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July 03, 2016, 03:33:53 AM
Reply #30

Offline Superjustinbros

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Re: SJB's collection of Resources
« Reply #30 on: July 03, 2016, 03:33:53 AM »
I'm going to dump some weapon concepts here real quick. They're currently not configured or reformatted for 3d gameplay.

*Blaster Bomb (B:078 C:217) is Hyper Bomb on steroids; dump up to 3 at a time and their detonations are long-lasting and über-powerfull
*Computer Arm (B:243 C:196) causes your character’s Buster to de-pixelate and reshape into a buster that rapid fires fast-traveling long beams and has a high ammo count
*Draco Saber (B:227 C:106) is a sword that shoots an energy wave towards the edge of the screen that accelerates as it travels and can be charged to have the wave take the shape of a dragon.
*Force Field (B:249 C:041) sends a wave of physic energy that travels across the screen (resembling a black field with blocky grid-lines traveling through it); charge it for an even bigger field that travels faster and wider.
*Glamour Gemstone (B:251 C:017) lets you shoot homing gemstones trailed by smaller gemstones. If they don't have a target to head for they'll orbit around you, and then when a target appears they'll head for it. If the enemy has a shield or barrier, the gemstone will orbit them until they cancel their shield, from there they'll dive into the enemy/boss and damage them. And you can also have up to three gemstones orbiting around you, waiting for targets.
*Hive Option (B:112 C:160) summons three humanoid-dragonfly people that circle you. Upon shooting your own buster, they’ll shoot theirs as well.
*Morph Body (B:240 C:102) lets you do one of three different actions depending on how you attack: Aim up, down, or straight and you’ll morph into one of three different forms. One is a giant sphere that you can control to steamroll through enemies, one transforms your lower legs into engines (complete with the sides of your feet sprouting wheels) and enable you to dash through the stage, and the last causes your legs to morph into springs and launch you super-high (in addition to being able to crush things below you).
*Paradox (B:005 C:86) lets you freeze time for as long as ammo remains, followed by consuming large chunks of ammo to distort time and space to damage and destroy foes on-screen. Combining Time Stopper and Gravity Hold into one

This pic should give an idea of the colors:
(click to show/hide)

July 22, 2016, 02:43:47 PM
Reply #31

Offline Superjustinbros

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Re: SJB's collection of Resources
« Reply #31 on: July 22, 2016, 02:43:47 PM »
MMPU's destroyable blocks redesigned. I built these from Fortegigasgospel's concepts for Mega Man World's destroyable blocks to provide more universal icons (rather than just using the icons for MM1's weapons but enlarged) as well as two sizes of the blocks (otherwise only Bomb's blocks are small, while the others are always big).

Left to right, top to bottom:
Basic, Cutter, Crash/impact, Ice, Explosive, Fire, Electric
Time/Gravity/Flash, Earth/Rock, Wind, Nature, Crystal, Water, Needle/Puncture
(alt palettes/V2)

July 23, 2016, 10:46:18 PM
Reply #32

Offline Superjustinbros

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Re: SJB's collection of Resources
« Reply #32 on: July 23, 2016, 10:46:18 PM »

Another thing I made, primarily for co-op modes.
These serve like the backpacks in certain Doom mods; in which they recover both health and weapon energy. To show this, they flash between health and weapon energy colors.

July 27, 2016, 02:25:02 PM
Reply #33

Offline Superjustinbros

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Re: SJB's collection of Resources
« Reply #33 on: July 27, 2016, 02:25:02 PM »

Elecman from Rockman CX and his additional poses/Thunder Beam

July 31, 2016, 10:58:34 PM
Reply #34

Offline Superjustinbros

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Re: SJB's collection of Resources
« Reply #34 on: July 31, 2016, 10:58:34 PM »

Now with MM9 classes updated to match their skins.

November 03, 2016, 01:04:43 AM
Reply #35

Offline Bonglorio

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Re: SJB's collection of Resources
« Reply #35 on: November 03, 2016, 01:04:43 AM »
Nice stuff! Could you maybe rip the weapons from Rockman CX? or the robot masters?

November 12, 2016, 10:39:50 PM
Reply #36

Offline JohnVyttalRay

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Re: SJB's collection of Resources
« Reply #36 on: November 12, 2016, 10:39:50 PM »
Could I use your mugshots in a little mod I'm doing for mm8bdm if I gave the credits to you?

November 14, 2016, 11:10:34 PM
Reply #37

Offline Superjustinbros

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Re: SJB's collection of Resources
« Reply #37 on: November 14, 2016, 11:10:34 PM »
Sure, go right ahead.

November 14, 2016, 11:29:11 PM
Reply #38

Offline JohnVyttalRay

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Re: SJB's collection of Resources
« Reply #38 on: November 14, 2016, 11:29:11 PM »
Thank you. I'll even give you a file of the mod with onl your mugshots if you want.

April 07, 2017, 03:15:32 AM
Reply #39

Offline Superjustinbros

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Re: SJB's collection of Resources
« Reply #39 on: April 07, 2017, 03:15:32 AM »
Some random assets I did for CTF maps






Alongside an edited MM1ICE texture to fit Freeze Man's texture set

June 02, 2017, 11:59:11 PM
Reply #40

Offline NES Boy

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Re: SJB's collection of Resources
« Reply #40 on: June 02, 2017, 11:59:11 PM »
Like Molly, I took the liberty of updating your translation-friendly mugshot sheet.

The fixes to Proto Man and Doc Robot that failed to carry over are now restored, Fake Man and Mega Man? now have their updated 8BDM V5B core mugshots, and some missing core skins (SniperJoe-MM7, Auto-Unknown, DarkMan1, DarkMan2, DarkMan3, SlashMan, and OriginalDuo) are now present.

I also added the original colored mugs on the bottom like Molly did.

July 11, 2017, 04:58:54 PM
Reply #41

Offline Superjustinbros

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Re: SJB's collection of Resources
« Reply #41 on: July 11, 2017, 04:58:54 PM »
Bit late, but thanks for the update.

Lately I've been experimenting with voxels and made a few to replace certain props in core. Feel free to import them and use them in voxel packs. If I figure out how to put the voxels into the game myself, I'll update with a proper voxel pack.
(There's also voxel props I made for Geekie's ComHotel, but those'll be for another time.
(click to show/hide)

https://www.dropbox.com/s/a5k2rxogypob9lf/SJB%20voxel%20pack%201.zip?dl=0

March 07, 2018, 06:41:53 PM
Reply #42

Offline RoboBlaster

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Re: SJB's collection of Resources
« Reply #42 on: March 07, 2018, 06:41:53 PM »

Joy Mech Fight loot. The drill and wheel weapons need custom sprites for two and one of the rotations respectively.
That reminds me, when are we going to get the skins of these limbless fellas? Yes, I know there is a skin request thread back in the skin board, but I'm very unsure if one request at a time means one character at a time.

March 08, 2018, 04:56:40 PM
Reply #43

Offline Superjustinbros

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Re: SJB's collection of Resources
« Reply #43 on: March 08, 2018, 04:56:40 PM »
I tried doing skins of them once a while back, but the sprites/limbs are way too large for your typical 8BDM skin and would require customs (apart from rotations) to get them to be accurate-sized while still keeping the limbs far apart from one another.

March 10, 2018, 02:59:56 AM
Reply #44

Offline RoboBlaster

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Re: SJB's collection of Resources
« Reply #44 on: March 10, 2018, 02:59:56 AM »
The sprites/limbs are way too large for your typical 8BDM skin and would require customs (apart from rotations) to get them to be accurate-sized while still keeping the limbs far apart from one another.
That's troublesome. Maybe try just the heads or the full body's regular size (still gonna be pretty big if the latter, though)? I suggest the former since it takes a lot less work (Remember - lighter color is cyan, darker color is blue), or you can do both, but having huge robots competing would be total chaos XD Your choice
Plus, as a bonus, why not tinker up some bots of your completed mechs? Think of their personalities and nail the quotes right  ;) Once again, I know there is a skin request area, but I'm just anticipated for these robots FINALLY stepping up