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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.
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What if it is evil robot clone of Vixy?
I recommend we wait till theres a playable beta for fans to properly nitpick before we alter anything at present.
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.
That's exactly what I'm doing. I'm just not as strict with my limitations.
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.
They're not terribly difficult, they're just tedious.
1. We have seen no bikes.
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
It can slow down some computers/browsers
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.
Crashing in, by ザキコ.