Emulated in Flash?! Woah.If anybody wants to see the games in motion you can play them free online.
Metal Slug X
http://www.neogeofun.com/mslugx
Metal Slug 3
http://www.neogeofun.com/mslug3-2
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.
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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.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.
Metal Slug 3 in the hidden cave area in the zombie level. (Level 2 I think).Beautiful!!
What game was this in?
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.
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
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.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.
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.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.
Is there any way to play any Metal Slug @ 60fps?
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.
Don't be a smarmy jerk because your thread sucks.
I always thought the splashing water in the crab boss' animations looked like spaghetti
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 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.
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.
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.
sorry if I wasn't clear - I mean all the Neo Geo Metal Slug games run at 30 fps.
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.
EDIT: Does anybody know why sprites distort when I post them? Small sprites became giant and blurry, big sprites become tiny and blurry. Plz.
If anybody wants to see the games in motion you can play them free online.
Metal Slug X
http://www.neogeofun.com/mslugx
Metal Slug 3
http://www.neogeofun.com/mslug3-2
I think the wiki site the images are hosted on is causing it somehow:
Wiki site:
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Re-hosted on imgur:
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These sprites are so good. I love Metal Slug games.
This thread is just making me realize how we'll never get another Metal Slug game.
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.
Not sure this is threadworthy, but VGDensestu has a scan of Garou: Mark of the Wolves 2 sprites:
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https://twitter.com/VGDensetsu/status/746431614419410944
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
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Frames
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Sprites
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The sprites were created on paper, and then refined pixel by pixel using graph paper
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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).
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.It doesn't, you don't get clean outlines. You get this sort of stuff: