Cutstuff Forum

Mega Man 8-bit Deathmatch => Projects & Creative => W.I.P Forum => Topic started by: fortegigasgospel on March 17, 2016, 03:27:34 AM

Title: Original DOS Completion Project - Off Hiatus
Post by: fortegigasgospel on March 17, 2016, 03:27:34 AM
Finally getting around to making this topic, while Dood and team work on the new DOS Reborn "The Robots Are Revolting!" expansion (http://cutstuff.net/forum/index.php?topic=10122.0) featuring all new material based off SnakePixel's work (please support its progress and eventual release), this project will be continuing the work we had done and will be based off the source material.

-=Welcome to the Original DOS Completion Project, or OPCCP as I've dubbed it. Sorry, not fancy artwork to go here.=-
This thread will be slow due to the bulk of the work left is all map making.
-Discord channel for this project (https://discord.gg/9aFukVQ) for those who wish to assist in any way or follow the production closer.

I'm also trying a new concept for this project, as I originally planned to finish this myself which will be putting a lot of work on myself, though I plan to work on each map 1 by 1 and only moving on after each has been finished. The concept I am bringing up is a "Volunteer Co-Mappers".
"The hell you mean "Volunteer Co-Mappers?"," simple, the idea is, in the near future I will be putting down a list of the maps, in the order I will be working on them, if anyone is interested they may request to work on a map WITH me, similar to mapping projects held before. This extends to people who might wish to simply do a little bit of work and submit a room for a map to help the process of the map making along. This is entirely an individual desire too, I won't be pestering about this either and will be working on the maps solo if no one volunteers.
The idea is 2 fold as well: A) Newer/inspiring mappers can work along side a slightly more experienced mapper to learn some tips and such. B) Lightening work load for both myself and anyone working on a map with me.

-=Special Thanks for work atm=-
Weapons = All completed courtesy of Badz (Some coding touch ups needed though)
Original projects = Blaze and Dood for heading the prior two attempts of the project, this wouldn't have gotten THIS far without it.
Blade Man = Knux for the room he provided that will be used in the final version of the map.
Dyna Man and DOS Wily = Ivory for running the FTM mapping competitions they were made in and the 3 map sections used in them for each.
Skins = Everyone who worked on the original skins, Dood (Shark, Bit, Oil, Blade), Nitrobro (Dyna, Torch), FTX (Volt's running frame), Super Bondman 64 (Sonic), Blaze (Half of Wave), myself (Volt and the other half of Wave), and Korby (Volt's side frame).
Music = Kacklebango made a wonderful soundtrack for this project, and I even managed to get the Boss music he had made (not sure if it is the same DOS Reborn will be using)
Tiles = Nemz made tilesets for every map, and I thank him (part of the reason I wanna finish this is so they don't go to waste)
Botchats = Mr_Broker or course

-=What is left=-
Finish touching up weapon balancing and coding.
Maps: list below
Skins: see below
Sprites: see below


-=Map Status=-
In hopeful appearance order = Green is complete, Blue means there is a starting point, Purple will mean being worked on, and Red means nothing is done for map.
Sonic = Will be redone from scratch, middle room concept will remain, rest of map done over.
Volt = No work
Dyna = Completed by myself for FTM1.
Bit = Completed by myself, but Dan Hibiki is also making an alternative version.
Shark = Completed by myself with all new design.
Wave = No work
Oil = Entire map will be scrapped and work will be done from the start
Blade = Map will be remade from Knux's starting point
Torch = Map will be remade from scratch, central room will be carried over and redone.
Wily = Completed by myself for FTM2

-=Skins=-
While all the skins are complete I have decided to use new base sprites which I hope to have skins for in the future if there are any willing to assist in making them.
The bases are here
(https://i.imgur.com/IqOVa93.png)

-=Other Sprites=-
For actors we are going to be using some of the enemies designed for a DOS Remake which is why this project went into hiatus, I don't want all of the work to go to waste for now so there are some new enemies featured, some unused concepts from older games and some of the original enemies as well.
These ones are already 8-bit, but rotations are needed (not all frames need rotations, and the Telly doesn't need rotations)
(https://i.imgur.com/bxqt7Nv.png)
These 2 need to be converted to 8-bit and need rotations (Watchdog doesn't need to be walking)
(https://i.imgur.com/1oNnuVM.png)

Proof of concept/Screenshots
Weapons and some hopeful skin fixes
(http://i.imgur.com/k75quuG.png)
Torch's coding fixes, I've preemptively changed the codes here in cause TORnado uses TOR in core so Torch now uses TCH
(http://i.imgur.com/tADncGM.png)
Dyna
(http://i.imgur.com/TZdPkMO.png)
(http://i.imgur.com/ypp0P5a.png)
Wily
(http://i.imgur.com/cRZmieg.png)
(http://i.imgur.com/ZTzECb4.png)
(http://i.imgur.com/NXZChyC.png)
Title: Re: Original DOS Completion Project
Post by: NemZ on March 17, 2016, 07:33:31 AM
Glad to see you're working on this again.  What did you change with Torch though?  I'm not seeing anything.

I still hate the way some of those tiles look in wily's fortress though, clearly not 8bit.  Can't say I'm happy with how those columns turned out either though, and that's on me.
Title: Re: Original DOS Completion Project
Post by: fortegigasgospel on March 17, 2016, 08:03:33 AM
Quote from: "NemZ"
Glad to see you're working on this again.
First, thank you, this is a project I want completed personally, too much work was put into it to simply scrap it completely I think. I'm also very happy about the DOS Reborn expansion as well, since it solves most of the problems this one had.

Quote from: "NemZ"
What did you change with Torch though?  I'm not seeing anything.
Yea, when I say changed the textures I mean the in game ones, not the patches (the textures you made), the usable textures as they appear in game/DB is what I changed.


Quote from: "NemZ"
I still hate the way some of those tiles look in wily's fortress though, clearly not 8bit.  Can't say I'm happy with how those columns turned out either though, and that's on me.
Actually, the pillars in the screenshots is me, I made this new texture to use for the pillars due to the old ones not matching up to the top parts as much.
Title: Re: Original DOS Completion Project
Post by: NemZ on March 17, 2016, 08:51:05 AM
Not sure what you're talking about exactly but here, these should work better.

(http://i344.photobucket.com/albums/p343/nemss1/Megaman%20tiles/DOSWily.png)

If you need anything tweaked to work in a map just shoot me a PM.  I'm usually quite happy to help fixing any bugs or oversights.
Title: Re: Original DOS Completion Project
Post by: fortegigasgospel on March 17, 2016, 09:12:50 PM
Thanks Nemz, I'll replace them when I get around to it, though I'll be making the adjustments to the textures I had added to match these ones (such as the flashing floors) I could probably use another interior wall texture if anything, doesn't help that a good 60% of the stage had a black background.
Title: Re: Original DOS Completion Project
Post by: NemZ on March 18, 2016, 01:20:24 AM
Quote from: "fortegigasgospel"
flashing floors

???
Title: Re: Original DOS Completion Project
Post by: fortegigasgospel on March 18, 2016, 02:53:08 AM
Quote from: "NemZ"
Quote from: "fortegigasgospel"
flashing floors

???
The 3D floors seen as the stairway, the lights on the sides are animated, as they were in the source stage.
Title: Re: Original DOS Completion Project
Post by: NemZ on March 18, 2016, 03:58:53 AM
They are?  Huh.  I guess I need to watch that again rather than just looking at vg atlas.
Title: Re: Original DOS Completion Project
Post by: fortegigasgospel on March 18, 2016, 04:14:53 AM
There IS 2 versions, the one you made resembles the floors later in the stage, while the one I did for the 2D floors resembles the ones earlier in the stage.
Title: Re: Original DOS Completion Project
Post by: NemZ on March 18, 2016, 06:00:47 AM
Okay, look again and refresh your cache if necessary.  flashing lights for everyone forever.

"You got: Epilepsy!
Get your weapons ready!"
Title: Re: Original DOS Completion Project
Post by: fortegigasgospel on March 18, 2016, 06:13:41 AM
Quote from: "NemZ"
Okay, look again and refresh your cache if necessary.  flashing lights for everyone forever.

"You got: Epilepsy!
Get your weapons ready!"
I see nothing different, I even looked on a different computer.
Title: Re: Original DOS Completion Project
Post by: NemZ on March 18, 2016, 06:31:33 AM
You don't see all the animation tiles on the left?  Here, let me try again.  Not sure what the deal is there, works for me.

(http://i344.photobucket.com/albums/p343/nemss1/Megaman%20tiles/DOSWily.png)
Title: Re: Original DOS Completion Project
Post by: fortegigasgospel on March 18, 2016, 07:23:18 AM
Still no, I really can't see anything different from when you first posted the picture, I even saved it to compare.
Title: Re: Original DOS Completion Project
Post by: NemZ on March 18, 2016, 07:42:41 AM
huh.  very peculiar.
Title: Re: Original DOS Completion Project
Post by: Knux on March 18, 2016, 11:39:40 AM
If you mean the flashing light tiles to the left of the sheet, I see those. They're the ones that resemble Spark Man tiles.
Title: Re: Original DOS Completion Project
Post by: fortegigasgospel on March 18, 2016, 08:26:58 PM
Ok, they are showing up for me now, guess I just needed to give it a few hours.
Title: Re: Original DOS Completion Project
Post by: fortegigasgospel on March 22, 2016, 09:46:04 PM
Ok, I have decided on the first map that will be worked on, though not sure when I will begin working on it as of yet.
-=Volt Man=-
Some notes I want to add about plans for the map
Volt Man's stage is seemingly based on a Hydro-Electric Plant, water usage will be purely visual for out of play areas.
As for the gimmick of the turbines and generators will be present, though at a MUCH weaker scale  as they are in the source stage, minor push and pull will simply quicken or slow movement speed slightly. Smaller outdoor section is intended using a few generators pushing from themselves while turbines indoors will be pulling nearby players to them. Pathways or higher end weapons/items are intended to be near these to have them work alongside the flow or "risk vs reward" trying to get items as close range weapons are going to be a primary focus of the map, using the pushing and pulling effects will help close in on players or escape those hunting you. Examples (for risk-reward): "I am low on health, and if I go after that big health here next to the turbine, someone might come at me with slash claw as I'm trying to get out." Or "I can hit that guy in there with slash claw, but I might get gunned down by a yamato spear trying to get back."
Title: Re: Original DOS Completion Project
Post by: Superjustinbros on March 23, 2016, 04:05:21 AM
As much as I want to see the revised version get completed, this one looks great for being more authentic to the original DOS games.
Hopefully this time around we'll get better maps than the older DOS pack.
Title: Re: Original DOS Completion Project
Post by: fortegigasgospel on March 23, 2016, 04:25:15 AM
Quote from: "Superjustinbros"
As much as I want to see the revised version get completed, this one looks great for being more authentic to the original DOS games.
Hopefully this time around we'll get better maps than the older DOS pack.
I very much want to see the revision get complete as well, as it should be at the rate it is going, hence I advertised it in the first post.
As for the better maps, most of those were my maps anyway, and Dyna and Wily are the only 2 remaining the same from it, so I am learning from my mistakes and holding onto the good parts of the maps to make sure I can produce better products then I had like, 2 years ago.
Title: Re: Original DOS Completion Project
Post by: Superjustinbros on March 24, 2016, 12:05:06 AM
That's good. Maybe then we won't get an Oil Man map split up into segments and a Shark Man map that isn't completely surrounded by coral.
Title: Re: Original DOS Completion Project
Post by: fortegigasgospel on March 24, 2016, 01:13:01 AM
Quote from: "Superjustinbros"
That's good. Maybe then we won't get an Oil Man map split up into segments and a Shark Man map that isn't completely surrounded by coral.
The not split Oil is something I intended. The Coral for Shark was to show the boundaries (which is exactly where it was used in the stage) instead of having the huge wide open walls like Dive, so will be harder to NOT have that, kinda like the sides along Bubble's map. But we will see what I come up with when I get to it.
Title: Re: Original DOS Completion Project
Post by: Gumballtoid on March 24, 2016, 01:08:44 PM
Just set the horizon beyond the playable area at a lower elevation, with a darker   floor texture for clear contrast. It would look significantly better and do away with clarity concerns.
Title: Re: Original DOS Completion Project
Post by: fortegigasgospel on March 24, 2016, 07:57:20 PM
Quote from: "Gumballtoid"
Just set the horizon beyond the playable area at a lower elevation, with a darker   floor texture for clear contrast. It would look significantly better and do away with clarity concerns.
Yea, thats what Dive does, but the low gravity it can be tricky telling where it is while jumping. But I'll keep it like that when I get to Shark. Thanks for the pointer Gumball.
Title: Re: Original DOS Completion Project
Post by: fortegigasgospel on June 18, 2016, 02:15:05 AM
Copying this over from my resource thread. First post updated with the image.
Turns out I never uploaded the most recent version of the DOS image set here.
Some changes to the skins behind the coloring are in store.
(http://i.imgur.com/rxw0dbq.png)
For those who can't notice them.
Bit Man gains an extra pixel to his lower torso, this makes him slightly taller and raises his waist line higher. His gem is also 2x2 instead of 1x2. Both changes resemble his source material better.
Shark Man's hips and upper legs are black now to resemble his source material, and he has more white on his chest, arms, and legs.
Oil Man has more decoration as already shown to break up his monotone coloring, also his lower torso was added to better resemble source material.
Torch Man's upper arms are visible and grey much like his source material, decorative coloring was added to break up his monotone coloring, a face piece was added to spruce up his design a little, his torch arm goes inwards for visual appearance, and his other arm was changed completely for better visual appearance as well.
Title: Re: Original DOS Completion Project
Post by: Geno on June 28, 2016, 02:49:59 PM
Most of the changes look pretty neato, but
Wave Man's holes look super weird now, the original sprite was fine for him
Title: Re: Original DOS Completion Project
Post by: fortegigasgospel on June 28, 2016, 07:15:17 PM
Quote from: "Geno"
Most of the changes look pretty neato, but
Wave Man's holes look super weird now, the original sprite was fine for him
That is easy enough to revert back since I haven't done any of these changes to the actual skins yet. He still has minor edits in which he has the purple strips at the tops of his arms so there will still be a change to look forward too.
Title: Re: Original DOS Completion Project
Post by: Superjustinbros on June 30, 2016, 12:10:07 AM
Yeah, i'll say I kinda prefer the original holes.
Title: Re: Original DOS Completion Project
Post by: fortegigasgospel on June 30, 2016, 01:44:49 AM
In a completely coincidental turn of events, I was working on it earlier today.
(http://i.imgur.com/nTfhUiu.png)
-=Changes=-
Wave Man's spouts returned to the original look.
Sonic Wave's icon left and right waves moved slightly so it looks less scrunched.
New Water Shooter icon.
Nuclear Detonator, Water Shooter, right 3 Blade Launcher, Blade Launcher icon from Bonglorio's sheet.
ND given 1 more pixal line to be a bit taller and was used for new icon. BL's icon slightly altered as well.
New look for Oil Stream from Bonglorio is on bottom (using his Torch Arm for the ignited shot) due to conceptual, not sure which I like the look of more, thoughts?
All skins in copy weapon colors on side, true colors next to them (with differences to Torch and Oil taken into account)
Oil's non-buster arm has been moved down and closer to his body to accent the shoulder size more like from the source game.
Title: Re: Original DOS Completion Project
Post by: fortegigasgospel on July 03, 2016, 01:30:36 AM
Another update and more
As suggested by Geno: Bit Man's drill bits are blue once more.
And I think it is still shark week, and this next one has to do with Sharky
His fin has been given an extra pixal at the tip to make it more pointed, and a touch of white was added to the front of his helmet. Both of these are to correspond to the source material a bit better and touch up his look more.
But that is not all possibly in store for Sharky here and a visual will help before I move on
(http://i.imgur.com/ZeNAy6q.png)
Here are 3 potential changes for his design based on source material, the left most being the current variation. The top one is about adding a white tip to his fin like he has in DOS3, the middle of the three looks most accurate while the right one is a possible alternative. The middle row is about the jaw point of his helmet, as the upper portion of his helmet came out more in DOS3, middle one doesn't go out as much, while the right one is most accurate. As for the bottom row, his alt skin, in DOS3 the inside of his helmet was blue with only his eyes visible past the teeth, so the left middle one accents that, the right middle one is more to fit weapon changing, while the left one uses the blue from his eye in the first.
For reference here is the source version (http://vignette3.wikia.nocookie.net/megaman/images/e/e7/Shark_man_2.GIF/revision/latest?cb=20080926160940)

I'm curious which combination those following this thread are most interested in between the fin, jaw, and alt.
Personally I'm leaning more towards the middle for the fin and jaw while not changing the alt.
Title: Re: Original DOS Completion Project
Post by: Magnet Dood on July 03, 2016, 01:39:34 AM
I think it works best if you go middle for both fin and jaw. The alt would probably look best with the one all the way on the right.

Also I've been avoiding saying this but I still think it looks like Torch Man's right arm is broken the way it's bent.
Title: Re: Original DOS Completion Project
Post by: Promestein on July 03, 2016, 06:01:41 PM
Yeah, I'm inclined to agree with Dood.
Top Row - 2
Middle Row - 2
Bottom Row - 4

Torch Man looks fine to me though.
Title: Re: Original DOS Completion Project
Post by: fortegigasgospel on July 03, 2016, 07:28:22 PM
Ok, so far 3 for middle fin, 3 for middle jaw, 1 for original alt, and 2 for blue shaded alt
Here is a larger version to see them better without having to download the image
(http://i.imgur.com/DoWFVsm.png)
And I won't be unreasonable with Torch and I'm putting him up on the board as well (also size enhanced)
(http://i.imgur.com/BZMwqq7.png)
Left is current, middle has his arm lower a bit so his upper arm is visible, right is the original position.
The stand on the current version is more to of a ready pose (kinda like Quick Man's) and would likely be more noticeable in rotations, while the original would actually make it more accurate to the source.

Edit: added a pixel into the middle one
Title: Re: Original DOS Completion Project
Post by: MetalMasher on August 07, 2016, 04:29:03 PM
this is very cool! dyna man map looks awesome!
Title: Re: Original DOS Completion Project
Post by: fortegigasgospel on August 10, 2016, 03:46:24 AM
Thanks to Lego I was able to actually get the weapons to work correctly along side the MM9 weapons, as well as fix the colors on the skins for Nuclear Detonator and Oil Stream.
All of these weapon wise are now completely implemented into the file with the exception of making Sonic Wave's smallest projectiles visible, though looking at it I do wanna make Sonic Wave look better too.
(http://i.imgur.com/ywIfgQl.png)
I'm also gonna give a little run down of each weapon once again, some extra visuals as well as some Mega Man style descriptions akin to Mega Man 7.
Sonic Wave
(http://i.imgur.com/Ml5quz7.gif)I wanted to do this for all of them, but it seemed like it wouldn't be worth it for this. Oh well.
"Sonic Wave fires a large pulse of sound forward, when it hits a wall it will split into two smaller shots that bounce around, these smaller shots will get weaker each time they bounce off a wall until they finally disappear."
Direct hits are the most rewarding but the smaller shots can help chip away health, the base shot will deal a strong 20 damage, but is very small, each time it bounces it's damage will cut in half until it deals a measly 2 damage. It will also split when it hits a floor or ceiling. Sonic Wave's shots always bounce on a horizontal axis only, making it helpful against enemies on different elevations.
(http://i.imgur.com/XrqhhsA.png)
(http://i.imgur.com/pM0gJCW.png)
Force Field
"Force Field is an all in one utility shield weapon, it increases your speed, your defenses, and even deals damage, but don't relay on it too much, it isn't as powerful as other weapons in those fields. Combine it with something else to get the most use out of it."
Force Field's main purpose is to help you close gaps between enemies and yourself by giving you a small boost of speed and defense and then dealing out a small hit, swap to another weapon once you are close to really bring the pain. Ammo depletes while the shield is active and when it goes down, either manually or when it damages someone.
(http://i.imgur.com/ZnUm1En.png)
Nuclear Detonator
"The Nuclear Detonator fires a dynamite pack ahead that has a long timer and can be manually detonated, it's power is unrivaled, but be careful, this weapon is so powerful even you are in danger of it!"
Nuclear Detonator is a powerful explosive that can be detonated early and deals massive amounts of damage that will cripple most anyone if they survive it, even it's own user. It also stores only enough ammo for 2 uses before it is empty.
(http://i.imgur.com/0gTUHmw.png)
(http://i.imgur.com/Yf5Soj8.png)
Bit Cannon
"Bit Cannon has a lot of power and a large radius, which makes it trickier to avoid, but easier to hit terrain from, at closer ranges enemies will have a harder time avoiding this powerful weapon."
Bit Cannon is like Hard Knuckles ripping brother, it deals low damage at a time but it is a slow ripper allowing it to 2 shot foes, but it is slow and doesn't sport a lot of ammo.
(http://i.imgur.com/vqLVQBG.png)
Shark Boomerang
"The Shark Boomerang is a tricky weapon to hit with, but equally tricky to avoid. When you throw it the boomerang will fire at an angle before looping back around, but during it's arc it will suddenly go flying back where it came from."
Shark Boomerang flies like an actual boomerang, but it will suddenly return early in it's flight. Unlike other boomerangs it returns to the spot it was fired from, but it will also keep flying until it hits a wall.
(http://i.imgur.com/XHrDgcd.png)
(http://i.imgur.com/8ftlKuq.png) This is moments before it begins it's return flight.
Water Shooter
"The Water Shooter fires three water balls in rapid succession that arc at different angles, while each shot doesn't deal too much damage they can help hit enemies on lower services or be aimed up to gain more distance."
This weapon acts like a combination of Needle Cannon and Water Balloon, firing three shots per use that arc downwards. Unlike Needle Cannon the shots don't have a spread, but instead each move at a slightly different speed traveling further then the prior one.
(http://i.imgur.com/EDBJC7h.png)
(http://i.imgur.com/GOX0GSJ.png)
Oil Stream
"Oil Stream fires a projectile that deals a lot of damage, but it is incredibly slow. If it comes into contact with fire though it will ignite and become super fast and even more powerful!"
Oil Stream is one of the slower projectiles in the game, making up for it with decent ammo and a whooping 25 damage. But it really shines around fire weapons, which if one comes into contact with Oil Stream it will gain a lot of speed and double it's damage.
(http://i.imgur.com/UNrwznT.png)
Blade Launcher
"Blade Launcher fires three ninja stars forward which will spread out as they travel, while up close it will deal more damage due to all three shots hitting, but further away will make it harder to dodge, the other two shots even travel upwards slightly."
Blade Launcher it much like a shotgun, up close all the shots hit, while further away it has a spread, the extra two shots travel up slightly making it easier to hit jump strafers.
(http://i.imgur.com/Y178dFe.png)
Torch Arm
"The Torch Arm fires straight ahead, but when it hits an enemy or floor it bursts into a rolling flame for a short distance to deal more damage and possibly hit more enemies."
Straight forward attack that doesn't rip but turns into a short range ripper when it hits. Plenty of ammo and a good rate of fire makes it a good replacement for the Mega Buster, especially if Metal Blade or Ice Slasher aren't around.
(http://i.imgur.com/kiT70no.png)
(http://i.imgur.com/XOoRE4P.png) After it hits an enemy or floor it becomes this.
Title: Re: Original DOS Completion Project
Post by: Superjustinbros on August 10, 2016, 04:27:13 PM
These are beautiful.
Title: Re: Original DOS Completion Project
Post by: Promestein on August 10, 2016, 05:54:45 PM
Weapons are looking neat. I'm interested in seeing for myself how Shark Boomerang works.

I am a tiny bit confused about one thing though. Sonic Wave splits into two when it hits a wall, but how does it split when hitting a floor or ceiling? Does it bounce back off the floor at a similar angle to the one it hit it from? That sounds like it could get pretty crazy.
Title: Re: Original DOS Completion Project
Post by: fortegigasgospel on August 10, 2016, 07:58:54 PM
Weapons are looking neat. I'm interested in seeing for myself how Shark Boomerang works.

I am a tiny bit confused about one thing though. Sonic Wave splits into two when it hits a wall, but how does it split when hitting a floor or ceiling? Does it bounce back off the floor at a similar angle to the one it hit it from? That sounds like it could get pretty crazy.
Sonic Wave will ALWAYS split on the horizontal axis, the only time it will go vertical is the original shot. If it hits a floor or ceiling the 2 shots will split off towards the direction they came from horizontally meaning it will stay near which ever it hit (so try not to hit the ceiling unless it is a really low one like the Magnet Missile hole in Metal or something). Hitting a single enemy isn't as easy with it but sending it into a crowd will certainly get some hits in and potentially nab a kill of someone weakened. You though do wanna try to hit with the main shot as much as possible since the damage drops off in halves and the main shot is 20 damage (5hko) meaning the first split is 10, the second bounce is 5, and the third is only a measly 2. This of course is subject to change, if it turns out the bounces are simply TOO weak they could be swapped to dropping 5 damage each so 20>15>10>5.
Title: Re: Original DOS Completion Project
Post by: MetalMasher on August 11, 2016, 01:35:37 AM
weapons look soo great! i hope the maps too!
Title: Re: Original DOS Completion Project
Post by: Geno on August 29, 2016, 09:04:22 PM
The weapons look cool!

The only thing that bugs me is how half the MM3PC weapons do not have the correct colours. Blade Launcher, Shark Boomerang, and Oil Stream don't use those colours at all in the original game.

And, I can understand why the PC1 weapons have different colours, as they didn't even have colours to begin with in the original game
Title: Re: Original DOS Completion Project
Post by: fortegigasgospel on August 30, 2016, 03:25:55 AM
The weapons look cool!

The only thing that bugs me is how half the MM3PC weapons do not have the correct colours. Blade Launcher, Shark Boomerang, and Oil Stream don't use those colours at all in the original game.

And, I can understand why the PC1 weapons have different colours, as they didn't even have colours to begin with in the original game
Shark Boomerang's colors were cyan and white, the cyan was made the secondary color and gray was added as the main to look more unique and interesting and match Shark's colors.
Blade Launcher was purple/pink and white. Purple was picked to match Blade's color and not confuse with a similar weapon Yamato Spear, gray was added to not have white as the secondary.
Oil Stream was changed to black and gray to match the projectile as Mega's colors often do, while the original was brown and white, I could swap Oil Stream to brown and wouldn't have problem with it, not a lot of weapons use black and gray though while it would be close to the PC1 main colors.
So, because they were all white secondary and we wanted verity. Every one of them. Also Oil and Dyna are the only I changed since Badz finished the weapons.
Title: Re: Original DOS Completion Project
Post by: fortegigasgospel on September 13, 2016, 08:02:58 PM
Ok folk, immediately after posting this work will begin on Volt Man's map.
The direction for this map is a mid sized map making use of the turbines seen in his actual stage. These will be around paths and stronger power ups and while vary based on the location in the map.
The map will primarily be indoors with a smaller outdoor section, pulling turbines will be seen inside while pushing will be seen outside.
Weapons will mostly be close range specialized to build around Force Field, a shield weapon designed to help you close in on opponents with increased speed and defense to make use of melee range weapons.

I am still opening up for "co-op mapping" if anyone would wish to work on Volt Man along with me.
Also I made a discord channel for this project (https://discord.gg/9aFukVQ) for those who would like to give any other sort of assistance, such as feed back, ideas, or simply follow the production a bit closer.
Title: Re: Original DOS Completion Project
Post by: Rokim21 on September 21, 2016, 10:26:31 PM
Here my edit of the version 1.1(a?): http://www.mediafire.com/download/k7ej3haymt5hya2/dos-vbeta1.1b.pk3
Title: Re: Original DOS Completion Project
Post by: fortegigasgospel on September 22, 2016, 12:14:32 AM
Here my edit of the version 1.1(a?): http://www.mediafire.com/download/k7ej3haymt5hya2/dos-vbeta1.1b.pk3
Now that this is in the right place I'll go a bit more into detail.
This all incredible outdated, the only map in that version that is even staying in is Dyna, while the rest are going to be redone almost completely. I appreciate the interest in trying to do something with this really old version though. If you wanna help the project feel free to join the discord channel or message me somehow to see how you can help the new version, but try not to use that version since as I said it is obsolete.
Title: Re: Original DOS Completion Project - Off Hiatus
Post by: fortegigasgospel on April 17, 2017, 08:21:19 PM
WE ARE OFF HIATUS FOLKS

Kicking back into gear.
-=Maps=-
I've made a map for Bit Man, Dan also wants to try his hand at said map so there might be a second version to decide between, both versions might even end up in the expansion in the end with one acting as a bonus map.
I've also made a map for Shark Man, if anyone else wanted to try making Shark similar arrangement as above can be made.

-=Skins=-
While all the skins are complete I have decided to use new base sprites which I hope to have skins for in the future if there are any willing to assist in making them.
The bases are here
(https://i.imgur.com/IqOVa93.png)

-=Other Sprites=-
For actors we are going to be using some of the enemies designed for a DOS Remake which is why this project went into hiatus, I don't want all of the work to go to waste for now so there are some new enemies featured, some unused concepts from older games and some of the original enemies as well.
These ones are already 8-bit, but rotations are needed (not all frames need rotations, and the Telly doesn't need rotations)
(https://i.imgur.com/bxqt7Nv.png)
These 2 need to be converted to 8-bit and need rotations (Watchdog doesn't need to be walking)
(https://i.imgur.com/1oNnuVM.png)

As before Discord Link is here (https://discord.gg/9aFukVQ) for those who want to join to either help while keeping in touch easily, or simply see how the project is advancing along.
Title: Re: Original DOS Completion Project - Off Hiatus
Post by: Gumballtoid on April 18, 2017, 02:40:40 AM
Glad to see you're moving away from straight-up edits. The new sprites look decently nice, to boot.
Title: Re: Original DOS Completion Project - Off Hiatus
Post by: NES Boy on June 21, 2017, 02:05:15 AM
Will the OPCCP be used for your old MM8BDM: The Forgotten Adventures (http://cutstuff.net/forum/index.php?topic=6793.0) project? I know you said before (http://cutstuff.net/forum/index.php?topic=10122.msg327124#msg327124) that this isn't really phase one of that, which is still on hiatus, but will the resources from this still be used as a basis?
Title: Re: Original DOS Completion Project - Off Hiatus
Post by: Promestein on June 22, 2017, 03:42:37 AM
I was just thinking about this earlier today when I found that I still had the old DOS map pack. This is one of the projects on here that I'm looking forward to the most. The old Torch Man map was one that I found quite interesting.
Title: Re: Original DOS Completion Project - Off Hiatus
Post by: fortegigasgospel on June 22, 2017, 06:30:47 AM
Will the OPCCP be used for your old MM8BDM: The Forgotten Adventures (http://cutstuff.net/forum/index.php?topic=6793.0) project? I know you said before (http://cutstuff.net/forum/index.php?topic=10122.msg327124#msg327124) that this isn't really phase one of that, which is still on hiatus, but will the resources from this still be used as a basis?
I'm not sure which is going to be used, most likely this one is the intended version for TFA due to being the "more accurate" version. And with the eventual updates to the skins and maps.

I was just thinking about this earlier today when I found that I still had the old DOS map pack. This is one of the projects on here that I'm looking forward to the most. The old Torch Man map was one that I found quite interesting.
Well the original version of Torch does not meet my own personal standards anymore, the center room is going to remain mostly in tact for the eventual do over of the map if I am the one who does it. The gimmick is also being completely removed to keep the map more straight forward for gameplay.

I know it has been a while since I posted in here. Volt Man's new skin is done (FTX), Torch's is virtually done (Bass44), and Shark's has had work (Pegg). As for maps there is a playable map for Bit and Shark (both by me so far), but someone else wanted to try their hand on Bit's as well but there has been nothing back on that in a long time now.

That is it on the update, I don't have images to show at this moment though.