Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - OBJECTION MAN

Pages: 1 ... 40 41 [42] 43 44 ... 56
1026
Fan Games / Re: C# MegaMan Engine
« on: June 22, 2010, 05:20:35 AM »
I'll definitely take a look out of curiosity if nothing else.

1027
Fan Games / Re: Mod My Rockman! *Spoilers*
« on: June 22, 2010, 05:18:26 AM »
What if it is evil robot clone of Vixy?

Doc Bot Vix

1028
Fan Games / Re: Mega Man Unlimited
« on: June 22, 2010, 05:17:43 AM »
I recommend we wait till theres a playable beta for fans to properly nitpick before we alter anything at present.

These limits intricately effect the design of the game itself. By then, having levels and bosses done, it may be a little late to go and correct 'minor graphical mistakes'. Its best to design with these things in mind first. If not addressed early on, you're not going to really be able to fix it. Game design 101.

Personally if I put my blood sweat and tears into it, I'd make damn well sure its done right. Though, it's not my project and I guess I cant enforce quality where its not a concern. I just wish more fan games would take better care to being high quality. With as much dedication as Phil says he has, I just figured this project would have one of the highest chances of doing something really high quality. I mean, he said hes actually made games in the industry before, right? Shouldn't that alone predispose him to want that?

1029
General / Re: RPM's Rockman & All-Gaming Music Archive
« on: June 22, 2010, 12:52:13 AM »
Is there a skip in the first track (HQ VBR) or is it just my player/PC? Around 0:40.

EDIT: Seems to happen in the CBR version as well. Happens for other people I know too.

1030
Fan Games / Re: Mega Man Unlimited
« on: June 22, 2010, 12:43:21 AM »
Ah, alright. Noted.

1031
Fan Games / Re: Mega Man Unlimited
« on: June 22, 2010, 12:40:37 AM »
Don't listen to OBJECTION MAN Phil; he thinks that anything outside the norm is inherently a steaming pile of [parasitic bomb]. You should listen to him rant about the EXE/SF games sometime... I like it, as do many of us here.

I'm beginning to think you actually don't read my posts, but rather pull a random summary out of thin air. It's kinda sad, cause I thought you were one of the cool and intelligent members.

I've never once said being normal is good or bad. Being consistent is the basis of my complaint. You can be consistently low quality looking, but as long as it's consistent it is actually much higher quality than a mixed and matched look. Sadly nearly all fan games have this inconsistent mix and match look.

I'm simply saying; If you are going to be reusing NES style sprites, then keep doing NES style for the entire game. If you don't, it is going to (and already does) look inconsistently mixed and matched.

1032
Fan Games / Re: Mega Man Unlimited
« on: June 21, 2010, 10:58:49 PM »
That's exactly what I'm doing. I'm just not as strict with my limitations.

So what you're saying is; "I'm sticking to limits, but I'm really not sticking to limits."? Inconsistently sticking and not sticking to limits is what causes such inconsistent looking results.

1033
Fan Games / Re: Mod My Rockman! *Spoilers*
« on: June 21, 2010, 04:26:17 AM »
I think Slash Claw would be a big enough sprite to insert "OBJECTION!" over, right? Then we could have Objection Man?

1034
Zero / Re: Most Useful Gimmick Weapon?
« on: June 19, 2010, 11:58:17 AM »
The point of Chain Rod is less to damage enemies and more to pull them over in order to deliver a Z-Saber to the face in style (or, stage permitting, just drop their ass into a spike pit).  It works better in Zero Collection, extra buttons and all.

Exactly. It has tons of combat usage. Its good for getting behind shields/short walls at times too. Jump, shoot out, land, and the thing comes around from behind and damages. Provided you cant just rip the shield out of their hand. I found it to be the most useful, and definitely the coolest 'rod' weapon of the series.

1035
X / Re: why is x the weakest character in the game
« on: June 19, 2010, 03:37:27 AM »
They're not terribly difficult, they're just tedious.

I'd agree there, but that one last [tornado fang]ing nightmare at the very end where you have to remain crouching. THAT was [tornado fang]ing bullshit.

1036
Fan Games / Re: Mega Man Unlimited
« on: June 18, 2010, 06:07:25 AM »
It's not the total color count that's the issue. It is the localized color count. That being the NES cannot display overlapping tiles, and no tile can be over 3 visible colors per tile. Furthermore, each tile, including the palette applied, has an area of 8x8 at its minimum. The way they would bridge the gaps is by using sprites, but this art would be employing a severe amount of them, to the point of unbelievability. Not to mention the whole scanline issue.

I guess obvious unbelievability in the graphic limits isn't something new to this project, but damn is it jarring to see. It's really something noticeable, even by those who aren't aware of all the technical limits.

1037
Gaming / Re: The Mario Kart Thread
« on: June 18, 2010, 05:59:56 AM »
1. We have seen no bikes.

How am I suppose to have Wario and his awesome hog then? Pass on this game.

1038
Fan Games / Re: Mega Man Unlimited
« on: June 17, 2010, 11:39:48 PM »
It's nice and all, but why is it slanted even in the vertical direction? Unless someone can't hold their camera upright, there's no real reason the buildings should be anything but straight up.. Especially since at this resolution and color count the long diagonal lines start getting very rough and wobbly. Which pretty much brings me to my next point; if you have the colors, why not employ AA? Though, I have my doubts about the color count to begin with.
It also looks a bit messy to me

This. In addition to the above; Color wise I dont believe that's possible to do. There are over 4 colors in some tiles. The amount of sprite overlay needed to fix that, is on the unbelievable side.

1039
Original / Re: Rockman 7/8 FC (Spoilers)
« on: June 13, 2010, 10:24:43 PM »
After playing it, I can honestly say that was pretty terrible. I can see absolutely no incentive to play this over the original. A lot of things that it does are so obviously undo-able on the NES, so it's novelty factor is pretty much all lost. Not to mention they pretty much up and removed a ton of unique features that really made Megaman 8 what it was.

1040
Zero / Re: Megaman Zero: The Fandub - Yea or Nay?
« on: June 13, 2010, 10:03:08 PM »
Not really feeling Ciel. She doesn't really sound into it, like shes just calmly reading off of a piece of paper.

1041
Gaming / Re: HARD CORPS SEQUEL. HELL YEAH
« on: June 13, 2010, 04:52:01 PM »
Wow. Those videos sold me. That looks like crazy fun.

1042
General / Re: Get rid of Marqueeeees
« on: June 12, 2010, 02:55:06 PM »
It can slow down some computers/browsers

Stone age computers maybe. My phone has absolutely no problem what so ever with any sigs or avatars on this forum.

1043
X / Re: why is x the weakest character in the game
« on: June 12, 2010, 05:07:38 AM »
So do I.  On the other hand, I do keep save files where I've purposely stocked everything without clearing any Mavericks, on both PS1 and GCN.
They don't "disappear" per se, it's just one shot per stage.

... really? I thought they were one time use period. And to think I've not been using them cause I always think I'll need them later and don't want to waste them.

1044

Crashing in, by ザキコ.


Holy [parasitic bomb]. That is epic.

1045
General / Re: RPM's Rockman & All-Gaming Music Archive
« on: June 12, 2010, 01:36:22 AM »
Klaiver is right though. This is only a 128kbps rip. It's a good preview in a sense, but Vix will surely give a far superior rip and include scans.

1046
X / Re: which armors of X u should want to use?
« on: June 11, 2010, 11:09:43 PM »
I liked the fact that X2's buster let you combo the shots one after another. I hated that X3 took that out. Props to ZX for bringing back the buster comboing.

1047
X / Re: why is x the weakest character in the game
« on: June 11, 2010, 11:07:04 PM »
I agree. I too have cleared the game in its entirety as unarmored X. It is by no means impossible. I thought getting to a part slot took forever though, however it may be that I play on Xtreme mode always. I never typically use Limited Parts though. I'm always reluctant to use things that disappear, especially in games like Castlevania. And yeah, X5 is also pretty broken, but I left it out of my post to limit the cans of worms I opened. X5 started the severe down fall, until X8 saved the series.

I concede that the early X games do have some grinding, but in a very minor amount, especially compared to the later entries (X5 and onward). I suppose I didn't notice it much at all on my latest series play through a few weeks ago, as I had not found myself using a subtank outside of a few final bosses, or having to actually stock up on lives to get the hadouken.

1048
X / Re: why is x the weakest character in the game
« on: June 11, 2010, 06:51:36 AM »
You just don't like that I called Starforce a tedious, boring, cash cow series with a plot thinner than tracing paper and more lame than a FoxBox show. Which I still stand by.

That I think is the only other bashing I've done to games here. Oh and Tekken. [tornado fang] Tekken.

1049
X / Re: why is x the weakest character in the game
« on: June 11, 2010, 06:41:56 AM »
I'm sorry but deep doesn't describe X6's level design. More like cheap, bullshit, and frustrating. Case in point; putting a lock on pass through wall projectile enemy in a zone where you need to remain crouched or the ceiling will magically crush you. But of course standing up, getting hit, and in some cases, attacking, will stand your ass up and cause you to be insta-killed. The mere fact that they even left in such a bullshit mechanic like that is bad enough, but that's just the beginning of the crap X6 spews from every angle.

X6 has some really bad level segments in some places. It was not thought out at all. It was a failure in level design, and in engaging difficulty. Their idea of difficulty was not particularly skill based, but rather luck of the draw or grind for power-ups till you can just survive the bullshit.

The parts system especially urked me. Getting parts was fine. Yeah OK they could die, that sucks, but it was a repeatable process, and quick to find a few right away. Too bad you cant equip them, until you grind the same damn enemy over and over and over again. Once you collect enough EXP- err nightmare souls, then you can finally equip one [tornado fang]ing part. That is bullshit.

Notice a pattern here? Grinding? Keep that bullshit out of my Megaman X games. So now lets look back. What was so great about X1? No grinding for parts, money, items, etc. It was straight up action, with a little exploration. You find stuff and can equip it right away. No waiting for all 4 parts, or having to grind money or 'souls' before you can even think about using the power-up you just found. It has proper game flow, which X6 can't begin to even think about.

The nightmare system seemed like a good idea on paper, but the next time you decide to randomize an item, or capsule, DONT. I spent nearly a half hour trying to get the capsule in dung beetle's stage.

X6 was almost a complete failure at living up to what makes a Megaman X game good, and in a lot of cases, what makes any game good. Anything it fixed, it turned right around and completely broke in another way.

Then of course, X7 took all these problems and just added more to them. Abysmal.

1050
Gaming / Re: Hokuto Musou
« on: June 11, 2010, 02:44:00 AM »
Sweet. Now I dont have to buy a PS3 and import it.

I hope there aren't any licensing loopholes so that they need to remove content, like YOU WA SHOCK.

Pages: 1 ... 40 41 [42] 43 44 ... 56