Mega Man Unlimited

Yoku Man · 290013

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MexicanSunflower

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Reply #175 on: May 11, 2010, 01:01:41 AM
I was thinking having the MMU content would be a good starting base to work with, the Menu, Title, RM Intro animations, Wily Castle Animation, etc. so you could figure out how MMU did it, which would help with writing your own scripts and such.



Offline KudosForce

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Reply #176 on: May 11, 2010, 09:57:16 PM
Phil's interview with the Gaming Nexus, has now been posted:

http://www.gamingnexus.com/FullNews/Mega-Man-Unlimited-Interview/Item17679.aspx



Offline Mirby

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Reply #177 on: May 11, 2010, 10:03:02 PM
Nice interview! Now to convince Phil to plug my stuff... :P

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Offline MegaPhilX

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Reply #178 on: May 12, 2010, 03:04:21 AM
Sorry I've been late to post this here  : P
*back to animating HammerMan*  ( :



Offline Lilirulu

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Reply #179 on: May 12, 2010, 03:31:40 AM
*back to animating HammerMan*  ( :

It's Hammertime!

XD; Sorry, I'm on a sugar high right now. I'll regret this later.

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Offline MegaPhilX

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Reply #180 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



Offline KudosForce

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Reply #181 on: May 12, 2010, 04:45:57 PM
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

Well, why not give him that quote? I mean, robots like Auto and Rush aren't robot masters and yet, they got their own data cards and quotes. ;)



Offline Stardius

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Reply #182 on: May 12, 2010, 05:51:09 PM
Yeah, exactly my thought, even though he is not robot master anymore, I think he is still quite popular.  XD



Offline DarkSaturn

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Reply #183 on: May 13, 2010, 03:02:59 AM
megaphilx make sure to create hammer difficult  >BD anyways, is only a sub boss   ;O;

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Offline MegaPhilX

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Reply #184 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.



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Reply #185 on: June 07, 2010, 08:33:03 PM
Sweet! Update! Thanks for the notification, Phil. ^_^

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Offline Yoku Man

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Reply #186 on: June 17, 2010, 03:38:57 AM
Phil has surprised me (and many of you fans) by posting one of the cutscene pictures he mentioned above, at devianart.
Here it is at deviantart: http://megaphilx.deviantart.com/art/New-City-Picture-for-MMU-Intro-167921293
And here's a smaller original-sized version I've put together.



I love the angle and detail, one of Phil's finest work, shows how good a spriter he is!



Offline Blaze Yeager

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Reply #187 on: June 17, 2010, 03:53:22 AM
Phil has surprised me (and many of you fans) by posting one of the cutscene pictures he mentioned above, at devianart.
Here it is at deviantart: http://megaphilx.deviantart.com/art/New-City-Picture-for-MMU-Intro-167921293
And here's a smaller original-sized version I've put together.



I love the angle and detail, one of Phil's finest work, shows how good a spriter he is!
Oh my god,i think Phil has Won the Epic Award...

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Reply #188 on: June 17, 2010, 04:32:45 AM
This is amazing on so many levels.. wow.

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Reply #189 on: June 17, 2010, 04:38:58 AM
This must've taken weeks to finish.

Workshop/DA/YT/Photobucket なにかんがえてるの!?
So its about ass now huh? EVEN THE ASS HAS 'EXCEEDED'!

One mention of LEGENDS and everyone goes batshit.  :\

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Reply #190 on: June 17, 2010, 04:50:46 AM
I.
Am.
Merely.
Intoxicated.
Now.
Shocked.
Heartwarmed.
Overjoyed.
Content.
Killed.
Ecstatic.
Delighted.


Now read the first letters of that. ^_^
Great work Phil.

EDIT: I just realized the bad grammar there. Meh, it's that awesome.

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Offline kuja killer

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Reply #191 on: June 17, 2010, 04:55:15 AM
ah geez man now that's some real detail defintely for sure. im impressed defintely.



Offline Thanatos-Zero

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Reply #192 on: June 17, 2010, 08:24:59 AM
Such an awesome intro picture is for sure marvelous!  0v0



Offline KudosForce

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Reply #193 on: June 17, 2010, 02:52:05 PM
Guh...:o

I'm completely blown away here. Whoa. Amazing job...*o*

Now, I'm gonna go pick my eyeballs off the floor.



MexicanSunflower

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Reply #194 on: June 17, 2010, 08:05:31 PM
That is one of the most beautiful angles I've ever seen!

Only thing I would be picky about (and I'm not sure if it's a bad thing) there are WAY to many windows, kind of clutters the area and takes away from that gorgeous 3D perspective you have going on there. Then again, the windows kind of add to the buildings and help shape out the angles. I love it though, you are a brilliant artist!



Offline Zan

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Reply #195 on: June 17, 2010, 08:35:09 PM
It's nice and all, but why is it slanted even in the vertical direction? Unless someone can't hold their camera upright, there's no real reason the buildings should be anything but straight up.. Especially since at this resolution and color count the long diagonal lines start getting very rough and wobbly. Which pretty much brings me to my next point; if you have the colors, why not employ AA? Though, I have my doubts about the color count to begin with.



Offline Blackhook

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Reply #196 on: June 17, 2010, 09:25:21 PM
It also looks a bit messy to me


Offline OBJECTION MAN

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Reply #197 on: June 17, 2010, 11:39:48 PM
It's nice and all, but why is it slanted even in the vertical direction? Unless someone can't hold their camera upright, there's no real reason the buildings should be anything but straight up.. Especially since at this resolution and color count the long diagonal lines start getting very rough and wobbly. Which pretty much brings me to my next point; if you have the colors, why not employ AA? Though, I have my doubts about the color count to begin with.
It also looks a bit messy to me

This. In addition to the above; Color wise I dont believe that's possible to do. There are over 4 colors in some tiles. The amount of sprite overlay needed to fix that, is on the unbelievable side.


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Offline Gatuca

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Reply #198 on: June 18, 2010, 05:50:53 AM
oh please, the image only has in total 7 colors, well the light green color, not bad but it make it look like a conmodore game, no offense man.

If i did something Wrong or something that i shouldnt, just tell me, but.....

[spoiler][/spoiler]

i reduced the total colors to 6, removed the green light, and changes some of the blues. in the image, there's only 3 colors, and the black could be the transparency, so i think now it works.

however i defend that the perspective is fine as it is :P

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Offline OBJECTION MAN

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Reply #199 on: June 18, 2010, 06:07:25 AM
It's not the total color count that's the issue. It is the localized color count. That being the NES cannot display overlapping tiles, and no tile can be over 3 visible colors per tile. Furthermore, each tile, including the palette applied, has an area of 8x8 at its minimum. The way they would bridge the gaps is by using sprites, but this art would be employing a severe amount of them, to the point of unbelievability. Not to mention the whole scanline issue.

I guess obvious unbelievability in the graphic limits isn't something new to this project, but damn is it jarring to see. It's really something noticeable, even by those who aren't aware of all the technical limits.


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