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How where when Metal slug sprites made?

Looks like OP isn't interested in hard work or practice. They just want to use their methods and tools because that's what makes quality pixel art. Right?
 
LOL some of these responses. Also Metal Slug is so dam good visually. The series animations blow my mind to this day. It's what made me initially interested in making sprites back as a kid/teen.

I wish a market for that stuff still existed. It would have convinced me to keep doing sprite work as something other than a fun diversion hobby.
 
And just for kicks, here's the elephant slug. A sprite that appears in only one game, for roughly 3 minutes and is never seen again, but which has the most lovingly crafted detailed animation of stretching and wrinkling elephant skin ever seen in a videogame.

Qdp1ZQD.gif

Beautiful!!

What game was this in?
 
Click-click-click.
Pixel by pixel, there really isn't a more efficient way to get good results with that kind of graphics at that resolution.

I mention resolution because when you're dealing with 320x240 every dot counts, you really can't afford to misplace any pixel.
You need to carefully pick adjacent colours because of the different ways colors bleed on CRTs, you need to pay attention not to have dark lines that become 2 pixels wide in certain spots (that's why you don't "freehand" your sprites, they are going to need pixel by pixel polishing afterwards anyway) and wisely use your -generally very limited- palette to infer or suggest sub-pixel details that you just don't have the screen estate to actually draw.

Also, like others have said, Photoshop manipulation tools wouldn't really help.
 
Also, like others have said, Photoshop manipulation tools wouldn't really help.
Nearest neighbor rotation helps tremendously for stuff like this though. As far as I can see, there's minimal cleanup required, and sure as hell beats rotating something 'by hand', unless you need squish/stretch things elastically while rotating, that is.
 
Nearest neighbor rotation helps tremendously for stuff like this though. As far as I can see, there's minimal cleanup required, and sure as hell beats rotating something 'by hand', unless you need squish/stretch things elastically while rotating, that is.

Ah well, pure Z rotation for sure, no reason to do that by hand. Not many instances where you'd want simple, pure rotation around the Z axis though.
That and, to an extent, shear did help at times, though.
 
I wonder who was doing the sprites in metal slug attack and defense. They just pump out some original chars in metal slug attack

The majority of the "new" units in Defense/Attack are unused sprites from the previous games. The Stone Turtle is the obvious one, but there are others like the R. Shobu v. PM.

There are some new ones, though, but I think they're just edited sprites of existing characters.
 
The majority of the "new" units in Defense/Attack are unused sprites from the previous games. The Stone Turtle is the obvious one, but there are others like the R. Shobu v. PM.

There are some new ones, though, but I think they're just edited sprites of existing characters.

They seems to have recently expanded things a bit with a number of mummy-themed units, including one that's apparently a descendant of an NPC from the older games: https://twitter.com/MSDMSAMH/status/745995676996145153
 
Looks like OP isn't interested in hard work or practice. They just want to use their methods and tools because that's what makes quality pixel art. Right?
You got me all wrong, also thanks to some other post we discovered that indeed they used a scanner with their set up. Its still a mystery ,but I'm confident that it wasn't pixel by pixel.
Nothing wrong with using tools and techniques to speed up the process.
 
You got me all wrong, also thanks to some other post we discovered that indeed they used a scanner with their set up. Its still a mystery ,but I'm confident that it wasn't pixel by pixel.

It absolutely was pixel by pixel, having a scanner does not imply machine rasterization. Especially on a PC98.
 
When I say pixel by pixel I mean from scratch. You have to start with some basic drawing. The clean up part I'm sure it was pixel by pixel.

I'm going to side with Krejlooc and say no, just because there isn't any evidence to support this. We have a fair amount of Metal Slug concept art, and almost none of it resembles in-game assets outside a few pieces, such as the False Root Mars, and the Conga's, and even those are still vastly different from their in-game counterparts.

This isn't like Street Fighter III where we have pages, and pages, and pages, and pages of evidence showcasing the hand drawn animation that would be drawn over as pixel art later on.

On an semi-unrelated note, does anyone know what happened to the close-up version of Nona's King of Fighters XII rough sprites? I can only find the zoomed out image and it's killing me. I wanted to show off how good Ryo's original design was back in a King of Fighters XIV thread but I couldn't find the image.
 
Is there any way to play any Metal Slug @ 60fps?

No. The Neo Geo has a set interrupt period at 30 hz. Every neo geo game is 30 fps.

Actually, I guess it might be possible that Metal Slug Advance runs at 60 fps, given the GBA screen refreshes at 60 hz, but I'm not sure off hand.
 
You got me all wrong, also thanks to some other post we discovered that indeed they used a scanner with their set up. Its still a mystery ,but I'm confident that it wasn't pixel by pixel.
Nothing wrong with using tools and techniques to speed up the process.

Not saying there is anything wrong with using tools and techniques to speed up the process.

What I'm saying is that talent and hard work are the biggest factor here. Why did they produce amazing sprite works? Because they put more effort into it.
 
No. The Neo Geo has a set interrupt period at 30 hz. Every neo geo game is 30 fps.

Actually, I guess it might be possible that Metal Slug Advance runs at 60 fps, given the GBA screen refreshes at 60 hz, but I'm not sure off hand.

Do you have a link that explains that? Every Neo game except Mslug looks like it's running at 60 to me.
 
I would like to see a new Metal Slug game that doesn't rehash every asset ever made.
Seriously all 10+ games look exactly the same.

Metal Slug 5

AgfcLCu.gif

k1ec1Dy.gif

latest

tankturn.gif

yE63lS9.gif


Granted, they did reuse some vehicle sprites. But it was a step in the right direction.

No. The Neo Geo has a set interrupt period at 30 hz. Every neo geo game is 30 fps.

Actually, I guess it might be possible that Metal Slug Advance runs at 60 fps, given the GBA screen refreshes at 60 hz, but I'm not sure off hand.

Advance is 30fps. As is 7/XX, despite being made for the DS.

EDIT: Does anybody know why sprites distort when I post them? Small sprites became giant and blurry, big sprites become tiny and blurry. Plz.
 
No. The Neo Geo has a set interrupt period at 30 hz. Every neo geo game is 30 fps.

Actually, I guess it might be possible that Metal Slug Advance runs at 60 fps, given the GBA screen refreshes at 60 hz, but I'm not sure off hand.

I'd like to hear an explanation for this too. Taking frame data from the games to Photoshop, I've always assumed 1 in-game frame = 0.016 seconds, which would assume that they're running at 60fps, as opposed to 1 in-game frame = 0.033 seconds, which would be 30fps. I'd be hard pressed to say my animations emulate the speed I'm seeing from the game perfectly, which makes me believe it's running at 60fps.

Obviously I'm not a technical expert, but my math seemed to be sound, so I'm curious to hear this coming from you, since you seem to have a better grasp on the technical side of things.


EDIT: Disregard this, I just went back to look at Metal Slug 3, and yeah, the game is definitely refreshing every 2 frames, so it IS running at 30fps. Thankfully, my animations are still accurate because I'm counting out every in-game frame, so the numbers even out! Whew!
 
Guys I'm pretty sure if I were to rotate a sprite 360 degrees in discrete increments using no filtering the input would equal the output.

zOx7Rlb.gif


Anyway this thread has been amazing, borderline sexy.
 
To my eyes - the Metal Slug games have the best videogame graphics of all time. Im just not as impressed with 3d games. 2d art forever. Seeing the sprites singled out in this thread - you can just marvel over every frame.

I remember letting a younger cousin of mine play Metal Slug and all he did was complain about "how bad the graphics were". Unreal. Different eras - and perspectives.
 
I've been playing them this week (MS1,2,3 and X) from the SNK humble bundle.

I'm no arcade expert or anything but they run perfectly as far as I can tell, and they sure are pretty.

Any slow down in the ports. I know MS2 suffered a lot of slowdown. X was better, but still had the occasional slow down.
 
Eh, thats the way people visualize the data because it's convenient, and matches the way it'll be output on screen, but that's not usually the case. The NES uses planar graphics, not chunky graphics, to save space. Where chunky graphics could be literally mapped in a grid, planar graphics must be spread across 2 8-bit bitplanes. This means a 4-color pixel can be represented in 2 bytes rather than 3 bytes.

Interesting aside but I don't see what the physical memory layout has to do with what you were responding to. Is it not factual that the pixel data was coded by hand? I assume artists must have been working in a higher level tool and their creations were flattened and bit-packed appropriately.
 
MS3 is my favorite, and the later ones lack a lot of the artistic flair and creativity of the first three (particularly MS2 and 3) with the various new devs often just drawing over and recoloring existing sprites or making stuff that was in a different style. One of the latest ones completely did away with the beautiful interactive hand-drawn backgrounds in favor of some shoddy prerendered stuff.

Iirc, NAZCA is only credited with developing the original Metal Slug. They then either disbanded or were absorbed into SNK proper, who made every mainline Metal Slug game except for MS4. Most SNK staff were rehired when they turned into Playmore, so the post-MS3 games (besides 4) being developed by a different dev team is speculation.

Ignoring the debate of whether there's a huge drop in quality in the recent titles (personally, I think XX easily stands up there with the originals in actual gameplay quality), I think the only real difference is funding. MS5 was originally going to be as "big" as MS3, but only a fraction of what was envisioned actually made it into the game. Run 'n guns and arcade games just don't make the big bucks anymore.
 
Iirc, NAZCA is only credited with developing the original Metal Slug. They then either disbanded or were absorbed into SNK proper, who made every mainline Metal Slug game except for MS4. Most SNK staff were rehired when they turned into Playmore, so the post-MS3 games (besides 4) being developed by a different dev team is speculation.

Ignoring the debate of whether there's a huge drop in quality in the recent titles (personally, I think XX easily stands up there with the originals in actual gameplay quality), I think the only real difference is funding. MS5 was originally going to be as "big" as MS3, but only a fraction of what was envisioned actually made it into the game. Run 'n guns and arcade games just don't make the big bucks anymore.

You're right that Nazca was absorbed by SNK, but the original devs were still responsible for MS1-3 - their pseudonyms are in the credits for those games, and weren't in any subsequent titles because MS3 was the last one created by that team (I replayed the first 5 games a month ago and sat through the credits out of curiosity). You can find more about the production of the later games by different studios on Wikipedia and the Metal Slug wiki.

From Wikipedia:


There's also more info if you look under each title on the Metal Slug wiki, but the gist is that the original Irem team was formed by people who worked on both In the Hunt and Gunforce 2 and went on to create Metal Slug 1-3 before SNK tanked and they were disbanded. MS4 was developed by a completely separate team funded by a Korean publishing company, and no other title since has been created by the original devs (and it shows).

For people interested in Nazca and who did what on Metal Slug, this page may be of interest.
 
One common approach was / is to create concept art for your "character", draw all animation frames and use both as reference when creating your sprites.

Concept
SH6HSAG.png


Frames
ciUpcbL.png


Sprites
LDPQw6m.gif


That's really cool. I read somewhere that all of Capcom's CP System games from this era were developed on Sharp x68000 computers which is the reason why the Sharp x68000 ports of Capcom's arcade games were so close to perfect. Though I dunno what drawing software they would have used on those machines. Maybe it also had a version of Deluxe Paint?
 
The sprites were created on paper, and then refined pixel by pixel using graph paper

Concept_art_for_Mario.jpg


super-mario-sprites.jpg


Allen-3.jpg


from there they would code each pixel in one by one on a grid (I would imagine, going that far back to the first Donkey Kong and Mario Bros. 1).

This is great. If someone wanted to make sprites like this, anyone have any websites or video instructions on how to do this kind of art/animation?
 
It doesn't, you don't get clean outlines. You get this sort of stuff:
I meant if you have one already pixel-perfect frame, you can relatively safely rotate it using the nearest neighbour, and as long as you use that frame as a starting point for all the subsequent rotations, it looks pretty good, and requires minimal amount of cleanup. I could do an animation to prove this, but give it a try with one of the sprites in photoshop.
 
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