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 - N-Mario

Pages: 1 ... 15 16 [17] 18 19 ... 33
401
Fan Creations / Re: Colorized maps from various GB games.
« on: March 16, 2012, 06:06:50 AM »
Added Iceman and Ringman. Both are WIPs

Ring Man's stage looks nice actually. Though the sky could be darker in some areas. If memory serves there were actually black areas in the NES game. But I guess it doesn't have to be all the same. Can't remember if the GB version had the hippos in or not.
The original background of MMIV Ring Man suggests you start in a black night sky. However in the NES game, you actually started in a light day time looking area. So I donno if you ever considered that or not. But I wonder if it's something that could be done in the colored version? Or are we just sticking with the dark sky for this particular version?

404 on Ice Man stage. ;)

402
Fan Games / Re: Untitled Mega Mania Style Fangame
« on: March 16, 2012, 05:07:13 AM »
RIDIN' ON CA-owait that's X

anyways it all looks great so far. nice work.

but is there any way to reset to the title in the engine?

F2 (I think) resets the entire application. But I can make it reset to the tile, or to the stage select screen if necessary. :)


òn<


Oooh  FFFF Me I completely forgot about this. I remember watching it from before! I donno why I didn't think about this. XD


Updates:
- Fixed some conditions to the fan to only work at a certain height (I forgot this, as originally if someone placed a fan too high, the player would still keep moving backwards).
- F3 now jumps to the title screen.
- F5 now jumps to stage select screen.
- Fixed a couple of other known errors, & one of the global objects went off sync for some reason. This happened to me before in one of my other previous works.

403
Fan Games / Re: Untitled Mega Mania Style Fangame
« on: March 16, 2012, 03:56:49 AM »
But now... Look! They're Lemons!! Egoraptor will be pleased! Tee hee!

Is it just me, or has someone been playing too much Portal 2? Or is this of another case? o_O
Cause in the middle of the that game, it pretty much makes good use of lemons. ^_^

404
Fan Games / Re: Untitled Mega Mania Style Fangame
« on: March 15, 2012, 09:27:03 PM »
Okay. I think I've fixed the bullet issue now, from what me and Starsims tested. :)

Also changed the color of the bullet to yellow.

405
Fan Games / Re: Untitled Mega Mania Style Fangame
« on: March 15, 2012, 05:55:10 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

Actually, the bullets were light blue, as shown in some of the Mega Man Mania screens.
http://www.gamefaqs.com/gba/919406-mega-man-mania/images/gs_screen-2
http://www.gamefaqs.com/gba/920888-mega-man-anniversary-collection/images/gs_screen-9

Hmm..... Some of the earlier screen shots MegaMan was shooting yellow bullets. o_O
http://www.gamefaqs.com/gba/919406-mega-man-mania/images/screen-7
http://www.gamefaqs.com/gba/919406-mega-man-mania/images/screen-13
http://www.gamefaqs.com/gba/919406-mega-man-mania/images/screen-14

So I wonder if they got changed to blue when they clanged it to Anniversary Collection.


A common MMF2 issue (any game that involves shooting and jumping), when you press left and right like crazy while shooting and shooting, sometimes the bullets shoots backwards instead of in front of you. XD

Fix that whenever you feel like it. ;3

Hmm.... I don't know if I ever noticed that. If it happens in my game I'll see what I can do.

406
Fan Games / Re: Untitled Mega Mania Style Fangame
« on: March 15, 2012, 07:13:58 AM »
- Just fixed a couple of errors with the yoku block. The block itself is now an invisible collision box. The actual graphic in the game is now just a whole sprite with the shadow overlay. (Originally I had the shadow separate from the yoku block. This is not the case any more)

- Also fixed the player getting stuck in the yoku block if it appears right on him.

- Elec Man stage theme song added. :)
(Although I'm not fond of the way how the mid-looping code works. I've always had trouble with looping stage theme songs from the middle correctly in MMF2. Oh well.)

407
Fan Games / Re: Untitled Mega Mania Style Fangame
« on: March 15, 2012, 04:06:13 AM »


But officially, they're called Shutsugen Blocks, which means disappearing blocks or vanishing blocks. XD

So Yoku Man's Japanese, or alternative name could be Shutsugen Man?  o~O


In all seriousness, I think most of us knew what they are called anyway. ^_^

408
Fan Games / Re: Untitled Mega Mania Style Fangame
« on: March 15, 2012, 01:41:20 AM »
Well, they do still need some serious work. We still need to set up the pattern routine, fix possible errors (getting stuck when they appear on you) and everything. :-/

From what you can tell, I already went ahead and put a section of Elec Man's stage in the game. Thanks IQ-0 for the colorized maps. :)

409
Fan Games / Re: Untitled Mega Mania Style Fangame
« on: March 14, 2012, 05:39:38 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:








Yea I don't know why we needed another color adjusted megaman as we already had one. Unless these colors are based on how the GBA colors work or something. But still, it looks too much green than the small screen shots & videos we've seen from the lost game. :-/

BTW, nice try at your hand at a color Elec Man stage. Although I think the sky is a bit too much. I kind of like IQ-0's colors better. ;)

410
Fan Creations / Re: Colorized maps from various GB games.
« on: March 14, 2012, 05:35:33 PM »
Looking awesome! :)

Heh I just realized your Charge Man colors have somewhat similar colors as Plug Man stage from MM9. Except that I think his background layer has more greensh-blue than dark blue.


I wonder if I should start including some of these stages into my game. :)

411
Fan Games / Re: Untitled Mega Mania Style Fangame
« on: March 13, 2012, 09:14:58 PM »
Updated the engine.

-Re-recorded the sounds, adjusting the volume lower.
-Added robot master portraits for stage select screen. Added music for this frame.
-Fixed jump max height. Originally while MM's gravity was almost exact with the GB megaman, my MM was jumping a few pixels up too high. Now they both jump up the same # of pixels for the max height.
-Fixed some of the sounds for the flash build.
-Added a GB style boot up screen.
-Added a disclaimer screen.

Though the robot masters may be temporary. But I think Elec Man may stay in favor for StarsimsUniverse. Ring Man might stay. Not sure about the other two at the moment.

412
Fan Creations / Re: Colorized maps from various GB games.
« on: March 13, 2012, 06:51:53 PM »
You bet I will. Ice, Fire, and Elec will be no sweat since I know what colors I'm using for them. Cutman I'm debating on what to use. One advantage though with the way I color original stuff is that if it looks off, I can change the color with Jasc Animation Shop 3. Fireman (firepit) and Cutman (treadmill) I plan to animate.

Yea, I think Eelcman should be done. I think what I decided for the Game engine was to do 1 robot master from each game. StarsimsUniverse said he personally wanted to see Elec Man stage. So I think I may go with that.


I might do ElecMan, Air Man, Top Man, and Ring Man stage for the engine. Though I might change it later. :-/

413
Fan Games / Re: Untitled Mega Mania Style Fangame
« on: March 13, 2012, 07:26:45 AM »
Did a few more updates to the game engine.

Began to add sound. Oddly enough, some sounds get cut off under flash, but it seems to be fine in application version. I'll have a look at it later.

414
Fan Creations / Re: Colorized maps from various GB games.
« on: March 13, 2012, 06:33:54 AM »
Any chance of doing any of the other MMI stages in color? Maybe either Cut man, or Elec Man's stage?

415
Fan Games / Re: Untitled Mega Mania Style Fangame
« on: March 13, 2012, 04:48:07 AM »
We'll need a good sprite artist to do Duo justice, to change him up to fit the NES/GB era style. He should still be taller than everyone else as thats what he always was, but I agree he needs to somehow lose detail so that he fits in among the other basic looking chibi characters.

As for your idea for levels. Cool! Go with it, yeh use Elec Man, Air Man, Top Man and Drill Man. Templates are templates and it'll be nice examples of what the engine can do and how accurate it can try to be to the original levels. But of course I'd recommend we improve upon MMII's abominations and put in some better sprites for the enemies in that level. I think the Pipi and the Lightning Lords could be borrowed from MMI anyway. And we could just make a GB version of Air Man's NES sprite as apposed to the monstrosity that was his GB form.

Can't wait to play Air Man's stage with GOOD platform physics too, would also finally be able to Jump and Shoot into the boss door lol!

Those were just some ideas. I could go with either Ice Man, Cut Man, or Fire Man instead of Elec man. But case in point, yea. ;)

So you suggest we use NES sprites of robot masters for the engine, change their color to the GB style, while MM has is own GB sprites? Considering there actually was a screen of Air Man MMII with the Mega Man Mania palette using the GB sprite. I'm just sayin, putting it out there. :-/

416
Fan Creations / Re: Colorized maps from various GB games.
« on: March 13, 2012, 03:24:12 AM »
Are some of these stages still a WIP? Wood Man's water tile still looks B&W. The top half of Charge Man's stage is still black & white.

If they are, maybe they should be labeled as so, so we don't get confused as what's finished and what is not? Or are these supposedly the finished products?

417
Fan Games / Re: Untitled Mega Mania Style Fangame
« on: March 13, 2012, 01:45:51 AM »
I kind of think the NeoGeo Pocket version of Duo would fit. After all, the NeoGeo MegaMan & ProtoMan are sort of a re-touched up version of their NES sprites, correct? If not, we could touch up Duo's Neo Geo Pocket sprite to work with the style we are going for. ;)

Also, this is just a thought for the engine itself. For an example game, we could use 1 robot master from each GB game. for example. Elec Man MMI, Air Man MMII, Top Man MMIII (or MMII part 2), Drill Man MMIV. Or would you rather prefer original robot masters for the engine? I can come up with 4 new robot masters, but since we already have colorized maps of some of the levels already, just thought I point that out.

And of course Stars would still have his own game, with the stardroids, Duo, and all that he has planned. I just needed something to work with for the base of operations. :)

418
Fan Games / Re: Untitled Mega Mania Style Fangame
« on: March 12, 2012, 11:16:17 PM »
I have updated the game engine a bit. The X and Y Movement is getting more accurate to the GB Megaman game starting with MM IV.


For those who want to make a tile set for us, make a note how the SNES GBA color reference the differences.


Left - SNES Colors
Right - GBA Colors.

Some of the colors get a difference of 48. While the green shade (and some other shades) gets a difference of 32.

The lowest shade increase/decrease amount should be about 16. Because 48 - 32 = 16.

The highest color shade for each R G B is 248. Where the white shade stays at RGB 248 for both screens.

419
Fan Games / Re: Untitled Mega Mania Style Fangame
« on: March 12, 2012, 08:02:41 AM »
Just putting up a post saying that the color on/off option in the game engine now works. I changed the BG color of stage 1 with a different color to show the difference of playing in color, and in GB black & white. :)

I still need to work out a couple of bugs and other things like improving the movement engine. But it's getting there. :-/

420
Fan Creations / Re: Colorized maps from various GB games.
« on: March 12, 2012, 05:31:38 AM »
Ah, so you updated the animated version, but left the non-animated the same?

421
Fan Games / Re: Untitled Mega Mania Style Fangame
« on: March 12, 2012, 05:27:47 AM »
I started working on getting the3 color option working in the engine. it's not complete yet, but it's getting there. GB Black&White MegaMan's color works, as well as the B&W title & select screen. ;)
I still need to work on fixing the display bar at the bottom to be GB Black & White. When I get done with it, I'll post an update.

Also, I think Dr. Wily's outline is too light. I think it needs to be darker. I agree for a gray outline, just make it darker. Another note some of Dr. Wily's sprites have black pixels on his feet (top row). Shouldn't they be white, or the same color as his white?

422
Fan Creations / Re: Colorized maps from various GB games.
« on: March 11, 2012, 06:43:58 PM »
I think that the Moon is colored wrong on the Wily Stage MMIV. It's supposed to look faded with the background a bit. In your colorized map, it stands out too much. :-/

I think the darkest color used on the moon is supposed to be the same color as the sky, and then use lighter blue colors after that. I know you did it to separate the moons colors from the background to add color, it just looks weird standing out that much from the sky.

423
Gaming / Re: Nintendo Hard Games
« on: March 09, 2012, 06:18:18 AM »
Maybe not Nintendo Hard, but..........


IWBTG, or anything with the series, spinoffs, etc.

Touhou games. Anything that has to do with bullet hell is Hard.


Seriously, I don't see how these people play these games without dying once.

424
Fan Games / Re: Untitled Mega Mania Style Fangame
« on: March 05, 2012, 07:04:09 AM »
I honestly don't think MegaMan being able to swim is a good idea. It was only good in MM8 because there were areas where it would be required. Also, there were more graphics to work with, not limited to 8-bit work. But IMO, I don't really see 8-Bit MegaMan swimming.

Anyway Stars, have you given any thought when you would like to start on this project? Sounds like you're still getting ideas and story down first. I thought of what we can do is, if you want to work together with me on this, we could do a live stream thing and coordinate your plans and my coding or something. Just know that I'm going to be limited to working with MMF2, cause I don't know much on C programming. I wish I knew it though, I bet there would be less limits. But I guess my mind is also limited to what I know about programming. :-/

If not, then I could always work on my own thing until you are ready. Apparently I have the week off of work (as of this message) until the weekend, and I want to try to get started on something and get off my lazy bottom. I may be doing some more stream tests though to see how it looks when I go to code a game in MMF2 while streaming.  XD

well we don't have to. It's just a thought I had. I read somewhere that if a game is in early WIP stages, it should remain kept a secret until further development has been done (like how businesses usually are). Which is probably what Phil did with this game after he transferred over to C++ with his Co-Worker.  But since this is your game, it's entirely up to you how we want to work together. :)

425
Fan Games / Re: Untitled Mega Mania Style Fangame
« on: March 04, 2012, 08:45:32 AM »
It's all there just incase it's ever needed. Who knows where the development of this game will lead? I included multiple angles incase anything new like the spinning platforms ftom Mega Man 5 or something similar is later devised. The charging frames are also important for reference as I examined the gameboy charging effect not all of Mega Mans colours swap, they get jumbled up. I don't think all of these sprites will end up being used, some new ones may end up having ro be added. This is all merely for reference and also to provide the first ever Mega Mania full sprite sheet. None exists with Mega Man in this style, it may have uses beyond our fangame.

For the spinning platforms ala MM5, you only need the standing spinning animation. We won't need any other angles for running, jumping or shooting. If I programmed them, I would just use the default running animation if the player tries to run on these things.

For the color cycling effect for a sprite sheet, all you need is the standing animation to show which colors get cycled. or at least a palette index tile to show which colors get rotated (like what some of my small examples show). :)

Everything else there is unnecessary, IMHO. I know it's a reference fro you, but at least you should condense it a bit to look less confusing. :-/

Pages: 1 ... 15 16 [17] 18 19 ... 33