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Offline Sapphire✧9

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Reply #225 on: September 05, 2009, 12:40:51 PM
That was harsh. ^^. But like I said Programming is not my priority. First graphics, then levels, then music and finally the programming.
Doing the programming first means that you will have to replace all graphics in the future. Which takes more time than making the game itself.

Posted on: September 05, 2009, 11:09:34 AM
...why?

I also plan on releasing it on the jap megaman fan sites <.<



Offline Acid

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Reply #226 on: September 05, 2009, 12:54:17 PM
I didn't mean you should scrap the idea. I just don't like it when games get delayed due to translation processes.



Offline Rodrigo Shin

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Reply #227 on: September 05, 2009, 01:56:07 PM
The overall ideas like the graphics and levels seem to be coming in very well and promising...

...the katakana, not so much.

Quote
The reason for retcon is to cancel out contradictions
Quote
a retcon is a last resort to erase a contradiction
Guys, please let me know when did Gwen Stacy getting retroactively impregnated with Goblin Twins solve any contradiction whatsoever and didn't create a whole set of new ones. TTFN

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Reply #228 on: September 05, 2009, 05:12:30 PM
That was harsh. ^^. But like I said Programming is not my priority. First graphics, then levels, then music and finally the programming.
What, you don't like programming? How are you going to get anything done then?



Offline Sapphire✧9

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Reply #229 on: September 05, 2009, 09:50:53 PM
I didn't mean you should scrap the idea. I just don't like it when games get delayed due to translation processes.

Well. They're going to be seperate files. Go figure it out.

Posted on: September 05, 2009, 09:26:55 PM
What, you don't like programming? How are you going to get anything done then?
I like programming but I like graphics and music more. Since I'm a spriter and fashion accessory designer. So, yeah.

Posted on: September 05, 2009, 03:33:57 PM
The overall ideas like the graphics and levels seem to be coming in very well and promising...

...the katakana, not so much.

Rokkuman Kyuusei (Hiragana) or Rokkuman Ridemipishun (Katakana) ?




Offline Rodrigo Shin

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Reply #230 on: September 05, 2009, 11:27:46 PM
Rokkuman Kyuusei (Hiragana) or Rokkuman Ridemipishun (Katakana) ?


Whichever you prefer... the Japanese classic titles most of the time stick with japanese subtitles, but this is your call.

But I was talking about the overall katakana posted here more than just the pixel art title.

"Ridemipishun" isn't an appropriate spelling in katakana for "Redemption". "Ridemipishun" gives you "Ree-de-mee-pi-shoom". The way the japanese spell things out, to better mirror (or attempt) "ri-demp-shuhn" would be something along the lines of RI-DE-N-PU-SHI-O-N or even RI-DE-N-PU-SHI-YA-N.

As well, some other old ones posted here:
ラユデル-ジョエ (Rayuderu - Joe) = Rider Joe

Fun Trivia:

ダンセル-ジョエ (Danseru - Joe) = Dancer Joe
"RAYUDERU" Joe gives you something "Rydel Joe", not "Rider" Joe. "Rider" is typically romanized as "RA-I-DA-" (just look up any Kamen Rider series logo). As well, "Danseru" Joe gives you most like "Damsel" Joe than "Dancer" Joe. "DA-N-SA-" Joe would be more like it.

But these are what I saw that needed more polish, the rest of the project looks pretty good at least from a concept standpoint. I'm interested in seeing how this one turns out.

Quote
The reason for retcon is to cancel out contradictions
Quote
a retcon is a last resort to erase a contradiction
Guys, please let me know when did Gwen Stacy getting retroactively impregnated with Goblin Twins solve any contradiction whatsoever and didn't create a whole set of new ones. TTFN

--

Whenever it comes to "consensus" and things alike, always remember Tony Bullet-Tooth's sage advice:
"You should never underestimate the predictability of stupidity."


Offline Sapphire✧9

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Reply #231 on: September 06, 2009, 09:24:27 PM
How much Japanese you know <.< a Mentor would be nice.

Posted on: September 06, 2009, 00:22:50
OMG IS IT EVEN POSSIBLE TO SURVIVE THAT !?




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Reply #232 on: September 06, 2009, 09:35:46 PM
the purple things move?



Offline VixyNyan

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Reply #233 on: September 06, 2009, 09:39:50 PM
If no, then just edge jump. ^^

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Offline Sapphire✧9

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Reply #234 on: September 06, 2009, 10:05:19 PM
They wont move. You have to jump carefully :3 just like Vixy-nan said.



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Reply #235 on: September 06, 2009, 10:14:57 PM
[´; ;`]



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Reply #236 on: September 06, 2009, 11:04:48 PM
That's not very hard...



Offline Sapphire✧9

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Reply #237 on: September 06, 2009, 11:12:42 PM
Yea hit your head to upper pipe and kiss the spikes!



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Reply #238 on: September 07, 2009, 02:15:44 AM
Darn low ceilings and jumps...


I'm watching you all. Always watching.


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Reply #239 on: September 07, 2009, 04:16:58 PM
Well......F*****************************ck


Offline N-Mario

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Reply #240 on: September 07, 2009, 09:22:36 PM
Too bad there aren't save state features in fan games, like there are in rom hacks. ;)

Or try using rush coil, or anything similar. ;)



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Reply #241 on: September 07, 2009, 09:23:48 PM
You don't need Rush Coil for small narrow spots like that. It's very easy to get past that. Edge jump~ <3

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Offline Sapphire✧9

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Reply #242 on: September 08, 2009, 07:12:21 PM
Too bad there aren't save state features in fan games, like there are in rom hacks. ;)

Or try using rush coil, or anything similar. ;)

Btw, I'm going to use your new Megaman engine but do you think that its complete enough to start my game <.< I mean I have two Megaman Engines So, I learned how to do shooting and etc. But are you sure that your old one's shooting will work if I recode it to the new engine. <.<

Posted on: September 08, 2009, 10:26:38
OMG BOXXY INVADED MY THREAD!!!
[youtube]http://www.youtube.com/watch?v=apbobsdrqec[/youtube]



Offline N-Mario

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Reply #243 on: September 08, 2009, 07:21:00 PM
Btw, I'm going to use your new Megaman engine but do you think that its complete enough to start my game <.< I mean I have two Megaman Engines So, I learned how to do shooting and etc. But are you sure that your old one's shooting will work if I recode it to the new engine. <.<

A lot of the code may be redeisnged in the new engine. Even the room/screen scrolling transitions have a redesign. But I suppose old code could still work in the new one. I even tried to redesign the camera scrolling on the player to get as close as how it worked in the nes games.
I'll eventually get around to shooting and adding enemies and stuff eventually in the new engine. ;)



Offline Sapphire✧9

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Reply #244 on: September 08, 2009, 07:25:43 PM
I modified your old engine before. I wanted to make silly things. I tried to make things like "Ultra Buster" where it shoots Over 9000 charged shots at once. Which made the FPS go down to 3-4. I also made moon jump or spike enemies where they bump into you lol.

But I also created lots of new bugs. So, I will wait for you newer engine and work on it in a serious way.



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Reply #245 on: September 08, 2009, 10:30:05 PM
Well..... The old engine lacks use of floats and uses a few parts of MMF2's internal movement engines such as bouncing movement, etc. It also lacks fast loops where needed, too many over-redundant events & lack of 'OR' conditions.

My new engine will most likely be ALL static movement, uses floats and 'OR' conditionss. Whether it seems more polished or not, I donno if that will help on your side or not.

I like all static movement IMO, because I have more freedom to do whatever I want with the objects, and include temporary pauses where I want to. ;)



Offline Sapphire✧9

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Reply #246 on: September 08, 2009, 10:34:50 PM
Well..... The old engine lacks use of floats and uses a few parts of MMF2's internal movement engines such as bouncing movement, etc. It also lacks fast loops where needed, too many over-redundant events & lack of 'OR' conditions.

My new engine will most likely be ALL static movement, uses floats and 'OR' conditionss. Whether it seems more polished or not, I donno if that will help on your side or not.

I like all static movement IMO, because I have more freedom to do whatever I want with the objects, and include temporary pauses where I want to. ;)

I tried to make Wind Blowers before with old engine too. But I guess I can make it with new one since that it looks like it have more realistic gravity.



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Reply #247 on: September 08, 2009, 11:37:56 PM
Yes. I found out that fast loops can't be called 1.23 times. Only 1 times out of the 1.23 times. This is where the un-realistic gravity happens.
So what I did was, while I maintained the WHOLE numbers in fast loops, I moved any of the numbers as floats into their own event.
I have a very short example of this in my files. It's no much, but it shows how I used fast loops & floats together.

In other words, say we have a velocity of 1.23.
Use 1 for the fast loop part, while .23 remains as a float, a section of its own events.
Since floats are smaller than whole numbers, we don't need to fast loop floats anyway. We'll just use fast loops for all whole numbers accordingly. Which is how I did the slippery ice floors, separate the whole numbers & floats from the given number provided.

That's about how I did my new engine. @_@

EDIT: Here's a bit more of debug information for ya.
A lot of this info is used for screen transitions (math involved), scrolling and what not.

I know, there isn't much to show.... Since this is just an engine anyway. We're going to use this new engine for MPX's MM10 project. ;)



Offline Sapphire✧9

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Reply #248 on: September 09, 2009, 12:55:47 AM
I was wondering that how can MPX contuine with old engine. I'm sure that he had alot of problems. Even with only stage layouts.



Offline N-Mario

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Reply #249 on: September 09, 2009, 01:22:06 AM
Yea.... We're not using that old engine anymore.  Which is why there hasn't been any new video footage lately. >U<
On side note, the older, discontinued engines are available to download on my site, although I don't know why people wanted it. Even the beta ones are there just for the sake of resources.