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Messages - Zan

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1001
Zero / Re: What does Original X look like in the Zero series?
« on: December 21, 2009, 12:06:30 AM »
You can basically see that figure of X inside of the rainbowy ball of light.

1002
Zero / Re: What does Original X look like in the Zero series?
« on: December 20, 2009, 11:27:39 PM »
Both are accurate depictions. What you posted is how his Cyber Elf appears, what I posted is how he projects himself.

1003
Original / Re: About the Mega Man 4 Robot Masters.
« on: December 20, 2009, 02:58:07 PM »
Cossack created them, but Wily had done some work on some of them, particularly the combat orientated ones. Wily just has this knack of taking robots and making them his. Which is why the majority of the established DWN list is more like a list of robots people used to take over the world. The R4 group are both "DWN" and "DCN".

You can see the same things with the R3 robots being dominantly listed as Wily Numbers (Right and Wily Numbers, except ShadowMan), the R6 robots being listed as DWN and MXN (Mr. X Number).

The odd thing about that listing is that regardless of DRN, DWN, DCN and MXN, they all follow on each other. Whereas such things as the King Numbers however follow a completely different listing, just as the Space Rulers do. It's further complicated by TimeMan/OilMan, which are DRN-009/010, even though DWN-009/010 is MetalMan/AirMan.

Finally, I believe it was R4 in which the credits and the sourcebooks don't agree at all about the numbering of these robots.

All in all, I personally feel the DWN listing is very much in need of a gigantic overhaul, there really isn't that much consistency.

1004
Zero / Re: What does Original X look like in the Zero series?
« on: December 20, 2009, 02:42:08 PM »
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What id like to know, is about that leviathan like part on Cyber X's helmet. only the sprite really has it, and it doesnt make him look any "holier"

What ARE you talking about, Flame?



From TELOS.

1005
Rockman Series / Re: Robot Master Tournament
« on: December 19, 2009, 04:38:21 PM »
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In what games do you want them to appear when the only Classic game we've gotten after PU is 9 =/

I think Ariga's R8 megamix would have been an option as there was a conflict of Right robots. But as it stands, the original 6 are by tradition are group separate from all the later made ones. You can see TimeMan and OilMan as the first in the new wave of Right Numbers of which the R9 bosses are the latest. As there's many more robots created by Right in the world of Rockman, both of them were basically robots that have always been there, just never shown before.

1006
Original / Re: Brace yourselves for the next wave of stupidity!
« on: December 19, 2009, 04:28:22 PM »
I don't see how this guy is any more stupid than the people who say X = 10. At least this guy realizes that the sequels with their regular numbers mess up any such notion. (Unless you're going with FFX-2 style naming. >.>)

1007
Rockman Series / Re: Robot Master Tournament
« on: December 19, 2009, 02:00:58 PM »
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I stand by my argument that Time man and Oil man are retcons made solely for the sake of completing the circle of 8. I mean, they seriously weren't necessary.

I don't see why that's even a factor. All the boss robots in every game a result of establishing that same old circle of 8. It is a long established tradition simply because it works. It gives the player the expected amount of new content in terms of bosses, music, stages and weapons. Thus, you should consider it as such; they gave you two new bosses to give the player new challenges and replay value. They made Rockman Rockman much more than a 1:1 remake by making it on par with the other games. But not just that, the game actually went and exceeded all other titles by allowing you to play as every boss, and giving us the ability to make every stage of our own liking.

Besides, the Numbers make a lot more sense with TimeMan and OilMan. 8 robots were used by Wily, and MetalMan is the ninth robot in the numbering. Rock and Roll shouldn't be in the list of robots that took over the world each mainstream game.

1008
X / Re: Sigma Virus question
« on: December 19, 2009, 01:30:43 AM »
Doppler is actually interested in X's power. See both MegaMission and X3. In the former he seeks to analyze X, in the latter he asks X to join his side, and when he declined, the remains of X's body were to be used to create Sigma's.

1009
Original / Re: MegaMan 10 - More Playable Blues
« on: December 18, 2009, 10:41:34 PM »
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It applies ONLY to MM10.

Except everything you said applies to MM9 as well. So why are those reasons for 9 being liked better than 10?

1010
Original / Re: MegaMan 10 - More Playable Blues
« on: December 18, 2009, 10:36:38 PM »
That, and:
  • Not 16-, 32-bit or 2.5D
  • No sliding or charged shots for Mega Man
  • No original abilities for Proto Man
  • No fourth playable character
  • Lack of an antagonist whose title is something other than "Dr."
The list goes on...
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I like MM9 better than MM10.

Hypocrit much?

1011
News and Announcements / Re: Mega Man 10 Official Site live!!
« on: December 18, 2009, 06:04:02 PM »
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CometWoman's stage is
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USA canon
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like Monsteropolis

1012
News and Announcements / Re: Mega Man 10 Official Site live!!
« on: December 18, 2009, 01:51:20 AM »
CometWoman's stage is like Monsteropolis, that strange multi-faceted land of robot-like humanoids, is what I mean.

1013
News and Announcements / Re: Mega Man 10 Official Site live!!
« on: December 18, 2009, 01:45:42 AM »
By the way, MegaPhilX's fangame is totally USA canon now.

1014
Fan Creations / Re: Nebula ★ Black's Cola Machine
« on: December 18, 2009, 01:33:58 AM »


That should address most of the issues with the bottom part and the yellow details. However, the ceiling was unusable. It seems that they used a lot of tiles that eliminated the grid, making reproduction very difficult. The best way to find these tiles is to compare them to the spike row, as that is a clean 16x16 tile. Notice that in the original screenshot, the ceiling bricks never align with the spike row.

1015
News and Announcements / Re: Mega Man 10 Official Site live!!
« on: December 17, 2009, 11:42:59 PM »
You can make them feel it where it hurts, fanbase and conscience. It IS an appalling practice and we should just let it be known to them. Aside from art theft, what they did was simply false advertising that entered a new realm of stupidity.

1016
Original / Re: MegaMan 10 - More Playable Blues
« on: December 17, 2009, 10:39:59 AM »
Power Fighters had a 2 in its title.

1017
X / Re: Sigma Virus question
« on: December 17, 2009, 12:52:25 AM »
Replicapture was MegaMission2. X's mental battle with X was solely Ariga's MegaMission1 adaption. Though the negative effects of the Limited on X have been noted in the card, referring moreso to the abnormal changes of the Limited in his body.

1018
News and Announcements / Re: Inafune & Ariga: Grilled By The Fans
« on: December 16, 2009, 09:37:56 PM »
The W headgem is actually one of the most unexplained things in the series.

But, we also still have to get the answer to what Wily is doing during the later X-series games.

I mean, he kinda misunderstood the question last time we asked him. >.>

Maybe just ask him if Wily's "being brought back by the virus" has anything to do with that headache, and if Wily is revived, why he's been absent in recent games.

1019
Original / Re: MegaMan 10 - More Playable Blues
« on: December 16, 2009, 09:34:19 PM »
7 also had a reason, notice that only four of his robots were hidden away to bust him out of jail.

1020
Anime & Manga / Re: Kara no Kyoukai - The Garden of sinners
« on: December 16, 2009, 04:49:47 PM »
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Actually I found sadder his 'cameo' in Shiki's coma scene. He literally came out of nowhere, said "lolconflictspiral" and vanished, and I assume he saw her origin or something because I don't see why she would be useful before getting the MEoDP.

I think Araya's presence there would have been far more fitting were it detailed back in movie5, or even movie2. The scene was mentioned in movie5, but he's being so delightfully vague that even in retrospect I don't quite get it. Guess you just need to rewatch Movie5's first Shiki - Araya fight in order to comprehend it.

1021
X / Re: Sigma Virus question
« on: December 16, 2009, 03:12:53 PM »
I think X's viral immunity is a subject of much debate. Sigma certainly seemed to believe it was somehow possible, but he hasn't succeeded yet.

Let's just say that it's theoretically possible, it's something that's very, very, very hard to do.

1022
Anime & Manga / Re: Kara no Kyoukai - The Garden of sinners
« on: December 16, 2009, 12:16:33 AM »
Araya wasn't even human enough to be considered killed... Isn't it sad, Araya?

So when are we getting Mirai Fukuin?

1023
Fan Creations / Re: Nebula ★ Black's Cola Machine
« on: December 15, 2009, 09:10:00 PM »
Thing is, I've seen absolutely nothing in both R9 and R10 that exceeds 4 colors per 8x8 tile, especially not in the ice stage screenshot. Any extra colors you're seeing there are a result bad scans/screenshots.

As for the "custom palette", they're not using a custom palette, really. The NES palette in not properly displayed in emulators. R9's palette is actually closer to the actual TV output of the NES games than what the emulators, and by extension the sprite rips, display.

Quote
For the screenshot, again I didnt want to replicate it completely but make the mockups based on it. I retiled it like 5 times. This is the closest I can get right now. I dont have much time to sprite and this was only an hour work. Still I will do better on my next MM10 mockup. Thanks for being honest.

If you would show the tiles you made, then I could easily retile it to accurately match the screenshot. It's exactly the aforementioned fundamental flaws that keep you from tiling it properly.

1024
Fan Creations / Re: Nebula ★ Black's Cola Machine
« on: December 15, 2009, 01:08:33 AM »
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I wont do anything MM10 till new scans are there. Ice stage is impossible cause of bad scans and not only that it is more of 16-bit than 8-bit like some MM9 stages were it didnt fit in 8-bit category. So. I may be just like random as I've ever been before.

I'm honestly shocked, SpeedReemix. Why are you using such an arbitrary description as "bitplanes" to somehow mix together what should be separately referred to as "style" and "system limitations"? The terms "8-bit" and "16-bit" are quite meaningless in both an artistic and technological sense simply in that they try to group together far too many different unrelated matters under the single header of what a CPU is capable of.

Master System and Famicom, Genesis and Super Famicom, these are nothing alike; the system limitations are different. Sonic, MegaMan, Mario and whatever, nothing alike; the sprite styles are different. The bitplane terminology in spriting is arbitrary and archaic, plain and simple.

R10's ice stage is not more of "16-bit" than "8-bit". Beyond my previous assessment on that type of terminology, it's also a completely false statement in regards to both style and limitations. I've seen that image and what I see is something that's entirely possible within the limitations of the Famicom AND the sprite style of the Rockman games. Surely it might appear that there's far too many shading, but Rockman's backgrounds have always included details far richer than feasible in characters. On a technical level, a variation of the Famicom palette is used and each tile uses no more than 4 colors. All that is truly what some would call: "8-bit".

As for your recreation of the other screenshot from R10. It's a nice effort. However, there is a severe fundamental flaw in that you skipped an entirely column of tiles in the rightmost bottom half and the leftmost top half of the screen. This leads to misalignment of the ceiling with the rest of the area. To be specifically, between Rockman and the health item from bottom to the ceiling, there's much more distance in the original screenshot. And in the ceiling, left of the yellow details to the lifebar, a similar issue is present that distorts the patterns near the lifebar.

A related issue is that the actual screenshot does not show the spikes at the edges as wholes, but rather as halves. Somehow or other you invented two half tiles at the edges and tried to put that within the same screen resolution, making you come a whole tile short compared to the original. Other issues in the recreation include the size and alignment of the moving platform, as well as some key pixel details in the yellow parts of the ceiling and floor.

All in all, it's a nice effort, but ultimately in need of retiling and a few pixel level adjustment of the platforms and details.

1025
Original / Re: MegaMan 10 - More Playable Blues
« on: December 14, 2009, 03:55:04 PM »
Because everyone would complain about how it can't compare to the NES games.

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