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Messages - OBJECTION MAN

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426
X / Re: Why wasnt X5 the last game?
« on: June 01, 2012, 02:05:04 PM »
Want to fix X6? Start by not allowing the player to stand up if they have to be ducking to not get killed by the instant death ceiling. Especially when gotten hit by a cheaply placed nightmare shooting auto aim orbs at you. Hell, it should make you auto duck as is, instead of just KILLING YOU OUTRIGHT.

If classic Megaman doesn't die when he is hit while sliding through a 1 block gap, X and Zero shouldn't for simply ducking in a 1 block gap. It is purely lazy programming.

427
Fan Games / Re: Rockman World: VS Killers/Megaman: The Hunter Numbers
« on: June 01, 2012, 01:58:58 PM »
Try getting a demo, or at least a proof of concept, before asking people to spend their time composing for you.

428
X / Re: Discussion about Vile
« on: May 24, 2012, 01:52:41 AM »
X8 having Vile show up and the cast not one bit shocked to see him alive was a little strange. They acted like hes been alive and running about all along.

429
Rockman Series / Re: The story of Rockman Online
« on: May 10, 2012, 08:21:34 PM »
*tosses RMO's dead carcase into the pile with Universe and Legends 3*

Mother [tornado fang]er. I didn't wholly expect to be able to play it, given the region issue, but mother [tornado fang]er.

430
Fan Games / Re: Untitled Mega Mania Style Fangame
« on: May 01, 2012, 06:26:28 PM »
The use of a 2nd palette is all fine and dandy , just remember how it's all very situational. By adding more palettes specifically for one character, you sacrifice them on another, unless they share their palettes. You just got to consider at all times "what else will be on screen?".

Which would be more true for an NES game than a GBA game. Recall that Megaman Mania was a GBA title, using all of the GBA processing power, going over the NES and GB color limits. In fact, the Wily here would be using one single 16 color sprite palette (out of a total of 16 sprite palettes).

They really took advantage of this for some of the original bosses, that have more 'shading' then the NES port overs. MMV especially, check out the Megaman Mania screen shots earlier in this thread.

431
X / Re: Zero the original X?
« on: April 26, 2012, 06:45:18 PM »
stuff

I skimmed the post, bite me.

Inafune said in this interview his supervisor was the one who accepted and rejected designs, and that's how Zero got rejected. That would probably be the 'creative director' role in the team. In the old days this often times could be also the producer, or a man who held many positions in the team. It wasn't specified beyond that.

432
X / Re: Zero the original X?
« on: April 26, 2012, 03:21:23 PM »
Zero was originally designed to be the protagonist of the X series, yes. The design was however rejected for not resembling Megaman. The Megaman X design was created after. In fact I believe Inafune did not create X's design, it was someone else.

433
I hope they figure out something soon, cause this region locking is just bullshit. I would have just gotten it imported, but well, guess not.

I'm wondering how that will work, if it will require full firmware upgrades, or rebooting to a new firmware like the PSP's can, or something totally different. The only real problem I foresee is that the wifi is actually useful, and mandating an update to get back on their network might actually cause problems for some people. On the DS it was a non issue because of very little updates, and on the Wii it had such terrible network support no one typically cared.

360 and PS3 though? No one really screws with that, for fear of lost network support.

434
Didn't stop the PSP hackers >_>

Where are they, they need to get working on the 3DS... Screw the Vita.

435
they aren't

Still nothing? Didn't we have DS rom loaders in half this time?

436
No, which means you have to import, like I did. ^^;

And since the 3DS is region locked...

So, how are those ROM loaders for the 3DS shaping up?

437
No US release date yet for the first?

438
If by fast you mean copying and pasting open image files from the game build, sure.

All the sprites are seemingly tiled, and encrypted or compressed in some manner. People are still trying to decode, palette, and assemble them.

439
Ever since THAT mishap, let's just say that things on the west side of the fanbase isin't really too happy about it, and project their feelings as such. I went to the Mega Man Network, read a few comments and some of them said "where's me legends 3 capcom?" and when a single was announced "Where's Roll Caskett on the picture?" and such. Not easy being a fan, is it?

So, you just mean in general? I don't get why you addressed me when saying it then.

440
Fan Games / Re: Untitled Mega Mania Style Fangame
« on: April 12, 2012, 06:16:26 AM »
Depending on how well the enemies are acquainted with Megaman, the title of "Blue Hero" or some other variation may actually be an interesting way they refer to him. Perhaps they aren't all familiar with his actual name, or the ranks of these Stardroids are more familiar with calling him that.

As an example, in Mobile Suit Gundam; the carrier ship "White Base" is referred to by the Zeon officers as "the trojan horse" and they continued to use that title even after it's name was known out of familiarity.

441
Having played 20-something chapters into Namco X Capcom, telling me that you don't like it is like telling me that you don't like Super Mario RPG.

But SMRPG was well paced and fun, and NXC... not so much.

@Objection Man: Umm, when you think about it now, it appears that some people still haven't gotten over MML3's cancellation. I might suggest the next title announced that even HAS a MM character to come with a fresh state of mind, that's what I did.

What are you talking about? L3 has no baring on my feelings for this game at all. If anything, X and Zero in NxC sprite style is actually interesting. I simply don't like turn based (aka slow & boring) strategy games. These sprites could be put to much better use in a fighter, platformer, or a mixture of the two. Anything interesting at all, really.

But I can't say I wasn't expecting this as the most likely outcome when it was announced.

Simply, and completely, underwhelming.

442
Consider me underwhelmed. The sprites will be interesting, but that's it.

443
Ah, so she's just a cheap recycle character. I was expecting a bit more out of that, given her shape shifting ability could be used in a much more creative way, say like Arakune from BB.

444
Fan Games / Re: A Mega Man NES style Fan Game
« on: April 04, 2012, 03:02:20 PM »
Yeah I would be willing to listen to these.

I think this is a first. We have a guy who really cares about authentic quality for once. It's refreshing.

Zan's explanation is pretty much the basic foundation of all NES styled graphics. We can discuss it in greater detail on MSN sometime. Though, as far as I know, at least for MMF1.5, there is no way to get a true authentic palette system going. With careful planning though, it might be possible to get as accurate as we can.

445
Fan Creations / Re: Rockman Remix
« on: April 03, 2012, 05:25:26 AM »
AH that one worked, thanks.

Knowing OCR at least 60% of them will suck but out of 60 total, that's a fair number of good potential remixes. Some of them in the video sounded pretty good.

Posted on: March 10, 2012, 01:30:34
[youtube]http://www.youtube.com/watch?v=XMYE7xQ3r5Y[/youtube]

Rock out my friends! This guy knows how it's done!

446
Fan Games / Re: A Mega Man NES style Fan Game
« on: March 29, 2012, 05:05:30 PM »
That was pretty much what I wanted to talk about on MSN in greater detail. Bass I can take or leave, since the selection screen indicates double jump. The high amount of separate stage gimmicks in Pyre's stage is my main focus.

447
Fan Games / Re: A Mega Man NES style Fan Game
« on: March 29, 2012, 04:56:01 PM »
Pyreman himself is fine. It's just his fire seeker.

448
Fan Games / Re: A Mega Man NES style Fan Game
« on: March 29, 2012, 04:42:08 PM »
I think you have a good basic working skill of how stage design should be handled. I was impressed by a lot of aspects of them. I do have some concerns though. Perhaps a more direct talk, say on MSN or something?

As for PyreMan's changes; Outlines don't fix the contrast issue here, as the outline is also dark. As a general rule of game design, selective contrast and lighting help the player to determine, and notice, what is and isn't an active object/tile/floor/whatever or something to look out for. Likewise, making an active object colored darker it blends enough into the background makes it less noticeable and harder to see. The outline helped minimally, but the true fix is to have the object colored brighter in some fashion.

449
Fan Games / Re: A Mega Man NES style Fan Game
« on: March 29, 2012, 03:11:30 PM »
Just keep them in sync. Have the main object, without buster, be the primary object. The secondary, with buster, is always set to the animation and frame values of the primary, non buster, version. This will ensure they're always in sync. Remember to keep the animations from playing on the buster one.

This way the secondary, and any other object beyond that, will remain in sync at all times from the original source. You have to make sure all the animations are in the same order though. The idea is, whatever animation and frame the normal version is on, the buster version will also be on. They must be structured the same exact way; same order of animations, same frame count, etc. Only the non-buster version needs to have frame timings and such though, since all other versions look to the primary non buster version for all the animation and frame info it needs.

Posted on: March 29, 2012, 06:50:51 AM
Just played the new version. I have to ask, who designs the stage elements?

Also, for Pyre Man; his shots seems hard for me to see. I think because they don't have much contrast with the background color, sharing the same red apparently. Perhaps making them brighter will help that. I like his pattern though. It's a pretty good and classic feeling boss. Fast paced too.

450
Fan Games / Re: A Mega Man NES style Fan Game
« on: March 28, 2012, 08:33:13 PM »
wait.... you have megaman and his mega buster out frames as one object? What I always did was have MegaMan as one object, and then his mega buster arm out frames as another object. Turn this invisible, and when player presses button to change variable, make the buster arm out frames visible, & shoot the object. This would have corrected any animation error displays, and sync animations with MegaMan's normal animations. just saying. ;)

I did the same thing back in the day. Just keep Megs' two animation objects synced and you're good to go.

Even in C++, when I did a Megaman themed experiment, I have two animation instances in his object, doing the same basic concept.

I was however using SNES and PS1 sprites for these, so I had to bind the buster nozzle to the 'action point' for firing, since bullets weren't fired the same height with those sprites of course. The difference here though was I also made the buster it's own segmented part, removable to compensate for the Mega-Arm alternate weapon I coded in. Same for using the hand instead of the buster, like some NES games did. I did the copout and just had him in his firing stance for the Mega-Arm being shot out, but, realistically in MMV he changes back to a normal stance waiting for it to return, just without an arm. What I would have done is make ANOTHER instance of animations just for the MegaArm variations, but I didn't bother to for the scope of the experiment, but did at least prove the point to myself that it was a viable method to do so.

I believe 5th is right though, in that the NES bullet paths don't bob, just Megaman's buster that seems to. Either way though, the double object visibility method is still a very viable way to go about it, and perhaps the easiest in some cases.

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