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Messages - OBJECTION MAN

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451
Fan Games / Re: A Mega Man NES style Fan Game
« on: March 27, 2012, 10:39:58 PM »
EDIT: I checked MMV and Mega Man's fist does not harm enemies when it's returning.

It most certainly does. I confirmed it myself just now.

452
Fan Games / Re: Untitled Mega Mania Style Fangame
« on: March 27, 2012, 10:35:07 PM »
Thanks.

Would it be possible to allow loading a custom border from a file too? Even if a small feature, it can go a long way in terms of player enjoyment. It shouldn't be too hard, with the active picture object, and using the Sub-Frame object over top of that. I hope I got the names of those objects right; it's been forever since I've worked in MMF1.5.

453
Fan Games / Re: Untitled Mega Mania Style Fangame
« on: March 27, 2012, 06:31:02 AM »
Support Staff



Thoughts on borders:

Possibility 1:
Borders start as a small set, and getting some achievements unlocks more. You select the one you want from the options menu. EX: "Buy all shop items." unlocks the above Support Staff border.

Possibility 2:
Dynamic borders. When in the shop, the border changes to that automatically. Thus all stages have borders for the boss of the stage. Wily stages and a few other special ones exempt of course. You should also have the option to chose a single static one too if you want.

Just some thoughts.

454
Fan Games / Re: A Mega Man NES style Fan Game
« on: March 26, 2012, 09:40:12 PM »
At the moving saw area of saw man stage, there is not enough time to dodge the saws even with sliding.

Not true. I made it through with Megaman and the slide fine. I didn't have to use the gaps between saws or anything. In fact, I didn't realize that was possible.

I do agree to get rid of MM6's sliding though. Needs that jump cancel.

455
Fan Games / Re: Mega Man X: Corrupted (flash fangame)
« on: March 20, 2012, 08:48:18 PM »
It's even harder to steal from video. HINT HINT

456
Fan Creations / Re: Colorized maps from various GB games.
« on: March 20, 2012, 01:56:58 PM »
I actually like the pink spikes. They went well with the blue and purple dynamic going on. As they are now, they don't pop out enough, losing their selective highlighting. Before, they looked noticeable and important, drawing attention to themselves as a danger point.

The rainbow flashing beams look a bit out of place in my opinion. They seem too contrasted and pure compared to the rest. Perhaps single colored frames, giving a more simplistic look? At the least, a different way to shade in the gradients that looks more old school and better fits the smaller thinner size.

457
Anime & Manga / Re: Fate/kaleid liner PRISMA☆ILLYA Gets Anime
« on: March 20, 2012, 02:24:40 AM »
it can in fact reach a temperature so high that it can cause blood to melt

Blood is already in liquid form. It cannot MELT.

458
Fan Games / Re: Untitled Mega Mania Style Fangame
« on: March 16, 2012, 07:02:07 PM »
Will you be using the Mega Arm as the default weapon? I really liked that in V.

459
Fan Games / Re: Untitled Mega Mania Style Fangame
« on: March 16, 2012, 02:09:33 PM »
The blue blocks getting a black as it's darkest shade, looks really weird since the empty vastness of space, is a lighter blue color. I'd say lighten up the blue black's black color. That seems to be how the screen shot shows it anyway. Yellow beam ending bits could use some contrast too.

Otherwise looks really nice. Too bad they won't actually be used in the long run.

460
Fan Games / Re: Untitled Mega Mania Style Fangame
« on: March 15, 2012, 09:38:58 PM »
Actually, the bullets were light blue, as shown in some of the Mega Man Mania screens.

Yeah. I know. I said that in my post, and gave my thoughts on why already. I know I can be long winded but please read the things I say at least.

Recap: Blue bullets don't make sense, probably a bug or work in progress thing.

461
General / Re: Computer Problem Thread
« on: March 15, 2012, 02:33:04 PM »
It's a printer problem. Get on in safe mode, then uninstall your printer software, and the printe rout of the devices/printers folder. Then reboot and see what you get.

PS: I hate Lexmark.

462
Fan Games / Re: Untitled Mega Mania Style Fangame
« on: March 15, 2012, 02:00:24 PM »
I noticed the buster shot lost some of it's color definition. I fixed that, and also colored the effects with a yellow color set.

As far as the Mega-Arm goes, if you're using it, what coloring should be done. In some way, the fist is large for the non 'energy ball' sprite. Makes me wonder if it itself is suppose to be a shaped energy glowing arm, which would make it yellow. Or, perhaps its just larger to justify the larger hit box, though, it flashes so fast between that and the 'energy ball' sprite, that it shouldn't matter. With that in mind, I colored a few variations.

Also, I'd mark the blue buster shot in the official cancelled title as a 'work in progress' coloring. It just doesn't make much sense. I believe it's some weird hold over in progress coloring based on Megaman's palette itself. Given this, I made a new coloring.


http://img855.imageshack.us/img855/8914/yokummmmegamanobjmancol.gif

463
Fan Games / Re: Untitled Mega Mania Style Fangame
« on: March 14, 2012, 06:39:58 PM »
Yes, the Duo one's aren't that great. Just a quick one shot, a possible starting point. I'll get to those later though.

Elecman stage:
I don't have much of a problem with the green as a color selection, since it's a nice complement to orange in this case, but for the purposes of an electrical stage it felt off. I chose purple, since blue was taken by the sky. The sky could be reduced back to the darker version if need be. I did change the fans though too, and the ladders. As far as the original goes, I believe a re-examination of the selective highlighting is needed. The green flooring and the ladders needed a touch up there the most. I can go over the concept of selective highlighting if requested.

EDIT: insert into this portion;
Have you compared this to how Elec Man's stage is shown in the trailer by chance?
The trailer didn't, but the screen shots Flame linked to did. They used blue, my original thought as the orange compliment, but since the sky was also, I chose purple.

Megaman:
It was made a little too intense, my apologizes. It was in an effort to keep the popping saturated feel, while retaining Megaman's traditional coloring. Not noticeable as much in NES emulators, for their use of default inaccurate palettes; Megaman has always had a notably teal lighter color, also present in also MM7 and MM8 especially which don't have the same color distortions when rendering their images. This was a mistake to turn it so high though.

Either way... Not sure exactly what I was thinking, now that I review things there wasn't much of a difference otherwise. However in an effort to compensate for GBA contrast differences, ie devs making the game desaturated and bright, here is a contrast adjusted version, with a reverted light color back toward blue more. The main focus here would be the face, has much less bleeding with the white of the eye. Also the outline had been contrasted just enough to take the edge off of the color bleeding between dark armor color and outline.

However, in addition, the palette for the image was a mess, including multiple shades of the same colors, for instance 4 different face colors spread across the sprites. I solidified it into a simple cohesive palette. There was also an unused color shown in the bottom left color table after solidifying, so it was also removed.


http://img713.imageshack.us/img713/8914/yokummmmegamanobjmancol.gif

I sound like an idiot after all that. I'm not quite sure what possessed me to put the green that high. The hyper saturation is a very weird style for sure. Certainly sleep deprivation has taken it's toll...

As an additional topic, the shading and coloring differences between NES Megaman and GB Megaman, and how their respective games and original designs have changed and diverged because of the GameBoy palette limitations is something I'll want to get into. The Duo in grey scale is a perfect opportunity to really display why they did what they did, and why the GB colorization project had to go so high color as it did. Really interesting stuff, I've had a few discussions with Zan on the topic before too. I'll tackle it when I have a bit more time though, since its pretty in depth.

464
Fan Games / Re: Untitled Mega Mania Style Fangame
« on: March 14, 2012, 04:44:10 PM »
Alright then;

Color adjusted Megaman:

http://img94.imageshack.us/img94/8914/yokummmmegamanobjmancol.gif

Elecman Stage color adjust:

http://img40.imageshack.us/img40/4484/elecmanstageobjmancolor.gif

Duo sprites? Based on Power Battles & Fighters

http://img11.imageshack.us/img11/1603/pbfduoobjmanedits2.gif

Mock screen shots to show how it all fits:







465
Fan Games / Re: Untitled Mega Mania Style Fangame
« on: March 13, 2012, 04:23:19 PM »
I'll admit this is pretty interesting. Are you planning on remaking MMI-V, and adding a new game, or just the new game? I can't seem to tell with your posts.

The other topic I'd like to bring up is stylizing and color use. I would imagine the ports here, in the real version of the game that got canned, are using GBA color formats. For instance, Mars in the screen shot we have thanks to Flame's link, seems to be using a [parasitic bomb] ton of colors. Under normal GBC standards (flicker issues, it could actually display that many colors easily, but not the amount of sprites needed to do that all together), which I presumed the game would have followed, that is just too much to not cause flicker hell. It is evident by this and a few other examples, that this is a re-code from the GB originals into GBA format.

This gives you a lot of freedom while remaining authentic to the original. A little about GBA color format;

16 palettes, each of 16 colors (15 + 1 transparent), for sprites
16 palettes, each of 16 colors (15 + 1 transparent), for backgrounds

This wealth of palettes is also what allows the colored outlines. I would reconsider the contrast of some of these palettes though. The GBA was developed under with the intention of washed out colors to support it's somewhat darker screen. I wouldn't take the colors just 'as is' for this. In fact, under normal GBA operation, they wouldn't look as washed out as emulation does. This is why there is a "real colors" option in emulators like VBA. There is no reason to force the same washed out look here. At the same time, there is no reason to strictly adhere to the NES palette set, or any other either. Be vibrant, and deep. Select good colors to complement the style. I'd recommend starting with a little more contrast, especially on megaman. His dark blue should be a little bit darker. Think of it in the same way the darker Dr Wily grey is preferred over the lighter.

I noticed some games were still in GBC 'colorized' format too. This makes me wonder how much additional sprite work would have been done if the game was not cancelled? Another curious note along these lines; Megaman's buster has a white shine to it, not light blue, when firing as seen in the screen shots from Flame's link. I personally see this as a mistake, or the cause of unfinished work. It looks weird being the only white highlight.

The backgrounds are looking very much as if they're following a 4 color per tile rule (assuming not transparent, where the 4th would the darkest color), with a few exceptions. I spot some tiles with 5 colors, adding a detail or two. This looks fine, I'd say continue that trend. It complements the higher color sprites, but if you go too overboard Megaman will begin to look out of place.

Take the examples of the final state of the project with a grain of salt. It seems unfinished at best, but do leave hints to the style they want to give.

These are things to consider as you develop the style for this game.

466
Gaming / Re: Street Fighter vs. Tekken
« on: March 12, 2012, 11:24:16 PM »
No one?...  ;O;

467
Off The Wall / Re: Reposted Picture Thread (56K Warning)
« on: March 12, 2012, 07:25:26 PM »
(click to show/hide)

A Longhorn, just caught it  this afternoon lying on the floor

FFFFFFFFFFFFFFFFFFF KILL IT KILL IT KILL IT


468
Gaming / Re: Street Fighter vs. Tekken
« on: March 10, 2012, 06:31:19 PM »
I kind of figured more people would be talking about the game here after release, or setting up matches...

Anyone up for a match? PS3 here.

469
Fan Creations / Re: Rockman Remix
« on: March 08, 2012, 11:21:34 PM »
Speaking of which...
[youtube]http://www.youtube.com/watch?v=_O2AIzCLodU[/youtube]

"This video is private.
Sorry about that."

470
Gaming / Re: Street Fighter vs. Tekken
« on: March 07, 2012, 03:45:12 PM »
The sound effects are crap online.

You too? I was wondering about that. I thought it might have been just me, or that session.

Otherwise the game is phenomenal. Easily the best new fighter entry this past 5 years, if not decade. Very interesting in how thye melded the two styles. They didn't just take the Tekken characters and completely 'street fighter-ize' them. They retain a bunch of their signature combos, and more Tekken like gameplay. I don't really like the Tekken style combos, but the concept of melding them is solid and I can appreciate the effect they achieved. The idea isn't completely foreign, as some SF characters have always had a few commonly known, if not officially documented, chains that in the past. Likewise, the SF cast got dotted with some Tekken style techniques.

The switching, the matchups, the customization, the music, all great. Awesome switching mechanics, so many ways to switch. A must buy, even at full price, without any of the DLC, totally worth it.

I'm a total Tekken noob, but so far I've taken a liking to Asuka. Heihachi, and Jin are pretty cool too, but their moves are weeeeeeird. This will take time getting use to. My one friend is getting good with Raven.

I do have some gripes though.

First off is the fact that the time limit is a little low for this kind of system. Online I am running into a lot of time outs. That coupled with the lack of an infinite time option online, really can muck things up. The fact that there are double the characters, and a recovery mechanic can lead to intense battles going far past the 99 limit.

Another is the fact that the match ends with only one person on the team being defeated. This is just a terrible idea in a whole. I had three friends over to celebrate the release and get some 4 player 2v2 going. All of them said the same thing; why the hell does the match end with only one character down? I know Capcom wants to pay homage to Tekken in this title, but this was one of the worst things to take away from the Tekken series. We've done 2v2 4 Player before in SFEX3. It was great, that was a good system. Why mess with it now? If anything they're going to fix in the first real patch, I honestly hope its adding an option to have to KO both characters. It's literally the worst part of the game for me.

Oh also, for the most part, Pandora mode is useless. Sure you get a recovering Cross Gage, but you could barely get two supers off by the time you drop dead anyway. It should NOT kill you, or should last longer. But as is, useless.

471
Gaming / Re: Street Fighter vs. Tekken
« on: March 04, 2012, 08:51:49 PM »
Alright, I can see that. You have a point.

472
Gaming / Re: Street Fighter vs. Tekken
« on: March 04, 2012, 04:53:36 AM »
Zx offers nothing to really add to a fighting game, at least within the realm of the playable characters.  Every model would be pointless to add in a fighting game, as you'd be better off using the character that they're based off of.  That said, I think some of the boss characters like Serpent and P&P could actually work in a fighting game.

I'd have to disagree here. Aile and Model-X would be a cool character. With a little creativity, it could take interesting base elements from X and include some neat supers including some Double ROCK On stuff.

473
Gaming / Re: Street Fighter vs. Tekken
« on: March 04, 2012, 03:29:49 AM »
Zan has no interest in SFxT until someone forgets ZX again. Then he posts, but only for that.

474
Gaming / Re: Street Fighter vs. Tekken
« on: March 03, 2012, 10:33:36 PM »
Ear love. CPS2 style.

[youtube]http://www.youtube.com/watch?v=9r_szHIm3YQ[/youtube]

475
Gaming / Re: Street Fighter vs. Tekken
« on: March 02, 2012, 10:36:02 PM »
After digging a while, a thread on Shoryuken said they saw people doing the 4 player offline (all modes) in a stream, and how they saw the versus menu goes to a controller activation screen. So that sounds legit.

It's also said that PS3's can use USB hubs. The PS3 apparently can track up to 8 USB devices. I KNOW for a fact that 360's can, because one of my USB ports broke (thanks friend!) and I tried a USB hub to get my wired fighter controllers working and it DID work.

Interesting note; I found out that online you cannot set searches for games based on the amount of players. All match making is combined for single and two player teams.

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