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Author Topic: Megagirl R / ロックガール ロールちゃん (Official Wip Thread)  (Read 29214 times)
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Gatuca
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« Reply #225: December 10, 2009, 11:42:49 PM »

OK guys, right now i have a request, you see, i am not very satisfied with the walk sprites (including the shooting ones), in fact i am remaking the roll spritesheet, but i need a little help



i need the walk to be a little more "girlish" you know what i mean, in order to not look like a sprite edit of megaman (not to mention that i will admit, i edited the shoot sprites from Megaman Ultra).

so who can do me this favor? Embarrassed
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lizardcommando
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« Reply #226: December 11, 2009, 12:08:13 AM »

Here are two things I'd suggest:

1. Make the running sprites a tad bit skinnier.
2. Shouldn't the arm holding the Mega Buster be overlapping the head just a bit? Dunno if it's just me but it looks really weird how the arm kinda goes under the head like that.
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« Reply #227: December 14, 2009, 07:09:52 AM »

Ok, Suggestions taken  omaigah

Posted on: December 11, 2009, 02:08:53 AM
well i take the suggestion and opted to do the walk sprites myself for roll, i want to know if i did a decent job



but i want to change my little request

i need someone who can help me with Volcano Woman Spritesheet

the sheet is incomplete right now, but i need someone who can do some sprite sequences for me.....

like for example, a more sexy hula dance sequence, and a sensual fire kiss pose, as well as a sprite of Volcano looking up

that's all i need, i really hope someone can help me in this one, is it bad since i already ask help for Taichi Sprites?

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KudosForce
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« Reply #228: December 14, 2009, 01:36:26 PM »

well i take the suggestion and opted to do the walk sprites myself for roll, i want to know if i did a decent job


They seem decent enough. Thumbs Up

Although, it's difficult to look at them effectively. Would you mind giving us a "zoomed-in" view of them?
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« Reply #229: December 24, 2009, 08:11:19 AM »

Minor Update

OFFICIAL TITLE SCREEN!



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« Reply #230: December 24, 2009, 09:50:54 AM »

I really like that Roll Mugshot, but the white part on her hair really bugs me
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« Reply #231: December 24, 2009, 02:50:27 PM »

As I said in another topic, it's magnificent! nyan

That said, I assume that the Valentine Roll illustration sprite that you drew, will be used in the "Weapon Get" screen?
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« Reply #232: December 24, 2009, 07:36:54 PM »

actually, i think aim gonna make another one, that one was more like a trial to me, you know what i mean, since i never do 8-bit conversions before

speaking of which, i only had 2 decent robot mistress sprite sheet

1.- Gelato will be reworked
2.- I'm still waiting for my request with Volcano Woman sprites
3.- i need to make Volt/Jolt Woman a bit taller (and maybe i need to change her name, since there's already a Volt Man (Megaman Odyssey) and there will be a Jolt Man)

Opera will be fully re-sprited

and the rest i haven't work on it..........

oh, and need to work on normal enemies, and no, i will not use tose crappy reolors i did before, im ashemed of myself for taking that way before
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« Reply #233: December 24, 2009, 07:51:16 PM »

actually, i think aim gonna make another one, that one was more like a trial to me, you know what i mean, since i never do 8-bit conversions before

Fair enough. Wink

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3.- i need to make Volt/Jolt Woman a bit taller (and maybe i need to change her name, since there's already a Volt Man (Megaman Odyssey) and there will be a Jolt Man)

Good call on that. When it comes to MM fan game projects, I try to make sure that I inform creators about changing RMs' names, to prevent confusion.

Quote
oh, and need to work on normal enemies, and no, i will not use tose crappy reolors i did before, im ashemed of myself for taking that way before

Excellent decision. I encourage original material in projects like this, which are more rewarding to play with than one that recycles many things (*coughcough*DrWilyReturns*coughcough*).

For everything else, I hope it turns out well for you!
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« Reply #234: December 24, 2009, 08:10:43 PM »

That being said

what other names for electricity can be used?

we got

1.- Elec
2.- Spark
3.- Volt
4.- Bright
5.- Jolt
6.- Thunder (not suita.......

WAIT I GOT IT,

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« Reply #235: December 24, 2009, 08:12:16 PM »

That being said

what other names for electricity can be used?

we got

1.- Elec
2.- Spark
3.- Volt
4.- Bright
5.- Jolt
6.- Thunder (not suita.......

WAIT I GOT IT,

(click to show/hide)
Static sounds good..but that's my 2 cents.
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« Reply #236: December 24, 2009, 08:16:27 PM »

That being said

what other names for electricity can be used?

we got

1.- Elec
2.- Spark
3.- Volt
4.- Bright
5.- Jolt
6.- Thunder (not suita.......

WAIT I GOT IT,

(click to show/hide)

That sounds acceptable enough. You may use this one. Wink
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« Reply #237: December 24, 2009, 09:30:51 PM »

I just want to comment on the title screen and say that the mugshot looks rather cute. I do have to agree with the white part though. Shouldn't it be a little smaller?
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« Reply #238: December 24, 2009, 10:27:40 PM »

actually, do you think i exceed the NES limits with the color palette (the mugshot, the lines background and the title?)

I hope Vixy Chan doesn't mind if i change those things, by the way, Mr.Nebula said that he wanted to remade his stages because they were pushing the NES limits and color palettes, and i honestly dint recall why? they look authentic you know, at least for megaman 6 and 7FC (8FC backgrounds still look kinda poor and lazy to me).
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« Reply #239: December 24, 2009, 10:53:12 PM »

As I said on the Mega Man: Redemption topic, I think that Zan could clear up your concerns, since he seems to be very knowledgeable about this sort of thing.

Why not ask him?
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« Reply #240: December 25, 2009, 03:27:16 AM »

I second that.


(By the way, I wouldn't trash Virtualman/Pop just yet.)
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« Reply #241: December 28, 2009, 01:56:31 AM »

If you want to know if it is within NES limits, for something made up of background tiles (title screen, cutscene art) the most straightforward approach is to divide the whole into tiles of 8x8 pixels, every single tile should have no more than 4 colors.
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« Reply #242: December 28, 2009, 01:59:11 AM »

Each symbol in the text, plus the space between them, should be 8x8 pixels. It doesn't look right at the moment. o.o
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« Reply #243: December 28, 2009, 02:46:45 AM »

(By the way, I wouldn't trash Virtualman/Pop just yet.)

Seconded, for great justice! Thumbs Up

But still, a joke character in MM is too good of a concept, to get rid of. Puppy Eyes
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« Reply #244: December 28, 2009, 02:09:47 PM »

If you want to know if it is within NES limits, for something made up of background tiles (title screen, cutscene art) the most straightforward approach is to divide the whole into tiles of 8x8 pixels, every single tile should have no more than 4 colors.

But you can have more colors in a 8x8 tile by overlapping it by a transparent tile (layeers, some games use that trick for backgrounds)
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« Reply #245: December 28, 2009, 03:16:32 PM »

The NES only has one layer. Therefore, overlapping of tiles is impossible. All you can do is overlap a bunch of sprites sprite. In which case you're trying every trick in the book to justify yourself. Especially since sprites have their own limitations.
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« Reply #246: December 28, 2009, 04:55:28 PM »

The NES only has one layer. Therefore, overlapping of tiles is impossible. All you can do is overlap a bunch of sprites sprite. In which case you're trying every trick in the book to justify yourself. Especially since sprites have their own limitations.

I meant layer by that. Using sprites with combinations in places such as title screen or cutscenes may work.
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« Reply #247: December 28, 2009, 09:00:26 PM »

Thank you Mr Nebula......

i will work this vacations on paper sketches before i get back to work on sprites and graphics
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« Reply #248: December 28, 2009, 11:36:51 PM »

Umm not to be a nitpicker but....Roll's Head is Way over Nes limits..like 9 colors...
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« Reply #249: December 28, 2009, 11:43:13 PM »

Um no, that sprite, divided in 8x8 pixel tiles, with 4 colors on each, can easily show those colors on a NES.
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