Author Topic: Mega Man Infamous Intent (MMIFI)  (Read 13947 times)

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Offline RetroRespecter

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Re: Mega Man: Infamous Intent (MM:IFI)
« Reply #25 on: March 19, 2015, 02:49:53 AM »
All of these remixes are fantastic!

Offline Threxx

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Offline Threxx

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Re: Mega Man: Infamous Intent (MM:IFI)
« Reply #27 on: April 02, 2015, 01:16:41 AM »
So as most of you have... hopefully gathered the previous blog post WAS an April Fools joke. However, we do have a serious update to make, discussing our modified pause menu and the new "Master Customizer" system. Check it out!

http://deadteamifi.tumblr.com/post/115246684377/hey-guys-wanted-to-apologize-the-last-post-was

Yes, despite the beginning of the post, I promise this is real. :V
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Offline Threxx

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Re: Mega Man: Infamous Intent (MM:IFI)
« Reply #28 on: April 06, 2015, 05:18:52 PM »
(click to show/hide)

Tome Woman art done by Eric.

An update about the Master Cust, due to discussion, this feature has been placed on the backburner for now.
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Offline Threxx

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Re: Mega Man: Infamous Intent (MM:IFI)
« Reply #29 on: April 12, 2015, 04:29:52 AM »
https://twitter.com/DeadteamIFI

We have a twitter account now!
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Offline rockmanclassix

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Re: Mega Man: Infamous Intent (MM:IFI)
« Reply #30 on: April 16, 2015, 02:55:55 AM »
This is very important, because why shouldn't there be any convenience with half of the problems not yet solved? Until that gets some closure, everybody will be waiting on you, Threxx. Good :)

Offline Threxx

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Offline NebulaBlack

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Re: Mega Man: Infamous Intent (MM:IFI)
« Reply #32 on: May 01, 2015, 05:13:32 PM »
Oh, wow, this looks awesome. Really liking the health bar and overall visual style. Is it too much to ask for the logic behind the scrolling? I am having a really hard time trying to get it right & smooth for my game.

Offline Zan

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Re: Mega Man: Infamous Intent (MM:IFI)
« Reply #33 on: May 03, 2015, 09:47:21 PM »
Main character animations need a lot of work still. Proportion and posture just don't work well for the majority of his frames. Please consider revising them more.

"Ki!  Ki ki ki ki!  Ki!"


Offline Threxx

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Re: Mega Man: Infamous Intent (MM:IFI)
« Reply #34 on: May 04, 2015, 03:34:08 AM »
MMIFI Development: Cleanse Woman stage, and more!


Main character animations need a lot of work still. Proportion and posture just don't work well for the majority of his frames. Please consider revising them more.

Can you elaborate on this? What animations specifically look off?
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Offline RetroRespecter

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Re: Mega Man: Infamous Intent (MM:IFI)
« Reply #35 on: May 04, 2015, 05:39:37 AM »
This feels like an 8-bit Mega Man VII.

Offline Zan

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Re: Mega Man: Infamous Intent (MM:IFI)
« Reply #36 on: May 04, 2015, 07:25:31 PM »
Quote
Can you elaborate on this? What animations specifically look off?

Since you changed Rock's idle, the animations that flow from it should follow suit with equal detail - but they don't. Most egregious are his normal shooting, the jump, and run.

-Shooting lacks motion, retracting only the buster arm by a pixel.
-Jumping stretches the arms excessively in an attempt to improve proportions, while neglecting to update to a more realistic pose.
-Running is too restrained. Similar to the jump animation, it attempts greater realism in proportion but not in pose. Please consider referencing the walk cycles from R7,  R8 or Battle and Fighters.

Don't get me wrong. I'm all for people redrawing the character sprites, it's a good effort, just needs some more work.

"Ki!  Ki ki ki ki!  Ki!"


Offline rockmanclassix

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Re: Mega Man: Infamous Intent (MM:IFI)
« Reply #37 on: May 04, 2015, 10:31:11 PM »
Work: it must be done!!!!

Offline Night

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Re: Mega Man: Infamous Intent (MM:IFI)
« Reply #38 on: May 05, 2015, 02:02:08 AM »
I like some of the enemy designs you have going, a lot of creativity in them! I never would have thought I'd take a robot master that was designed to clean things so seriously. Well done!

Offline rockmanclassix

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Re: Mega Man: Infamous Intent (MM:IFI)
« Reply #39 on: May 15, 2015, 08:57:34 PM »
Mega Man: Intentive Infamy!


Offline Threxx

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Re: Mega Man: Infamous Intent (MM:IFI)
« Reply #41 on: May 26, 2015, 09:41:24 PM »
http://deadteamifi.tumblr.com/post/119958381822/searching-for-programming-assistance

We're looking for more programmers. Check the post for info.
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Offline Threxx

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Re: Mega Man: Infamous Intent (MM:IFI)
« Reply #42 on: June 06, 2015, 01:47:08 AM »
https://www.youtube.com/watch?v=0jMgujAbo68

LL has more remixes on his channel. Check those out too!
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Offline Threxx

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Re: Mega Man: Infamous Intent (MM:IFI)
« Reply #43 on: July 12, 2015, 05:40:32 AM »


First showing of assets from the fortress stages!
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Offline RetroRespecter

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Re: Mega Man: Infamous Intent (MM:IFI)
« Reply #44 on: July 13, 2015, 12:17:19 AM »
From the name of the music, this starts at the crack of dawn.

Offline Threxx

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Re: Mega Man: Infamous Intent (MM:IFI)
« Reply #45 on: July 31, 2015, 02:59:02 AM »
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Offline Threxx

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Re: Mega Man: Infamous Intent (MM:IFI)
« Reply #46 on: August 08, 2015, 06:56:18 PM »


This video is intended to show off all of the menus and options that we've added to the game, as well as a short preview of Tome Woman's stage.

Tome Woman's stage is still incomplete, and does not have enemies programmed in yet, but you can take a look at some of the gimmicks we have planed for the stage.
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Offline Threxx

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Re: Mega Man: Infamous Intent (MM:IFI)
« Reply #47 on: September 06, 2015, 02:47:36 AM »
Since you changed Rock's idle, the animations that flow from it should follow suit with equal detail - but they don't. Most egregious are his normal shooting, the jump, and run.

-Shooting lacks motion, retracting only the buster arm by a pixel.
-Jumping stretches the arms excessively in an attempt to improve proportions, while neglecting to update to a more realistic pose.
-Running is too restrained. Similar to the jump animation, it attempts greater realism in proportion but not in pose. Please consider referencing the walk cycles from R7,  R8 or Battle and Fighters.

Don't get me wrong. I'm all for people redrawing the character sprites, it's a good effort, just needs some more work.

Very late, but...

http://deadteamifi.tumblr.com/post/128441696557/new-animations

We discussed the other points about jumping and shooting:

-Mega Man has that silly jump in pretty much every game he appears in, regardless of style or console. It's practically iconic, so it's unlikely we're going to change that much.
-Shooting has never been an involved animation. Even Mega Man 8 only has his buster twitch a  bit. There isn't really isn't an issue here.
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Offline Threxx

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Re: Mega Man: Infamous Intent (MM:IFI)
« Reply #48 on: September 07, 2015, 05:27:22 AM »
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Offline Threxx

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Re: Mega Man Infamous Intent (MMIFI)
« Reply #49 on: December 07, 2015, 03:34:09 PM »
Dusting off the thread...

We’re ramping up our search for programmers.

See this post for more info and how to apply: http://deadteamifi.tumblr.com/post/134725939082/link-to-apply-httpdeadteamifitumblrcomask
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