RockmanPM Forums

Rockman & Community => Fan Creations => Fan Games => Topic started by: HKLurch18 on January 10, 2010, 04:06:15 PM

Title: MegaMan 72
Post by: HKLurch18 on January 10, 2010, 04:06:15 PM
Hi everybody!

I am HKLurch18, the lead designer of the MM-fangame project "MegaMan 72", started by the community of the "72dpiarmy", who you may know from their wildly popular homebrew game "Super Mario War" .

To give you a short introduction about myself, I am 19 years old and live in Germany. The reason why I got into spriting was my contribution on the "Halloween"-themed mod of Super Mario War v. 1.7 and v. 1.8.

After I finished both of these, I proposed a classic MM fangame project to the community of 72dpiarmy, which immediately got accepted by the people who worked together with me on the halloween mod as well as by other people :)

Now, almost one year after it's birth, I wanted to bring MM72 to RPM.
I hope you enjoy our project, Guys! :D

For more information, check out:

http://72dpiarmy.supersanctuary.net/index.php (official Forum)

http://hklurch18.deviantart.com/  (my deviantart account)

http://domopj.deviantart.com/     (The deviantart account of DomoPJ, our very awesome artist)

http://www.youtube.com/user/HKLurch18 ( My youtube channel)

Last but not least, here's our current boss select screen:

(http://i45.tinypic.com/11rvt5l.png)

Title: Re: MegaMan 72
Post by: Sapphire✧9 on January 10, 2010, 05:14:21 PM
I was keeping my eye on this and now it is on RPM!
Title: Re: MegaMan 72
Post by: KudosForce on January 10, 2010, 05:18:21 PM
I was keeping my eye on this and now it is on RPM!

Same here! 8)

To be honest, it is a rather nice project.
Title: Re: MegaMan 72
Post by: Blackhook on January 10, 2010, 05:20:18 PM
I´ll keep watching this
Title: Re: MegaMan 72
Post by: HKLurch18 on January 10, 2010, 05:26:28 PM
Thank you in advance, I am glad you all enjoy our project!  8)
Title: Re: MegaMan 72
Post by: Black Mage J on January 10, 2010, 05:28:56 PM
I too will be keeping an eye on this, it looks really nice.
Title: Re: MegaMan 72
Post by: VixyNyan on January 10, 2010, 05:29:36 PM
I like how Kevvviiinnn's music fits so well with the Stage Select screen (http://www.youtube.com/watch?v=qUPLONvTbXU), specially Blues and Forte's screen. ^^

The game looks good. I might borrow that Screenshot up there for the RPM webpage later. :3
Title: Re: MegaMan 72
Post by: HKLurch18 on January 10, 2010, 05:31:42 PM
Thank you for the kind response! :)

The songs by Kevvviiinnn in my youtube videos will all be replaced by tracks of our very own composer, MCJimmy =)
We want to keep this as original as possible!  8)
Title: Re: MegaMan 72
Post by: Blaze Yeager on January 10, 2010, 06:42:43 PM
Wow i cant believe you Joined...Surprisingly i'm Shocked.
Title: Re: MegaMan 72
Post by: MexicanSunflower on January 10, 2010, 07:31:21 PM
About time your project made it here!

I've been following it for quite some time now, and it's great to see that you've finally decided to talk about this in the forum. I'll be sure to look here on a regular basis!
Title: Re: MegaMan 72
Post by: HKLurch18 on January 10, 2010, 07:33:12 PM
@ Blaze: Oh, I hope this is not something negative, then ^_^

Thanks alot, MexicanSunflower! I watched your project on youtube as well, I'll make sure to check yours, too! :D

BTW, I just finished a preview of an enemy set to appear in Ooze Man's sewer stage

(http://i48.tinypic.com/2a9p82s.gif)

He needs some Pixel-fixes and of course a shooting pose, but so far I really like this little guy :D
Title: Re: MegaMan 72
Post by: Blaze Yeager on January 10, 2010, 07:44:37 PM
@ Blaze: Oh, I hope this is not something negative, then ^_^

Thanks alot, MexicanSunflower! I watched your project on youtube as well, I'll make sure to check yours, too! :D

BTW, I just finished a preview of an enemy set to appear in Ooze Man's sewer stage

(http://i48.tinypic.com/2a9p82s.gif)

He needs some Pixel-fixes and of course a shooting pose, but so far I really like this little guy :D
Nothing Negative,but great to se my DA Buddy on here now...and yes i'm MM19872008....
Title: Re: MegaMan 72
Post by: MexicanSunflower on January 10, 2010, 07:49:53 PM
BTW, I just finished a preview of an enemy set to appear in Ooze Man's sewer stage
(http://i48.tinypic.com/2a9p82s.gif)
Looks pretty good other than that pixel issue you mentioned. Does this guy slide around the floor or something? He seems really cool.  owob
Title: Re: MegaMan 72
Post by: HKLurch18 on January 10, 2010, 07:51:35 PM
he slides on floors, ceilings and walls ;) He is also able to shoot bullets/sludge out of his shaft  :)
Title: Re: MegaMan 72
Post by: MexicanSunflower on January 10, 2010, 07:57:06 PM
Interesting concept, seems hard to dodge as well o-O
Title: Re: MegaMan 72
Post by: Blaze Yeager on January 10, 2010, 07:58:03 PM
What are you using GM7 Or MMF2?
Title: Re: MegaMan 72
Post by: HKLurch18 on January 10, 2010, 08:04:45 PM
The Game is coded in GM7 ^_^

Our coder "BigJM" does a splendid job. He sent me a trial version the first time he tackled coding, and aside from a few issues, it worked quite smoothly.  8)
Title: Re: MegaMan 72
Post by: MexicanSunflower on January 10, 2010, 08:08:12 PM
Even though MMF2 is far better than GM7, if you have a good coder working beside you (which it seems like you do) you should be fine. Can't wait!
Title: Re: MegaMan 72
Post by: Sapphire✧9 on January 10, 2010, 08:09:03 PM
GM is hard to use without having bugs. I look forward to day I can play it  >w<
Title: Re: MegaMan 72
Post by: Blaze Yeager on January 10, 2010, 08:10:46 PM
The Game is coded in GM7 ^_^

Our coder "BigJM" does a splendid job. He sent me a trial version the first time he tackled coding, and aside from a few issues, it worked quite smoothly.  8)
GM7....not bad but not my Favorite Engine Maker....MMF2 was a Life Saver...
But yeah,any who i like Ooze Man's Enemy...A TOILET PLUNGER *laughs Bloody Murder*
Title: Re: MegaMan 72
Post by: HKLurch18 on January 10, 2010, 08:48:14 PM
Glad you like the idea =)

btw, I thought I might post the Sprites for the robot masters here, so you do not have to look through my devart account or youtube channel for them  8)

(http://fc09.deviantart.net/fs70/f/2009/365/5/0/We_are_the_Robots_of_MM72_by_HKLurch18.png)

from left to right: Saw Man, Plasma man, Gamble Man, Ooze Man, Buzz Man, Inject man, Distort man and Mirror Man.
Title: Re: MegaMan 72
Post by: Blaze Yeager on January 10, 2010, 08:53:58 PM
Glad you like the idea =)

btw, I thought I might post the Sprites for the robot masters here, so you do not have to look through my devart account or youtube channel for them  8)

(http://fc09.deviantart.net/fs70/f/2009/365/5/0/We_are_the_Robots_of_MM72_by_HKLurch18.png)

from left to right: Saw Man, Plasma man, Gamble Man, Ooze Man, Buzz Man, Inject man, Distort man and Mirror Man.
About Distort Man...shoudn't it be Morph Man? since he Morphs....anyway,My Fangame's Diamond Man is Similar to Mirror Man (Not Apperance),But Plasma Man Should be Named Split Man Because of his Splitting Body...,Inject Man & Plasma Man are my Faves.
Title: Re: MegaMan 72
Post by: HKLurch18 on January 11, 2010, 08:55:38 AM
Nah, Distort man just suits him better because his stage will include a lot of distortion ^_^

And TBH I think Distort man just sounds awesome  8)

As for Plasma man, His name is cool as well, and yeah, he might split into two parts, but both of them will attack using plasma attacks ;)
Title: Re: MegaMan 72
Post by: Sapphire✧9 on January 11, 2010, 04:16:25 PM
But hey I can help you with backgrounds and sprites.
Title: Re: MegaMan 72
Post by: HKLurch18 on January 11, 2010, 04:29:44 PM
That's a very nice offer, but i have to refuse ^_^
We already have set up a great staff for this game, I hope you understand  :)
Title: Re: MegaMan 72
Post by: Sapphire✧9 on January 11, 2010, 04:40:29 PM
That's a very nice offer, but i have to refuse ^_^
We already have set up a great staff for this game, I hope you understand  :)

No problem. I like to help people but also like to not get any help xD. The only help I like is programming wise, concept wise and maybe sprite/color correction. Also, you have a team. I am solo. So, I understand. Can you post mock-ups or screenshots of your game. Since 72dpi's Megaman 72 is too big and I dont have time to rush through them xD.
Title: Re: MegaMan 72
Post by: HKLurch18 on January 11, 2010, 05:12:04 PM
Sure thing, I threw together a provisional screenshot of Saw man's stage once.

(http://fc05.deviantart.net/fs70/f/2009/351/2/2/Saw_Man_provisional_screenshot_by_HKLurch18.png)

It also displays MM72's "Big Stomper" enemy, the Proto Guts. He's a slight hint to wily's obsession with Gutsman and a pretty tough guy, especially in that screen shot
Title: Re: MegaMan 72
Post by: Reg on January 12, 2010, 02:51:51 AM
I must have really been out of the loop because this is my first time hearing about this game. Looks very promising. Consider me stoked.
Title: Re: MegaMan 72
Post by: HKLurch18 on January 12, 2010, 05:39:42 PM
I must have really been out of the loop because this is my first time hearing about this game. Looks very promising. Consider me stoked.

You being stoked will not be in vain, my friend  owob

In other news, I am currently working on MM72's Title screen and i would love to share the current "proto type" of it with you:

Enjoy!

(http://i50.tinypic.com/4tt177.jpg)

As said before, this one still needs a lot of work, as in new colors for bass' hand, some tweaking in the shading department, that stuff =)
Title: Re: MegaMan 72
Post by: Zan on January 12, 2010, 06:18:48 PM
Quote
(http://i45.tinypic.com/11rvt5l.png)

You know, there's a big problem with that stage select screen... Under NES limitations, the whole screen can have no more than 16 colors. This has 31. Furthermore, if you would for a second stop to think about how many sprites each mugshot would be made from, mugshots such as Rock's seem to be going overboard.
Title: Re: MegaMan 72
Post by: HKLurch18 on January 13, 2010, 11:06:12 PM
You know, there's a big problem with that stage select screen... Under NES limitations, the whole screen can have no more than 16 colors. This has 31. Furthermore, if you would for a second stop to think about how many sprites each mugshot would be made from, mugshots such as Rock's seem to be going overboard.

we didn't take the color issues too serious here, because quite frankly, capcom didn't do the same with their select screen for MM9 =)


Posted on: January 12, 2010, 18:23:51
Hello, I am sorry to double post on this, but I felt like this would be a most adiquate situation to do so.

Our awesome Artist DomoPJ, who is a rock-solid  and long part of the game, finished the actual cover for MM72.

Enjoy:

(http://i46.tinypic.com/23vwz21.png)
Title: Re: MegaMan 72
Post by: VixyNyan on January 15, 2010, 01:42:11 PM
Wow, I love it! They look so cute and shiny~ owo
Title: Re: MegaMan 72
Post by: borockman on January 15, 2010, 02:10:00 PM
Damn, that's one killer cover!
Title: Re: MegaMan 72
Post by: HKLurch18 on January 15, 2010, 02:13:31 PM
Yeah, I really like it, too! =)

As for further information, I prepared another mock up screen for you, this time it's BuzzMan's stage.

(http://fc05.deviantart.net/fs70/f/2010/015/c/d/BuzzMan_provisional_Screenshot_by_HKLurch18.png)

First of all, I want to clarify who Buzz man is =)

(the following picture has some issues which are either fixed or caused by my .gif maker, please understand :) )

(http://fc00.deviantart.net/fs71/f/2009/365/7/9/BuzzMan_animation___new_design_by_HKLurch18.gif)

Buzz man was designed to burn down the hives of dangerous insects, but his work made him turn mad in the end.
He is able to shoot flame projectiles or use his Buzz-ter to call for Robot-Insect reinforcement.

He is also a magnificent aerial enemy, who will keep you on your toes by his fast movements and his dangerous Buzz Bombs,
Which create a flamy explosion once it hit the ground.

Weapon you obtain by beating him: Buzz Bomb.

The Buzz Bomb you get after defeating this mad man is slightly different from the version buzz Man uses. The Buzz bomb is equipped with wings and flies straight upwards until it hits either an obstacle or an enemy. It will then unleash a flame shower upon every enemy underneath it. Very useful in places with ceilings or to hit enemies right above of you.

His stage is filled with tons of traps, all either fire or insect based. The most dangerous ones are the Splosion Flies, enemies MM can stand on and who fly at a very fast speed. So fast, in fact, that two Splosion flies explode when they collide.

Other obstacles include movement-hindering Honey platforms, Pesky insect enemies and flame fountains.

Is this enemy too hot for Mega Man?

Buzz Man theme: http://mcjimmy.dorino.net/Music/WIP/misc/MM72/mp3s/Buzzman.mp3
Title: Re: MegaMan 72
Post by: KudosForce on January 15, 2010, 02:22:09 PM
Say, HKLurch18, would you mind posting the fixed version of your title screen? Now would be a good time as any, I think.
Title: Re: MegaMan 72
Post by: HKLurch18 on January 15, 2010, 02:28:44 PM
Oh, right!
(http://i47.tinypic.com/2q1rprp.png)

I fixed the shading and overall the look of MM's hand.
Additionally i removed some colors so it comes closely to the NES color limitations :)
Title: Re: MegaMan 72
Post by: Dr. Wily II on January 15, 2010, 03:05:43 PM
Hmm... Another villian...

I like how Buzz Man looks, and the weapon get.
And that cover... Brilliant.
Title: Re: MegaMan 72
Post by: HKLurch18 on January 15, 2010, 04:04:53 PM
Hmm... Another villian...

I like how Buzz Man looks, and the weapon get.
And that cover... Brilliant.

Do you mean him:

(http://fc07.deviantart.net/fs70/f/2010/011/5/4/Mega_Man_72______by_DomoPJ.png)

Yes, he is a new villian, indeed. Ladies and Gentlemen, I give to you:

Mute

Mute's theme (http://mcjimmy.dorino.net/Music/WIP/misc/MM72/mp3s/Mute.mp3) (It's supposed to sound similiar to another track, I am sure you'll get it ;) )
Title: Re: MegaMan 72
Post by: Dr. Wily II on January 15, 2010, 04:16:02 PM
Interesting... WILY!
Title: Re: MegaMan 72
Post by: HKLurch18 on January 15, 2010, 04:18:58 PM
Interesting... WILY!

Whether it's Wily or not will not be spoiled, yet, Wily II ;)
Title: Re: MegaMan 72
Post by: Dr. Wily II on January 15, 2010, 04:33:34 PM
Hehe, alright.
It does add to the suspense.. >0<
Title: Re: MegaMan 72
Post by: HKLurch18 on January 16, 2010, 06:29:22 PM
Hey guys, I thought i might show you the newest enemy in our roster.
Inspired by the original Mario Bros, this little fella gets very angry when you shoot him:

Overheat Crab

(http://i46.tinypic.com/30x7br4.png)

The crab is able to walk on the ceiling. once MM gets close, it jumps off of it and tries to attack him. After that it chases rock around shooting at him. beware if you hit it, though. Once enraged, the Overheat Crab's fire rates increases drastically as well as his speed!
Title: Re: MegaMan 72
Post by: Dr. Wily II on January 16, 2010, 06:50:31 PM
As Dr. Mario would diagnose...
Megaman has crabs. :P

Interesting enemy there... Chaser... XD
Title: Re: MegaMan 72
Post by: Blaze Yeager on January 16, 2010, 06:56:43 PM
Something Tells me We need a Custom Sprite thread...Like Sprites.inc... just for those who need sprites.
Title: Re: MegaMan 72
Post by: Stardius on January 16, 2010, 06:57:55 PM
Will there be POW block in the game too?  XD
Title: Re: MegaMan 72
Post by: HKLurch18 on January 16, 2010, 07:03:27 PM
nope, I am sorry  >0<

speaking of enemies for Ooze man's stage, here's another one, the Harpoonile:

(http://i49.tinypic.com/vo98qc.png)

(http://i45.tinypic.com/zv0r5.gif)

hope you like it =)
Title: Re: MegaMan 72
Post by: Dr. Wily II on January 16, 2010, 07:08:00 PM
That's a cute crocodile... *harpoon'd*

But seriously, nicely done.
Title: Re: MegaMan 72
Post by: Stardius on January 16, 2010, 07:15:41 PM
Nice, crocodile with diving glasses!  XD
I like his overall design too.
I am planning to have crocodiles in Mantis Woman's/Snipeman's stage too, but those will
only serve as moving platforms.
Title: Re: MegaMan 72
Post by: Sapphire✧9 on January 16, 2010, 07:34:29 PM
I saw that one at 72dpi, anyways. But hey your avatar is hilarious.  XD
Title: Re: MegaMan 72
Post by: KudosForce on January 16, 2010, 07:37:42 PM
I saw that one at 72dpi, anyways. But hey your avatar is hilarious.  XD

Same here. That said, it's certainly a cracked-out avatar. >U<

Meanwhile...Robotic Sidesteppers, huh? This oughta make things harder than usual. [eyebrow] Neat MB reference there, HKLurch18.
Title: Re: MegaMan 72
Post by: HKLurch18 on January 16, 2010, 07:42:16 PM
Thanks, as some of you who scanned through 72dpi's topics might now, I like referencing other games.
A prime example is this fella who will appear in Gamble Man's stage:

(http://i49.tinypic.com/wi9bbk.gif)

The Biso-Bot is a reference to Capcom's very own Balrog/M. Bison, as you might have guessed already.
He makes his appearance mainly in gamble man's stage because you had to face his street fighter counterpart in Las Vegas ;)

That being said, Dashing Punch without the Dashing :D
Title: Re: MegaMan 72
Post by: Blaze Yeager on January 16, 2010, 07:49:27 PM
Thanks, as some of you who scanned through 72dpi's topics might now, I like referencing other games.
A prime example is this fella who will appear in Gamble Man's stage:

(http://i49.tinypic.com/wi9bbk.gif)

The Biso-Bot is a reference to Capcom's very own Balrog/M. Bison, as you might have guessed already.
He makes his appearance mainly in gamble man's stage because you had to face his street fighter counterpart in Las Vegas ;)

That being said, Dashing Punch without the Dashing :D
That makes me want to Yell "BIIIIIIIISSSSSSSSSSOOOOONNNNNNN!!!!"
Title: Re: MegaMan 72
Post by: HKLurch18 on January 16, 2010, 07:51:04 PM
[youtube]X8u7px_GzWQ[/youtube]

I couldn't resist X)
Title: Re: MegaMan 72
Post by: Blaze Yeager on January 16, 2010, 07:51:57 PM
[youtube]X8u7px_GzWQ[/youtube]

I couldn't resist X)
Lol,Most Overused MEME.
Title: Re: MegaMan 72
Post by: Dr. Wily II on January 16, 2010, 07:52:13 PM
... I'm strangely reminded of George of the Jungle now. XD (Avatar, I mean. XD)

... And awesome gif.
Title: Re: MegaMan 72
Post by: Stardius on January 16, 2010, 07:57:37 PM
Everybody fear Oozeman riding crocodile and holding devilish vacuum cleaner.
You can't top THAT!


Also.... Elephant!
Title: Re: MegaMan 72
Post by: KudosForce on January 16, 2010, 08:01:58 PM
Everybody fear Oozeman riding crocodile and holding devilish vacuum cleaner.
You can't top THAT!

Well, that depends (http://tvtropes.org/pmwiki/pmwiki.php/Main/NinjaPirateZombieRobot)...
Title: Re: MegaMan 72
Post by: HKLurch18 on January 16, 2010, 08:02:27 PM
- LAAAAAaaaa-

And it's a Plunger ;)

thanks for your kind responses!
Title: Re: MegaMan 72
Post by: Stardius on January 16, 2010, 08:10:04 PM
But wait, wouldn't that Ninja part and Pirate part fight against each other creating split personality disorder?
But now I am just getting sort of offtopic  XD

And how could I take plunger for vacuum cleaner? Probably that little curved handle sort of mistified me  X(
Title: Re: MegaMan 72
Post by: CadmiumRED on January 17, 2010, 07:24:10 AM
I just made a concept piece of Gamble Man's stage background.  Have a look-see!

http://img255.imageshack.us/img255/7483/gamblemanstagebackgroun.png
Title: Re: MegaMan 72
Post by: Dr. Wily II on January 17, 2010, 08:15:50 AM
WIN!

Looks pretty good on paper... Might get difficult to sprite.
Then again, I don't know anything about BG spriting... XD
Title: Re: MegaMan 72
Post by: CadmiumRED on January 17, 2010, 10:15:12 AM
Oh I forgot to add that this is where I got my idea from.  HKLurch can use this as well.

http://www.stockvault.net/download_file2.php?pid=11031
Title: Re: MegaMan 72
Post by: HKLurch18 on January 17, 2010, 10:17:20 AM
Yes, yes, I do see the influence for your drawing :) This will make an awesome BG for gamble man's stage!

EDIT: A gamble man enemy:

(http://i50.tinypic.com/2dubcl2.gif)
Title: Re: MegaMan 72
Post by: Dr. Wily II on January 17, 2010, 12:22:52 PM
So... What happens when it stops at the different icons? :3
Title: Re: MegaMan 72
Post by: HKLurch18 on January 17, 2010, 12:31:20 PM
The funny thing is, that he does not really stop by himself:

As you are fighting him, he occasionally shoots bullets at you. Once you defeated him, the result of the gambling shown in his "death" animation will determinate the reward you get for beating him:

7 - Lucky #7 gives you an energy pellet

Gutsman - The proto Gutsman enemy appears and attack you

Eye + Hands holding cards - A fast card-sho flies in your direction. Dodging it is hard :)

and there are more gamble man enemies!
(http://i49.tinypic.com/efp0te.gif)

This roulette fella occasionally shoots projectiles which ricochet off of walls. Due to his long width you cannot just jump over him, which means that you need to destroy him in order to advane =)
Title: Re: MegaMan 72
Post by: Dr. Wily II on January 17, 2010, 12:35:16 PM
I see... Very interesting concept for Slot Guy, as well as for Roulette Guy. :3
Title: Re: MegaMan 72
Post by: Stardius on January 17, 2010, 04:06:41 PM
Wow, I think I will hate this stage, because I always had terrible luck  X(

But those enemy designs are great.
Title: Re: MegaMan 72
Post by: Sapphire✧9 on January 17, 2010, 04:37:59 PM
Interesting. I saw all of them before though :D.
Title: Re: MegaMan 72
Post by: Flame on January 17, 2010, 05:21:16 PM
So, Is roulette guy rigged...? 8D
Title: Re: MegaMan 72
Post by: HKLurch18 on January 21, 2010, 04:40:11 PM
So, Is roulette guy rigged...? 8D

Well of course he is  óVó
Title: Re: MegaMan 72
Post by: HKLurch18 on January 24, 2010, 07:36:59 PM
You know, there's a big problem with that stage select screen... Under NES limitations, the whole screen can have no more than 16 colors. This has 31. Furthermore, if you would for a second stop to think about how many sprites each mugshot would be made from, mugshots such as Rock's seem to be going overboard.

Just recently Kudos reminded me of checking the color limit of the select screen and I tried to reduce the colors down to 16

(http://i45.tinypic.com/2ilg6cl.png)

I counted:

-3 shades of blue
-2 shades of red
-2 shades of skin color
-1 shade of yellow
-2 shades of green
-2 shades of gray
-2 shades of purple
-black
-white

I hope i didn't oversee any colors, anyways: what do you guys think? :D

EDIT: just saw that the select window adds the total number to 17, this will be fixed, of course :D
Title: Re: MegaMan 72
Post by: Sapphire✧9 on January 24, 2010, 07:52:27 PM
Not only that but within color limits it looks even more beautiful than old one.

Posted on: January 24, 2010, 07:42:11 PM
Hmm. Its not 17, its 26 colors right now.

Posted on: January 24, 2010, 07:49:01 PM
(http://img641.imageshack.us/img641/949/59466658.gif)

Sorry for editing but this should work. Change the colors to your likings. It is 16 right now.
Title: Re: MegaMan 72
Post by: HKLurch18 on January 24, 2010, 07:53:49 PM
strange... perhaps there are some pixel mistakes which doube or triple some of the colors...
Title: Re: MegaMan 72
Post by: Zan on January 24, 2010, 07:56:09 PM
Quote
I counted:

-3 shades of blue
-2 shades of red
-2 shades of skin color
-1 shade of yellow
-2 shades of green
-2 shades of gray
-2 shades of purple
-black
-white

You count that manually. A program count adds up to 26. Which means you need to start unifying different values of the same color. For example, Rock's eyes are a different white than the lines in the background. As you can see, Nebula Black's edit fixes the image by doing exactly.

However, more is to be done still. Are you still adhering to 16 colors even when you switch to Forte and Blues?

Furthermore, aside from just the total, you need to look at each individual mugshot. They are to be made of 2 sprites; 2 palettes with each 4 palette values, 2 of which are by definition slotted to transparency; 6 colors for each mugshot.  Of course, from a quick glance, this is something the total image might already be doing.

Still, from there, the objective is to use all those colors effectively. If you compare Rock's mugshot with the others, you can tell his looks so much better for some reason. That reason is Inti's knowledge of pixel technique, color choice and anti-aliasing, among other things. Try and figure out where more or less use of colors is required and be smart about where you place each pixel.
Title: Re: MegaMan 72
Post by: Blackhook on January 24, 2010, 08:11:41 PM
My head hurts. I never heard about the 16 color on screen restriction in MM games before. Must remember this
Title: Re: MegaMan 72
Post by: HKLurch18 on January 26, 2010, 01:01:33 PM
Thanks, Nebula, But i do not like the changes you made, still I appreciate your will to help :)

I got another mock up screen prepared , to showcase the portion of Saw man's stage which is not set in the Wood-cutting facility.

(http://i48.tinypic.com/333iglk.png)

As you can see I got my influences for this part of the stage from Woodman and Concrete Man: The forest which is currently cut down has less detail and even the tree tops seem to lack a healthy amount of leaves. On top of that, we got enemies here which try to camouflage before they attack you, as well as quite the heavy machinery, chasing you until you reach the lonely Wood Cutting facility.

What dangers lie ahead inside that gruesome factory? and what awaits our heroes after they bypassed that devilish construction side made by men?
Title: Re: MegaMan 72
Post by: Stardius on January 26, 2010, 05:21:20 PM
looks really cool!  owob
Also I am really glad that you are doing 2 player game. We really need more multiplayer megaman platformers!  >w<
Title: Re: MegaMan 72
Post by: Dr. Wily II on January 26, 2010, 06:39:16 PM
I like that mini-tree enemy there, and sounds similar to Turbo's stage, but sounds more dangerous. :3
Title: Re: MegaMan 72
Post by: Vidramidra on January 26, 2010, 06:45:31 PM
Thanks, Nebula, But i do not like the changes you made, still I appreciate your will to help :)

I got another mock up screen prepared , to showcase the portion of Saw man's stage which is not set in the Wood-cutting facility.

(http://i48.tinypic.com/333iglk.png)


Nuuuuu!!! The Dark Forest is swallowing up Bass!!!!  8U





Just kidding.  8D Looks awesomeness. Really.
Title: Re: MegaMan 72
Post by: NintendoPalkia on January 27, 2010, 01:59:27 PM
You know what? Mind your own business because you obviously don't know anything. I was mad because I got teh feeling that domopj was helpign other people and I was the only 1 that got my request turned down. He explained it out to me and I've already apologized. So get off my topics and mind your own business

I do have actual works on youtube but obviously someone nosy like you jumps to conclusions without getting the right facts and evidence. Before talking nonsence why don't you get your facts right and leave me alone? This has already been resolved and I don't need your nonesence anymore.

You are also wasting my time with this.
Title: Re: MegaMan 72
Post by: Stardius on January 27, 2010, 02:05:16 PM
Ehhh? Is there something that I missed?

Anyway, I wanted to ask, will Megaman, Protoman and Bass each have some characteristic atributes?
You know, like Bass' rapid fire, Protoman's bigger damage but smaller defense and such.
Also when Megaman has Rush, Bass has Treble, what will Protoman have?
Title: Re: MegaMan 72
Post by: HKLurch18 on January 27, 2010, 02:29:46 PM
Ehhh? Is there something that I missed?

Anyway, I wanted to ask, will Megaman, Protoman and Bass each have some characteristic atributes?
You know, like Bass' rapid fire, Protoman's bigger damage but smaller defense and such.
Also when Megaman has Rush, Bass has Treble, what will Protoman have?


we are considering different attributes, yes :)
Whether those will be from the actual games or not still needs to be discussed ;)

As for the adapters, we'll most like go the MM9 way and have PM use several gadgets. We might also try to use his Shield for the Jet adapter :)

@NP: All right, I did not know that you have apologized already, never mind then.
Title: Re: MegaMan 72
Post by: NintendoPalkia on January 27, 2010, 02:31:52 PM
well alrighty but I think I said some offensive things to you too, I'm very sorry.
Title: Re: MegaMan 72
Post by: HKLurch18 on January 27, 2010, 11:03:13 PM
I am on a roll!

First part of Gamble man's stage is designed!

(http://i47.tinypic.com/2uzplpt.png)

i hope you like it :)
Title: Re: MegaMan 72
Post by: Stardius on January 27, 2010, 11:07:01 PM
Pretty colorful I must say.  :)
Title: Re: MegaMan 72
Post by: KudosForce on January 27, 2010, 11:28:21 PM
Like it? I LOVE it! owob

That said, the Bass helmet logos on the slot machines are a nice touch, I must say.
Title: Re: MegaMan 72
Post by: OBJECTION MAN on January 27, 2010, 11:41:09 PM
I think it would look better with a more restricted color set really. It looks a little too cluttered and saturated for NES style. The enemies also have quite a few unessential colors. They look in a completely different style than Megaman because of their shading and over coloring.
Title: Re: MegaMan 72
Post by: HKLurch18 on January 28, 2010, 09:08:15 AM
I think it would look better with a more restricted color set really. It looks a little too cluttered and saturated for NES style. The enemies also have quite a few unessential colors. They look in a completely different style than Megaman because of their shading and over coloring.

Thanks for the honest criticism :)

I still have one or two remarks, though. First is that the entire tileset was made with the NES Palette, so even if this looked very colorful, it would be possible for the NES, on a technical level, wouldn't it?

I can of course try to tweak some colors here and there to see whether you're right :)

As for the enemies, I tried to restrain to a 5 color limit per "big" enemy; although I see your point. I might have gone way overboard in the shading of the roulette guy. I'll not change the Boxer Robot though, because I think it looks rather nice ^_^
Title: Re: MegaMan 72
Post by: HKLurch18 on January 28, 2010, 04:05:47 PM
double post, hooray!

Anyways, I reduced the colors to avoid the seizure feeling :)

(http://i46.tinypic.com/2hozslj.png)

I hope you like it :) It's tough to get the balance between neon light and griddyness, but it worked out , well :)
Title: Re: MegaMan 72
Post by: Dr. Wily II on January 28, 2010, 04:24:24 PM
Hmm, it does look "calmer" than the previous one.
Title: Re: MegaMan 72
Post by: OBJECTION MAN on January 28, 2010, 10:58:22 PM
it would be possible for the NES, on a technical level, wouldn't it?

That I'm not completely sure. Capcom, at least for Megaman games, has tried to keep things at no more than 16 colors per screen. Though there is an instance or two where you can get 17 colors in the later games. I'm not sure why they chose to do that, or if there was some technical reason or limit. They did seem to go to great lengths to maintain 16 or under though.
Title: Re: MegaMan 72
Post by: HKLurch18 on January 29, 2010, 04:01:34 PM
3rd times the charm!

(http://i45.tinypic.com/2q0299j.png)

it's just provisional, the tiles do not overgo the 16 colors together; as for the enemies and megaman, i have to see what I can do later on. Hope you like it!
Title: Re: MegaMan 72
Post by: Sapphire✧9 on January 29, 2010, 05:49:06 PM
Hmm. it looks good enough plus its only 15 colors at total. Keep it on  owob
Title: Re: MegaMan 72
Post by: Stardius on January 29, 2010, 06:13:09 PM
I like the third one, the first one was really colorful but maybe little too much.
The second one looked sort of dark and not really that nice.
And the third one is really nice mix between the previous two.
Title: Re: MegaMan 72
Post by: HKLurch18 on February 01, 2010, 12:24:34 PM
thanks guys :)

I'll add some better shading to some of those tiles and eventually I'll have a screen of the environment outside of the Casino up! :)

Expect something rather familiar!

Posted on: January 31, 2010, 23:58:57
So, I thought that it might be good idea to fill you in on the actual story of Megaman 72 :P

Script written by Kudos Force:

Quote from: KudosForce
In the year 20XX...

*shot of the city*

With Mega Man protecting the world's peace from Dr. Wily's diabolical schemes, all was well.

Unfortunately...

*shot of a smirking Bass, being surrounded by shadows of the RMs*

*shadowed sprites of different robot masters zip around over the screen in random directions, while the screen is flashing*

*shot of the city being ingulfed with explosions, while it goes dark with a tint of dark green*

A group of robots took up arms, immediately causing suffering, mayhem and destruction all around the world!

The one responsible for this attack?

*An ethereal-looking version of Bass' upper body appears above the city, with his hands rised, palms open and smirking with evil glee*

Bass!! Trying to be the world's strongest robot by destroying all who stand in his path!!

*fade to black*

*a mini-image, depicting the scene described below, scrolls in from the left*

*Mega Man looks at the left and shakes his fist, with a growling Rush at his side*

Mega Man: All right, Bass, this time you've went too far! Let's go, Rush!

*a mini-image depicting the scene described below, scrolls in from the right*

*Proto Man is seen hiding behind a nearby cliff rock, while crossing his arms and legs in a casual manner*

Proto Man: I better follow him, just in case.

*a mini-image depicting the scene described below, scrolls in from the bottom*

*Bass is seen angrily shaking his fist, towards the player's perspective*

Bass: What!? A robot is pretending to be me? I'm gonna crush that weakling poser!

*All three mini-screens fade in to the following depicted scenes, at the same time*:

- Mega Man heads toward the city using Rush Jet

- Proto Man dashes to the city

- Bass is seen heading to the city, using Treble Jet

*Zoomed-in shot of Mega Man, Proto Man & Bass, standing in the middle of the near-destroyed city*

Mega Man: ProtoMan! Bass!? Why are you here?

Bass: There's a fake of me running around and I want to take him out!

Mega Man: Really? I'm not sure about what you're saying...

Proto Man: It doesn't matter if he's lying or not, because we've got bigger problems, right now. Those rampaging robots are too dangerous, so we're gonna have to work together.

Bass: Fine then.

*Mega Man, Proto Man & Bass are all seen assuming an action pose, on the black screen*

Mega Man: Okay then, let's go!

*fade to title screen*
(Thanks again, Kudos :D )

Anyways, as you can see, there will be one screenshot of bass being surrounded by the RM's, well I did that quite a while ago, but i wanted to show you anyways :) (http://i46.tinypic.com/fvbeiw.png)
Title: Re: MegaMan 72
Post by: Stardius on February 01, 2010, 12:32:59 PM
I thought that the story would be something like this, nice way to get even Bass involved into this teamwork.
As for the picture, I wish I could make something that good  ;O;
Title: Re: MegaMan 72
Post by: Vidramidra on February 01, 2010, 12:37:07 PM
OOoh sounds exciting! OwO A fake Bass...
Title: Re: MegaMan 72
Post by: HKLurch18 on February 01, 2010, 12:39:33 PM
actually I have to give DomoPJ credit for it; he drew the picture (you can also see in my avatar) and all i did was working around it to make it look 8-bit. Since I am pretty much a noob in art I did that is paint, which still was a pain in the butt to do XD
Title: Re: MegaMan 72
Post by: Stardius on February 01, 2010, 01:00:16 PM
Don't worry I am also big art noob.  XD Well if I want and give it a little time and effort I can make at least little decent drawings on paper, but I am hopeless with coloring in programs like photoshop and such, maybe if I had tablet.
For example those two pictures of Mantis Woman and Rocket Man I made, I pretty much sketched them on paper and than overdrew them in paint.  XD
Title: Re: MegaMan 72
Post by: Dr. Wily II on February 01, 2010, 01:12:35 PM
Interesting story-plot, and lovely scene pic there.
Title: Re: MegaMan 72
Post by: HKLurch18 on February 01, 2010, 02:05:11 PM
thanks, bro =)

The outside of gamble man's stage is done, enjoy!

(http://i49.tinypic.com/qntldx.png)

Those light-lines are supposed to be rails for platforms i still need to sprite :)
Title: Re: MegaMan 72
Post by: Acid on February 01, 2010, 02:05:49 PM
Reminds me os Sonic's casino stages.
Title: Re: MegaMan 72
Post by: HKLurch18 on February 01, 2010, 02:07:35 PM
guess which stage theme I listened to while spriting, my friend ;)
Title: Re: MegaMan 72
Post by: Acid on February 01, 2010, 02:11:27 PM
Of course! It must have been

[spoiler]Marble Zone[/spoiler]
Title: Re: MegaMan 72
Post by: VixyNyan on February 01, 2010, 02:16:56 PM
No no, it must have been...

[spoiler]Spring Yard Zone~ :3[/spoiler]

But actually it was...

[spoiler]Casino Night Zone ^^[/spoiler]
Title: Re: MegaMan 72
Post by: Stardius on February 01, 2010, 02:38:59 PM
Yeah it really reminds me of that casino stages in Sonic.
I think like this it looks impressive, also I suppouse that neon rectangle is on same level as platforms and not in the background, right?
If yes, it looks little mystifying at first because it has same color as the background buildings.

Also my bet is on
[spoiler]Casino Night from Sonic 2[/spoiler]
Title: Re: MegaMan 72
Post by: KudosForce on February 01, 2010, 02:51:07 PM
Well, I have to say that screenshot, of the casino's outside, is beautiful! :O Flashy, but beautiful. This is about as close as it gets, to scenery porn in a 8-bit MM game.

By the way, thanks to all those who commented on the story. owob This means a lot to me, you know? I can't take all the credit, though; HKLurch had come up with the base concept (a Bass imposter), and then I simply fleshed it out.

(Thanks again, Kudos :D )

Any time, my friend. ;) I do love writing MM plots, rather, so I'm glad to have helped.

Also my bet is on
[spoiler]Casino Night from Sonic 2[/spoiler]

Give a prize, to the man with the orange RM! ~w~
Title: Re: MegaMan 72
Post by: HKLurch18 on February 01, 2010, 11:49:10 PM
Yeah it really reminds me of that casino stages in Sonic.
I think like this it looks impressive, also I suppouse that neon rectangle is on same level as platforms and not in the background, right?
If yes, it looks little mystifying at first because it has same color as the background buildings.

Also my bet is on
[spoiler]Casino Night from Sonic 2[/spoiler]


thank you :)

The rectangle is kind of in the background; it's not as far away as the buildings and the pimp blimp, but I certainly see your point and will color those rails differently :)

Thanks a lot for pointing out, my friend, and thanks to all the others replying here :D

Posted on: February 01, 2010, 15:13:14
double posting for great justice, I got MM72's Joe enemy done.

presenting you Mirror Joe

(http://i47.tinypic.com/33p7g5d.png)
Title: Re: MegaMan 72
Post by: Dr. Wily II on February 02, 2010, 01:31:55 AM
Mirror effect! *swipe*

Ahem, reflected projectiles does damage? Sweet.
Title: Re: MegaMan 72
Post by: HKLurch18 on February 02, 2010, 11:51:03 AM
Mirror effect! *swipe*

Ahem, reflected projectiles does damage? Sweet.

yes, yes , glad you like it :)

also I worked on some new tiles for Buzz man and I got some help from Baital as well.
Anyways, i made up a new Buzz Man boss room.

(http://i50.tinypic.com/2lixykk.png)

i might change buzz man's shade of red later on to put him more into the foreground
Title: Re: MegaMan 72
Post by: Stardius on February 02, 2010, 01:23:27 PM
No prob, you are helping me too.  :)

That Mirror Joe looks neat. I hate reflecting projectiles  XD

Buzz man's bossroom looks great too. Only one thing that looks little odd is the door. This way it seems like it is too much in the front and not on the same level as walls or little behind, this is probably made by how the top of the door meets with the wall.
That or I am blind.  XD
Title: Re: MegaMan 72
Post by: HKLurch18 on February 02, 2010, 02:30:46 PM
i get your point; i'll recolor it instantly :)

thanks, mate ^_^
Title: Re: MegaMan 72
Post by: Gatuca on February 02, 2010, 06:27:21 PM
it looks well done, BTW, how do you make those screens?
Title: Re: MegaMan 72
Post by: HKLurch18 on February 03, 2010, 02:15:30 PM
it looks well done, BTW, how do you make those screens?

Thank you :)

I have a template screen saved, consisting of 16 x 14 tiles , 16x16 pixels each.
I simply open the tileset and that template screen and put it all together, like a giant Jigsaw Puzzle. once finished, Enemies and megaman get inserted from their respective tilesets :)

Posted on: February 02, 2010, 18:50:42
so, got some more Buzzy Goodness for you!

(http://i49.tinypic.com/2n6er1f.png)

I have to thank my buddy stardius here though. His InkMan screenshot inspired me to make those new background tiles ^_^
Title: Re: MegaMan 72
Post by: Stardius on February 03, 2010, 03:16:24 PM
I am glad that I inspired someone :)
Also I really like look of the stage, with all that lava in background, lava below it really looks like there is a lot happening and
it gives that feeling of danger.
Title: Re: MegaMan 72
Post by: HKLurch18 on February 03, 2010, 07:25:00 PM
Thanks :)

Buzz Man will have a pretty huge contrast in his stage, but see for yourself ^_^
(http://i47.tinypic.com/voylu8.png)

after traversing the fiery part of the level, you travel through an artificial forest where the bees are raised inside of that huge honey factory.
This part is filled with insect enemies like the dangerous terrapede who lurks inside those walls just to bite after you once you get close
Title: Re: MegaMan 72
Post by: Stardius on February 03, 2010, 08:33:35 PM
I really envy you, I can try as hard as I can but I am not able to draw leafs.  ;O;
And is it just me or the trunks mysteriously disappeared?
Title: Re: MegaMan 72
Post by: Gatuca on February 04, 2010, 07:45:19 AM
Thanks :)

Buzz Man will have a pretty huge contrast in his stage, but see for yourself ^_^
(http://i47.tinypic.com/voylu8.png)

after traversing the fiery part of the level, you travel through an artificial forest where the bees are raised inside of that huge honey factory.
This part is filled with insect enemies like the dangerous terrapede who lurks inside those walls just to bite after you once you get close

the Catterpillar-like enemie needs white light shade and, isnt the lava supposed to be Hot Honey?

and looking at Buzz Sprites, i guess it's just me, but, you may fix his face to look a little bit more, megamanisque, it doesn't look that much like a robot master, but rather as an american cartoon man dressing up as a robot master........kinda like VirtualMan

Nevermind :P
Title: Re: MegaMan 72
Post by: KudosForce on February 04, 2010, 06:41:00 PM
the Catterpillar-like enemie needs white light shade and, isnt the lava supposed to be Hot Honey?

and looking at Buzz Sprites, i guess it's just me, but, you may fix his face to look a little bit more, megamanisque, it doesn't look that much like a robot master, but rather as an american cartoon man dressing up as a robot master........kinda like VirtualMan

Nevermind :P

Lots of RMs look like humans wearing costumes, including Mega Man himself, so its no big deal. ;)

That said, I do agree with you on the Terrapede; It certainly needs some light shading. Aside that, the forest looks quite nice.
Title: Re: MegaMan 72
Post by: HKLurch18 on February 05, 2010, 11:31:31 AM
hey guys, I just want to tell you that Buzz Man's stage is complete in terms of the tilesets and the layout ;)

/ doesn't post the stage to built up some suspense

Also as for the terra-pede enemy, yeah I agree that it needs shading =)
Title: Re: MegaMan 72
Post by: Gatuca on February 06, 2010, 07:12:11 AM
and looking at Buzz Sprites, i guess it's just me, but, you may fix his face to look a little bit more, megamanisque, it doesn't look that much like a robot master, but rather as an american cartoon man dressing up as a robot master........kinda like VirtualMan

I Realized that my statement was very hypocritical, since my fan game has most Human looking RM's, i wanna apologize and i will work for things like this not happen in the future

Keep n on your good work owob
Title: Re: MegaMan 72
Post by: HKLurch18 on February 06, 2010, 01:05:42 PM
I Realized that my statement was very hypocritical, since my fan game has most Human looking RM's, i wanna apologize and i will work for things like this not happen in the future

Keep n on your good work owob

hey, it's all right. Thank you :)
Title: Re: MegaMan 72
Post by: Blaze Yeager on February 06, 2010, 04:22:13 PM
I'm Starting to grow on Distort Man...
Title: Re: MegaMan 72
Post by: Flame on February 07, 2010, 05:08:24 AM
Im not going to see any blue hedgehogs zipping by  in that Casino stage am I?
lookin good. One thing on the intro story though. Bass seems a little too quick to agree working with Megaman and Protoman. if anything, he wouldnt like the idea... Even if he agrees, I feel he would be a bit more reluctant about it. I mean, Bass is always on edge, that guy. Especially when it comes to "teamwork" with the likes of his enemies.
Title: Re: MegaMan 72
Post by: HKLurch18 on February 07, 2010, 10:13:31 AM
Im not going to see any blue hedgehogs zipping by  in that Casino stage am I?
lookin good. One thing on the intro story though. Bass seems a little too quick to agree working with Megaman and Protoman. if anything, he wouldnt like the idea... Even if he agrees, I feel he would be a bit more reluctant about it. I mean, Bass is always on edge, that guy. Especially when it comes to "teamwork" with the likes of his enemies.

I see your point. The script might get worked on a little bit, but overall we want to stick to it. The story's main purpose, in our case, is to explain why the three Robots work together. If Bass's motivations need to be developed a bit more, I will take care of that.

Thanks for pointing that out! :)
Title: Re: MegaMan 72
Post by: Flame on February 07, 2010, 09:35:03 PM
No one says they dont have to, just that he's too quick to agree.
Title: Re: MegaMan 72
Post by: HKLurch18 on February 08, 2010, 11:24:00 AM
Hey guys!

I reworked the sprite design for Ooze Man, enjoy!

(http://i50.tinypic.com/t85850.png)

Left is the old, right is the improved version.

Changed to make him look more like in the drawings of DomoPJ:

(http://fc08.deviantart.net/fs71/f/2009/352/f/0/Data_Card___Ooze_Man_by_DomoPJ.png)
Title: Re: MegaMan 72
Post by: Zan on February 08, 2010, 06:49:18 PM
I think if you'd want to do that art justice, you'd need to use lighter values of red and green, as well as properly place the lighter gray sections.
Title: Re: MegaMan 72
Post by: Splash on February 08, 2010, 07:10:25 PM
Hey, good Ooze man reborn) He is my favourite RM. Good Job HKLurch18))
Title: Re: MegaMan 72
Post by: HKLurch18 on February 08, 2010, 08:13:14 PM
I think if you'd want to do that art justice, you'd need to use lighter values of red and green, as well as properly place the lighter gray sections.

I thought about using a lighter shade of green, so i will definitely try that out!
As for the red, I did not use any because i set myself a 5 color limit per sprite. I might use a lighter shade of gray, though, replace the lighter shade of gray by white for metallic reflection and color his arms black. that way I could eliminate the now lighter shade of gray and make room for red.

At splash: Thanks, i really like him , too. That's why I made that new version.
Actually, Ooze Man was my very first robot master :)
Title: Re: MegaMan 72
Post by: HKLurch18 on February 09, 2010, 02:44:00 PM
I got Oozy's sprite sheet done, I believe. I might work on the shooting stance some more, but for now, I am happy with it.

http://i47.tinypic.com/r0w6lf.png

His opening pose will probably consist of pose 1 and 2 from the top line and pose 3 of the 3rd line.
Title: Re: MegaMan 72
Post by: Gatuca on February 09, 2010, 11:40:17 PM
i don't know, i did a small redesign to the sprite of you don't mind, the right sprite uses my NES palette (i said that because i use a base palette for editing, but the colors on others people palettes may vary).

(http://img191.imageshack.us/img191/8439/oozemanfix.png)

i couldn't resist  :V

(edit: re-edited the image for some small color corruption because the hues of my PC are so dark that i dint see the darker shade of gray).
Title: Re: MegaMan 72
Post by: HKLurch18 on February 10, 2010, 12:52:35 PM
i don't know, i did a small redesign to the sprite of you don't mind, the right sprite uses my NES palette (i said that because i use a base palette for editing, but the colors on others people palettes may vary).

(http://img191.imageshack.us/img191/8439/oozemanfix.png)

i couldn't resist  :V

(edit: re-edited the image for some small color corruption because the hues of my PC are so dark that i dint see the darker shade of gray).

haha, hey thanks for that! The colors look much better, I acknowledge that. There are still some things I like better in my interpretation.
The only thing which can help us solve the problem...is math.

(http://i48.tinypic.com/2lk910x.png)
Title: Re: MegaMan 72
Post by: Zan on February 10, 2010, 03:22:24 PM
You know, the colors your using are like the complete inverse of the drawing...
Title: Re: MegaMan 72
Post by: Sapphire✧9 on February 10, 2010, 04:33:48 PM
I couldnt resist editing it, sorry...
(http://img63.imageshack.us/img63/7632/30561511.gif)
I think this is closest one I can get with the drawing...
Title: Re: MegaMan 72
Post by: Stardius on February 10, 2010, 04:49:02 PM
haha, hey thanks for that! The colors look much better, I acknowledge that. There are still some things I like better in my interpretation.
The only thing which can help us solve the problem...is math.

(http://i48.tinypic.com/2lk910x.png)
I thing the last one probably has the green too bright, imho.

I think I like the Nebula's one the best colorwise, it also has nice details on it.
Title: Re: MegaMan 72
Post by: HKLurch18 on February 10, 2010, 05:26:57 PM
i appreciate how you people are helping me, but it never was my intention to make him look like an exact copy of the drawing ;)
I intentionally kept the design for the sprites simple, to avoid it looking clustered, like your version does, NB.

If you look at other RM sprites, they also do not exactly carbon copy their drawn counterparts. I do not really know why you guys think that ooze man's design is so detailed. it's basically a black bio-hazard suit, with that red pipe on top of it, two huge cannons and a lower body part i intentionally covered by the bio hazard suit in his sprites ;)

The "backpack" in the drawing is rather optional, because a previous drawing did not have that ;)

As for the gun design, I like it the way it is, now, as well as the rest of Ooze Man :)

Thanks a lot though for trying to help, but keep in mind that i intentionally simplified the design on the one hand and redesigned other parts on the other hand. I like the way he looks, by now :)

Title: Re: MegaMan 72
Post by: Splash on February 10, 2010, 07:56:12 PM
Wow...so many sprites...Good job)
Title: Re: MegaMan 72
Post by: HKLurch18 on February 15, 2010, 02:38:32 PM
More sprites to come. Thanks to Nebula Black, I finally managed to redesign some of the sprites I dod not like so much, before.

There you go, here is the all new designed line up for Megaman 72

(http://i50.tinypic.com/keznm1.png)
Title: Re: MegaMan 72
Post by: Blackhook on February 15, 2010, 03:32:58 PM
Now that is quite a RM line up
Title: Re: MegaMan 72
Post by: HKLurch18 on February 15, 2010, 05:50:43 PM
get equipped with the unnessesary and way overpowered super nerdy Megaman 72 Yu gi oh cards

(http://i45.tinypic.com/1zg6s6q.png)

Hooray for cheap nd overused yugioh card creators on the internet
Title: Re: MegaMan 72
Post by: Stardius on February 15, 2010, 06:04:28 PM
I really like Sawman's current sprite

And will there be Magic and Trap Cards too?  XD
And those arts on those cards once again reminds me, that it would be nice to find someone who can do those for NT too XD
Title: Re: MegaMan 72
Post by: Blackhook on February 15, 2010, 06:09:25 PM
Poor Saw Man, he is the only no effevt monster :P
Title: Re: MegaMan 72
Post by: Dr. Wily II on February 16, 2010, 02:22:53 AM
Screw Megaman, I have cards. :P

Awesome arts, though like Blackhook mentioned, poor Saw Man for no effect. XD
Title: Re: MegaMan 72
Post by: HKLurch18 on February 16, 2010, 09:44:03 AM
haha :P

also, Gamble man posing test:
(http://i47.tinypic.com/345c0aw.gif)
Title: Re: MegaMan 72
Post by: Blackhook on February 16, 2010, 09:50:14 AM
It´s time to D-d-d-d-d-duel! Gamble Man, trust in the heart of the cards!...couldn´t resist
Title: Re: MegaMan 72
Post by: Dr. Wily II on February 16, 2010, 01:23:00 PM
Will he put down a face-down card!?

It´s time to D-d-d-d-d-duel! Gamble Man, trust in the heart of the cards!...couldn´t resist
Darn, beaten to it. XD
Title: Re: MegaMan 72
Post by: Alice in Entropy on February 16, 2010, 01:25:05 PM
Hot damn, I like Plasma Man and Distort Man's artwork a lot. =D
Title: Re: MegaMan 72
Post by: HKLurch18 on February 16, 2010, 01:32:43 PM
Will he put down a face-down card!?
Darn, beaten to it. XD

Nope, but he will put you down, Face-down :P
Title: Re: MegaMan 72
Post by: Dr. Wily II on February 16, 2010, 01:36:40 PM
D:
Well... YOU ACTIVATED MY TRAP CARD!
MEGAMAN ATTACKS! 8D
Title: Re: MegaMan 72
Post by: HKLurch18 on February 27, 2010, 10:10:37 AM
so hey guys, I am sorry for not posting for a while.

I wanted to inform you, that I am currently taking a break from the project due to my graduation being right around the corner.
Anyways, i will show you my current progress on the new gamble man sprites before I started taking a break, enjoy! =)

(http://i50.tinypic.com/2rp47k1.png)

i still need to include a walking animation =)
Title: Re: MegaMan 72
Post by: Alice in Entropy on February 27, 2010, 11:28:51 PM
Did I mention that I really like Gamble Man?

Cool sprites. =D
Title: Re: MegaMan 72
Post by: HKLurch18 on March 10, 2010, 03:23:07 PM
Wily stage 4 song is completed!

http://mcjimmy.dorino.net/Music/WIP/misc/MM72/mp3s/Wily%27s%20Fortress%20%28Final%20Encounter%29.mp3

Additionally, i picked graphical work up again, this time i am working on Ooze Man's tileset!

Posted on: March 09, 2010, 18:33:10
Double pose for epic saw man update
(http://i43.tinypic.com/1603ama.gif)

What's left to fix: some pixel mistakes, smoother transition between standing and dashing, makeing dashing look more vivid.

So here he is, saw man. His attacks include a dash-slash and banging out Saw blades from his head, which roll on the floor first, but home in on mega man soon after. A third attack, which you cannot see here, has him firing a saw into the treetops on the ceiling of the boss room, causing branches to fall down.
Title: Re: MegaMan 72
Post by: borockman on March 10, 2010, 03:26:44 PM
Lol at head banging!

Instant respect man!  XD
Title: Re: MegaMan 72
Post by: Dr. Wily II on March 11, 2010, 02:23:30 AM
... What a rocker. owob
Title: Re: MegaMan 72
Post by: HKLurch18 on April 22, 2010, 12:25:34 PM
Oh boy, long time no post.
Hey Guys, I got back into my spriting mood, even though I am right in my graduation-exam phase.

well, its quite the tranquilizer when you are all excited about your grades and stuff.

Anyways, I tried to sprite Balance, Mute's foxy sidekick: http://hklurch18.deviantart.com/art/MM72-Balance-161565399

I hope you enjoy how he came out, and please remember that this is my first sprite in months :)

(http://i43.tinypic.com/33u8y1h.png)
Title: Re: MegaMan 72
Post by: MexicanSunflower on April 22, 2010, 06:38:04 PM
Looks great mang

Glad too see the project isn't dead as well *o*
Title: Re: MegaMan 72
Post by: Mirby on April 22, 2010, 09:26:45 PM
That does look pretty sweet!
Title: Re: MegaMan 72
Post by: HKLurch18 on May 10, 2010, 06:12:57 PM
thanks, i am sorry sorry for the late response, but i was busy with my graduation exams

WHICH ARE FINALLY OVER NOW! 8) 8) 8) 8) 8)

and to prove that i am actually working on something for MM72:

(http://i43.tinypic.com/10d6wlw.png)

i know i used the jet and feet of rush, but why mess with something that works well?
It doesnt harm the overall look of these sprites either, so please: no canny non-sassy remarks there ;)
Title: Re: MegaMan 72
Post by: MegaPhilX on May 10, 2010, 08:57:42 PM
Sweet sprites man ^_^
Title: Re: MegaMan 72
Post by: Mirby on May 10, 2010, 09:06:12 PM
They do look pretty sweet! ^_^
Title: Re: MegaMan 72
Post by: Blackhook on May 10, 2010, 09:24:55 PM
Cute. I would pat his head if it wouldn´t burn me...
Title: Re: MegaMan 72
Post by: HKLurch18 on May 11, 2010, 02:17:45 PM
Thanks a lot for the warm comments, people =)

I have something even warmer for you, painted and drawn by domoPJ and Ryan, a new artist who's new to the team!
Enjoy this pretty much kick-assery of art!

(http://i40.tinypic.com/5non6q.jpg)

this one is pretty much our "boxart" for MM72 =)
Title: Re: MegaMan 72
Post by: Acid on May 11, 2010, 02:32:02 PM
I like that Wily. He looks pretty kickass.
Title: Re: MegaMan 72
Post by: Dr. Wily II on May 11, 2010, 03:28:27 PM
Agreed, so is that Wily Machine of his. :3
Title: Re: MegaMan 72
Post by: MexicanSunflower on May 11, 2010, 06:40:10 PM
Holy [parasitic bomb], that may just be the best fanart I've ever seen
Title: Re: MegaMan 72
Post by: HKLurch18 on May 12, 2010, 11:07:10 AM
thinking the same, man =)

also, MetalshadicX(from 72dpi) and me are collaborating on inject man's tileset and I'd like to show you the tiny bits we have done so far:

(http://i43.tinypic.com/167qzy9.png)

the bg of course wont just contain these tiles. we will try to bring more diversity into this =)
Title: Re: MegaMan 72
Post by: Mirby on May 12, 2010, 11:20:19 AM
Looks pretty sweet! Nice job, man! ^_^
Title: Re: MegaMan 72
Post by: HKLurch18 on May 12, 2010, 01:50:32 PM
thank you :)

Inject man's battle room will look different from the rest of the stage, though, so he and the bg do not blend in that much.

anyways, Thanks to the skills of DomoPJ, Ryan and CadmiumRED (thx, pals!) we now got a new and kick-ass title screen

(http://i39.tinypic.com/xg0gud.jpg)
Title: Re: MegaMan 72
Post by: MexicanSunflower on May 12, 2010, 06:43:31 PM
Oh cool, Cad helped out!

Loving that title screen, looks a LOT better than the old one.
Title: Re: MegaMan 72
Post by: KoiDrake on May 13, 2010, 12:40:51 AM
There are a lot of lines that look really broken which makes that face look really sloppy.
Title: Re: MegaMan 72
Post by: CadmiumRED on May 13, 2010, 12:47:57 AM
All I did was take what was given to me and sprited it, don't blame me.
Title: Re: MegaMan 72
Post by: KoiDrake on May 13, 2010, 12:57:29 AM
I´m not blaming anyone, I´m just giving an honest critic. And the drawing doesn´t have those problems actually, it´s the transition between that and the sprite which failed. There are some lines that break the roundness of some parts, like the gem or the helmet for example.
Title: Re: MegaMan 72
Post by: Mirby on May 13, 2010, 12:59:22 AM
I think it looks great, personally.
Title: Re: MegaMan 72
Post by: Lilirulu on May 13, 2010, 02:48:26 AM
ah! I see what you're talking about.

Mind if I try and fix it?
Title: Re: MegaMan 72
Post by: HKLurch18 on May 13, 2010, 08:48:15 PM
I do not, although I have to say that  i cannot see any flaws which actually ruin the sprites ^_^
Anyways, sure, go ahead =)

Posted on: May 13, 2010, 15:20:09
i am sorry for the double post, but I wanted to show you a preview of Inject man's stage ;)

(http://i40.tinypic.com/fmp44w.png)
Title: Re: MegaMan 72
Post by: Lilirulu on May 13, 2010, 09:12:45 PM
One Hit Kill Needles?. . . Do I need anymore reason to fear the hospital ?
Title: Re: MegaMan 72
Post by: MSX on May 13, 2010, 10:48:49 PM
This project is making great progress - we're pushing it as much as we can.
So far so good  8D
Title: Re: MegaMan 72
Post by: OBJECTION MAN on May 13, 2010, 11:25:47 PM
You definitely broke the color limit with those needles.
Title: Re: MegaMan 72
Post by: Lilirulu on May 14, 2010, 01:56:28 AM
Okay, I fix'd it up a bit.

(http://i42.photobucket.com/albums/e307/zomaru3/redo.png)

Quote
Changes:
-Smoothed out the lines
-Reworked the jewel
-Altered the Shadow.
-changed the location of the highlight on the jewel, It was in the wrong place.

Didn't Change:
-The shadows placement.
-Palette

I hope you like it ><;
Title: Re: MegaMan 72
Post by: KoiDrake on May 14, 2010, 02:00:15 AM
Yes, MUCH better. Besides the bottom and upper part of the shadow, which I think works better if it´s rounded like the original, the rest is really good.
Title: Re: MegaMan 72
Post by: Lilirulu on May 14, 2010, 02:09:30 AM
I didn't really try on the shading o<o;
maybe I'll go for a second try on it but not right >3<; no more PIXELS!!!! XD

Or the original spriter can fix it ~
Title: Re: MegaMan 72
Post by: KudosForce on May 14, 2010, 02:13:17 AM
You definitely broke the color limit with those needles.

Would changing the syringue's fluid color to green help solve the problem?
Title: Re: MegaMan 72
Post by: KoiDrake on May 14, 2010, 02:22:05 AM
I didn't really try on the shading o<o;
maybe I'll go for a second try on it but not right >3<; no more PIXELS!!!! XD

Or the original spriter can fix it ~
I´m only refering to that middle line that separates the face and the shadow, I think it would look better if it´s rounded like the original. It´s really minor, don´t even bother to fix it.
I´m glad to see someone understood what I was talking about.

The stage looks pretty cool.
Title: Re: MegaMan 72
Post by: HKLurch18 on May 14, 2010, 08:13:45 AM
Okay, I fix'd it up a bit.

(http://i42.photobucket.com/albums/e307/zomaru3/redo.png)

I hope you like it ><;

I sure do like it!

Although, as it has been pointed out already, a rounded shadow works better ;)
Thank you a lot =)

Oh and objection man, i counted the colors and you were right;
white, 2 shades of grey, red and the transparency color are 1 too many ;)
Title: Re: MegaMan 72
Post by: MSX on May 14, 2010, 12:47:30 PM
Alrite guys, just a couple of updates.
1. Inject Mans tileset is complete - it may however get some upgrades later on.  :D
2. Inject Mans battleground/bossroom is complete.  ;)
3. We will start working on Inject Mans level layout - perhaps today.  8B
4. Im working on Saw Mans background (and on some tiles) , you can check the current results at our forum.  8D
5. @ Objection Man - The needles are now fixed.  :3

So far so good  8)

PS: I love Servbots (the smileys)
Title: Re: MegaMan 72
Post by: HKLurch18 on May 14, 2010, 02:00:12 PM
Yes, yes, we are quite boosting tile production, may i even say we give it a big "lurch" forward? uh ho ho ho ho ho hi 8D :V 8D

anyways, for your pleasure, I upload the boss room of Inject Man as it looks at this moment.

(http://i39.tinypic.com/359fybq.png)

I hope you like it :)
Title: Re: MegaMan 72
Post by: MegaPhilX on May 14, 2010, 02:47:41 PM
Good stuff ^_^ I like the city background.

Just a question. I haven't followed the progress closely on this forum but: how far are you into making the tilesets and how many people are working on them?
Title: Re: MegaMan 72
Post by: HKLurch18 on May 17, 2010, 12:18:34 PM
So far we got Buzz man's, Inject man's and Gamble man's sheets done entirely.

Buzz man's and Gamble man's were done entirely by me, whereas MSX and I collaborated on Inject Man's.
We also plan to go back to fix some flaws in gamble man's sheet and then finish up Saw Man's sheets entirely.



Posted on: May 14, 2010, 20:53:36
double post man, go!

I created a small preview of saw man's first half of the stage.

(http://i44.tinypic.com/rcrm7p.png)

WHAT WE PLAN TO ADD:

fluffy bg clouds,

Shadow effect to some of the tiles.

Criticism and opinions are appreciated!
Title: Re: MegaMan 72
Post by: Mirby on May 17, 2010, 12:22:19 PM
Looks pretty sweet! ^_^
Title: Re: MegaMan 72
Post by: kuja killer on May 17, 2010, 12:22:44 PM
gosh your graphic design skills look nice.
Title: Re: MegaMan 72
Post by: MSX on May 17, 2010, 07:13:07 PM
Good job - love how the background turned out to be awesome.
Ill start workin on the clouds right away.
Title: Re: MegaMan 72
Post by: Thanatos-Zero on May 17, 2010, 07:59:15 PM
(http://i44.tinypic.com/rcrm7p.png)

Awesome! But I think a Joe driving the vehicle would be even more awesome.  :V
Title: Re: MegaMan 72
Post by: HKLurch18 on May 17, 2010, 08:58:09 PM
Awesome! But I think a Joe driving the vehicle would be even more awesome.  :V

haha, This enemyis some sort of tribute to the bulldozer-driving mettaurs  from MM3 =)

Also I am glad you enjoy how this turned out to be!
Title: Re: MegaMan 72
Post by: DarkSaturn on May 18, 2010, 04:45:42 PM
woooow very nice background!!! the orange touch is fantastic, i cant stop seeing it!!!  *o* *o* *o* *o* *o*
Title: Re: MegaMan 72
Post by: Zan on May 18, 2010, 04:51:03 PM
Why is the vehicle floating in the air?
Title: Re: MegaMan 72
Post by: HKLurch18 on May 18, 2010, 09:06:27 PM
Why is the vehicle floating in the air?

Becaused I placed him one pixel too high?  -u-'  8D

This is just a mockup created in paint anyways X)

Thx for all the kind responses so far, guys!

Posted on: May 19, 2010, 00:01:02
and it gets even better, girls and guys!

(http://fc00.deviantart.net/fs70/f/2010/138/5/3/MM72___Saw_Man_Boss_room_by_HKLurch18.png)

There we go,added clouds and fixed some tiles. I hope you like this mock-up screen =)
Title: Re: MegaMan 72
Post by: Sapphire✧9 on May 18, 2010, 09:24:04 PM
bwt remember that any object except minibosses in the original games are one pixel into tiles. so its more like they're not standing on a 16x16  tile but like 15x16. They are one pixel into it. Remember that.
Title: Re: MegaMan 72
Post by: Zan on May 18, 2010, 09:33:56 PM
The gray/red floor tile section has a black horizontal line running through it that doesn't really work well.
Title: Re: MegaMan 72
Post by: HKLurch18 on May 18, 2010, 09:36:23 PM
The gray/red floor tile section has a black horizontal line running through it that doesn't really work well.

found it, thank you for the help =)

also thx NB! :)
Title: Re: MegaMan 72
Post by: Splash on May 19, 2010, 02:45:35 PM
Two energy bars?
Title: Re: MegaMan 72
Post by: MSX on May 19, 2010, 05:26:26 PM
Two energy bars?

Left side: Megaman and Bass health bars.
Right side: Sawmans bars.

Its doubled because its multiplayer ^^
Title: Re: MegaMan 72
Post by: Splash on May 19, 2010, 06:26:37 PM
Quote
Its doubled because its multiplayer ^^
It will be online oO?
Title: Re: MegaMan 72
Post by: MSX on May 19, 2010, 06:54:13 PM
It will be online oO?

Nah, normal Co-Op from the same computer ^^
Title: Re: MegaMan 72
Post by: Splash on May 19, 2010, 07:15:03 PM
Quote
Nah, normal Co-Op from the same computer ^^
It is a pity that not on the internet... ;^;
EDIT:
And what will happen to obtain weapons? Only one will be able to get it?
Title: Re: MegaMan 72
Post by: Mirby on May 19, 2010, 08:26:35 PM
No, I think both will. In the later X games, all characters got the weapons, not just the one who beat the boss. I think the same will apply here.
Title: Re: MegaMan 72
Post by: MSX on May 19, 2010, 08:33:23 PM
No, I think both will. In the later X games, all characters got the weapons, not just the one who beat the boss. I think the same will apply here.

Obviously both players who meet the boss - or else it would be weird - wouldnt it?
Title: Re: MegaMan 72
Post by: Mirby on May 19, 2010, 08:40:21 PM
Well, to use X8 as an example, only one character fought the boss (at one time, you could switch to the back-up at any time). So two of three characters in the stage at once. If you use the double attack or whatever it's called, that's two at once. And yet, all three characters got the boss weapon. That's what I was getting at. So no, it wouldn't be weird.
Title: Re: MegaMan 72
Post by: domo on May 19, 2010, 08:43:51 PM
It is 72dpi so it might have a chance getting on Wii Homebrew
Title: Re: MegaMan 72
Post by: MSX on May 20, 2010, 08:20:11 AM
It is 72dpi so it might have a chance getting on Wii Homebrew

Ye that is awesome ;)
Also - Im not really familiar with the multiplayer features, Lurch is the one you should talk with ^^
Title: Re: MegaMan 72
Post by: MC Jimmy on May 27, 2010, 02:50:08 PM
Does this topic require some links to the level songs?
Title: Re: MegaMan 72
Post by: HKLurch18 on May 27, 2010, 04:18:51 PM
great to see you on RPM, Jimmy!

Well it definitely wont hurt ;)
Title: Re: MegaMan 72
Post by: MC Jimmy on May 27, 2010, 04:39:34 PM
Going to copy paste a bit of what I have on the other forum then. Some of these might be a bit more updated then the ones in the youtube videos, if any of you guys watch those when Lurch puts them up on the official MM72 channel.

Finished Songs* - Subject to change
Buzzman (http://mcjimmy.dorino.net/Music/WIP/misc/MM72/mp3s/Buzzman%20Revised.mp3)
Distortman (http://mcjimmy.dorino.net/Music/WIP/misc/MM72/mp3s/Distortman.mp3)
Gambleman (http://mcjimmy.dorino.net/Music/WIP/misc/MM72/mp3s/Gambleman.mp3) - Highly likely to scrap this idea.
Injectman (http://mcjimmy.dorino.net/Music/WIP/misc/MM72/mp3s/Injectman.mp3)
Mirrorman (http://mcjimmy.dorino.net/Music/WIP/misc/MM72/mp3s/Mirrorman.mp3)
Oozeman (http://mcjimmy.dorino.net/Music/WIP/misc/MM72/mp3s/Oozeman.mp3)
Plasmaman (http://mcjimmy.dorino.net/Music/WIP/misc/MM72/mp3s/Plasmaman.mp3)
Sawman (http://mcjimmy.dorino.net/Music/WIP/misc/MM72/mp3s/Sawman.mp3)
Mute (http://mcjimmy.dorino.net/Music/WIP/misc/MM72/mp3s/Mute.mp3)
Weapon Get (http://mcjimmy.dorino.net/Music/WIP/misc/MM72/mp3s/Weapon%20Get.mp3) -Likely to scrap.
Robot Master Battle (http://mcjimmy.dorino.net/Music/WIP/misc/MM72/mp3s/RM%20Battle%20(fast).mp3)
Wily Battle maybe. (http://mcjimmy.dorino.net/Music/WIP/misc/MM72/mp3s/Battle.mp3) - needs work
Wily's Last Stand (http://mcjimmy.dorino.net/Music/WIP/misc/MM72/mp3s/Wily's%20Fortress%20(Final%20Encounter).mp3)

Rough draft of another Wily song, no details in it yet - http://mcjimmy.dorino.net/Music/WIP/misc/MM72/mp3s/wily2.mp3

-Oozeman Remix-
[youtube]abiYIUFayUo[/youtube]

You may suggest ideas for undone songs, which are the following :
Title: Re: MegaMan 72
Post by: HKLurch18 on May 29, 2010, 06:33:07 PM
Guys, I am proud to present to you our first actual gameplay footage!

Keep in mind the following things:

-the level here is just a test area

- the engine still has a couple of bugs

without further ado, enjoy!

[youtube]http://www.youtube.com/watch?v=kGf4b_jOEFI[/youtube]
Title: Re: MegaMan 72
Post by: Stardius on May 29, 2010, 07:03:32 PM
Wow, great to see first gameplay, and it looks good so far.  owob
Makes me to look forward for the game even more.
Title: Re: MegaMan 72
Post by: MexicanSunflower on May 29, 2010, 09:19:44 PM
Just putting it out there, because of this video, your fangame is now further ahead than any other one on the site. You should feel very proud of that! :P

EDIT: Well, at least all the fangames using N64mario's engine (Which almost all of them are) seeing as his engine doesn't have enemies yet. Or at least, publicly released enemies.
Title: Re: MegaMan 72
Post by: MSX on June 02, 2010, 07:44:43 AM
Yes, yes  8D
We are very proud of releasing this video, the engine has been updated heavily - however,
the updates will remain "confidental" for some time, but it'll be worth the wait =)
Title: Re: MegaMan 72
Post by: MC Jimmy on June 02, 2010, 01:46:16 PM
Well, until we get enough big updates at least. Since people probably don't want to hear about fixing a wall or adding a different type of platform.
Title: Re: MegaMan 72
Post by: MSX on June 07, 2010, 09:34:58 AM
Hey guys and girls.
Just want to let you know that we're still here and working hard - peace.  8B
Title: Re: MegaMan 72
Post by: MC Jimmy on June 07, 2010, 10:57:48 AM
Might as well post my work in progess song for the first Mute stage so people have something to gander at since we haven't been posting many updates - Slipping Into Silence (http://mcjimmy.dorino.net/Music/WIP/misc/MM72/mp3s/Slipping%20Into%20Silence.mp3)  :W
Title: Re: MegaMan 72
Post by: MegaPhilX on June 07, 2010, 03:50:33 PM
That's a nice update to see. Keep up the awesome work.
Wish I could show some stuff. I have tons of assets finished. Almost all sprites are finished. Still working hard.  : P
I can't wait to show some gameplay ^_^

: P
Title: Re: MegaMan 72
Post by: MSX on June 07, 2010, 04:08:20 PM
That's a nice update to see. Keep up the awesome work.
Wish I could show some stuff. I have tons of assets finished. Almost all sprites are finished. Still working hard.  : P
I can't wait to show some gameplay ^_^

: P

Glad to hear that MegaPhil - I wish you the best.
We are very proud to have you following our project - thanks for the support! ^^
Title: Re: MegaMan 72
Post by: HKLurch18 on June 07, 2010, 05:18:29 PM
Glad to hear that MegaPhil - I wish you the best.
We are very proud to have you following our project - thanks for the support! ^^

I approve what my friend and comrade wrote ^_^
Title: Re: MegaMan 72
Post by: MC Jimmy on June 07, 2010, 11:32:11 PM
If any of you guys want to hit me up on MSN or AOL, just click my profile. I like getting suggestions from people on songs, I usually try my best to work with other's ideas too. :P
Title: Re: MegaMan 72
Post by: HKLurch18 on June 08, 2010, 11:31:24 AM
A short update from my side, MCJimmy will love it.

(http://i46.tinypic.com/f9h3xz.png)

I redesigned the Ooze Man sprite, his body is now gray instead of outline-black and his shape drawn a lot cleaner.
Title: Re: MegaMan 72
Post by: MC Jimmy on June 08, 2010, 04:15:19 PM
(http://i46.tinypic.com/f9h3xz.png)
MC Jimmy does love it!



Also I made another track for the final Mute Stage.

I wanted to convey Mute's arrogance in this song, so it sort of sounds casual. It also pays homage to the Mute Theme, since it'll be the last time you see him (or is it?). It also happens to be full of accidentals like the last song. Making most of the Mute stages like that.

Breaking From The Silence (http://mcjimmy.dorino.net/Music/WIP/misc/MM72/mp3s/Breaking%20From%20The%20Silence.mp3)
Title: Re: MegaMan 72
Post by: Gatuca on June 08, 2010, 06:16:26 PM
well the boots and others could share colors, since i guess one shouldnt exced from the 5 color limit for this type of sprites, i mean, 3 colors plus black and white.
Title: Re: MegaMan 72
Post by: HKLurch18 on June 08, 2010, 06:23:20 PM
i talked to nebula black yesterday about the color issue and usually it goes like the Face gets 1 palette and body gets 1 palette.
 1 palette equals 3  colors.
oozeman has no facial movement seperated from the body one, though ,so I can use all the 6 colors of 2 palettes for his entire sprite =)
Title: Re: MegaMan 72
Post by: MC Jimmy on June 08, 2010, 06:39:15 PM
5 color limit

(http://img375.imageshack.us/img375/6771/plantman.png) (http://img190.imageshack.us/img190/4864/splashwoman.png)

These have 7 right? Unless I'm mistaking. Even though MM9 isn't a classical Mega Man from the NES era itself, Plantman sure is and had 7.
Title: Re: MegaMan 72
Post by: Blackhook on June 08, 2010, 06:51:50 PM
Multiple layers are the keywords here
Title: Re: MegaMan 72
Post by: Zan on June 08, 2010, 07:08:14 PM
For those that want to know; the color limit for an entire NES screen is 4 palettes for sprites. In a Rockman game, they're set up as follows:

Player character (Changed by Special Weapons and shared with obtainable items):
Transperancy-Black-Shade1-Shade2

Character faces (Reused for skintone colored enemies)
Transperancy-Black-Skintone-White

Anything else:
Transperancy-Black-Color-Color
Transperancy-Black-Color-Color


A boss thus has the latter three palettes at their disposal.


Most bosses follow:
Transperancy-Black-Skintone-White
Transperancy-Black-Color-Color

Some follow:
Transperancy-Black-Color-Color.
Transperancy-Black-Color-Color

And an extraordinarily rare amount use:
Transperancy-Black-Skintone-White
Transperancy-Black-Color-Color
Transperancy-Black-Color-Color


Because the palettes on screen at once are limited, they are often shared among different objects. The colors of the boss' projectiles are taken from one of these three palettes and in turn, the projectile could determine what the player character would look like when equipping that weapon. That is, if the projectile doesn't use the face palette.

What's more important here is that there is also a technical limit of 8 sprites per scanline and 64 sprites on screen. A sprite is defined as the 8x8 or 8x16 blocks that make up a character. A scanline is a horizontal pixel wide line, not vertical. If either of these limits is breached, flickering is designed to happen. So effectively, sprites can easily be stacked up vertically, but not horizontal or overlapping.

If anybody is still confused, I can perhaps make some visual examples of how it's supposed to work. But you could also use FCEUX's debug features to see the four palettes at work while you play the games.
Title: Re: MegaMan 72
Post by: HKLurch18 on June 08, 2010, 07:14:32 PM
Oh, so each NES palette HAS to have transparency and black in it?
i thought that , when 1 has black in it already, the other palettes have 3 variable colors.
Well, as it turns out, Ooze man uses 3 palettes afterall, but tbh I don't really mind as Jimmy just presented us similar cases in Rockman-history, so i am fine with ooze man's current look :3

thanks for clarifying, zan
Title: Re: MegaMan 72
Post by: MSX on June 08, 2010, 08:16:48 PM
The colors are correct, as Jimmy stated.
Title: Re: MegaMan 72
Post by: Zan on June 08, 2010, 08:24:12 PM
Oh, no not all the palettes have to have black. The only requirement is that all of them have to have the transparency value, creating the NES' max color limit of (3*8)+1=25. (4 palettes for sprites, 4 for environment) In theory you can do anything with these 4 palettes, but the way Rockman is setup demands such things as the player having a palette solely his own, the face palette being around at all times. Similarly, almost all the sprites have a black outline in Rockman games and palettes are heavily interlinked between different objects, which is why practically all palettes have it.

Now, in theory you can also make any and all outlines using just the face palettes, but then you'd have to be overlapping two whole objects at all times. However, there's a practical limit of 8 sprites per scanline, 64 on screen, so you have to have a black for the outline in each palette to reduce the sprites on screen.

In very few cases the black value can be changed to something else. The biggest example being the mugshots, which are a combination of sprites and tiles, and thus often use and altered face palette that instead of black has an extra skintone.

Anyway, here's a visual example of boss palettes and how they relate to the player character:

(http://i59.photobucket.com/albums/g295/ZanSidera/NESPAL_EX3.gif)
Title: Re: MegaMan 72
Post by: Sapphire✧9 on June 08, 2010, 10:18:00 PM
I think we talked this before, Zan. Outline doesnt have to be black.

It can be:

Transparent + Black + Yellow + White
Transparent + Blue + Red + Green

Black is not forced.
Title: Re: MegaMan 72
Post by: Zan on June 08, 2010, 10:30:39 PM
Which is... exactly what I said. It's just that black is enforced by the graphical style, instead of the system.
Title: Re: MegaMan 72
Post by: Sapphire✧9 on June 08, 2010, 10:50:35 PM
It can be used to be in style as well. By using overlay carefully.
Title: Re: MegaMan 72
Post by: MC Jimmy on June 08, 2010, 11:26:48 PM
Anyways...

Plasmaman Update - Unstable Plasma (http://mcjimmy.dorino.net/Music/WIP/misc/MM72/mp3s/Unstable%20Plasma.mp3)
- Shortened the intro
- Changed the bass line and got rid of the toms
- Changed the drum line and made it less annoyingly electric
- Different instruments utilized
- Minor note changes in the beginning
- Ending totally changed

Tell me what you think.
Title: Re: MegaMan 72
Post by: Zan on June 09, 2010, 12:08:07 AM
It can be used to be in style as well. By using overlay carefully.

Keeping this in mind, I've redone the SplashWoman example. Also, added PlantMan.
Title: Re: MegaMan 72
Post by: kuja killer on June 09, 2010, 02:01:49 AM
http://www.a3share.com/members/1119/plant-pal.PNG -
just wanted to show. From what zan was talking about with plantman, here's the palletes in real-time via FCEUX's tools. so yea it's multi layered with megaman's face pallete, a normal enemy/boss pallete, plus another for extra detail.

http://www.a3share.com/members/1119/spacecannon-duplex.PNG
i wanted to show this too, this is from my game, the space travelling level of duplex man. That space cannon enemy that shoots the pink lazer beams if any of you remember if you played my game ? well since the whole entire level is basically empty on a black screen with only stars, instead of using black outline, i used the darkest shade of blue so that it's outline could be seen at least, and 2 pinks + white for the lazer beams it shoots, and a couple little extra spots on the actual cannon itself as you can see, so it could stand out.

I was able to multi-layer that thing only really because it's not grouped with other enemies in that section with them.
Title: Re: MegaMan 72
Post by: HKLurch18 on June 09, 2010, 08:03:20 AM
Hey guys, thanks for the entire NES-sprite thing, but please do not overlook the stuff MCJimmy has posted here and lets get back to topic ;)

Jimmy, that song is simply amazing! I love what you did to plasma man's theme, it sounds like a really, really nice collab of Wily stage 1 from megaman 1 , quickman and sparkman to me. Awesome :3
Title: Re: MegaMan 72
Post by: MSX on June 09, 2010, 08:47:04 AM
Hey guys, thanks for the entire NES-sprite thing, but please do not overlook the stuff MCJimmy has posted here and lets get back to topic ;)

Jimmy, that song is simply amazing! I love what you did to plasma man's theme, it sounds like a really, really nice collab of Wily stage 1 from megaman 1 , quickman and sparkman to me. Awesome :3

I agree with you 100% - Totally gives the feeling of "Unstable Plasma" He he he.
Title: Re: MegaMan 72
Post by: HKLurch18 on June 09, 2010, 11:30:00 AM
Also I finished a key enemy for Buzz Man's stage. not sure whether you know what he does, but I wont tell you, now.

Splosion Fly: (http://i47.tinypic.com/osdhz4.gif)
Title: Re: MegaMan 72
Post by: MexicanSunflower on June 09, 2010, 08:45:04 PM
that's adorable! *o*

it looks like a combonation of the dragonflies and magnet enemies from MM3 8)
Title: Re: MegaMan 72
Post by: Thanatos-Zero on June 09, 2010, 08:49:45 PM
that's adorable! *o*

it looks like a combonation of the dragonflies and magnet enemies from MM3 8)
It rather reminds me of these insect mechaloids from Neon Tiger's stage. When you trigger your weapon they will throw bombs.
Title: Re: MegaMan 72
Post by: MC Jimmy on June 09, 2010, 09:42:23 PM
Shimmering Shards (http://mcjimmy.dorino.net/Music/WIP/misc/MM72/mp3s/Shimmering%20Shards.mp3) - Mirrorman Reformed!
Title: Re: MegaMan 72
Post by: Night on June 10, 2010, 04:08:54 AM
Woooooow.... That sounds so beautiful!  <3
Title: Re: MegaMan 72
Post by: HKLurch18 on June 10, 2010, 12:29:49 PM
It totally does, I love that track :3

Posted on: June 10, 2010, 14:52:35
double post, I have a new mock-up screen ready which showcases the new look of buzz man's stage:

(http://i46.tinypic.com/21n4375.png)

Please keep in mind that this here is just provisional. The plant tiles wont just float in mid air in the actual level but will be placed near stretches of land. Anyways, I hope you enjoy it =)
Title: Re: MegaMan 72
Post by: Zan on June 10, 2010, 10:02:08 PM
Won't Forte look really really weird when he gets in front of that black background?
Title: Re: MegaMan 72
Post by: Blackhook on June 10, 2010, 10:22:19 PM
...Camouflage perhaps?
Title: Re: MegaMan 72
Post by: MC Jimmy on June 10, 2010, 10:55:19 PM
Why is there a bean in the wall?
Title: Re: MegaMan 72
Post by: KudosForce on June 10, 2010, 11:11:31 PM
That's actually a larva, Jim. ;)
Title: Re: MegaMan 72
Post by: MSX on June 11, 2010, 08:05:03 AM
No, its a bean. With stripes.  -_-
Title: Re: MegaMan 72
Post by: HKLurch18 on June 11, 2010, 08:51:32 AM
Leave the mighty bean larva alone D=

anyways, The bass sprites will get fixed eventually :)
Title: Re: MegaMan 72
Post by: MC Jimmy on June 12, 2010, 03:23:50 AM
Sorry I didn't do anything yesterday, felt shitty and napped a lot.

Gambleman has received a face lift now. Used some techniques from that JEWelman song.

Rushing Roulette (http://mcjimmy.dorino.net/Music/WIP/misc/MM72/mp3s/Rushing%20Roulette.mp3)
Title: Re: MegaMan 72
Post by: Night on June 12, 2010, 04:24:16 AM
This is amazing! I can almost see his stage in action!
Title: Re: MegaMan 72
Post by: Link901 on June 12, 2010, 09:03:22 PM
What kinda lousy excuse for a fan-game is this??? Oh wait, I'm working in this group too. Also, Plasma Man still needs that overhaul I was planning for him.
Title: Re: MegaMan 72
Post by: HKLurch18 on June 12, 2010, 09:20:51 PM
What kinda lousy excuse for a fan-game is this??? Oh wait, I'm working in this group too. Also, Plasma Man still needs that overhaul I was planning for him.

gentlepeople, I present Link901, creator of Plasmaman and a pretty cool guy ;)

In other news, buzz man's stage got redesigned and looks way better now :)
Title: Re: MegaMan 72
Post by: Alice in Entropy on June 12, 2010, 10:05:39 PM
Rushing Roulette (http://mcjimmy.dorino.net/Music/WIP/misc/MM72/mp3s/Rushing%20Roulette.mp3)

Punny but still awesome. =D
Title: Re: MegaMan 72
Post by: MC Jimmy on June 13, 2010, 04:11:28 AM
gentlepeople, I present Link901, creator of Plasmaman and a pretty cool guy ;)
Probably the worse idea since softserveman.
Title: Re: MegaMan 72
Post by: MSX on June 14, 2010, 11:30:15 AM
Small and quick update - We've worked hard to pull off some tiles, and they turned out to be awesome.
And also - Happy birthday to me, I'll take a day off =)
Title: Re: MegaMan 72
Post by: Blaze Yeager on June 15, 2010, 11:42:36 PM
Amazing how this project is coming so Smoothly,i just can't wait for it...
Title: Re: MegaMan 72
Post by: MC Jimmy on June 16, 2010, 11:36:18 PM
Don't mind me...

Chainsaw Punk (http://mcjimmy.dorino.net/Music/WIP/misc/MM72/mp3s/Chainsaw%20Punk.mp3)
Title: Re: MegaMan 72
Post by: MSX on June 18, 2010, 11:51:35 AM
Don't mind me...

Chainsaw Punk (http://mcjimmy.dorino.net/Music/WIP/misc/MM72/mp3s/Chainsaw%20Punk.mp3)

Awesome man, when I first heard it, my emulator was damaged, and made it sound weird, but boy, this is *swear* awesome!
Title: Re: MegaMan 72
Post by: HKLurch18 on June 19, 2010, 10:32:42 AM
agreed, this track perfectly captures the saw and punk theme of Saw man.
add in a catchy tune, the revving sound near the end and the metal blade sounds and you got yourself one track that is cutting edge (no pun intended)
Title: Re: MegaMan 72
Post by: MC Jimmy on June 22, 2010, 03:40:36 AM
I've been working on some other songs, I'm just kind of keeping them secret for now. Just so you guys don't think I'm being a lazy. I even have one Timmy hasn't heard yet. 8B
Title: Re: MegaMan 72
Post by: MSX on June 22, 2010, 07:47:26 PM
I've been working on some other songs, I'm just kind of keeping them secret for now. Just so you guys don't think I'm being a lazy. I even have one Timmy hasn't heard yet. 8B

Wow man I can't wait, I hope that it's the new RM Boss-Battle theme  *o*
Title: Re: MegaMan 72
Post by: domo on July 28, 2010, 01:26:16 AM
(http://i32.tinypic.com/2po48py.jpg)

Balance Data Card.
Title: Re: MegaMan 72
Post by: Splash on July 28, 2010, 11:39:01 AM
Balance likes Beat, because he is a fox, and Beat is a bird?
Title: Re: MegaMan 72
Post by: Blackhook on July 28, 2010, 11:40:57 AM
It´s like with Snake and Toad Man?
Title: Re: MegaMan 72
Post by: KudosForce on July 28, 2010, 12:37:31 PM
He likes Beat as lunch, yes. [eyebrow]

By the way, Balance's data card info was provided by me. I got a bit of assistance from the crew on the likes and dislikes, though. ;)
Title: Re: MegaMan 72
Post by: HKLurch18 on July 30, 2010, 12:17:30 PM
Well hi guys, I think that i should post something again, too, so here ya go:

Mirror Man Mock up (Featuring Bomb man :P )

(http://i29.tinypic.com/2rxgwnt.png)

Now please be aware that this is very far away from being finished. I still have to add some sciency looking gear here and there and flesh out the bg a little it more, as well as some tiles of the foreground.

Anyways, I felt like this mockup would give away the overall design and idea behind mirror man's stage quite nicely. As you can see, i draw some influence from flashman's stage for the BG.

Yes, this stage will feature the terrific quick lasers here and there, almost in the same fashion like in Rainbow Man's stage (then again,Rainbow man and Mirror man are kinda rivals, judging by the data card info of both robots :) )

anyways, I hope you like the basic idea so far =)
Title: Re: MegaMan 72
Post by: RetroRespecter on July 30, 2010, 10:08:16 PM
Looks like I picked the right time to join in. This is marvelous so far. I wounder how it will look like being complete.
Title: Re: MegaMan 72
Post by: Alice in Entropy on July 30, 2010, 11:09:31 PM
I'm really impressed with those mirror enemies. Kickass as usual, fellas. =D
Title: Re: MegaMan 72
Post by: DarkSaturn on July 31, 2010, 04:20:22 AM
Another rainbow man and shield shelldon stage with megaman mirrors like mm9... i'm just impressed  XD
Title: Re: MegaMan 72
Post by: Kevvviiinnn on July 31, 2010, 05:25:58 AM
Haven't been keeping up with your themes, Jimmy. Shame on me! I'll be sure to check 'em out, and perhaps leave some feedback.
Title: Re: MegaMan 72
Post by: N-Mario on July 31, 2010, 05:38:40 AM
Well hi guys, I think that i should post something again, too, so here ya go:

Mirror Man Mock up (Featuring Bomb man :P )

(http://i29.tinypic.com/2rxgwnt.png)

Now please be aware that this is very far away from being finished. I still have to add some sciency looking gear here and there and flesh out the bg a little it more, as well as some tiles of the foreground.

Anyways, I felt like this mockup would give away the overall design and idea behind mirror man's stage quite nicely. As you can see, i draw some influence from flashman's stage for the BG.

Yes, this stage will feature the terrific quick lasers here and there, almost in the same fashion like in Rainbow Man's stage (then again,Rainbow man and Mirror man are kinda rivals, judging by the data card info of both robots :) )

anyways, I hope you like the basic idea so far =)

The stage design looks nice, but I'm not impressed with the RainBow Man lasers & mirror trap. Did you get permission from Phil to use this for the game?
Title: Re: MegaMan 72
Post by: OBJECTION MAN on July 31, 2010, 06:06:24 AM
The stage design looks nice, but I'm not impressed with the RainBow Man lasers & mirror trap. Did you get permission from Phil to use this for the game?

He needs permission from Phil to use a preexisting game mechanic, that has even been used within the series in question before? Laughable.
Title: Re: MegaMan 72
Post by: Gatuca on July 31, 2010, 06:44:10 AM
He needs permission from Phil to use a preexisting game mechanic, that has even been used within the series in question before? Laughable.


actually, N-Mario is kinda right, well is just a muck up screen, but, since Phil put A LOT of effort on designing those, i guess you should came up with something more original but still in the lines of the stage and the Robot masters, like how about, a mirror tile that "directs" a light laser in diagonal that hurts you and changes direction a la yoku blocks?
Title: Re: MegaMan 72
Post by: Splash on July 31, 2010, 09:29:25 AM
Em .... I can intervene and suggest a bit silly idea?
How about the use of movable mirror blocks, which will reflect the laser, and thus, destroy them?
Title: Re: MegaMan 72
Post by: OBJECTION MAN on July 31, 2010, 05:35:47 PM

actually, N-Mario is kinda right, well is just a muck up screen, but, since Phil put A LOT of effort on designing those, i guess you should came up with something more original but still in the lines of the stage and the Robot masters, like how about, a mirror tile that "directs" a light laser in diagonal that hurts you and changes direction a la yoku blocks?

I bet the X6 team put a lot of effort into Shield Sheldon stage too. Maybe Phil should be asking X6's team for permission to use the idea.

Completely laughable, as if Phil somehow invented age old game concepts. Are you people some kind of mindless cult for Phil?
Title: Re: MegaMan 72
Post by: KudosForce on July 31, 2010, 05:57:04 PM
MMU is the inspiration/template for several of the current WIP Mega Man fan projects, so...

I'm sorry to say that, as a result, it's being treated as the greatest thing since sliced bread. Even though it technically brings few new things...:|
Title: Re: MegaMan 72
Post by: HKLurch18 on July 31, 2010, 06:10:07 PM
Like somebody said, I did not copy Phil's idea here in its entirety. (is this even a word? X) )

as some of you may know, MM72 exists longer than just a couple of months, and the idea of Mirror man's stage using Lasers similar to Quick man's was brought up a really long time ago.

I admit that we got that idea from Phil's rainbow man video, but so what? it's not like we just use his lasers or graphics, or that we lead them run through a prism to spread all over the place.

In addition, the lasers isn't the only thing you will see in Mirror's stage.

To the guys saying its like a "sheldon" stage from MM6, may be, I never played that game so any similarities are unintentional. -.-

There's another thing i'd like to say: This here is a  fan game created by fans for the fans and i am pretty dang sure the same can be said about MMU, so why all the fake competion-making?

I do not see MMU as a competition to MM72, in fact, I'd say the more well-crafted fan games the better!

So guys, please for the sake of peace and unity and whatever, simply accept that messing with death lasers isn't something that cannot be used by several people.
Title: Re: MegaMan 72
Post by: Zan on July 31, 2010, 06:11:21 PM
[youtube]http://www.youtube.com/watch?v=gZGqE9xzGWw[/youtube]
Title: Re: MegaMan 72
Post by: DarkSaturn on July 31, 2010, 06:43:49 PM
Like somebody said, I did not copy Phil's idea here in its entirety. (is this even a word? X) )

as some of you may know, MM72 exists longer than just a couple of months, and the idea of Mirror man's stage using Lasers similar to Quick man's was brought up a really long time ago.

I admit that we got that idea from Phil's rainbow man video, but so what? it's not like we just use his lasers or graphics, or that we lead them run through a prism to spread all over the place.

In addition, the lasers isn't the only thing you will see in Mirror's stage.

To the guys saying its like a "sheldon" stage from MM6, may be, I never played that game so any similarities are unintentional. -.-

There's another thing i'd like to say: This here is a  fan game created by fans for the fans and i am pretty dang sure the same can be said about MMU, so why all the fake competion-making?

I do not see MMU as a competition to MM72, in fact, I'd say the more well-crafted fan games the better!

So guys, please for the sake of peace and unity and whatever, simply accept that messing with death lasers isn't something that cannot be used by several people.

Oh Hello, My name is DarkSaturn!
I dont know that it was unintentional, so sry. and even i dont know that you never played mx6, so sry too. but please dont do that face, is awful!
Title: Re: MegaMan 72
Post by: Blackhook on July 31, 2010, 07:06:54 PM
What other gimmick can you do with lasers? I really want to know...
Title: Re: MegaMan 72
Post by: Zan on July 31, 2010, 07:08:30 PM
What other gimmick can you do with lasers? I really want to know...

Spectroscopy.
Title: Re: MegaMan 72
Post by: Blackhook on July 31, 2010, 07:10:53 PM
...just out of curiosity, how can that be used in game?
Title: Re: MegaMan 72
Post by: Zan on July 31, 2010, 07:29:40 PM
By the power of imagination.
Title: Re: MegaMan 72
Post by: Blackhook on July 31, 2010, 08:15:46 PM
...I never noticed you had a sence of humour
Title: Re: MegaMan 72
Post by: MC Jimmy on August 01, 2010, 04:01:59 AM
One of the games, I could have sworn, had lasers that went off of things. Like Lurch said, we thought up of using something like Quickman had with the idea of implementing something having to do with mirrors, thus, lasers bouncing off of of mirror thingos.
Title: Re: MegaMan 72
Post by: N-Mario on August 01, 2010, 06:05:49 AM
[youtube]http://www.youtube.com/watch?v=gZGqE9xzGWw[/youtube]

I SO miss this game.  :'(
Title: Re: MegaMan 72
Post by: HKLurch18 on August 04, 2010, 02:53:09 PM
Okay, now that the waved here have calmed down a little bit, i think its time for me to post another, more developed preview picture of Mirrorman's very sciency looking stage. (and cause this is just a mockup, none of the tile and enemy placement here is stationary)

(http://i34.tinypic.com/2uidk0k.png)

Usually I use 2 palettes for the bg but for his stage, I thought that 1 would be totally enough, so i got 1 to spare for the death lasers, overall :)

speaking of lasers, the reflector enemy got changed into some sort of security guard robot, directing the laser (which is part of a security system altered by mirror man) all over the place.

I tried to come up with all sorts of sciency stuff for the bg and i am still doing more, the stage is supposed to take place inside a laser research facility afterall. ( fun fact, laser beams gain their streinghth by getting reflected back and forth through a pipe filled with a special type of matter)

A lot of the bg tiles will flash in and fade to black to keep things interesting and in motion.

I hope you enjoy this so far, i think it beats the old mock-up by a longshot :D
Title: Re: MegaMan 72
Post by: Zan on August 04, 2010, 04:23:17 PM
Quote
Usually I use 2 palettes for the bg but for his stage, I thought that 1 would be totally enough, so i got 1 to spare for the death lasers, overall Grin

You shouldn't forget that when death lasers regularly appear; the background is made all black. You don't have to stick to the same four palettes throughout the stage, you can have areas with all of them, with less, and palette swap when appropriate.

Also, on a different note, with those enemies on screen the yellow tone should be the exact same as Rock's skintone. In fact, I don't see how you could have such a minuscule difference; the NES palette in general, as well R9/10's, doesn't have so many different colors.

(http://i59.photobucket.com/albums/g295/ZanSidera/R9R10pal.gif)
Title: Re: MegaMan 72
Post by: HKLurch18 on August 04, 2010, 04:30:47 PM
hmm I was using the very bright yellow that i also used for the shiny tiles, but i think that using the skintone rock has for his face might work even better and make it look a bit more authentic, so thanks :)

in fact, with the enemies being blue and brightly yellow, both of them could use rock's shade of blue, too!
Title: Re: MegaMan 72
Post by: Zan on August 04, 2010, 08:03:41 PM
Quote
in fact, with the enemies being blue and brightly yellow, both of them could use rock's shade of blue, too!

There's no need for that, they need a shade that fits them, not necessarily Rock's. Remember that Rock can change his colors by special weapon use, thus his primary palette is completely separate from anything that isn't a bolt, E-tank, extra life or weapons energy.
Title: Re: MegaMan 72
Post by: HKLurch18 on August 04, 2010, 08:13:18 PM
oh yeah,i totally forgot about that. ^_^
Title: Re: MegaMan 72
Post by: HKLurch18 on August 05, 2010, 03:21:26 PM
double post to show you a new mock up of mirror man's stage, this time I wanna show you some more BG tiles i made.

(http://i36.tinypic.com/11r9mj9.png)

i hope you enjoy it :)
Title: Re: MegaMan 72
Post by: RetroRespecter on August 05, 2010, 05:41:50 PM
double post to show you a new mock up of mirror man's stage, this time I wanna show you some more BG tiles i made.

(http://i36.tinypic.com/11r9mj9.png)

i hope you enjoy it :)
You won't have to worry about that, HKLurch18.  8) 8) 8) 8) 8)
Title: Re: MegaMan 72
Post by: Zan on August 06, 2010, 12:29:42 AM
Why'd you change the shade on that mirror enemy?
Title: Re: MegaMan 72
Post by: HKLurch18 on August 06, 2010, 08:19:41 AM
felt like doing so ;)
Title: Re: MegaMan 72
Post by: MC Jimmy on August 06, 2010, 02:28:26 PM
Castle Boss theme, not the typical sounding song for it.
[youtube]9YOe7dmwymE[/youtube]
Title: Re: MegaMan 72
Post by: Night on August 06, 2010, 07:07:37 PM
It sounds nice though! And I love the wily machine!
Title: Re: MegaMan 72
Post by: HKLurch18 on August 11, 2010, 12:32:24 PM
Hey Guys, just letting you know that we are currently re-doing the old tilesets and enemies to look a lot sassier than before ;)

I finished redoing all of gamble man's enemies yesterday. I tried to stick with the NES limitations as best as i could (at least i hope i did ;) )
so yeah, here are the redone enemies:

Grande Roulette:

(http://i37.tinypic.com/o529o3.png)

A brighter color scheme, better lighting and overall clearer drawn.

Biso-Bot:

(http://i36.tinypic.com/35m4m0j.png)

again, clearer lines, brighter colors etc. He also uses the same palettes Grande roulette uses.
Same also counts for the mid-boss of gamble man's stage,

Gamble Machine:

(http://i33.tinypic.com/ega35d.png)

That's all for the gamble man enemies. the G-man himself currently gets a facelift, too.

But before i finish him, i decided to tackle one of saw man's enemies.

remember this guy? :
(http://i34.tinypic.com/2u44s9y.png)

I wanna be honest here, that truck really looks ugly. i cannot stand looking at it, so, again, it was facelift time and i present you the new Saw-Dozer!

(http://i37.tinypic.com/anzsee.png)

I used clearer lines for that one, the overall design is better thought out and it uses saw man's palettes.

I hope you like those reworked enemies :3

Title: Re: MegaMan 72
Post by: MegaPhilX on August 12, 2010, 03:20:53 PM
I like everything among those enemies. It's just the SawDozer is probably scaled up so it's hard to get a good idea of what he looks like at normal size but yeah, those are cool ^_^
I liked the original truck too.
BTW you can do whatever you want with lasers in MirrorMan's stage. I don't own the concept of re-directing lasers  ( :
Title: Re: MegaMan 72
Post by: MC Jimmy on August 12, 2010, 03:26:19 PM
BTW you can do whatever you want with lasers in MirrorMan's stage. I don't own the concept of re-directing lasers  ( :
Don't worry, we are having a surprise with some of the lasers.  ;)
Title: Re: MegaMan 72
Post by: HKLurch18 on August 12, 2010, 04:09:17 PM
I like everything among those enemies. It's just the SawDozer is probably scaled up so it's hard to get a good idea of what he looks like at normal size but yeah, those are cool ^_^


thanks you, man :)

here is the new saw dozer in its original size:

(http://i34.tinypic.com/2pt89ko.png)

also a sneak preview of gamble man's stage. it's just a random tileset showoff, just so you know :)


(http://i33.tinypic.com/2h54cuc.png)
Title: Re: MegaMan 72
Post by: Zan on August 12, 2010, 04:43:16 PM
The saw dozer's wheel ain't exactly round...
Title: Re: MegaMan 72
Post by: HKLurch18 on August 12, 2010, 04:45:23 PM
The saw dozer's wheel ain't exactly round...

maybe they lack air O_o

I can move the wheel-cover up a little, that should give the impression of round-ness =)
Title: Re: MegaMan 72
Post by: MC Jimmy on August 20, 2010, 10:25:39 PM
Took a break from the 8bit [parasitic bomb].
[youtube]HmKh5a-1qw8[/youtube]
Also, I think Lurch has some stuff to post from DomoPJ later.
Title: Re: MegaMan 72
Post by: HKLurch18 on August 23, 2010, 10:50:00 AM
Yes,Yes i have, Majestro!

I am proud to present you DomoPJ's latest masterpieces -

MEGAMAN 72 POWERED UP!

(http://i33.tinypic.com/2w4l8rd.png) (http://i38.tinypic.com/344csxw.png)
(http://i34.tinypic.com/v3ol7a.png) (http://i35.tinypic.com/24485ec.png)
(http://i33.tinypic.com/ji2loj.png) (http://i38.tinypic.com/1498llk.png)
(http://i37.tinypic.com/fnsdi0.png) (http://i33.tinypic.com/fjkbpy.png)

And, as the final showstopper, Mute's new design finally has been revealed!
(http://i38.tinypic.com/kedb8k.png)

and, as a little bonus, I present you balance's transformation into the Ba-LANCE:
(http://i34.tinypic.com/rseb0w.gif)
Title: Re: MegaMan 72
Post by: HKLurch18 on August 25, 2010, 09:45:37 AM
Hey guys, some more indoor-Casino stuff has been done recently. We also finally got the out-door bg done, cannot wait to show it to you guys, but for now this has to do:

(http://i37.tinypic.com/20uogt1.png)
Gamble man theme by MC jimmy: http://www.youtube.com/watch?v=fB6vqKqMVaI

hope you like it:)
Title: Re: MegaMan 72
Post by: Protoman Blues on August 25, 2010, 09:51:21 AM
The theme for GambleMan is really good.
Title: Re: MegaMan 72
Post by: HKLurch18 on August 25, 2010, 10:08:52 AM
yeah i like it too :)

also, the rails in the background are for a specific kind of platform that's not done yet, just thought i might add this :)
Title: Re: MegaMan 72
Post by: MSX on August 30, 2010, 10:41:55 PM
Since you guys didnt get an update lately - heres the new GambleMan outdoor BG that we worked on.
Enjoy.
(http://i37.tinypic.com/30044tl.jpg)

Peace!
Title: Re: MegaMan 72
Post by: DarkSaturn on August 31, 2010, 02:52:15 AM
only a recommendation, put a park like magic man stage instead of the mountains. thoses mountains are so...
Title: Re: MegaMan 72
Post by: Flame on August 31, 2010, 04:05:49 AM
Makes me think of a casino in like, Nevada or something. (Nevada has mountains right?)
Title: Re: MegaMan 72
Post by: HKLurch18 on August 31, 2010, 10:46:22 AM
Makes me think of a casino in like, Nevada or something. (Nevada has mountains right?)

http://en.wikipedia.org/wiki/Sierra_Nevada_%28U.S.%29

:)
Title: Re: MegaMan 72
Post by: Mirby on August 31, 2010, 10:49:17 AM
I used to live in the west slope foothills of those! XD
Title: Re: MegaMan 72
Post by: RetroRespecter on September 01, 2010, 12:52:43 AM
Not too surprising that Gamble Man would set up in Las Vegas, Nevada. That city is considered a playground for adults and is often known as "America's closet". You ever hear the phrase "Whatever happens in Vegas, stays in Vegas"?
Title: Re: MegaMan 72
Post by: HKLurch18 on September 01, 2010, 08:08:15 AM
yeah, I am also familiar with the saying

"We cannot stop here!

this is bat country!"

;)
Title: Re: MegaMan 72
Post by: Mirby on September 01, 2010, 09:16:29 AM
yeah, I am also familiar with the saying

"We cannot stop here!

this is bat country!"

;)
Fear and Loathing. Nice.

You just became 100,000x cooler in my book, man! ^.^
Title: Re: MegaMan 72
Post by: HKLurch18 on September 01, 2010, 09:23:21 AM
Fear and Loathing. Nice.

You just became 100,000x cooler in my book, man! ^.^
that's the power that this movie has ;)
Title: Re: MegaMan 72
Post by: RetroRespecter on September 21, 2010, 04:28:59 AM
Bat country? I thought that was Texas (or at least I thought so when I watched Rollergirls).
Title: Re: MegaMan 72
Post by: Karasai♪ on October 06, 2010, 09:23:08 PM
How come Distort Man has Vile's shoulder cannon and Starforce's Buster? or is it just a little cameo thing?
Title: Re: MegaMan 72
Post by: KudosForce on October 06, 2010, 09:28:16 PM
Those are references to other Mega Man series, yes. He won't use those in-game, of course.
Title: Re: MegaMan 72
Post by: Karasai♪ on October 07, 2010, 12:34:50 AM
Just a question,

Is Saw Man related to Metal Man?  -_-
Title: Re: MegaMan 72
Post by: KudosForce on October 07, 2010, 02:03:35 AM
No. He has nothing to do with Metal Man, as Saw Man was built by an unknown party.

His very existence is due to HKLurch18 being a big fan of Metal Man, really. >U<
Title: Re: MegaMan 72
Post by: Karasai♪ on October 07, 2010, 03:20:52 AM
Awww  :'(
Title: Re: MegaMan 72
Post by: Flame on October 15, 2010, 03:42:16 AM
Those are references to other Mega Man series, yes. He won't use those in-game, of course.
Aww. that would have been fun WTF moments. Like "DID HE JUST SHOOT ME WITH VILE'S CANON!?"
Title: Re: MegaMan 72
Post by: HKLurch18 on November 03, 2010, 05:49:59 PM
So, where do I begin with what probably is going to be a pretty long post after quite a long time?

An apology might be the best way to start.As some of you might have noticed I pretty much disappeared, like, 2 month ago without leaving a trace, even removing the videos of MM72 from youtube and, what you do not know, kicking Deviant art and this side out of my bookmarked web-sites as well. Leaving you guys uninformed for such a long time was rather rude and that's what I want to apologize for.

now, off to the main topic and I guess that you guys already saw this coming, but here it is, straight from the big one's mouth:

Megaman 72 is now officially dead.

At least for the guys over at 72dpi.com, including my very self.
Personally speaking, things have changed a lot since i graduated from school, but just blaming these changes would not be the full truth. another reason besides my new activities is the lack of actual lust to continue this. So many hours went into MM72,time i could have invested in a far better way. At least this is what i have realized over the last couple of weeks and i am glad i did.
I realized that what I did was pretty much pointless. sure, there were nice components to spriting and all, like meeting a couple of new guys via the internet, but in the long run this simply wasn't worth it compared to the stuff i do nowadays in my spare time.
I cannot speak for the other guys who worked on this but i am pretty sure they enjoy being rid of the burden that was this fan project.

However, i still got everything we worked on on my harddrive. If anybody wants to pick this project up as it is now and steer it into a direction he or she wants to, feel free to contact me so i can give you what we have accomplished in those 1 and a half year of spriting,composing, etc.

With best regards,

Tim
Title: Re: MegaMan 72
Post by: Stardius on November 03, 2010, 08:39:30 PM
Well that's very sad news, since you were one of my only hopes to ever experience multiplayer Megaman platformer, but well rl is rl, can't have time for everything. I would pick up the project if I knew that it would move somewhere in my hands, like it probably wouldn't, since I have similar problems with mine, only in way that I am the only one who probably has time for it.
Anyway, I wish you best luck at whatever you will do and thanks for showing us how should good fangame look like.  :)
Title: Re: MegaMan 72
Post by: KudosForce on November 03, 2010, 10:39:22 PM
I'm very saddened to hear that, Lurch. :( It would have been nice if this tribute to Florian Hufsky was made, but that's the way things go, I suppose. It can't be helped.

But still, I'm rather thankful of the time I've spent with you and the rest of the MM72 crew. This experience helped me hone my storytelling skills, which I'm thankful for. I'll certainly put them to good use in my 2nd home, the Time Tangent Team. ;)

That said, I wish you good luck with life and your bright future ahead of you. Auf wiedersen, my friend, and fight for everlasting peace! owob
Title: Re: MegaMan 72
Post by: RetroRespecter on November 04, 2010, 06:35:31 AM
Sorry to be the cold one but can the Moderators please lock this topic, considering that Mega Man 72 is dead?