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Messages - N-Mario

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376
Fan Creations / Re: Colorized maps from various GB games.
« on: March 31, 2012, 02:59:30 AM »
Any plans on doing Shadow Man stage? If not, than I am probably going to try my hand at it.

Me and Starsims decided that I should replace Top Man with a robot master from MMIII GB (where top man GB was from MMII) so there will be a robot master to represent each GB title in my game. I think I may go with Shadow Man. Though there are pics of Snake Man's GB stage in color from the MM Mania screen pack somewhere if memory serves if you want to try that instead. Up to you. ;)

377
Fan Games / Re: Untitled Mega Mania Style Fangame
« on: March 30, 2012, 07:00:09 AM »
Was this the track you was talking about for Airman?

http://www.1ccgaming.com/WSAeroStage.mp3

Offtopic: I take it you still sleep with a nightlight?  bVd

That one by Yuu?
Actually..... I have this remix in my media archive. It's probably one of the best rock remixes. I actually thought about using this for a trailer I may do when the game is more developed. :)

Too bad I can't use it in game. It doesn't match the quality of the GB music used in MMIII or MMIV, or MMV. And I'm not going to use the ear [twin slasher] version from the actual game. It needs a definite improvement, just looking for a specific one.   :-/

378
Fan Games / Re: Untitled Mega Mania Style Fangame
« on: March 30, 2012, 05:53:12 AM »
Minor update on air man stage:
Red demon head floors are now working correctly. They're not 100% done, but the way they appear in the game is coded.
Just a small note. In the official game they just 'pop up' appear. But in the game engine, I added a semi-transparency fading effect to them. :)

@ RetroRespecter:
For info about Ra Moon.
http://megaman.wikia.com/wiki/Ra_Moon
I think he's some kind of ancient creature in the Super Adventure RockMan game. I'm not entirely sure, I never played those games outside of Japan. I really wished they would bring those games over here though. :-/

379
Fan Games / Re: Untitled Mega Mania Style Fangame
« on: March 29, 2012, 06:53:53 PM »
I actually made an 8bit version of Air Man's theme in the music.it file of my game.  While it's not an NSF, I did record the waveforms from dummy NSF files I made that played a single note of each instrument for the IT file.  If you open it with OpenMPT you can modify it to your liking.  It's not a perfect transcription however.  Air Man's theme is sequence #74.  What file format are you using for the music in your game?

No...... It's not it either. But thanks though. I think I'm just going ahead and PM xxBaixx (or baiis8bit) himself, since its his remix I'm looking for. ;)

380
Fan Games / Re: Untitled Mega Mania Style Fangame
« on: March 29, 2012, 12:07:16 AM »
Ha any one recorded Baiis8bit version of Air Man GB stage theme? I can't find it online any more. I was going to use it for the engine. :-/

There's another version of Air Man GB theme in 8bit, but it's not a good as his.

UPDATE:
- Air Man stage added to game. (The stage is there, but it's not fully programmed yet. I still need to work on screen transitions, make the demon blocks work correctly, moving cloud platforms and everything.)
- Air Man stage clouds properly in front layer now.

381
Fan Creations / Re: Colorized maps from various GB games.
« on: March 28, 2012, 08:49:25 PM »
For the rainbow platforms, I was also thinking of single colors, with darker shade of the same color. Except here, they would rotate single colors instead of how they rotated multiple colors in the NES game.

Posted on: March 22, 2012, 02:29:23 PM


I didn't realize this until now. But why are some of your stages go way over the limit of color index when i decrease them 256 colors? At the most they should be only 16 colors. Even the NES colors don't have more than that if memory serves.

Your Air Man Stage goes over 40 colors of index.
Your Top Man Stage goes over 50 colors of index.
Your Wood Man stage goes over 120 colors of index.

Those are some of the stages I listed. There's probably more stages here with too many colors. Any idea why this is?
The original GB maps only started with 4 colors for a reference.

Anyway I did my own color version of Air Man's GB stage. It is much closer to the one appearing on the video of MM Anniversary Collection for GBA. :)

http://gcnmario.free.fr/airman-mm2gb.png
The eyes on the small red demon looking things on the glass floor tiles were intentionally left like that. It's like that in the video as well, for some reason.

382
Fan Games / Re: A Mega Man NES style Fan Game
« on: March 28, 2012, 08:09:55 PM »
Yea, though I make the bullets appear at megaman shooting's action point, and still made the bullets at a steady position. Just have to work with it. ;)

383
Fan Games / Re: A Mega Man NES style Fan Game
« on: March 28, 2012, 06:24:53 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. ;)

384
Fan Games / Re: Untitled Mega Mania Style Fangame
« on: March 28, 2012, 02:17:32 AM »
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.

I haven't had any experience with this. But if someone gave me an example MFA I can look at, I can probably reproduce it. That's not a bad idea, really. :)

Update:
- Solid blue border updated to add the 'Mega Man' title on them, with a few additional sprites.
- Fade in & fade out white transitions added to disclaimer screen, title screen, options screen, stage select screen, and game engine frames.

385
Fan Games / Re: A Mega Man NES style Fan Game
« on: March 27, 2012, 08:59:46 PM »
Thanks for the update. The slide jump cancel does help with the moving saw part. :)
Maybe you should remove the last saw at the very end right before the screen transition. While possible, it is almost nearly impossible even by dashing forwards rapidly. Just a thought.

During screen transitions, shouldn't items be invisible until you gain control back? It might be different in MM9 or MM10, but you're going for a MM2-mm3 esque NES engine correct?

Did you move Ghost Man's door? When I reached the end where it was before, it is just a wall now.
Also, when I shot a bullet here, sometimes the bullet got placed above MegMan's head. I don't know how it's being produced. :-/


It seems to be due to a Hotspot position error? Because I shot the bullet like this facing the other way while running against a wall.

386
Fan Games / Re: Untitled Mega Mania Style Fangame
« on: March 27, 2012, 08:30:47 PM »
I've changed the MegaMan logo on the top left of the borders. What I did was use the MM9 font, draw the outline, and use a couple of shades in the letters.


It's not much, but it seems to fit the borders right. :)

387
Fan Games / Re: Untitled Mega Mania Style Fangame
« on: March 27, 2012, 07:42:56 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.

Currently going with Idea 2, where borders are different depending on the stage. The engine stage has a plain, gray border, Light's lab has the Dr.Light BG, so forth. So we can do it this way. It's just that the borders need to be made first. That is all. :)

I also like the unlocking borders idea. Though you could buy them via P-Chips or something. Or instead of unlocking via achievements, unlock them by beating the game, or beating certain bosses. Though achievements can still be done at some point in time. :)

I'll go ahead and update with the new border adding the extra characters. I really like it. :)

388
Fan Games / Re: Untitled Mega Mania Style Fangame
« on: March 27, 2012, 03:27:27 AM »
this is another work in progress border for Dr.Lights lab scene. Could use some input. ;)



Game Engine Update:
- Minor color update on the MegaMan sprite on the title screen.
- Added a WIP of the Dr.Light lab scene before the robot masters.
(The screen is supposed to fade in and out here, as it's normal on the application.exe version. However, it's not working correctly on the flash version ATM. I'm currently asking for help over on the CT forums on the issue.)

389
Fan Games / Re: A Mega Man NES style Fan Game
« on: March 26, 2012, 08:57:34 PM »
This area is possible with Bass (at least), but you have to be FAST!
Also, after that you'll have to deal with bunch of conveyor belts and MOLES.  o//////o O:<

Yea, I know its possible with Bass. I just finished the stage with him. But if he's going to make a game with character select, at least make it fair for the other characters too. Saw Man's stage is a little harder to pass using Mega Man due to stopping a slide by pressing jump button. Maybe I was more comfortable of his slide ability in MM3-MM5. Though I think this guy was going for the slide movement in MM6.

390
Fan Games / Re: A Mega Man NES style Fan Game
« on: March 26, 2012, 08:37:39 PM »
You mean like this
<a href="http://www.youtube.com/watch?v=fbotQMKSGmA" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=fbotQMKSGmA</a>
?

Except that I believe he is going more for a MM2 esque style engine. Taking it he's using the old NES graphic tile handing on the left side. Animation pausing is not true in MM9 or MM10, but animation did stop in MM1 and MM2 before control was restored after screen transitions.

391
Fan Games / Re: A Mega Man NES style Fan Game
« on: March 26, 2012, 07:39:31 PM »
Why is it that Mega Man only shoots after you release fire button? You're supposed to shoot when you press it, not release it. Even if you start holding fire button, you're still supposed to shoot at least 1 bullet. :P

When I killed a skull joe when he threw its weapon, the weapon just stood there in place. X_X

Before screen transition, megamans animation stops. During scrteen transition, MegaMan's animation plays. This is normal ala MM2. However, after screen transitions in your game, MegaMan's animation still plays before control is restored. in MM2, MegaMan's animation stopped after the screen transition until control was restored.

If you hold jump button when attempting to climb up, you can't climb a ladder. Is this intentional?

If memory serves, the mega arm still attacked enemies after it is shot while it is coming back toward Mega Man in MMV. Though I could be wrong. In your game, it doesn't hit them when it's coming back.

There's still a color swapping glitch. It happened to me when I released charge while sliding, and he didn't fire until he stopped sliding.

I don't recall any of the E, M, W tanks, or the lives changing color with MegaMan in the weapons menu screen. In your game, they do.

After losing a life to the mini boss in ghost man stage, the mini boss does not return and I can advance to the next screen. Intentional?

Not sure how this gitch happened, but after beating ghost man, and going to saw man stage, megaman started moon walking when you move left.

At the moving saw area of saw man stage, there is not enough time to dodge the saws even with sliding. Either move some of the saws up a bit, or make it so during sliding, you can immediately jump up. I lost a life because I was confused, and stopped sliding after you hit jump.

You can keep pressing start button on the robot master intro screen, the menu/confirm sound plays.

Playing with Bass. If you defeat a robot master, and go to another stage, the glitch happens where you can walk backwards. He can't shoot in multiple directions, only strait. There seems to be a glitch here where you can't even begin to start walking forwards, but tip-toeing. Though you can still jump, and then start walking after landing from a jump.

392
Fan Games / Re: A Mega Man NES style Fan Game
« on: March 26, 2012, 06:13:26 AM »
Pretty interesting fan game so far.

Music doesn't seem NES-esque. Or maybe it's not, MegaMan esque. But something about the music feels off. :-/

If you keep charging before you die (or reset the stage?), It gets pretty weird. I managed to turn MegaMan red. ;)

Any mid way points? When I die when I got far into the stage, I started right back at the beginning. :-/

I got through some of Sand Man's stage, but the mini boss just went off screen and did not return.


Maybe you should have completed designing these stages before making them playable, because I had to restart a lot of times due to this. :P

393
Fan Games / Re: Untitled Mega Mania Style Fangame
« on: March 25, 2012, 08:21:30 PM »
Who is Reggae? I have never heard of him.

Reggae appears in Rockboard, if memory serves.

You also see his head if you get a password error in MegaMan 7.

http://megaman.wikia.com/wiki/Reggae


Also, looks like Stars fixed his outline to black. :)

394
Fan Games / Re: Untitled Mega Mania Style Fangame
« on: March 23, 2012, 10:03:56 PM »
I feel like I'm losing motivation, and slipping away from work on the game engine when it comes to technical difficulties. :-/

For the record, I always find setting up a basic custom platform movement somewhat easy. But when it comes to more complicated things, like ladders, it's a different story.
I don't even know how I want to set up the code/engine for ladders. Seems like there are many ways of developing it. I got the graphics for them in, but I have to decide how to set them up.

One way I could do is is a line collision data always on the player, and just detection checks if this line is over ladder objects. Though I have to place a lot of ladder objects where a graphic of the ladder is palced.

The old way I did it on the old game engine was invisible lines on ladders, and an invisible platform top. The top detector would move down if the gravity was reversed. Not my best method of doing things. :-/

A different way I heard was to make two invisible objects. One at the bottom, and one the top. For this method, use a condition check if the player is between these two objects. I heard this would save on # of objects on frame. The possibility of having different size ladders depending on the distance between these two objects. But what I'm thinking is how this would work for me determining where the player would stand. The player wouldn't be overlapping anything to detect where the ladders were. Just a distance check. So what happens if it checks at the wrong positions?

Long story short, I just don't know how I'm going to tackle this. @_@

395
Fan Games / Re: Untitled Mega Mania Style Fangame
« on: March 21, 2012, 06:57:02 AM »
Small Update:
- Added graphics for ladders & possible small platforms in the engine stage.
- Added 'One HP' in the options menu for those who want the IWBTG challenge later on.
- Some other fixes like adding walls to prevent going off screen from the left or right.

396
Fan Games / Re: Untitled Mega Mania Style Fangame
« on: March 19, 2012, 07:20:26 PM »



Crossed fingers, but, here is how I see some of the bosses.  If you like any of the designs, please make a simple vote in your post.  I may have added a few extra colors that aren't in the game, but you get the idea.  I will make sheets to any bosses that make the cut.  2 of the bosses are not created yet.

edit-----

Sorry about the jpeg, but since this is a beta version.  C&C is needed.

Mettragon looks hideous. Though I still see the base is from the Octopus miniboss from Wave Man's stage.

Interesting works there. :)

397
Fan Games / Re: Untitled Mega Mania Style Fangame
« on: March 18, 2012, 07:56:46 AM »
fixed Ringman stage:

Darkened yellow blocks. Changed spike color to that of the ladder. Replaced the black with the blue mentioned. The original file is still visible by adding a 2 at the end of the file name. You can change the gate color and Wily logo color if you want in the end. I color those to match Megaman's color when he obtains that weapon.

The yellow tiles still look too bright IMO. Try this:
Darkest Shade - R120, G80 B0
Light Shade 1 - R160 G120 B0
Light Shade 2 - R240 G200 B0

You can mess around with those colors, but it's something I was going for. :)  

Also, in the NES version, the bars were either Rainbow (for the one side), or brown & black (the other side). Do you think we could apply those here? Or do you think they look better white in color?

If you don't want to mess with it any more, I can work on it when I go to use it in my game. I already gave the fans blowing in Elec Man stage some color. I can probably do the same for Ring Man's stage. :)


Anyways, made a small, minor update to the game. Made an option on the title screen to go to the engine frame instead of getting there on stage select screen.

398
Fan Games / Re: Untitled Mega Mania Style Fangame
« on: March 17, 2012, 12:23:38 AM »
All 4 Yoku Blocks fully functional in the first area of Elec Mans stage. :)
They may have some very minor issues later when the stage is almost done. Though we should be able to handle it when we come across that bridge later.

(My old examples & how-tos I've done in the past really do come in handy.) ^_^

399
Fan Creations / Re: Colorized maps from various GB games.
« on: March 17, 2012, 12:16:20 AM »
On ring mans stage, i think the black outline around the dark blue tilesets should be lighter blue. the bright yellow tiles i think should have a darker tone of yellow outline. Not really fond of the pink spikes there, were they pink in an early screen shot somewhere?

Other than that Ring man's stage looks nice. :)

400
Fan Creations / Re: Colorized maps from various GB games.
« on: March 16, 2012, 07:20:26 AM »
Fixed the link because I had saved them in the wrong folder initially. Ringman's stage I based off of this. There were no hippos but that six-ring eye miniboss was there.

http://www.gamefaqs.com/gba/919406-mega-man-mania/images/screen-11

Okay Gotcha. I didn't notice that.

Looking good. :)

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