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Messages - SonicZH

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1
Which Capcom region approved it?   :O

2
Fan Games / Unnamed Unofficial Crossover Mega Man X Fangame
« on: December 25, 2013, 07:05:12 PM »
Hi all,

I am currently working on my Megaman X Engine, and am trying to implement the surface water jump from X2/X3.
With the regular jump, the initial upwawrd speed from jump is 5.0 p/f (taken from TAS). Most downward values in water are halved. Is this the same for water surface jump, i.e. 2.5 p/f?
This will probably take years for me again.


Thanks  ;)

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Fan Games / Re: Mega Man Unlimited
« on: June 25, 2013, 03:06:42 PM »
yep lv design does look better than sfxmm!
I work harder in future...

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Fan Games / Re: Mega Man Unlimited
« on: June 11, 2013, 05:12:07 AM »
It is a conflict of interest. As far as I know, some companies that I know of do not allow workers to work on their games or even mentioning of such policies to the public. Imagine if someone makes a non-profitable game similar to an existing game in the company, players would rather get the free game.
Hence, this is done by companies to protect their own technology and to avoid issues and complications. Hope this explains a little.

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Fan Games / Re: Mega Man Unlimited
« on: May 01, 2013, 07:27:15 AM »
thanks for the pointer on how to ask question.  :)
and yea great news on the new team!
Yoku Man:You need help testing?

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Fan Games / Re: Mega Man Unlimited
« on: April 30, 2013, 07:06:17 PM »
Is the scorpion robot a cameo from wonder boys/chiki chiki boys?
Nice trailer! Can't wait for the game!

7
Fan Games / Re: Megaman vs Street Fighter Fangame
« on: January 19, 2013, 07:22:19 PM »
Sorry about the shitty level design and controls bug. I guess we were overly focused on the new boss, thanks for the feedback again =P let me know if anyone fight him...

8
Fan Games / Re: Rockman World: VS Killers/Megaman: The Hunter Numbers
« on: January 02, 2013, 09:39:56 PM »
It looks really nice, it might look flashier if u change her outlines or some parts to orange in some frames.
(depending on how flashy you want it, might not look better)
Might wanna change the angle of the flames at the side too.
But as of now it looks quite nice already. imo...

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Fan Games / Re: Megaman vs Street Fighter Fangame
« on: December 21, 2012, 02:21:13 PM »
Thanks for sharing. Did you do that in one play?
Anyway yea i figured the controllers stuff. =)

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Fan Games / Re: Megaman vs Street Fighter Fangame
« on: December 20, 2012, 03:58:29 PM »
no haha, i dont usually lie about stuff. but anyhow, yea I must add that a lot of people here are also as good if not better , i just got lucky my theme fits both anniversary. I don't think capcom will do this kind of thing very often. Its probably due to the 2 anniversay plus me appearing in person and the megaman fan issues. I am a fan myself too and do wish to see legends someday. I don't think even myself can make another fan game for them unless I join them officially in some way or another. For those whom actually want to ask me for advice on how to get to them. But as capcom said in most interview, its probably never but they will not give a definite no, its all case by case. My only advice would be talking to them in person and having a game that suit their needs in someway or another. I must add the chances are very very low, i went up to them many times just trying my luck all the way, since I am already out of the tournament in EVO2012.
E-mail probably will not work as they might have filters.

the below is the interview. I know some guys here can easily be better than myself, not highlighting my game or work, just want you guys to know how exactly it happen and how i know it.
[youtube]http://www.youtube.com/watch?v=3AOeWjnARnY[/youtube]

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Fan Games / Re: Megaman vs Street Fighter Fangame
« on: December 20, 2012, 08:50:33 AM »
That is a e tank glitch will be working on that too.
for now, i will work on etank glitch, controllers, escape, may be password =P
I would appreciate if someone could let me know more about controller coding. I know about supperdanny's example. Wanted to study more sources if anyone got more tips for that.

12
Fan Games / Re: Megaman vs Street Fighter Fangame
« on: December 20, 2012, 07:42:22 AM »
Anyway does anyone have tips on implementing the keyboard in game maker, working on it =P

13
Fan Games / Re: Megaman vs Street Fighter Fangame
« on: December 18, 2012, 03:38:41 PM »
Thanks for the feedback. Only works on urien if it did, urien weakness is programmed specifically such that the explosion would damage him during the flash.
ADDED:But I made the same mistake as the old capcom for that. Should that bug stay?

And yea, I would improve on the controllers and stuff.
As for vega, I would need more feedback. Personally, within the team, we would like him to be hard. Just that bison is currently too easy currently.
His AI was to highlight the fact how irritating he was in SF2.

I'm happy to get the feedbacks on the difficulty and controller issues.
Thanks for commenting and letting me know your thoughts. I would take note if there is ever a chance to update the game.
I would also be fixing some of the trolling Etank issues. But as of now I would be focusing on controllers and Escape issue.
Vega might be tweaked such that there is some recovery after dive punch.

Yep I agree that bosses are better than the stages
 actually more time was spend on stages. Bosses are faster and easier for me.
I am just weaker at stage design. But I would work on that next time.

If there is a next time.


Thanks again for all the feedbacks, I love comments, positive or negative.  :)
I love the servebots icon here too...

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Fan Games / Re: Megaman vs Street Fighter Fangame
« on: December 17, 2012, 04:18:02 PM »
Let me know about the glitches here, also, please down load from capcom web even tho its slow. They are judging the game base on response there...

15
Fan Games / Re: Megaman vs Street Fighter Fangame
« on: December 09, 2012, 09:51:04 PM »
Thanks for the comments and support, Capcom did credit me a lot in the past many interviews more than themselves.
They have been really nice to me and supportive of the development.
There are many gems here, I am just very lucky to be able to make it official.
They will be talking about how the game is made official in the subsequent interviews, please support them.
I may not be even as good as some games here, but I hope everyone could support this project as the more successful it becomes the more focus they would put in to the series. Thanks for all the comments and tips as well.

Also, sorry if I sounded corky sometimes when commenting on projects here, I am just trying to convey my opinions but it might be too aggressive at times.
I am not sure when will the interviews be out, but keep a look out.


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Fan Games / Re: Mega Man Unlimited
« on: January 12, 2012, 06:22:02 PM »
Saw the posts here , i am working on a fangame too and hope to finish this year, lets all make the anniversary a successful one  ;)

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Fan Games / Re: Megaman X : Eclipse (Code name)
« on: January 12, 2012, 05:46:26 PM »
was just giving some input because someone commented on the color u implemented having errors.
And was trying to suggest some other ways in case it could do some help.
Quote
We're making this one with Game Maker. And yeah, the colour charging looks terrible because of how Game Maker is, but we'll make it look better soon.
You seems to be blaming the IDE. Hence i suggested some way to solve it, as gamemaker definitely can do it.
I am not interested ure code at all. was just trying to help and interested why do u think its not possible in the first place.
Sorry if I am rude in anyway. I will avoid talking about code if you do not like it. :)

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Fan Games / Re: Megaman X : Eclipse (Code name)
« on: January 11, 2012, 05:18:06 PM »
why will the method not work? is there some performace issue? Each color is link to a variable that can be change freely. and i have tried using multiple changing colors. using some boolean logic it is also possible to obtain certain random color if desire. like a range of blue.
I am not saything this way is better but i am quite certain it will work.
blue=make_color_rgb(100,100,200+count);
etc...
Anyway care to share how u implement ure, changing of colors?  I like to study other people methods as well.
I only know about different sprite_sheet and layers.

Not familiar with set_blend_mode option... but it probably work too.
Anyway programming aside, i like the big moving square robot idea.
Great work and keep it up =)

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Fan Games / Re: Megaman vs Street Fighter Fangame
« on: January 11, 2012, 05:08:11 AM »
Hazard only has one Z.

But it's lookin' great! :3
OMG thanks a lot!!

Anyway, its ok KoiDrake, thanks for ure input anyway XD.
I am not a spriter too, i am a programmer... But I enjoy drawing sometimes , but not that good tho XD

Posted on: January 07, 2012, 19:07:16
[youtube]http://www.youtube.com/watch?v=iUn6oktSnrA[/youtube]
Unlisted video for now =)
edit:ignore the music

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Fan Games / Re: Megaman X : Eclipse (Code name)
« on: January 10, 2012, 08:29:39 PM »
We're still figuring out story-wise how X and Zero will be played, but both will be playable.

We're making this one with Game Maker. And yeah, the colour charging looks terrible because of how Game Maker is, but we'll make it look better soon.

Thanks for the feedback guys! Sorry for no "big" updates recently, been working on the little things the last little while. (Saving, pause screen, some gameplay tweaks, etc.)
And for those wondering, we'll be using save files, no password system.

Posted on: July 19, 2011, 07:12:31
Added a link to the blog! All updates will be on there from now on.

What about game maker color?
i am making a simpler game tho, classic megaman.

I separate each color into a different sprite, and recolor it as white so that the color blend can be any color, and draw each of them in the draw_sprite_ex
, then I change each of the color in the step function or draw function.
image_blend will only work for one particular sprite assign to the object, so I have to use draw_sprite_ext in the draw event instead.
etc
draw_sprite_ext(spr_scroll,0,x,y,1,1,0,$FFFFFF,1)
draw_sprite_ext(spr_scroll,1,x,y,1,1,0,lb,1)
draw_sprite_ext(spr_scroll,2,x,y,1,1,0,db,1)

colors that do not change can be combine into one layer.
u will probably need about 5 layer if there is 4 changing colors.

It is easy to seperate the sheet into sheet for each color using character maker 1999.

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Fan Games / Re: Megaman vs Street Fighter Fangame
« on: January 07, 2012, 07:26:02 AM »

I removed some light blue shade for the purpose above.
Will be using this for now  :D, will ask if my friend could draw a better one for me.
Anyway, are you interested in helping out with the background tiles, koidrake?

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Fan Games / Re: Megaman vs Street Fighter Fangame
« on: January 07, 2012, 04:42:52 AM »
Megaman eyes really look out of style, and even if they are supposed to be that way, they still could be improved a lot more. The way they are now make the whole face look distorted, they don't even look aligned to each other.

Also, the ornament of the helmet should be bigger and more square-ish. And lastly, the lighting in the helmet looks inconsistent with the rest.

Ok note taken. its supposedly 3 quater view from the side and the black stuff is shadow + sf ink look, so was not paying attention to the lighting but a more abstract+inkish look. will try to improve it XP, but I am not very good at drawing humans, hope the improved version is better. thanks for the input  :)

Don't tell me about urien yet, must not be influenced before creating something.
Gimme feedback once i do his video instead.
Before i move on to urien, i will be working on joypad support and weapon get scene.
I will try to work harder this few months since this year is megaman and street fighter anniversary. Hope all goes well.
Hope the musician is not tired with this game... :|

Thanks for the comments and feed back  :)

Posted on: January 06, 2012, 19:39:08

is it better now? Picture is in the original size now by the way...
@Koidake: are you a left handed? just wondering...

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Fan Games / Re: Megaman vs Street Fighter Fangame
« on: January 04, 2012, 07:28:25 PM »
rush coil/marine/amour not in, however, rush may be in as some sort of special move...


Posted on: October 31, 2011, 08:38:25


New artwork, will adjust just a little bit more...
the color will match the weapons when implemented on the game...

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Fan Games / Re: Mega Man Perfect Harmony (4-player Cooperative Fan Game)
« on: November 13, 2011, 09:48:03 PM »
[spoiler]
more comments
saw the extras, mario,contra,doom,castlevania
what else is there
what is the secret lab for
is there anything unlocked if i buy all the stuff in shop?
willy stage is too hard
single player mode need something... more checkpoint?
heatman stage is a bit unreasonable even with the extra life respawning each time
game is a bit addictive, love the extra characters
manage to beat the 8 stages because bass is good.
used metal man, skull man, and the thunder guy too.
metalman feels better than the one in megaman day in lime light.
game feels inconsistent in terms of design and appearance, but on the whole quite fun.
music is ok. game is buggy during stage transition, buttons are no longer held, may impose bug forcing character to move and die sometimes.
more comments after my exams on 29 this month =)
[/spoiler]

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Fan Games / Re: Mega Man Perfect Harmony (4-player Cooperative Fan Game)
« on: November 12, 2011, 07:33:03 PM »
I am having exams next week so i could not comment a lot on your game, i have tried it a few times, single player, i tried the heat man stage and the stage with the sword popping out from the ground, i like the sword idea, seems cool too. But for both stage i could not reach the boss, there is no check point? its very hard when i play alone even though i played normal. I will try easy mode next time. But i did complete a lot of megaman games, so i thought the normal mode is a little too hard.

the sword thing kills, the lava kills... usually during hit stun, spikes and stuff do not kill megaman.
which stage should i start off with.

Also, from programming point of view, i think you should disable enemies outside of the players range...

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