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Messages - Zan

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676
News and Announcements / Re: Mega Man Online...?
« on: May 12, 2010, 04:11:41 PM »
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I'd like to know why they dropped it in the first place

Wily died of a heart attack when he saw Axl take his precious Zero's spotlight.

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X7's story was cool in itself, except Axl was too childish for my liking, and the complete drop of Wily. If it even had the Wily connection back I could live with Axl being there.

I think the stories of X7, X8 and XCM all are nicely presented and well written. It's just that conceptually they require you to kinda ignore what the series had been recently working. Mind you, the current plotline still has a lot of thematic connections to the past, as made even more evident by Maverick Hunter X, it's just not the connections everyone craved for after games such as X5 and X6; Wily, Zero and so on.

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Fan Games / Re: Fangame Remakes That Should Be Made
« on: May 12, 2010, 01:53:43 PM »
Obviously Objection Man works for Blue Screens, Inc.

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Zero / Re: Rockman Zero Collection Thread
« on: May 11, 2010, 08:22:27 PM »
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I like how you folks make such a big deal of this when I ONLY ever complained about X8's helmet design.

Really. you guys are digging too deep into my gripe with X8's designs.

I was actually specifically referring to you overly voicing your dislike of the helmet design, nothing else.

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Zero / Re: Rockman Zero Collection Thread
« on: May 11, 2010, 03:13:56 AM »
what this Acid said. This design is really just too epic to be left unused.

Shouldn't you be bitching about the blasphemous changes to Zero's helmet spikes?

Also, will never ever work in sprite format.

680
Zero / Re: The Z-Knuckle and the obtainable enemy weapons
« on: May 11, 2010, 03:10:51 AM »
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I'm still waiting for a playable dash-blade that rams enemies into a wall, though...

Use your l33t hacking skills to apply the Recoil Charge effect to Zero's dash EX skill!

681
X / Re: Zero turned good by the Sigma Virus
« on: May 10, 2010, 12:41:13 AM »
I cant help but to think in XCM that X was also called an S rank hunter, along with Zero and Axl. Maybe I'm imagining things.

Yes, in XCM, all three are S-class Hunters.

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X / Re: Zero turned good by the Sigma Virus
« on: May 09, 2010, 11:36:12 PM »
I've seen nothing stating X's rank in X8. As far as I'm concerned, unless otherwise said it's still B.

But X's rank means nothing to his combat skills.

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X / Re: Zero turned good by the Sigma Virus
« on: May 09, 2010, 07:54:25 PM »
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Explain to me how outside, unseen manipulation does not qualify as circumstance.

Even when added with statements such as "nothing is absolute", "created to be an evil Repliroid." "Unable to control him." Wily wanted to control an evil Zero, not create a good Zero. Inafune's statement is heavily about changing what should not have been changed; such as the virtuous Hunter Sigma becoming an evil Irregular. That meaning is lost if its Wily that deliberately changed Zero to good.

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In light of all that I think it's completely impossible to say that Weil succeeded where Wily failed.

The point is that we must give more credit for his creation of Omega. If we acknowledge Inti's scenario of something of the original Zero still remaining in the body and Vile using that to create Omega as a clear cut possibility. Vile seemingly accomplished something what troubled even Wily. To bend that uncontrollably violent god of destruction to his will is certainly an extraordinary feat.

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That's what timed force fields and quite possibly W-headaches are for.  For whatever degree of control you're implying that Wily is after, he isn't using the methods available to him very often.

It's nothing new that Wily's been gloating over Zero's victories regardless of that Zero being good or evil. But Wily's goal is still ultimately that evil Zero for the sake of the destined battle with X.  Wily may be taking his time NOW. But from the very beginning, the battle with X was not something Zero was ill-equipped for.

Remember that Hunter Zero was originally a superior to X, before they became partners of equal standing on the battlefield. For the sake of his battle with X; Zero did not originally need more power. It's only in subsequent titles that there exist some form of competition in growth between X and Zero, which Wily seemingly witnesses with great interest in the hopes that his Zero comes out on top where X failed.

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It's a pretty long limb to go out on, I'd say.  Seems a bit unusually sentimental for Awakened Zero to beg for X's survival during/after the attack.  Furthermore, you're suggesting the personna was maintained but without the power to stand up to Sigma?  I'm not sure about that one.

Then you're back to square one; a loss of the virus and its corruptive effects is witnessed by X beating up Zero.

Though, I'm not sure you can entirely say it's a different persona of Zero. The difference between Hunter Zero and Awakened Zero is something a bit more subtle, I think.

684
Fan Games / Re: Mega Man Unlimited
« on: May 09, 2010, 06:42:36 PM »
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Thatīs because he sees the slopes as if they had no purpose, which shouldnīt be the case.

I said that slopes would hurt an aspect of gameplay unless they're kept to a minimum and used only when they should be used; that is, when smooth transitions between different height platforms are needed. This is something only Rockman8 did to facilitate the use of Rush Bike and the sled segments.

In the Rockman4 MI example, you give an example of when a stage gimmick justifies its use without compromising the jumping aspect of the game. But in that same example, the gimmick might also be a bit overused; you can see several odd examples of enemies that work only on straight floors landing on a sloped area.

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About the sliding, I thought that was the whole point of adding slopes in the first place. If thatīs not their function, then I donīt know why they bother adding them.

What I meant is, is that 45 degree slopes are so steep, that standing on them should be impossible; the character would be pulled down akin to Shantae on slippery slopes, and Mario crouching on a slope. The use of the less severe angle commonly used for isometric environments, has a lot more natural look that would neither require unique standing frames nor have the character slide down as in the aforementioned examples.

685
X / Re: Zero turned good by the Sigma Virus
« on: May 09, 2010, 06:04:27 PM »
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More like both have their own methods, parallel branches along the same tree.  Recall, if you will, that even without Dark Elf (one of many Sigma Virus derivatives), Omega still resonates the same energy signature as Dark Elf.

I'm not convinced that Wily is "failing" with Zero.  He aptly demonstrated in X6 (and is further implied in X4) that if he wanted to capture Zero, nothing's stopping him.  For some reason or another, it seems to me that he wants to take a more passive role.

But he contained a flaw in his cognitive program that made him violent and unwilling to obey instructions, so Dr. Wily himself sealed Zero in a capsule.

Zero contained a flaw in his cognitive program for which Wily sealed him. That is Wily at the beginning failing to properly complete Zero's cognitive program. Wily has found a way around that with X2 and X5, but initially he seemingly didn't. Dr. Vile on the other hand, has no problem reprogramming a virusless Zero to become his slave. Which is rather surprising with Wily's own initial problems, and the mental instability of such copies as the Zero Nightmare. But then, we do not know the mental state of X2's copy, and TvC's Zero vs Zero battle also seemingly has both Zeros equally sane.

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In what way does getting one's ass kicked by X constitute losing the virus?  We know from Alia that "killed" qualifies under that, but not so with merely "beaten".

Then it begs the question of how we describe Techno's, Doppler's and Gate's return to normalcy after getting beat up by X. But, maybe Zero works completely different than regular Repliroids? After all, the piece of DNA Gate found was spreading the virus like crazy.

Iwamoto's X2 Zero vs X scenario had X punching out a Sigma Virus chip within Zero's head lens (Z-brain?)  and so returning Zero to normalcy. This scenario works very nicely with what we see in X2 the game. But compared to X5, in which we can't really establish a loss of the virus by beating up Zero, maybe we should at a different reason for his suddenly sacrificing himself for X? Was that Hunter Zero, or actually the awakened Zero giving up his life? More on that a few quotes below.

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I'm not convinced of that.

Zero and Sigma's change in allegiance represents "circumstances can change anything". Ergo, not as planned. There may be some planned aspect that worked toward it, but it was not intended in that way, at that time, with those results.

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Might also go a ways to explaining how nobody at Hunter Base noticed. 

I just wonder what that means for the poor smuck that has to repair the virus spreading damaged Zero. Considering the difficulty of that, maybe the human Cain did it all the time?

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If the Hunter personna was established as permanent, others should be able to be written as permanent as well.  If it is indeed the ideal state for Zero to learn new abilities, then that would lend more credit to such a fall-back upon defeat as being intentional.

Zero's Hunter Person might be "ideal", but its lack of order input would not be. Wily has no control over this Zero, but he certainly seems eager in keeping that brain chip. Inafune specifies that change to good as circumstance; Zero should still remain evil. But the evil Zero's personality isn't really that different from the Hunter Zero; only the person that is his reason for fighting has changed. Which goes a long way to explaining how X5's awakened Zero actually sacrificed himself for X; fighting for X and fighting for Wily. With Sigma trying to kill X with the battle of destiny yet incomplete, what is best for both X and Wily coincide. Sigma himself threatened Wily's rivalry then and there.

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I took notice that virtually nobody seems to actually believe in Sigma's cause.

Spark Mandriller?

686
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He was the best performance IN the movie.

Aside from the part where he switches at random from unable to be heard soft to mute the speakers loud?

687
Zero / Re: Megaman Zero: Command Mission
« on: May 09, 2010, 02:05:21 AM »
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It's already established both in-game and in drama tracks that he and Zero double-team Omega.

I think this is actually a count against an Elf Wars RPG title. RPGs normally have teams of three or more. How would that work with a final boss who by the canon was only defeated by two people?

688
Fan Creations / Re: Zan's stuff
« on: May 09, 2010, 01:10:23 AM »
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Sexy!

Of course, "you" would say that!

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Fan Games / Re: Mega Man Unlimited
« on: May 09, 2010, 12:21:04 AM »
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Slopes has nothing to do with a style, man.

It has everything to do with the Rockman gameplay style actually. Much like the Rockman series has always opted to have a 16x16 based environment. It is such things that create the run and jump gameplay we all know and love. Slopes, unless kept to a bare minimum, hurt an aspect of interaction by allowing vertical transitions to be crossed by simply holding right all the time. The exact opposite of using an 8x8 based environment, which would warrant too much jumping if abused.

All in all, such "gimmicks" are best kept in moderation. And in the specific context of slopes, I think going instead with 30 degree angles rather 45 degrees would look much more natural. An incline of 45 degree just seems too steep without a character just sliding off by the power of gravity.

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I wonder if they were aware that they could do them.

Considering the very existence of the Legend of Zelda, of course they were aware.

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3D enemy like in Mega Man X2 and X3

Just sprite a wireframe and keep its size moderate. Should be entirely doable. Just not in the same way they did it on SNES.

690
Gaming / Re: Games everybody dislikes, that you like
« on: May 08, 2010, 04:55:21 PM »
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What about it is even slightly bad?

The Solar Sensor. It's just too bad that the one game that ditched the gimmick decided to also ditch the stealth factor...

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Most of X7's failures came from pussyfooting with the 3D/2D blend.

Does a broken wall dash jump count?

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(aside from X's whining)

Only in the English game.

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Fan Games / Re: Mega Man -1 (MM Fangame)
« on: May 08, 2010, 04:08:05 AM »
Hmm.. Since you're already using four palettes nearly to their limits, it might be hard to improve upon the background, but I think it feels a bit too bland as is...

Without changing anything to the tiles themselves, I think what you can first and foremost do is to change the set up of the background; move elements around to spice up the background. A good way to go at it is not to have everything in the same column. You might also want add some sort of conventional ceiling. That way the player's focus is drawn to where it needs to be.

When it comes to changing something to the tiles, I think the third palette group is an area of attention. That palette is used to create the wooden pillars going across the background, but those stand in very sharp contrast with the primary background color. I think it would help if you could give those pillars a more defined three dimensional shape, as well as finding a way to blend them with the primary background color more; some sort of shadow effect cast onto the wall might do the trick.

Aside from all that, though, I think you definitely got the theme of the area right.  Just spice it up and it should be good to go.

692
Fan Games / Re: Mega Man Unlimited
« on: May 07, 2010, 05:41:27 PM »
From the screenshots it really looks like TankMan's is one of the first tilesets done. Phil really ought to redo that one...

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The story of this game follows after MegaMan 10. I

Why after R10? I would have figured a placement after R9, before R10 would fit this the most, as it was originally produced to be a Rockman10. By going beyond R10, you only write yourself into a potential problem with R11...

693
Fan Creations / Re: Zan's stuff
« on: May 07, 2010, 02:05:03 AM »

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Gaming / Re: Games everybody dislikes, that you like
« on: May 06, 2010, 11:34:07 PM »
I think I'm one of the lucky few who played Rockman X7, no unbearable voice acting and nice opening intro.

Who need story when you play megaman games anyway.  8D

Get the PC version, apply English script patch.

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Fan Creations / Re: Diggeh's Miscellaneous Pixelations
« on: May 05, 2010, 10:15:57 PM »
About the sprite of Rightot. You should consider using a skintone for the yellow, as Rockman9 did. Due to the way the NES works, you can only have 4 palettes on screen. With two in use for Rock, and Auto's green and red using another, reusing Rock's face palette is the way it's conventionally done. Though, I suppose if Roll is the only other character on screen with Rock and Rightot, I suppose her colors are available for use with him...

696
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So if that applied to Bass...
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Or it's because he's too exhausted from the battles with the RMs to be beserk.

Look at the last page, if that isn't berserk, I don't know what is. Of course, Forte's pretty berserk of his own already.

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Edit: Besides the manga and the enemy names, there isn't much going on story-wise in the booklet. Most of the comments are about the music tracks themselves rather than trivia about the stages or characters. Although it'd prove interesting with the behind the scenes sort of info with all the comments from the artists. I'll post if I come across anything amazing.

What about the vocals in the tracks themselves?

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It'd just be nice if the news got name of the author correctly in the first place.  That way I wouldn't have been hyped up by the possibility of redesigned bosses.

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You know, I can't believe this happened again...

http://protodudesrockmancorner.blogspot.com/2010/03/rockman-10-arrange-album-announced.html

28 page full color booklet included. 16 pages are devoted solely to a new Rockman 10 manga by Hitoshi Ariga.

http://protodudesrockmancorner.blogspot.com/2010/02/more-rm10-soundtrack-details.html

The booklet will also come with some official art and guest artwork courtesy of Megamix author Hitoshi Ariga.


Way to go, news people. Everything will become Ariga!

699
Fan Games / Re: Fangame Remakes That Should Be Made
« on: May 04, 2010, 04:04:01 PM »
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X7 should be done as well; maybe as X4-6 style to keep it up. The only thing is one would need custom Axl sprites. Sad

If you're going to tackle such a huge project, you damn better know how to sprite, and making Axl's sprites would be the least of your worries.

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Fan Games / Re: Mega Man -1 (MM Fangame)
« on: May 04, 2010, 04:01:14 PM »
All boss robots names and concepts have been thought of before, no exceptions.

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It's Kunai Man's tileset...
Does it look all right?

It would help if you showed it in 16x16 tiles, and grouped them by sets of the same color palette.

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