintendo has achieved great success when the protagonist behind this uniform is a woman.The game industry in 1986 was unexpected and fascinating, but in the end, her attraction came from the cool clothing design for many years.
Although Sams Alans design is cool, I feel that the flat elves did not fully reflect this role.However, I cant blame the creators.The details of Cyberpunk in the three colors 16x32 pixels of pixels are not easy, as I found.
NES limitation
I try to maintain NES limit in these designs EssenceI dont know much about technology, but I can realize the real style through the following general rules.
Use genuine NES 56 color color board
3 colors of each elves, Add a color shared by all elves (black in my example)
There are up to 3 colors of tiles, plus a color shared by all elves
Any complete complete A maximum of 12 colors, plus a color shared by all elves
at 8x8 pixels and pixels and The 16X16 pixel tile map is designed with tiles and elves.
NES resolution is 256x224 pixels (NTSC) and 256x240 pixels (PAL).
For my bounty hunter elves, I draw inspiration from the concept of Sams and create A familiar orange uniform design suitable for male or female characters.Or, aliens, or robots.I really want a bright yellow -green goggle, but I used up the color.Indeed, in order to realize the genuine NES appearance, compromise was made.
Although "Metroid" reflects the same frames in the left and right directions, I decided to make unique frames when applicable to present different left and right directions.All frames have a unique left and right versions, except that the rolling frame is mirror.It is a cool small detail to see the direction of the gun arm really changing the direction, but it is almost not worth the effort to manage the additional frames.
The frame on both sides of the guidance line is a jumping posture.These frames are used for straight vertical jumps and shooting during jumping.The air rolling frame is used to jump left and right.If you shoot when you roll in the air, if you reach the jump apex, it will change to a suitable jump/shooting frame.Before reaching the apex, the shooting will be produced from the rolling posture.Unfortunately, I cannot use space and frames in the tutorial format of this article to actively explain the jump mechanism.I suggest you download a ROM of "Metroid" and study its own implementation.
The running animation consists of only 3 frames.I will not think that this posture sequence can produce a satisfactory running animation. However, when played at a proper speed, the illusion of a complete run loop is surprisingly convincing.I am always surprised by the effectiveness of these minimalist row cycles.When using such small frames, the key is to capture the best key posture and a large number of repeated trials to find the correct animation combination and playback speed.
The animation looks very simple, but in the case of details and frames, the position of the elves and the way of each pixel is placed.The important thing is to find an anchor point in the focus of the character, and the anchor point has almost no movement in each frame.In this case, I ensure that the buttocks in each frame are in the same pixels.You must practice and create your own elves to understand the characteristics of pixel animation.
Alien and Beast = "352nt9rl"> It happened on the alien planet, and the enemy design of "Metroid" was obviously not the world.They present bright colors, armor body and spikes, and their aggression expression is common.
Here are some designs inspired by the first enemy you encountered in "Metroid".I call them divers, reptiles and assaults.Divers and reptiles are familiar with the obvious reproduction of the enemy, and the assaults are my original concept. I think it will perfectly integrate with other characters.
The design of the enemy should focus on the mobility and ability of the player.In "Metroid", your character has high elegant jumping and four -way shooting capabilities.Therefore, threats from all directions, many flights and wall crawling enemies are combined with common land walking enemies.
When the enemy is hurt, the color of the enemy elves will be switched to your character color.This is a clever skill that does not require additional color or frame to display the flashing effect of the enemys injury.This is better in pain in the main red and orange colors.
When the enemy is destroyed, a simple 32x32 pixel explosion frame will display several frames.This also borrowed the color panel of the protagonist elves.
Alien underground
Are you ready to enter the alien underground?
For this tile collection, I analyzed the first area in "Metroid" to create a similar combination, but the appearance was redesigned.I tend to combine organic vascular texture and exquisite synthetic design in exotic aesthetics.You can almost feel the humid alien atmosphere.
I found that the static black background in the game will soon make people feel bored, so I created a delicate texture variant that can be used in the background to create fun.The only disadvantage is to ensure that the collision tiles are separated from the background clearly.But then again, having one part that must be investigated by an interactive exploration element is actually very interesting.
Only 4 colors are used to add black in the entire collection, and any single tile maintains up to 4 color limitations.It is surprising to make such a detailed and rich scene with so little color.This reminds me that many NES games can better handle pixel art without more graphics capabilities.But fairly speaking, the design of the ム ー ム at that time was for the CRT display, which could make the cluster work that may appear stiff at high definition.Nevertheless, the aesthetics of NES games still look great and will always be great.
Final thoughts
I remembered in the past and played "" "Metroid", I suspect that the children at that time were not patient to play further.A significant improvement version like "Super Metroud" in 1994, returning to the original game, its ancient password system is a bit difficult.However, many of the game elements you know and love today can be found in this wonderful classic work.