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1
Bugs/Suggestions / Re: Improved Sprites(And Uncmoing V6)
« Last post by Lagman on Today at 07:02:53 PM »
First time posting on this board in forever, so I don't really know if this is the right place to put this, but I noticed that Flashman and Aquaman's sprites aren't properly flipped when viewed from the front and back.
2
Pending / [ACS/Colors] Galaxy Man Translation(s)
« Last post by Gumballtoid on Today at 05:21:31 PM »
Most people wouldn't notice this, but I spend entirely too much time drooling over the MM8BDM palette.



At the top is Galaxy Man's base sprite, and also the translation GALAXYMAN (887), as seen in COLORS.acs. It doesn't do practically anything, but it's there.
Code: [Select]
CreateTranslation (GALAXYMAN, 192:192=192:192, 198:198=198:198, 207:207=207:207, 240:240=207:207);
The first row is straight from Mega Man 9. Those are his original colors, from the original game.

The second row is translations GALAXYMAN1 (890) through GALAXYMAN7 (896), also seen in COLORS.acs.
Code: [Select]
CreateTranslation (GALAXYMAN1, 192:192=4:4, 198:198=205:205, 207:207=206:206, 240:240=206:206);
CreateTranslation (GALAXYMAN2, 192:192=4:4, 198:198=58:58, 207:207=60:60, 240:240=60:60);
CreateTranslation (GALAXYMAN3, 192:192=4:4, 198:198=39:39, 207:207=40:40, 240:240=40:40);
CreateTranslation (GALAXYMAN4, 192:192=4:4, 198:198=225:225, 207:207=227:227, 240:240=227:227);
CreateTranslation (GALAXYMAN5, 192:192=4:4, 198:198=229:229, 207:207=230:230, 240:240=230:230);
CreateTranslation (GALAXYMAN6, 192:192=4:4, 198:198=104:104, 207:207=111:111, 240:240=111:111);
CreateTranslation (GALAXYMAN7, 192:192=4:4, 198:198=103:103, 207:207=116:116, 240:240=116:116);

The third row is a set of translations created in MAP01's scripts, which the Galaxy Man prop uses.
Code: [Select]
CreateTranslation(600, 198:198=[247,181,0]:[247,181,0], 192:192=4:4);
CreateTranslation(601, 198:198=[181,247,16]:[181,247,16], 192:192=4:4);
CreateTranslation(602, 198:198=[82,247,148]:[82,247,148], 192:192=4:4);
CreateTranslation(603, 198:198=[148,115,247]:[148,115,247], 192:192=4:4);
CreateTranslation(604, 198:198=[247,82,148]:[247,82,148], 192:192=4:4);
CreateTranslation(605, 198:198=[247,115,82]:[247,115,82], 192:192=4:4);

So what's the problem, then? Inconsistency. The translations in COLORS.acs translate too many colors, which isn't faithful to the original game. On the other hand, the RGB notation used in MAP01 is fine and all, but it's missing an entire translation.

The fourth row is my solution: dropping the extra color from COLORS.acs. It closely resembles those seen in Mega Man 9, while drawing straight from the MM8BDM palette.
Code: [Select]
CreateTranslation (GALAXYMAN, 192:192=192:192, 198:198=198:198);
CreateTranslation (GALAXYMAN1, 192:192=4:4, 198:198=205:205);
CreateTranslation (GALAXYMAN2, 192:192=4:4, 198:198=58:58);
CreateTranslation (GALAXYMAN3, 192:192=4:4, 198:198=39:39);
CreateTranslation (GALAXYMAN4, 192:192=4:4, 198:198=225:225);
CreateTranslation (GALAXYMAN5, 192:192=4:4, 198:198=229:229);
CreateTranslation (GALAXYMAN6, 192:192=4:4, 198:198=104:104);
CreateTranslation (GALAXYMAN7, 192:192=4:4, 198:198=103:103);

Then, apply it to MAP01. Quick and painless.
Code: [Select]
Script 32 OPEN
{
        Thing_SetTranslation(119, 890); Delay(8);
        Thing_SetTranslation(119, 891); Delay(8);
        Thing_SetTranslation(119, 892); Delay(8);
        Thing_SetTranslation(119, 893); Delay(8);
        Thing_SetTranslation(119, 894); Delay(8);
        Thing_SetTranslation(119, 895); Delay(8);
Thing_SetTranslation(119, 896); Delay(8);
        Restart;
}
3
Mega Man Discussion / OH JOES! (A Proto Man Adventure)
« Last post by Flashman85 on Today at 03:21:41 AM »
For the last 2 years, I've been working on a fangame called OH JOES! (A Proto Man Adventure), which has now been released. The premise is that Proto Man must recover his stolen Proto Shield from a fortress full of Sniper Joes and their ilk, and the overall tone of the game is lighthearted and occasionally ridiculous. The game can be beaten in under an hour, but there are multiple paths, multiple difficulty settings, multiple playable characters, and lots of secrets (from collectable JOES letters to hidden power-ups to silly Easter eggs) to keep the gameplay fresh. There's even alternate language options, including Spanish, French, and German. It's more of a puzzle and strategy game than it is a traditional Mega Man game—you CAN force your way through everything, but the challenges are specifically designed to get you to think before you act.

Why a game about Joes? After playing the official games and numerous fangames, I got tired of seeing the same few Joes used in the same few ways—blocking boring hallways, guarding the tops of boring ladders, etc. I wanted to make a game that showcased some of the different and creative ways Joes could be used, mainly by combining them with a variety of gimmicks from across the Classic series. If this sounds like your kind of game (and admittedly, it's not for everybody), check out the game's official page for download links, more screenshots, and a full list of features:


The game is still growing and changing as bug reports and suggestions come in, so check back periodically for updates.

Lastly, if you're interested in some behind-the-scenes stories, I'm writing an ongoing series of blog posts that cover the major aspects of designing this game. Here's what I've got so far:

- OH JOES! Developer Diary #1: Timeline of a Dream
- OH JOES! Developer Diary #2: Programming

4
Tutorial Collection / Re: [TUTORIAL] DoomSeeker for Mega Man 8-bit Deathmatch
« Last post by Sir Anon0mos on April 19, 2018, 12:33:46 AM »
Hopefully last problem, when attempting to update doomseeker within application, the update always fails. :confused:
In that case, delete Doomseeker from your PC and manually download the newest version.
5
Projects & Creative / delete/lock this post
« Last post by BrawlersintheZone on April 18, 2018, 08:42:41 PM »
title
6
Projects & Creative / Re: Mega Man X Singleplayer Classes (Version 2.75)
« Last post by Brawlitup99 on April 18, 2018, 08:02:05 PM »
The mod link isn't broken, the site just changed how they handle links!
Here ya go. You can thank me later.
(BIG NOTE that the mod currently doesn't work with v5 and I doubt the creator has the time to update this, but on the bright side you can take the v5 Basic Mission Mode that was released by CutmanMike a while back and use that to fix it. Hope this helps! :) )
7
Resources / X and Zero ReEdited Mega Man Xtreme for MM8BDM Skins.
« Last post by hansungkee on April 18, 2018, 12:18:23 PM »

Edited, Maked, Fixed

Megaman x Legacy Collection/Rockman x Anniversary Collection is Coming!
8
Tutorial Collection / Re: [TUTORIAL] DoomSeeker for Mega Man 8-bit Deathmatch
« Last post by slendee64 on April 17, 2018, 08:08:04 PM »
Hopefully last problem, when attempting to update doomseeker within application, the update always fails. :confused:
9
Projects & Creative / Re: Mega Man X Singleplayer Classes (Version 2.75)
« Last post by hansungkee on April 17, 2018, 09:54:47 AM »
Update with This!
10
Bugs/Suggestions / Re: [Feature] Projectile Team Colors
« Last post by JaxOf7 on April 17, 2018, 03:25:39 AM »
in case people want to have the original weapon colors.
Also you can turn it off/on, much like the CTF Radar in case you really don't like them or a mod needs them off.

I have a question for the official development team of the game:
In case you choose to accept this suggestion, instead of integrating this into the core .pk3, can you make this a separate file that is bundled with the next release of the game? Thanks in advance.
I mean
I'd like to know why you want this.
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