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Author Topic: [EXPANSION] Megaman & Bass - Oh hey a Demo.  (Read 219280 times)

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October 14, 2010, 02:47:56 PM
Reply #45

Offline brotoad

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Re: [EXPANSION] Megaman & Bass
« Reply #45 on: October 14, 2010, 02:47:56 PM »
the only way to tell if the tiles are the same is to go into the original games and compare them!
or wait until MM&BFC is made

October 14, 2010, 06:25:02 PM
Reply #46

Offline Korby

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Re: [EXPANSION] Megaman & Bass
« Reply #46 on: October 14, 2010, 06:25:02 PM »
Actually, someone from Sprites INC was working on RM&FFC.
If you search through my old posts, you can probably find the link to the site.

EDIT: http://www1.atwiki.com/rockbassfc/pages/1.html See?

October 15, 2010, 12:04:41 AM
Reply #47

Offline CopShowGuy

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Re: [EXPANSION] Megaman & Bass
« Reply #47 on: October 15, 2010, 12:04:41 AM »
Not related to MM&B, but I have tilesets for Fake Man, Nitro Man, and Strike Man if anyone wants to give those stages a shot.

October 15, 2010, 12:07:26 AM
Reply #48

Offline Mr. X

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Re: [EXPANSION] Megaman & Bass
« Reply #48 on: October 15, 2010, 12:07:26 AM »
Fake Man and Strike Man I could do at some point.  Nitro I'll leave for more experienced programmers who could make the trucks.

October 15, 2010, 12:11:53 AM
Reply #49

Offline brawlman9876

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Re: [EXPANSION] Megaman & Bass
« Reply #49 on: October 15, 2010, 12:11:53 AM »
it would be cool if strike mans stage had shootable soccer balls, could come in handy for stage design, even in fights, the balls did hurt you if you were underthem, imagine how useful that could be

"TIME TO GET SOME FRAGS!!!! OWOWOWOWOWOW" *fraged by brotoad* (brotoad did not give me permission to use his name, but i did it anyway.)

October 15, 2010, 12:12:13 AM
Reply #50

Offline brotoad

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Re: [EXPANSION] Megaman & Bass
« Reply #50 on: October 15, 2010, 12:12:13 AM »
i'm liking those updated burnerman sprites!

October 15, 2010, 12:25:53 AM
Reply #51

Offline Korby

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Re: [EXPANSION] Megaman & Bass
« Reply #51 on: October 15, 2010, 12:25:53 AM »
Oh, right, I was working on Burner at one point!
It looks pretty terrible though, so I stopped.

That's as far as I got. Height problems everywhere, posture is wrong on is side sprites...meh. I left the pieces there because they are very VERY useful.

October 15, 2010, 12:28:31 AM
Reply #52

Offline brotoad

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Re: [EXPANSION] Megaman & Bass
« Reply #52 on: October 15, 2010, 12:28:31 AM »
i really think that he should walk instead of dashing! i could have a try at fixin him but i want to finish the MM7 sprites and the two that i'm doing for MM8 first!

October 15, 2010, 12:30:32 AM
Reply #53

Offline Korby

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Re: [EXPANSION] Megaman & Bass
« Reply #53 on: October 15, 2010, 12:30:32 AM »
I was very terrible at walk cycles back then(and I still am), plus he only dashed in game, so I guess I figured "HEY THIS WILL BE EASY I'LL JUST MAKE HIM DASH LULZ."
Now then, how to make King walk...Perhaps Stone-esque, but he seems more agile than that. I do know, however, he'll be using the "Heavy Land" noise!

October 15, 2010, 12:36:06 AM
Reply #54

Offline brotoad

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Re: [EXPANSION] Megaman & Bass
« Reply #54 on: October 15, 2010, 12:36:06 AM »
he should walk very uhhhh...royaly? walking how a king should walk! with elegance but with the spirit of a warrior!

yes i know this isn't helping at all

October 15, 2010, 12:37:25 AM
Reply #55

Offline Korby

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Re: [EXPANSION] Megaman & Bass
« Reply #55 on: October 15, 2010, 12:37:25 AM »
Hmm, I think I might know what you mean.
Hold up, let me try and find some references. Elegance won't be easy because he doesn't have his cape on when he has his axe out!

October 15, 2010, 04:48:32 AM
Reply #56

Offline Korby

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Re: [EXPANSION] Megaman & Bass
« Reply #56 on: October 15, 2010, 04:48:32 AM »
Let's see here...
I found a couple of walk references that fall under elegant and powerful.

King hopping around like a schoolgirl, while it would be hilarious, probably wouldn't fit him. I'm leaning more towards the second Ganondorf, myself.
Also, an idea on the layout of Cold Man's stage, or rather part of it.
(click to show/hide)
I can't seem to think of something for the middle! However, weapons and energy will probably go in the corners of the platforms on the outside, and Large health on the middle platforms with bridges leading into the middle section. If you can't jump gaps, stay out of outside, but they shouldn't really be too hard to cross.

Also, I should incorporate Ice Wall riding to get a weapon in here somewhere.

October 15, 2010, 04:03:35 PM
Reply #57

Offline brotoad

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Re: [EXPANSION] Megaman & Bass
« Reply #57 on: October 15, 2010, 04:03:35 PM »
definatly the second ganondorf one! as for coldmans stage, i figured it was meant to be an abandoned frozen over factory! so many playforms i don't think would work well in combat, maybe have four platforms around the outside then a building in the middle? don't forget that his stage also had water on the inside parts so maybe incorporate that into the map somehow?

October 15, 2010, 04:05:29 PM
Reply #58

Offline Max

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Re: [EXPANSION] Megaman & Bass
« Reply #58 on: October 15, 2010, 04:05:29 PM »
Indeed. Put some of those funny ice roads outside leading into the big factory with many levels. Water on the bottom.

October 15, 2010, 07:19:56 PM
Reply #59

Offline Korby

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Re: [EXPANSION] Megaman & Bass
« Reply #59 on: October 15, 2010, 07:19:56 PM »
Mm, yes, a layout is coming to me.
However, "many layers" is impossible in Doom without the help of teleporters or other witty ways to do it.