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Messages - Zan

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751
X / Re: X7-X8 never happend?
« on: April 10, 2010, 02:28:33 AM »
Having gone over it again. I can say this with certainty; the majority of this new info really all coincides with what we already knew.

Relating Evil Energy/Roboenza to Sigma Virus and X's immunity is all fine and dandy. The details about Zero's mental state also heavily goes with established views on the difference between X4 Zero, X5 Zero and Omega. Zero's sealing as a result of X6 is all fine and dandy even with what X7~XCM established. I have no qualms with Mother Elf's origin, the change from Maverick Wars to Elf Wars, and I'm absolutely loving the new details on Project Elpis.

Where the entire text falls apart is only in two peculiar spots:
-1XX years ago Zero was made whereas X was made more than 200 years ago.
-Zero changed to good by the Sigma Virus.

The former could easily be a labeling error, or an actual plot point. If taken at face value, Wily's post mortum activities suddenly got even more interesting. I don't see it mattering that much toward XCM. Since no matter which answer we have to this issue, we wouldn't be trying to reach 20XX by time traveling 1XX years from ZERO anyway. Unless you really want to try with some generous XX values.

The latter has been a big point ever since RZOCW's original release. But this time without unfortunate implication toward X's worrying. It's quite controversial still, but I can see how it works out. The added explanation certainly helps.

All in all, I would take those two points with a grain of salt, but I think if we discuss to this we might come to some answers to age old mysteries. After all, both these controversial points have become innately tied by Inafune saying Wily was revived by the virus.

And before I forget, most of all, say bye bye to your Zero-Cataclysm theory, you Zero-Cataclysm fanboys!

752
I'd go with Cain's ancient equipment. We already knew from Inafune and others that the gap from classic to X is "more than 100 years". With "20XX", having X sealed much earlier than 2014 seems to be kinda out there.

753
Playing devil's advocate here.... but, is there any reason why Zero's birth has to happen in 20XX instead of 21XX? Why can't Wily produce Zero even beyond death?


754
Original / Re: Mega Man 10 stage route.
« on: April 09, 2010, 08:27:40 PM »
IMO, the preferred stage order heavily changes dependent on difficulty mode and player character.

755
X / Re: X7-X8 never happend?
« on: April 09, 2010, 07:36:29 PM »
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And who is that in your avvy now? Is that... Master Mikhail?!?)

Yeah, that's Mikhail. Styled after April Fools.

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Zan, I think you have a point there, but I'm beginning to think this plot is reaching above the lines of KH and LoZ combined.

I really don't think so. Aside from the "Zero turning good" part presented here. It's mostly the fans which are complicating matters. One shouldn't read these things as such absolutes; it's just a summary, it's not supposed to talk about everything but the matters important to itself. One should accept where things are vague, and where things are left unspoken, and not use the absence of a mention to implicate something is false. It's the same as when RZOCW was released; try to read it thinking about how things can fit, rather than how it contradicts.

756
X / Re: X7-X8 never happend?
« on: April 09, 2010, 05:41:10 PM »
I see nothing in that text that disagrees with our current perception of the canon, which includes X7~8. It simply sums up the relevant points, with disregard of time passage. Take note that Light could have never finished X immediately following Rockman10. In that same vein, it's clear that Zero was not immediately discovered as the source of the Sigma Virus, following X6. This extra time is not taken into account in telling its story. And there's a lot of leeway here.

If Inti is ever to write a ZX summary, I'm sure the story of X7~XCM will be mentioned to introduce the origin of Albert's power.

757
Fan Games / Re: Mega Man Unlimited
« on: April 08, 2010, 11:15:20 PM »
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We all agree that MM9 and MM10 feature stuff that the NES couldn't do, and our engine is based on MM9.

Actually, from what I can tell, R9 and R10 don't break the rules that often. I've only seen blatant impossibilities on R9's stage select, the cutscenes, and some of the bigger bosses, like the Wily Machines. Throughout the rest however, 4 BG palettes and 4 sprite palettes seems to be exactly what they were aiming for; complete with player induced palette swapping of 1-ups, E-tanks and Bolts. Case in point, Concrete and Plug's stages were completely reproducible by editing a Rockman4 rom.

In the case of the screenshots here, I find that Glue's and Wily's stage have a certain charm to them, which is kind of absent in the other two by the many colors and elements present. Comet's is just missing a bit of unity, whereas Tank's walls seems too complicated; somehow both look very distracting. Aesthetically, a bit of unification and simplification might work well in those two areas, it'd also make them more fitting with the rest of the areas I've seen.

Anyway, if you're going for something based on R9/R10. This might be nice to know; recently the palette for those games was discovered in the data.
http://img697.imageshack.us/img697/5097/75782695.gif
Sprites Inc has recently been using those colors to obtain accurate colors on their sprite rips. Prior to that they were just kind of guessing half the time.

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MMDWR

Which game is this?

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If Capcom uses official names twice, or more, then why fans must change names of their robot masters? Capcom will not complain.

I really don't think those PC games can be counted as "Capcom"... I think the only true case here is "Magma Man" from R9 and the Magma Men from the OVA.

758
Fan Games / Re: Megaman Odyssey Project Edit: 2010 Demo
« on: April 08, 2010, 10:36:45 PM »
I don't suppose there's any way for you to add some sort of MM2 style easy/normal mode?

759
Gaming / Re: Snake hunting dinosaurs.
« on: April 08, 2010, 10:18:53 PM »
Costa Rica has live Dinosaurs?  :D

Dinosaurs created by cloning genetic material found in mosquitoes that fed on dinosaur blood, preserved in Dominican amber.

760
Fan Games / Re: Megaman Odyssey Project Edit: 2010 Demo
« on: April 08, 2010, 10:11:28 PM »
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Come on! It isnīt that hard. You have to learn the pattern of your enemies and their traps. You need to pratice, that's all.

Not too fond of long auto-scrolling sections in general. And this one got just too long and tough from the get go. It has quite a lot of cool parts (like the intro, ending, diagonal meteor shower and the first boss), but is just too difficult for my liking. I just cheated my way through it, though. The space station itself is definitely more fun to play, and has quite a lot of ingenious concepts. However, the difficulty doesn't ease up from the space section; it's as if you're required to know everything in advance in order to dodge it, moreso than in a title such as Rockman9.

All in all, this game really shines in concept and presentation, but is too high difficulty to really get into.

761
Fan Games / Re: Mega Man Unlimited
« on: April 08, 2010, 09:46:31 PM »
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I think they're merely for scrolling purposes, to force the player back to the far left so that the player will be centre screen when the room starts scrolling. When making the engine we found that some occasions, if some maps weren't designed correctly, and transitions aren't correctly thought out, the camera suddenly goes loopy and whizzes back and forth to put Mega Man back into the centre of the screen.

Yep, that's exactly the reason why this "turnaround" exists.

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We need to be authentic

You know, I quite like how all the screenshots "look" like they're from an authentic Rockman game, but there are a couple of points here and there where, unless I'm mistaken in how the screenshots would dissect, things get just a tad too colorful for comfort. The main purple/red wall in Tank's stage seems to have too many colors. Comet's seems to have too many different palettes used throughout the area. I'd also mention the enemies in Glue's, but that's nothing some good flicker wouldn't set right.

As for the Wily Stage, it's all good. I just wonder, what's that blue line?

762
Fan Games / Re: Megaman Odyssey Project Edit: 2010 Demo
« on: April 08, 2010, 09:07:32 PM »
For more commentary on the space station and DuplexMan... you could have made the space section shorter and easier. I know I never got through that part.

763
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Ballade... They give him a mouth, but no raised horns and shades?

Both forms are in the game's tile data... Either there's a way to trigger it, or it went unused.

764
I would reckon they were made faster to compensate for the increase in resolution.

765
Fan Creations / Re: Gatuca's Unoriginal Workshop
« on: April 07, 2010, 03:00:25 PM »
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while abiding to the NES limitations.

Don't go there. At best only one of those images can be displayed by a NES, when nothing else is on screen.

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8-bit

I wish people would stop using this archaic bitplane terminology...

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bitaxion
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pixellizing
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pixelatation

None of those are actual words...

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Top: original
Bottom:

Whilst it's interesting to see where you made changes from the original, I'm not entirely sure if all changes are for the better. Particularly the shading on Rock's helmet and hand. And the details of the strand of hair next to Roll's ear, her eyebrows, and the sudden appearance of clavicles.

766
Original / Re: MegaMan 10 - More Playable Blues
« on: April 07, 2010, 02:09:22 AM »
Not if you take into account values smaller than seconds. Either it's rounding upward, or the code actually says "less than 1:00:01". There's no way you stopped on 1:00:00 on the milisecond.

767
Original / Re: MegaMan 10 - More Playable Blues
« on: April 07, 2010, 01:36:21 AM »
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it's not "under an hour" you need, it's "an hour or less". The game lies!

It's practically the same thing, you know.

768
Fan Creations / Re: Gatuca's Unoriginal Workshop
« on: April 06, 2010, 08:29:22 PM »
There's nothing wrong with either as long as you're open and clear about how something was made. In this case, it'd be nice to see the originals.

769
Fan Creations / Re: Quint Makes it Himself / Sprites and Art
« on: April 06, 2010, 08:27:10 PM »
There's no known official color scheme for him. The game says "dark/black", but disagrees with itself by drawing him considerably lighter than Forte.

770
Gaming / Re: Sonic the Hedgehog 4 (Wii, PS3, 360)
« on: April 06, 2010, 08:13:51 PM »
Sonic4 should have been made in the style and resolution of the original Master System Sonic The Hedgehog!

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...this coming from the person who gets the Red Ring on his finger whenever 16Bit X9 is mentioned...

Flame didn't complain about a "16-bit" X9, he's complaining about an "X1~3 style" X9. X1~3 style is a crappy style compared to what a 16-bit system can truly do. When using sprites, a game on a "16-bit" system could be done in the exact same style as that of a "32-bit" system. X1~3 style would only serve to make the game look worse than it could be, with little to no gained value in terms of nostalgia and production effort. It also reduces the narrative to being a parody of itself, unable to contain the ideas demanded of a successor to X8.

Sonic by comparison, very much needs a return to simple narrative. Other than Eggman, there should be no talking; there should only the cast expressing their thoughts and emotions by the characteristic movements of their bodies.

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If you're referring to Xtreme 2, I've clearly stated that I 100% hate the control scheme, which is not a trivial matter. 

Getting an emulator with gamepad of your own choosing is still beyond you?

771
Original / Re: Fact or fiction?
« on: April 05, 2010, 08:08:01 PM »
And yet Konami released a Tetsuwan Atom Famicom game in 1988.

772
Gaming / Re: Can sequelitis be a bad thing?
« on: April 03, 2010, 07:12:48 PM »
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Mega Man X6 and even the Zero series and ZXA are probably decent games to some and did not present insurmountable challenges, but they just aren't forgiving to the general public, or new players, or to those like me who want a powerful protagonist worthy of backing justice and don't die, to have fun playing the game and not be interrupted.

ZXA?.... How is ZXA in any way a hard game comparable to Rockman Zero's pride damaging upgrade system? ZXA follows the classical X formula of health upgrades, auto regenerates your weapons, and offers the ability to slow time over and over again. Only the final stage has cheap hazards, and at which point, you should have all the mobility to overcome it with some smarts.

773
General / Re: Change my nickname, please
« on: April 02, 2010, 03:57:44 PM »
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Next year you'll be going by Master Thomas.  omaigah

And Hypershell will be the Vacuum Arm?

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Good show, folks.  Seriously, though, if you were going to screw with my name, going the L1 route with Spread Buster would have at least kept the sense of pyromania.

How about them forgetting to make it a single word?

774
General / Re: Change my nickname, please
« on: April 02, 2010, 03:50:48 PM »
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Although Zan should be a Master Albert rather than a Mikhail.
Leik seriously.

^ He speaks truth.

775
ZX / Re: ZX3 confirmed! Images of ZX3 in action inside!
« on: April 02, 2010, 02:28:52 AM »
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Serenade was a guy

Serenade was both.

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