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Author Topic: Mega Man TT: The Fight for History!!!  (Read 24599 times)
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carlos-182
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« Reply #50: December 04, 2010, 06:17:27 PM »

This is looking pretty good, I'm waiting for more news  Green.

(Yeah, I was the dude last night I asked you about MM12....)
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Sapphire✧9
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« Reply #51: December 06, 2010, 05:14:50 AM »

Cheers mates! Ignite Man stage is completely 'implanted' into the gameplay. I can't just express how close the engine is to the real game and the feeling you get from the stage. It's like a dream come true.
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RetroRespecter
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« Reply #52: December 06, 2010, 04:12:47 PM »

???

Ignite Man???
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VixyNyan
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« Reply #53: December 06, 2010, 04:18:04 PM »

Yes, Ignite Man.

Ignition Man - lava level
*Looking at the max limit of 6 kana symbols for a Robot Master name*

シープマン (3 + Man) Sheep
コマンドマン (4 + Man) Commando
サイバーマン (4 + Man) Cyber
フェンシングマン (6 + Man) Fencing
イグニッションマン (7 + Man) Ignition

Ignition Man might be the first one to break the limit. ^^
There such thing?
Maybe not. ^^ But so far, there's only been 6 symbols max in all the games.

If we look at English names, Tomahawk is 8 letters, and 5 kana symbols. ^^
Ignite Man would work. Though I think Capcom would use a simpler name for the fire boss. Blaze Man or Lava Man or Volcano Man or etc.

I like the progress so far. Good work everyone~ Heart
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Sapphire✧9
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« Reply #54: December 23, 2010, 09:30:33 AM »


Why am I still postin' here?
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Blackhook
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« Reply #55: December 23, 2010, 12:46:25 PM »

Because you like it? I like the tiles
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OBJECTION MAN
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« Reply #56: December 23, 2010, 05:21:20 PM »

Wait, I thought you quit this project... or something?
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KoiDrake
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« Reply #57: December 23, 2010, 11:37:50 PM »

So are the RMs already designed? I'd like to see how they look like.

Why am I still postin' here?
Why not? :<
Wait, I thought you quit this project... or something?
Cadmium left this project, so I guess he got back because of it.
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Sapphire✧9
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« Reply #58: December 25, 2010, 02:21:10 PM »

Guys, you shoulda expect some teaser trailer this week or the week after!

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N-Mario
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« Reply #59: December 25, 2010, 03:54:42 PM »

I don't understand the numbering on the small TV screens there. Are they supposed to be a year or something? The first one I thought was a date, but now I don't know anymore because of the second shot.
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« Reply #60: December 25, 2010, 03:59:33 PM »

These are years. I plan to include what they mean later.
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Blackhook
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« Reply #61: December 25, 2010, 04:33:02 PM »

The game involves time traveling..so I guess they mean that
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MEX
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« Reply #62: December 25, 2010, 10:45:51 PM »

<a href="http://www.youtube.com/watch?v=mWGfyVgxsYI" target="_blank">http://www.youtube.com/watch?v=mWGfyVgxsYI</a>

Testing enemies in prep for teaser trailer!

(Excuse the babbling in the background, I was in a Skype call)

Merry Christmas everyone!
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MSX
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« Reply #63: December 27, 2010, 03:48:26 PM »

Looks pretty smooth, nice work so far.
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HKLurch18
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« Reply #64: December 28, 2010, 09:57:23 AM »

wow, i really like how this project evolves! very nice screens so far, guys!
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MEX
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« Reply #65: January 02, 2011, 02:25:19 PM »

<a href="http://www.youtube.com/watch?v=NJU4PoLAXAE" target="_blank">http://www.youtube.com/watch?v=NJU4PoLAXAE</a>
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VixyNyan
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« Reply #66: January 02, 2011, 04:01:32 PM »

Ah Rockman 9 (Daletto) style trailer. The memories~ Silly Kobun
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MEX
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« Reply #67: January 08, 2011, 04:04:28 PM »

(click to show/hide)

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Tesserex
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« Reply #68: January 11, 2011, 03:17:18 AM »

I wanted to just tell Mex about this, or anyone on the TT team, but I haven't seen them on Skype in over a week, but...

I have finally, after 3 straight weeks of banging my head on my desk and yelling at code, got successful NSF playback! It's not integrated into my engine yet, but the last hurdles have been overcome - I can play an NSF with C# code, using the same sound library as the engine. It really shouldn't have taken this long - I wasted two weeks on a totally wrong approach, and then the past week I got it to work, but with really bad sound quality, and I was thinking the problem was with my usage of the sound library, but it was actually in the nsf reader. It was in effect making the triangle sound like noise, but even more grainy.

So expect future releases to be much smaller in file size, since they won't have those horribly large music wav files.
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Night
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« Reply #69: January 11, 2011, 03:19:47 AM »

That's quite the breakthrough! Congratulations!
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Sapphire✧9
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« Reply #70: January 11, 2011, 12:28:52 PM »

Good to hear that tesserex, hope ya get on skype aswell havent chatted with you for a while Cheesy. Btw guys, the 'smaller size' he mentoins is not that small difference. It's like having the game atleast drop 40-50 MBs of music maybe more. It's quite the milestone for fangaming especially of megaman fandom. I am so glad to be part of this team!
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« Reply #71: January 15, 2011, 01:01:46 AM »

<a href="http://www.youtube.com/watch?v=J2VJyAkOcAw" target="_blank">http://www.youtube.com/watch?v=J2VJyAkOcAw</a>

YES
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MrBaryl
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« Reply #72: January 15, 2011, 01:56:27 AM »

That's the charge shot sound? I thought you guys would use the old one.
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« Reply #73: January 15, 2011, 02:05:52 AM »

 star That's the charge effect?! I though you guys would use the new one!
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Karasai♪
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« Reply #74: January 15, 2011, 03:32:25 AM »

you used Proto Man's charge shot noise?

I kinda like the old one better  Cry
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