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Fan Games / Re: Mega Man X: Corrupted (flash fangame)
« on: July 03, 2011, 05:42:45 AM »!You bet your socks off. =)
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Fan Games / Re: Mega Man X: Corrupted (flash fangame)
« on: July 02, 2011, 06:04:01 AM »
http://en.wiktionary.org/wiki/%E6%88%A6%E4%BA%89
http://en.wiktionary.org/wiki/%E7%82%8E
This should give you an idea of what it translates to.
http://en.wiktionary.org/wiki/%E7%82%8E
This should give you an idea of what it translates to.
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Fan Games / Re: Mega Man X: Corrupted (flash fangame)
« on: June 05, 2011, 11:58:10 PM »That's a heavy number of maps. By maps I assume you mean themed areas, like where the music changes and the visuals change theme? If so, that is impressive, and I'm looking forward to it.
(does this mean 80 area songs? lol)
The maps that he is referring to are rectangular sub-sections of different areas that get loaded by flash, except at edges where two are loaded. These maps are rather large though, as most "stages" are made up of only 3 or 4 maps and interconnecting areas are around 2 to 6. In actual gameplay the borders of these maps are unrecognizable. Generally there is a music track for each tileset in the game.
Also
I assume
please don't. Your questions work better.
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Fan Games / Re: Mega Man X: Corrupted (flash fangame)
« on: May 01, 2011, 03:11:43 PM »
@ Objection Man:
The parameters for color options on the weapons aren't as bad as you might think. It runs off a basic hue/saturation/brightness/color balance so if anything it prevents you from having really awful rainbow colors, and for what JKB has for weapon colors I think it does its job well.
And as for the armor parts, getting them colored for weapons involves an extra layer going over each and every armor piece individually (because you can mix parts), increasing the number or objects onscreen at any given time by 4, and increasing X's total sprites eightfold. This has been discussed, and it will not be done. Unless some method of palette swapping surfaces in flash, armors being colored for weapons unfortunately is not going to happen.
The parameters for color options on the weapons aren't as bad as you might think. It runs off a basic hue/saturation/brightness/color balance so if anything it prevents you from having really awful rainbow colors, and for what JKB has for weapon colors I think it does its job well.
And as for the armor parts, getting them colored for weapons involves an extra layer going over each and every armor piece individually (because you can mix parts), increasing the number or objects onscreen at any given time by 4, and increasing X's total sprites eightfold. This has been discussed, and it will not be done. Unless some method of palette swapping surfaces in flash, armors being colored for weapons unfortunately is not going to happen.
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Fan Games / Re: Mega Man X: Corrupted (flash fangame)
« on: February 20, 2011, 08:19:16 PM »
Thanks for the input, however we now have Hurricane Hoatzin's weapon pretty much done, and believe me it's a blast to use.
You'll find out what it is when JKB makes a new video.
You'll find out what it is when JKB makes a new video.
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Fan Games / Re: Mega Man X: Corrupted (flash fangame)
« on: February 18, 2011, 09:08:02 PM »2. Hurrican Hoatzin eh, the Wind weapon...The biggest problem we're having in coming up with the basic wind weapon is that it can't be a shot. Seven out of eight weapons now just fire something, and a little variety would be good. We do and we don't want what happened in Mega Man 3. That game had an incredibly dull set of weapons, all of which basically shot in a straight line, yet it included the completely awesome Top Spin which made the game significantly more interesting. We want the wind weapon to be our top spin, but not surrounded by dull weapons.
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And Neurospike well... I will thing about what would fit. But to be true I dont find Neurospike to usefull yet. I Would love it as an extra weapon that you get by defeting an ultra secret boss. And then let Zero and X be able to use it just for a little Mettaur lapdog fun. But thats not my call I guess.The neurospike right now is actually a really strong weapon. It's not really 'power' strong, but tagging an enemy with it makes the enemy friendly allowing you to pass through it unharmed, letting you get around much less hindered at the expense of not getting items and EXP from actual killing.
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4. So do your weapons feel the same then?That is the goal
I think we've done a good job so far to maintain the qualities a weapon from a MMX game would have while tying in all the mechanics unique to this game.
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5. So Zero dont have a way to teleport back from savepoint nor can he pick up Items in RR ? - Or can he do that from the beginning already? Or just tell me if you have already a way to solve that. If its something that involves Story-parts of anykind i am good with just knowing that there will be a way to do it with Zero anyway^^Here's how fast travel works:
Whenever X or Zero activates a save capsule, it can be used to travel to any other save capsule in the game that has also been activated. One of these save capsules is in the hunter base. X's escape to base ability allows X to instantly return to that capsule in the hunter base while in defeated bosses' rooms or on checkpoint pods, as well as through save capsules. Since this skill is in X's skill tree, Zero does not benefit from it; this rule has no exceptions up to this point.
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Fan Games / Re: Mega Man X: Corrupted (flash fangame)
« on: December 17, 2010, 07:34:27 PM »
Not only is it a diagram, it's the tree where you hover over each icon to see what it is and the requirements needed to purchase it. Items at the top start with no requirements and as you go down they start requiring that you be at a certain level or have the previous upgrade in that chain. The very bottom of the general and weapon trees are typically where the final, ultimate upgrades are and have a very high level requirement.
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Fan Games / Re: Mega Man X: Corrupted (flash fangame)
« on: November 22, 2010, 04:58:44 PM »
*facepalm*
Yes, I'd say that is about right since you copy and pasted what I sent you, including names that aren't decided on.
But enough about names, there must be something else to talk about.
Yes, I'd say that is about right since you copy and pasted what I sent you, including names that aren't decided on.
But enough about names, there must be something else to talk about.
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Fan Games / Re: Mega Man X: Corrupted (flash fangame)
« on: October 20, 2010, 07:13:14 AM »
The list way back in this thread is old, all the names are different. If you're curious, the new name for the lightning move is 電天刺す, Dentensasu.
We're not sold yet on heat haze, if we think of something better then we'll go with that.
We're not sold yet on heat haze, if we think of something better then we'll go with that.
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Fan Games / Re: Mega Man X: Corrupted (flash fangame)
« on: October 20, 2010, 01:17:37 AM »
Thanks for your desire to help out with technique translations, DevonS, but I'm afraid that has already been taken care of and is more up to date to what's currently in the game.
As for the origination of the move Zero now has which is commonly known as Heat Haze, the idea came from the mode called V-ism in Street Fighter Alpha 3 and one of Yun's supers in Street Fighter III: 2nd Impact which bear a similar mechanic to the item in MMX:Command Mission. We only found out about heat haze until after the technique had been added. Capcom made all three by the way.
As for the origination of the move Zero now has which is commonly known as Heat Haze, the idea came from the mode called V-ism in Street Fighter Alpha 3 and one of Yun's supers in Street Fighter III: 2nd Impact which bear a similar mechanic to the item in MMX:Command Mission. We only found out about heat haze until after the technique had been added. Capcom made all three by the way.
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