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Messages - Turian

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26
Original / Re: What is Pharaoh Shot anyway?
« on: April 09, 2012, 06:54:00 PM »
Okay cool. Case closed! Thanks guys!

Edit: But now I have a different question. Why doesn't Pharaoh Man ever actually use the Pharaoh shot? He shoots out waves of energy, not a big ball of it. I wonder why they made it into a big ball of energy instead of a wave like his actual attack?

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Original / What is Pharaoh Shot anyway?
« on: April 07, 2012, 10:43:08 AM »
Is it a charged up ball of some kind of energy? Or is it a big ball of sand? Never was sure just by playing the games, seemed it could go either way.

28
Original / Re: Rockman 7/8 FC (Spoilers)
« on: April 07, 2012, 10:34:46 AM »
I tried that. if I use it with joy to key, Rockman tries to jump forward and charge shot at the same time, when I press jump. When I press a button that is completely unassigned, he jumps, shoots and the game pauses at the same time.

If I don't use joy to key, the black box just keeps telling me to press a key. And nothing happens because I am guessing the game doesn't read game pads.

I have pretty much given up on ever playing this, because I cannot play Rockman on a keyboard.

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Original / Re: Rockman 7/8 FC (Spoilers)
« on: April 06, 2012, 02:37:00 AM »
On the first page of this topic, not the first post, but the second, has links to the MM7fc and MM8fc.  The MM8fc link goes to their site, but the MM7fc link doesn't.  Can some one provide a link to the site.

In general though, can someone post links, to all three sites of these games, in one post?  So their easier to find.  I enjoy going to their sites, I go to them 2 or 3 times a week.  Awesome stuff.

Plus, when they are done with the Rockman and Forte, which game should be next?  I vote the other Rockman and Forte: Challenger from the Future.

Are you playing them with a keyboard or are you using a gamepad? If so, how are you getting a gamepad to work?

30
Original / Re: Mega Man 9's Secret
« on: April 06, 2012, 02:35:49 AM »
The current theory is that the secret is in endless mode. I posted in the Ask Capcom forums and got this from S-kill:

AskCapcom

I personally like mystery and am not interested in giving even more hints, but Sven has been twisting my arm, so here you go:

To find my secret, you'll have to look further than you ever have before.

That's likely the last hint I plan to give, and if Sven tries to spill it he'll have forever broken the brotherhood and trust of the secret and be subjected to surprise and unapologetic wedgies for time immemorial.

Again, usual disclaimers:

1) yes, "the secret" is real. Just because people looked hard and didn't find it doesn't mean it's not there. If you don't want to believe its there, that's cool with me (and probably a better use of your time).
2) the secret is not a huge deal. It's a footnote that would be included in an FAQ (even if it wasn't "the secret") but of you're looking for secret playable Wily, you'll be sorely disappointed.
3) in the case someone does find it and posts it to the thread, I will tell you "yep, that was it!" and we can cross a game off the list.

Xoxo,
Seth

31
Rockman Series / Re: Mega Man Archie Comics
« on: April 06, 2012, 02:31:01 AM »
Err, sorry KudosForce.

Man, hurry up postman! I wanna read issue 12 too!

32
Rockman Series / Re: Mega Man Archie Comics
« on: April 05, 2012, 06:31:33 PM »
In order to preserve the spirit of Mega Man, they should cancel the comic after a cliffhanger. Then announce the comic is coming back, then cancel that [parasitic bomb] AGAIN!

33
For those of you heading to PAX and finding yourself unable to wait until April 18th for the official release, you can head to Udon's booth number 124 and pick up a limited run debut of the Mega Man Robot Master field guide.




"Mega Man: Robot Master Field Guide: The long awaited complete handbook to the classic Mega Man universe! Profiles of every major Mega Man character, including all of the Robot Masters from CAPCOM’s™ Mega Man 1-10 video games, and much more! No fans of Mega Man fan will want to miss out!"


Thanks for the heads up Matt!

Link to initial story: UDON Blog

34
Amazing show was amazing. NO APRIL FOOLS. I really enjoyed it. Very clever and funny.

35
General / Re: Computer Problem Thread
« on: April 01, 2012, 04:36:52 AM »
Did you get it fixed? If not, what manufacturer makes it? You may be able to access a part of the hard drive  that has the installation backup and just repair your OS. The function key you have to press to access it is different for each manufacturer. 

36
Rockman Series / Re: Mega Man Archie Comics
« on: March 10, 2012, 06:46:03 PM »
[spoiler]I Guess Mega Man will have to "resist reprogramming". Hehe...[/spoiler]

37
Forum Games / Re: Praise the above poster!
« on: March 03, 2012, 05:10:43 AM »
Blackhook has a cool Avatar and a awesome banner!

38
Forum Games / Re: "What Are You Thinking Now?"
« on: March 03, 2012, 05:09:26 AM »
That is so [tornado fang]ing true. If you don't like curse words, there is a filter for that. Nobody here seems to care when others curse.

39
Original / Re: Mega Man 9's Secret
« on: February 29, 2012, 05:24:12 AM »
Don't bother guys, this won't go anywhere. If you want to discuss this make a new thread or something.

This guys got a point. Why are we arguing about or personal opinions again? This discussion will go nowhere. Neither I, nor anyone else is going to change their minds, no matter what point of view is presented. So, why don't we just agree to disagree and talk about what the secret could be?

I do have an idea, maybe it has something to do with the unused throwing animations. Maybe they ARE used, we just haven't found out how.  It is also possible that Mega Man can still slide somehow.

Edit:
Has anyone else noticed how Inticreates leaves little clues as to the next game in the Mega Man series they are working on?

In Mega Man ZXA there was the 8-bit mini game.

In Mega Man 9 there was the Bass sprite.

In Mega Man 10 there is are three DLC Gameboy Levels. Could they be hinting at the recreation of the GB games in NES 8-bit?

40
Original / Re: Mega Man 9's Secret
« on: February 28, 2012, 12:03:25 AM »
You playing Mega Man 9 and 10 on the NES? 

Didn't think so. I like the 8-bit art style. I don't like the 8-bit limitations. So, what is so wrong with having the game be in an 8-bit STYLE without all of the imposed NES limitations? These games are not made for the NES, if they where, they wouldn't have online leader boards and DLC. I like the NES style because of the engine it uses, not because the graphics meet some old NES limitations. If they swapped all of the sprites and tile sets out of Mega Man 9 and 10 with HD sprites, like they did in SF2THDRemix, I would like it. Mess with graphics all you want, but leave the core game play and frames alone! I just want Mega Man to move, shoot, and jump like he did in 8-bit, not stick to some fantasy limitation set on by nostalgia. That being said, I like the 8-bit style, just not the limitations. If they wanna stick with that style, that's fine, but for the love of god push SOME boundaries.

41
Original / Re: Mega Man 9's Secret
« on: February 25, 2012, 06:40:37 PM »
Weren't you talking about the first fortress boss in Rockman9? That's the faced turrets with the spike balls. Upon reviewing the actual battle, I notice there's definitely one palette too many in use once the red charging ones make their appearence, but the amount of sprites on screen shouldn't present any real issues beyond some minor flickering. With some simple alternations and tricks, the battle is possible to recreate.

As for the Twin Devil. That one is positively insane to pull off, but definitely somewhat feasible. It's just that the amount of flickering and slowdown cannot be determined without programming it into an actual NES.

You're thinking of this in reverse. By working within those "archaic" hardware limitations, you're forced to employ creative solutions to common game design problems which defined the very core aesthetics of all games on the platform. You have to know what the system can do, then bring out its potential to the max. Blatantly ignoring that doesn't make for better sprites, it just needlessly clutters with detail and color and makes things stands out like a sore thumb.

If you're going to defy the limitations that define the NES, why not go for 16 color sprites, or full-blown HD for that matter?

Well, it's not that the NES couldn't do it. It's just a given that Forte with a more extensive white overlay than Rock (spread over his entire body compared to just his face) would sooner promote flickering and slowdown.  This is not something that can be helped, but it's certainly something that needs to be be minimized; especially since the limits are further strained by him having rapid fire capabilities.

That said, they totally could have made a better sprite, but over-coloring as in the previous fanmade one, isn't the way to go. This new rendition is nice, albeit maybe over-detailed. Good job, nonetheless.

By the way, please fix the background transparency next to his hands.


We can just agree to disagree about working in limitations. But I see we both agree that a better sprite could have been made, and that is the only real point I have been trying to make. Things like black backgrounds, uninspired sprite work, things like that, could have been made better. I'm not saying they should break limitations at all times, because then like you pointed out, why not just go HD? However, they could have thrown an 8-bit background in the black space and still had the same number of characters on screen at once with the current gen hardware's power. Take a look at Mega Man Unlimited, it uses an 8-bit style but still makes things interesting without fully breaking immersion.

42
Original / Re: Mega Man 9's Secret
« on: February 25, 2012, 04:20:36 AM »
Thanks for that. I also found an archive on Ask Capcom. Good god, do I really want to open this can of worms AGAIN?

43
Original / Re: Mega Man 9's Secret
« on: February 24, 2012, 11:18:13 PM »
Is anyone keeping track of all of the secrets in MM9 and MM10? I know Skill has said we haven't found it yet, but it would still be nice to have a resource to look at to know if the thing you stumbled upon has been discovered yet. There are some pretty obscure things in those games.

And also, HOLY [parasitic bomb], Mega Man 9 has been out for 3 years.

44
Original / Re: Mega Man 9's Secret
« on: February 24, 2012, 06:04:02 PM »
I care. Proper color limit application makes the core of the NES aesthetics.

Both games are quite faithful in terms of NES limits, if you ask me. They didn't seem to really care when it came to conglomerations like the fortress bosses, which would appear to do the impossible, but there's no easy way to tell whether a smart trick couldn't make it possible anyway.

You seem somewhat confused at how the NES handles colors, though. There's no hard limit of "5 colors per sprite" or "16 colors on screen. It is instead eight four-color palettes, four for sprites, four for background use. While the player character is limited to two palettes (body and face). There's one extra palette available for bosses and enemies through the re-use of Rock's face palette alongside their own two. A sprite like SplashWoman, for example, may look like it has way too many colors, but actually makes incredibly smart use of what the NES could do. You just need to make sure everything on screen re-uses the same colors. As proof of Inti doing so, recall that Concrete and Plug stages were once ported over into a romhack of Rockman4, stage enemies and all.

That "official" sprite is also incorrectly colored:

http://www.sprites-inc.co.uk/files/Classic/Bass/BF8/bass10sheet.png

The gem can't be purple under NES palette restrictions. It has to reuse the face or fin colors.

That said, if you'd recolor yours to do just that it would definitely be improved in the chest armor department. But then, you gotta be careful with flickering. All that extra white leads to more sprites on the same scanline.

You're in a minority of people that want to see lazy edits instead of original works. All made possible by gripping to the idea that if the NES couldn't do it, then the game shouldn't try. Which is absurd. You can still have an "8bit artstyle" without clinging to archaic hardware  limitations.

45
Original / Re: Mega Man 9's Secret
« on: February 24, 2012, 07:51:25 AM »
While I am here, how about that secret? Skill said there was a secret in MM10 also. I hope someone finds them soon.

46
Forum Games / Re: "What Are You Thinking Now?"
« on: February 24, 2012, 07:49:16 AM »
Holy crap the Vita is expensive, and there is no Mega man on it. PASS.

47
Original / Re: Mega Man 9's Secret
« on: February 24, 2012, 07:23:46 AM »
Maintaining the NES appearance is important if you're touting the NES style. That is what they were doing. You have to be delivering a believable appearance.
If it was so important then why break certain limits but respect others? If you're going to say that they had to deliver a believable appearance, then why do they allow some sprites to display 5 colors and why are there more than 16 colors on screen at once in some places?

That 'fan' Bass sprite is far beyond believable. it doesn't even look close. And no, it's not just ONE color over, its a total of 8 distinguishable colors. That's taking ALL 4 of the available sprite palettes under the NES Megaman standard palette conventions. 6 color entries way over the limit. It looks false on all levels, and is a technical blunder.

Then Mega man 9 and 10 are "technical blunders". Or maybe you just cannot accept that the developers did a lazy job on Bass' sprite, by editing Mega Man to look like Bass.

You may be use to doing subpar work, but true professionals know the value of authenticity and consistency.

Ah, personal attacks, the last leg of any failing argument.

48
Original / Re: Mega Man 9's Secret
« on: February 23, 2012, 04:18:06 PM »
Im pretty sure Mega Man 9 and 10 already do things that they couldnt on the NES dont they?

Yes, they do. Which is why other parts seems very lazy in comparison.

49
Fan Games / Re: C# MegaMan Engine
« on: February 23, 2012, 04:15:36 PM »
That's awesome. Now, to re draw all of Mega man's frames in HD.

50
Original / Re: Mega Man 9's Secret
« on: February 23, 2012, 03:12:47 AM »
IMHO, it is not important. These games are on systems that can handle more than the NES could. Using one more color than the NES originally could to please my eye a little more isn't going to hurt a thing. It's ONE color. I'm not asking to mix HD sprites with 8-bit here, I'm just saying you can stay true to a style without strictly adhering to NES limitations. It's not a big deal if they do things with the 8-bit style that cannot be done on the NES, as long as the game play doesn't suffer for it. i don't think we need extra running or jumping frames for Mega Man, but making Bass look like more than a Mega Man edit, is not going to break the immersion.

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