READ THE RULES!! | Introduce Yourself | Embed YouTube Videos | RPM Holiday/Theme Weeks | Rockman 10 Ranking | Music Archive (2012.01.01) | Betas/Trials/Promos | WikiSpace | Oekaki | Rockman 10 Boss Damage
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.
Pages: 1 2
1
Fan Games / Re: Megaman 72 is back
« on: January 31, 2011, 04:03:55 PM »
Glad to see that you're back ^_^
I lurk around the 72 forums sometimes (since I'm not registered) just to take a look at your progress. ( :
Tell me if you need help or if you need critique for your stuff...
I lurk around the 72 forums sometimes (since I'm not registered) just to take a look at your progress. ( :
Tell me if you need help or if you need critique for your stuff...
2
Fan Games / Re: Mega Man Unlimited
« on: January 17, 2011, 02:56:57 PM »
Tesserex, you are right. ^_^
Update on megaphilx.com but most of you guys probably already know.
Update on megaphilx.com but most of you guys probably already know.
3
Fan Games / Re: Mega Man Unlimited
« on: November 22, 2010, 09:12:07 PM »
Damn! You beat me to it! ( :
4
Fan Games / Re: Mega Man Unlimited
« on: November 10, 2010, 03:30:42 PM »
Not much to say that you haven't already read on my youtube or DA or website. I'm now working on menu graphics and some more music. Trying to come up with a new song for NailMan since I was never really 100% satisfied.
It's hard to get a good feeling for a song for him. For some reason I'm having a lot of trouble to come up with something.
Other than that, well I can't wait to have more stages with enemies playable. : P
It's hard to get a good feeling for a song for him. For some reason I'm having a lot of trouble to come up with something.
Other than that, well I can't wait to have more stages with enemies playable. : P
5
Fan Games / Re: MegaMan 72
« on: August 12, 2010, 03:20:53 PM »
I like everything among those enemies. It's just the SawDozer is probably scaled up so it's hard to get a good idea of what he looks like at normal size but yeah, those are cool ^_^
I liked the original truck too.
BTW you can do whatever you want with lasers in MirrorMan's stage. I don't own the concept of re-directing lasers ( :
I liked the original truck too.
BTW you can do whatever you want with lasers in MirrorMan's stage. I don't own the concept of re-directing lasers ( :
6
Fan Games / Re: Mega Man Unlimited
« on: August 12, 2010, 02:40:30 PM »
Yeah, a lot of programming work is being done right now.
I'm also converting some art and collision data as well as saving sprites in transparent PNGs too.
We will soon have the complete Yo-yoMan stage with enemies...
I'm also converting some art and collision data as well as saving sprites in transparent PNGs too.
We will soon have the complete Yo-yoMan stage with enemies...
7
Fan Games / Re: Mega Man Unlimited
« on: July 10, 2010, 05:26:52 PM »
Yeah, it sucks when people act like we owe them stuff when we are actually doing this in our free time... : P
Posted on: July 10, 2010, 23:25:58
Just for your information, I'm going to be away of the computer for roughly 3 weeks. I need to get my mind off of this whole thing. ( : Meaning there won't be any videos, comments or updates on any of the sites where I usually post. Other than that, I've been making progress on various things since I've had a couple of days of vacation. I've finished animating the final boss' AI behavior in Flash. I've started implementing some of the cutscenes in the game (For example, I've put the Wily Castle map 1 and 2 in there already.) I've updated the title screen music and I still have to replace the stage songs with the new versions. I've also got some of my friends experimenting with programming an engine of their own but we'll see once N64Mario fixes his computer and gets back to work. We should see more progress soon either way. See ya soon! ^_^
Posted on: July 10, 2010, 23:25:58
Just for your information, I'm going to be away of the computer for roughly 3 weeks. I need to get my mind off of this whole thing. ( : Meaning there won't be any videos, comments or updates on any of the sites where I usually post. Other than that, I've been making progress on various things since I've had a couple of days of vacation. I've finished animating the final boss' AI behavior in Flash. I've started implementing some of the cutscenes in the game (For example, I've put the Wily Castle map 1 and 2 in there already.) I've updated the title screen music and I still have to replace the stage songs with the new versions. I've also got some of my friends experimenting with programming an engine of their own but we'll see once N64Mario fixes his computer and gets back to work. We should see more progress soon either way. See ya soon! ^_^
8
Fan Games / Re: Mega Man Unlimited
« on: June 22, 2010, 07:44:12 PM »
I was not necessarily speaking directly to you, Zan. I was speaking mostly on a general basis. I have no problem on learning more about the limitations of past hardware though. ^_^
9
Fan Games / Re: Mega Man Unlimited
« on: June 22, 2010, 06:30:16 PM »
Just because we chose to not to follow the limitations of the originals 100% right, doesn't mean that what we do is utter crap.
Like I said, most people don't notice such things.
I'm perfectly aware of the tremendous skills of the people involved in the originals and how they have to find clever ways to get their ideas across. Hell we still have to do this, even in the current gen of game developing.
But I work on this in my free time. I have a job, a wife and a life. The better way to get my ideas done for me is to leave myself a bit of freedom while still retaining the style. I have many amazing graphical tools people didn't have back then and I intend to use them to get the game done in my own way. Spending the extra time to make sure it follows all the technical limits is just not, in my opinion worth it. Since I don't HAVE that time.
If you think the game sucks because I don't follow the rules as much as you'd want, then, by all means, make your own fan-game. Can't wait to see it! ^_^
Like I said, most people don't notice such things.
I'm perfectly aware of the tremendous skills of the people involved in the originals and how they have to find clever ways to get their ideas across. Hell we still have to do this, even in the current gen of game developing.
But I work on this in my free time. I have a job, a wife and a life. The better way to get my ideas done for me is to leave myself a bit of freedom while still retaining the style. I have many amazing graphical tools people didn't have back then and I intend to use them to get the game done in my own way. Spending the extra time to make sure it follows all the technical limits is just not, in my opinion worth it. Since I don't HAVE that time.
If you think the game sucks because I don't follow the rules as much as you'd want, then, by all means, make your own fan-game. Can't wait to see it! ^_^
10
Fan Games / Re: Mega Man Unlimited
« on: June 22, 2010, 05:00:19 PM »
The majority of people don't care about such trivial graphical differences. People loved MM9 and MM10.
I think that by all means, we should let people do what they want with their sprites and graphics. Having to work within the actual limitations of the NES will turn off many people.
I think that by all means, we should let people do what they want with their sprites and graphics. Having to work within the actual limitations of the NES will turn off many people.
12
Fan Games / Re: Mega Man Unlimited
« on: June 22, 2010, 06:03:50 AM »
Let me give you a situation. A Mega Man game represented as an 8-bit game is released, and everything is feasible within NES/Famicom limitations, except for the sounds. In some instances, there's 2 noise channels, 3 square channels, tempos that aren't technically possible (on the NES, at least), you get the idea. Despite these flaws, the game is accepted by just about everyone. (Oh, by the way, the game is Mega Man 10)
The point being, there's not much of a reason to sustain a notably large amount of effort on something so specific as stray colors. Sure, the kind of people who play Mega Man Unlimited will be much more centralized than the kind of people playing 9 or 10, but most of the players will not notice the faults in the coloring, some will notice them and probably not care, and only a select few will actually be bothered by them.
Thank you, commandycan.
Posted on: June 22, 2010, 12:03:19
dang it Zan, do you know how much Phil has been put of his heart into this project?
please give the guys a break and freedoom
Thanks you, Gatuca.
13
Fan Games / Re: Mega Man Unlimited
« on: June 22, 2010, 03:28:44 AM »
Believe me, if I would have adapted to every single comment people make and the little quirks of everyone; I would have gone insane by now. We already went over that whole limitation thing thousands of times before and I don't really feel like arguing about this right now either. That being said, I'm going to keep the current city picture. And I like your research on the blocks, Stars. we can have patterns of 5 or 3 blocks too. As long as the whole stage doesn't work like it did in MM2 like you said. I can't wait to stage your stage designed.
14
Fan Games / Re: Mega Man Unlimited
« on: June 22, 2010, 01:18:03 AM »
Thanks Talyn too... Sorry I guess I'm too tired... : P
15
Fan Games / Re: Mega Man Unlimited
« on: June 22, 2010, 01:15:19 AM »I guess you don't really have the mindset for this level of perfectionism... But what I'm trying to make you see is there's a whole world you're missing out on; the world of gaming in its classic days.
Whilst working under these limits, striving for authenticity and so finishing great work leads to a fulfilling sense of accomplishment, there is also an aspect of enlightening oneself by delving into the inner workings of gaming in the classic days, figuring out your own solutions to classical problems and realizing why classic games are the way they are. All of that will develop a profound respect for those that were making games whilst their imagination was being restricted by the hardware they were working on.
Are you trying to tell me I'm not a perfectionist?
You think that after working like crazy for at least a year and a half on this project making graphics, music all that stuff in my free time, that I don't have a profound respect for those that were making games back then!? Wow...
I... I just don't feel like arguing here so... yeah...
(Thanks NMario for your support man... : P )
16
Fan Games / Re: Mega Man Unlimited
« on: June 21, 2010, 11:06:55 PM »
You know what, maybe I should just stop my project... : P
Geez. I'm just trying to stick with very few colors and have fun. That's all.
Geez. I'm just trying to stick with very few colors and have fun. That's all.
17
Fan Games / Re: Mega Man Unlimited
« on: June 21, 2010, 09:10:53 PM »
That's exactly what I'm doing. I'm just not as strict with my limitations.
18
Fan Games / Re: Mega Man Unlimited
« on: June 21, 2010, 03:42:43 PM »
In the city picture I concentrated on using exactly the same colors as in MegaMan 9's city intro. The colors are the exact same. Light blue, Blue, Darker Blue, Green and black (transparent). If photoshop detects extra colors, then it's a mistake I made. Maybe I left a few layers in a bad semi-transparent state when I saved the pic's bigger version but I doubt it since I made the "palette swaps" versions of the picture for the sunset part too and all the colors were detected just fine.
The pic is based on a real picture of a city. That's why some the lines are slanted in some parts because of the perspective. Of course being such a low-res pictures, it shows as pixelated as ever ( :
Thanks for your support. As some of you know, I try to stick to 4 colors whenever I can but I'm not bothering too much with the rules about the limitations. I want to have fun too.
About the Stage Select Screen, well, MMU isn't really part of the official series right? Who said it always has to be blue? ( : I wanted to try something different. We'll see.
The pic is based on a real picture of a city. That's why some the lines are slanted in some parts because of the perspective. Of course being such a low-res pictures, it shows as pixelated as ever ( :
Thanks for your support. As some of you know, I try to stick to 4 colors whenever I can but I'm not bothering too much with the rules about the limitations. I want to have fun too.
About the Stage Select Screen, well, MMU isn't really part of the official series right? Who said it always has to be blue? ( : I wanted to try something different. We'll see.
19
Fan Games / Re: MegaMan 72
« on: June 07, 2010, 03:50:33 PM »
That's a nice update to see. Keep up the awesome work.
Wish I could show some stuff. I have tons of assets finished. Almost all sprites are finished. Still working hard. : P
I can't wait to show some gameplay ^_^
: P
Wish I could show some stuff. I have tons of assets finished. Almost all sprites are finished. Still working hard. : P
I can't wait to show some gameplay ^_^
: P
20
Fan Games / Re: Mega Man Unlimited
« on: June 07, 2010, 03:47:53 PM »
Still making cutscene pictures. Those take long. Especially when there are many characters I'm not used to draw in them. Like Roll or Rush... : P
HammerMan will be kinda similar to those big pink robots in MM5 that try to stomp you. Only a little more complex than that.
HammerMan will be kinda similar to those big pink robots in MM5 that try to stomp you. Only a little more complex than that.
21
Fan Games / Re: MegaMan 72
« on: May 14, 2010, 02:47:41 PM »
Good stuff ^_^ I like the city background.
Just a question. I haven't followed the progress closely on this forum but: how far are you into making the tilesets and how many people are working on them?
Just a question. I haven't followed the progress closely on this forum but: how far are you into making the tilesets and how many people are working on them?
22
Fan Games / Re: Megaman Odyssey Project Edit: 2010 Demo
« on: May 14, 2010, 02:44:24 PM »
When I'm done with the MMU assets, I'll try to help you with some graphics, Kuja Killer. ^_^
I still have a few animations to finish, 3 songs to make and cutscene pictures to draw though : P
It IS a lot of work to make the graphics for a whole game. And yes, graphics are important if you want to make a great game. The gameplay is still more important yes, but if the graphics are unclear and confusing, they screw up the gameplay...
I still have a few animations to finish, 3 songs to make and cutscene pictures to draw though : P
It IS a lot of work to make the graphics for a whole game. And yes, graphics are important if you want to make a great game. The gameplay is still more important yes, but if the graphics are unclear and confusing, they screw up the gameplay...
23
Fan Games / Re: Mega Man Unlimited
« on: May 12, 2010, 03:52:32 AM »
I wonder if I could have kept from giving this as a quote for him if he would have been a robot master ( :
"It's hammer time!"
lol
"It's hammer time!"
lol
24
Fan Games / Re: Mega Man Unlimited
« on: May 12, 2010, 03:04:21 AM »
Sorry I've been late to post this here : P
*back to animating HammerMan* ( :
*back to animating HammerMan* ( :
Pages: 1 2