Mega Man: Hollow Fate // ロックマン: ホロ宿命!!

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Offline Acid

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Reply #175 on: July 04, 2009, 07:53:04 PM
I say: Pulse Woman's stage.



Offline Sapphire✧9

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Reply #176 on: July 04, 2009, 07:55:18 PM
I already made Pulse Woman's, it was the first stage I designed and showed <.<




Offline Acid

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Reply #177 on: July 04, 2009, 07:55:43 PM
I DIDN'T SEE THAT.



Offline Sapphire✧9

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Reply #178 on: July 04, 2009, 07:58:45 PM
Welcome to the Megapolis Electric Station



I love doing Zero/ZX type tiles 0v0




Offline Acid

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Reply #179 on: July 04, 2009, 08:04:17 PM
NOW I SAW IT.

I like it.



Offline Sapphire✧9

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Reply #180 on: July 04, 2009, 08:04:58 PM
NOW I SAW IT.

I like it.

Good. Now, guess the new stage Please  >w<



Offline N-Mario

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Reply #181 on: July 04, 2009, 08:08:54 PM
Screen size is now 256x240 like Megaman 9 /If I'm not wrong\ (woot bigger screen)
New WIP stage, lets guess the Robot Master  8)



Weapon Get Screen: You got Dejavu


256x224 actualy, if memory serves, judging from the map rips from vgmaps.com



Offline Blackhook

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Reply #182 on: July 04, 2009, 08:13:44 PM
Chrono Man?


Offline Sapphire✧9

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Reply #183 on: July 04, 2009, 08:15:06 PM
Blackhook: Who told you ? <.<
N-Mario: Yea, your right. I just looked at vgmaps. 256x224 is MM9 and 256x240 is MM1-3/Nes.



Offline Blackhook

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Reply #184 on: July 04, 2009, 08:21:09 PM
The stage got the same cyber feeling as he and BTW they´ve got the same colors :P


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Reply #185 on: July 04, 2009, 10:26:16 PM
256x224 actualy, if memory serves, judging from the map rips from vgmaps.com

The actual resolution for NES/FC games is 256x240. SNES/SFC is 256x224. When NES/FC games and lookalikes (including Rockman 9) show 256x224, it means that it doesn't show everything on the screen. 16 pixels are missing. But NTSC can show the extra 16 pixels with a little tinkering with video settings.

It's supposed to show 256x240. Someone messed up with the resolution. >U<

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Reply #186 on: July 07, 2009, 07:55:03 PM
I am not at home and cant draw sprites without a mouse (using a laptop's damn touchpad). I may come tomorrow and draw some sprites for the game but I'll also go to my 3rd holiday trip next weekend. <.< And stay there for about 1 week. But hey I have been on holidays non-stop for about 3 weeks.

(All these places exist in Turkey) Balikesir, Erdek, Bandirma and Marmaris (Marmaris have world's most cleanest sea without a doubt) soon.



Offline N-Mario

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Reply #187 on: July 07, 2009, 11:35:07 PM
The actual resolution for NES/FC games is 256x240. SNES/SFC is 256x224. When NES/FC games and lookalikes (including Rockman 9) show 256x224, it means that it doesn't show everything on the screen. 16 pixels are missing. But NTSC can show the extra 16 pixels with a little tinkering with video settings.

It's supposed to show 256x240. Someone messed up with the resolution. >U<

While 256x240 stands true for old NES games, I doubt this is still true for Mega Man 9. Last I checked my videos, the scroll transitions seemed to equal exactly 256x224, no missing pixels from the stages. Though I can check again if you want me to, but with today's technology, it would seem that Capcom might have went with 256x224 for Mega Man 9. At least for the Wiiware version. Not sure if this still stands true for the XBox or PSN versions.



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Reply #188 on: July 13, 2009, 09:45:51 PM

I go to Marmaris tomorrow so except 1 more update after that (I'll post saying that "I cant do it" if I wont have time tomorrow)





Posted on: July 13, 2009, 04:05:28 PM
Oh and guys. I just decided that screen size should be same as Engine's so. Its 256x224 again ^^.



Offline Jace

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Reply #189 on: July 14, 2009, 02:09:24 AM
Damn, looking good there Speed! Can't wait to play this when it's finished.



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Reply #190 on: July 23, 2009, 12:44:45 PM
Damn, looking good there Speed! Can't wait to play this when it's finished.

Thankies ^^

Posted on: July 14, 2009, 02:11:32 AM
An old game I made with Orion Zaal (Benjamin Stephenson / no not the famous and dead one lol)

http://www.mediafire.com/download.php?idmzn2ztzmz

Posted on: July 14, 2009, 02:43:08 AM

Spike tiles are place-holders...
Cant jump there, DAMN.



Offline Acid

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Reply #191 on: July 23, 2009, 12:50:34 PM
Did you make all those tilesets yourself?

They're pretty cool.



Offline Sapphire✧9

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Reply #192 on: July 23, 2009, 01:25:44 PM
Yea, thanks. But I get my ideas from X and Zero series.



Offline Dr. Wily II

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Reply #193 on: July 23, 2009, 02:37:04 PM
Yea~ Screwed until a weapon helps...
Or perhaps Mega stays on that spot, and wait... And the platforms change?


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Reply #194 on: July 23, 2009, 02:42:46 PM
Yea~ Screwed until a weapon helps...
Or perhaps Mega stays on that spot, and wait... And the platforms change?

Sssshhhh...



Offline Dr. Wily II

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Reply #195 on: July 23, 2009, 02:48:19 PM
HMMMMMMMMMMMMMMM...
Ok. 8D


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Reply #196 on: July 23, 2009, 03:37:47 PM



Move Up, Up and Move Down, Down. Hmm. Chrono Man is sure from future!
Before you say it. None of the bosses in my game are Robot Masters actually.  8D
Gravity Antonion and Popla Cocapetri stages!?




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Reply #197 on: July 23, 2009, 04:05:39 PM
Popla... Oh god those blocks...
This will be a cool puzzle challenge to clear.


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Reply #198 on: July 23, 2009, 06:51:03 PM
Boiler Man design I made for Megaman Forever (Still dont know if he's going to accept it)



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Reply #199 on: July 24, 2009, 02:24:31 PM
Looks cool.
Simple, and cool.


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