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Messages - Zan

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526
Gaming / Re: Castlevania
« on: August 06, 2010, 02:22:53 AM »
[youtube]http://www.youtube.com/watch?v=y9EOZBxvn_E[/youtube]

0 Employees
0 Casualties
99 Escapees
Award screen: You saved all 99 Mudokons.
The sequel says it too; only 99.

But I got the award screen regardless of having 99 (0 employees) or 100 (-1 employees). Totally a smudge on the counter!

527
Gaming / Re: Castlevania
« on: August 06, 2010, 02:13:17 AM »
Remaining MINUS one.

528
Gaming / Re: Castlevania
« on: August 06, 2010, 02:02:39 AM »
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...have the exact same concept and execution with Megaman, and watch this entire forum hump furiously to it. =P

Rockman has almost always made new stages, enemies and bosses each title. A rehash such as this has never occurred.

Quote
Oddworld had way superior chatting methods to this game. Heck, can anyone get a screenshot of the commands you got available?

You could always download the Oddysee demo to check, but it's:

Hello
Follow me
Wait
Angry
Laugh
Whistle
Fart
Whistle
Chant

Exoddus complete and utterly trumps its predecessor by replacing the latter half of the commands with "All'ya", "Work" and so on.



"Hello."
"Hello!"
"Follow me."
"OK!"

<3 <3

Since you brought up Oddworld; LOOK OUT!



From my first and only complete playthrough. There's only supposed to be 99 Mudokons. I honestly don't get it.

529
Fan Games / Re: MegaMan 72
« on: August 06, 2010, 12:29:42 AM »
Why'd you change the shade on that mirror enemy?

530
Fan Games / Re: MegaMan 72
« 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.

531
Fan Games / Re: MegaMan 72
« 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.


532
Fan Games / Re: MegaMan 72
« on: July 31, 2010, 07:29:40 PM »
By the power of imagination.

533
Fan Games / Re: MegaMan 72
« on: July 31, 2010, 07:08:30 PM »
What other gimmick can you do with lasers? I really want to know...

Spectroscopy.

534
Fan Creations / Re: Nebula ★ Black's Cola Machine
« on: July 31, 2010, 07:01:53 PM »
Rockman7 FC materials aren't yours to freely use, NB.

535
Fan Games / Re: MegaMan 72
« on: July 31, 2010, 06:11:21 PM »
[youtube]http://www.youtube.com/watch?v=gZGqE9xzGWw[/youtube]

536
Fan Games / Re: Mega Man Unlimited
« on: July 31, 2010, 02:20:43 PM »
Note to self: Next time, use the term "nipple lights". -u-'


537
X / Re: Maverick Boss Tournament
« on: July 31, 2010, 01:16:59 PM »

MY PSYCHO POWER KNOWS NO LIMITS!

Except for EXE.

538
Original / Re: Rockman 7/8 FC (Spoilers)
« on: July 31, 2010, 01:46:58 AM »
They weren't in the first place.

539
Fan Games / Re: Mega Man Unlimited
« on: July 30, 2010, 11:12:52 PM »
Roll does!

 :)

Only in the Novas Aventuras.

540
X / Re: Maverick Boss Tournament
« on: July 30, 2010, 09:11:35 PM »
Magma Dragoon. Sigma teleported to the Street Fighter Universe, captured Akuma and made him into a awesome robot Dragon

Rockman always was part of the Street Fighter universe.

541
Anime & Manga / Re: Bleach (Manga Discussion Mainly)
« on: July 30, 2010, 01:59:07 PM »
Of course we all saw it coming from a mile away, Aizen did too. The entire point of "Deicide" was this moment, using the "God killing spear".

This chapter isn't about the fact that it happened, but rather how it happened, and it was priceless and epic.

542
Zero / Re: Audio Dramas...
« on: July 28, 2010, 05:08:06 PM »
Physis is just the game script.

543
It's a WTF face because the white of the eye is a lot bigger than the iris.

544
News and Announcements / Re: MEGAMAN UNIVERSE!!!!!! (PS3/360)
« on: July 27, 2010, 08:34:48 PM »
Personally, they can evolve as much as or little as they want to. As long as the games continue to be quality titles. And regardless of how retro Inti goes, they deliver quality.

545
News and Announcements / Re: MEGAMAN UNIVERSE!!!!!! (PS3/360)
« on: July 27, 2010, 04:44:38 PM »
Quote
I have. It's just a bad game.

Thus you know why Capcom is afraid of evolution.

Quote
I really do love it when people talk to me about a specific series with something that bothers me, and when I explain my disdain for that thing, they tell me to play this one specific game of the series in this one specific part with this one specific move.

Except, ducking has been in the series since X5, and aiming since Rockman and Forte. Fact of the matter is, they tried these elements, have made proper use of these elements. They simply felt there to be adequate reasons not to include them in their other titles. One could bring up plenty of reasons why these moves work against a certain gameplay ideal intended by the developers.

Case in point, ZX restricts ducking to Hu/Re forms, and aiming to Model F, for specific gameplay reasons.

546
Off The Wall / Re: HEALP! I NEED SOME TIPS ON SPRITING!
« on: July 27, 2010, 03:35:16 PM »
Quote
Well, the character I want to sprite is one of my DBZ ocs but four or five shades to represent one color seems good. Except she has at least two different hues of blue.

It doesn't matter how many shades you use per color. In spriting in an established style, you simply attempt to mimic the basic look. You can use as many shades as to make something look good, without breaching the 16 color limit. It should be your own artistic call whether or not more or less shading makes it look better, worse, more accurate, or less accurate.

Quote
And, I'm gonna sound like a moron for this, but transparency as a color?  Undecided

A sprite is on a background. If not made transparent, you would have a square border around your sprite.

In order to properly make it transparent, that background is of a color not present in the sprite. Because otherwise, your sprite itself would have unwanted transparency.

Both game engine and art programs simply need to define one unique color as transparent, thus transparency is a color.

547
News and Announcements / Re: MEGAMAN UNIVERSE!!!!!! (PS3/360)
« on: July 27, 2010, 03:20:18 PM »
Quote
"Oh no! I cannot aim at this enemy directly above me! This is making my game quite tougher!"

Play X7 more.

548
The problem is the width of the entire eye. At sideview, given foreshortening, it should in no way go that far back.

549
News and Announcements / Re: MEGAMAN UNIVERSE!!!!!! (PS3/360)
« on: July 27, 2010, 12:36:41 AM »
Meijin's Navi in EXE5.

That's Footman from EXE. GridMan is Mr. Famous' from Battle Network.

550
Off The Wall / Re: HEALP! I NEED SOME TIPS ON SPRITING!
« on: July 26, 2010, 09:09:59 PM »
It depends on the style of spriting, of course. Each style has it's own color limit and shade limit. For example, generally in RockMan ZX style, you'd have a max of 4~5 shades for one color.

If you're doing your own style, though, use as many shades as you need to make it look as best as possible.

The way it works on SNES, Genesis, GBA and so on: all 'sprites' are 16 colors total. That is, 15 colors and transparency. Look at ANY sprite from this systems, and you'll find this to be true.

On better systems, PS1, Saturn, DS and so on, this is still often used. Rockman always used it, hence the simple conversion of 8's sprites to SNES and GBA.

How many shades you use per given color follows naturally.

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