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Messages - NemZ

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1
Resources / Re: NemZ's tileset emporium
« on: January 06, 2017, 12:38:10 PM »
GBD rides forever in our hearts.


2
Events / Re: [EXPANSION] The Nightmare Before Christmas!
« on: December 24, 2016, 09:34:49 PM »
Oh hey, you combined the packs together, eh?  Suppose I might get a badge for a couple of my skins being in there, or is it just for NEW contributions? 

...I like badges.  :)

3
Resources / Re: NemZ's tileset emporium
« on: December 24, 2016, 09:25:13 PM »
I did 2&3 now.  1 was already done but I noticed a bit I missed earlier so it got an update.  At that point I figured I might as well link stage 4 just for the hell of it to round out the whole bunch, even though I didn't touch that one since last time.

You're welcome.  Merry Xmas.

4
MM8BDM Discussion / Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
« on: December 22, 2016, 02:07:08 AM »
Yay!

5
MM8BDM Discussion / Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
« on: December 22, 2016, 01:07:57 AM »
I know I've been awol for a while, but shouldn't I get a badge for the use of some of my tiles in the Quint fight?  Just saying.

6
Resources / Re: NemZ's tileset emporium
« on: December 21, 2016, 12:30:07 AM »
So here's all that covered:








7
Resources / Re: NemZ's tileset emporium
« on: December 10, 2016, 01:15:20 PM »
Quick update... I was skimming through my old stuff for reasons and noticed that weird black sky I gave Launch Octopus's stage.  I have no idea why that was a thing in the first place and it kinda bugged me, so it's not anymore.



Only one week of finals left in this semester, so I'm thinking of doing some X2 stuff soonish, maybe.  Or possibly those X1 Sigma requests earlier.

8
Tutorial Collection / Re: Tiles... they (usually) aren't that hard, guys.
« on: October 18, 2016, 04:59:15 AM »
^
I would assume you'd have to shrink them down a bit, but that can be done with just simple resizing, though you may have to work a bit to get the details crisp again afterwards.

anyway...

To explain that thing with the miniboss a little better, you need to understand that the system memory actually holds two screens worth of data at once (or more for later games with ram support capabilities built into the cartridge).  The extra area is used to preload the screens in front of you so that as you move in whatever direction there's a buffer between the visible edge and the tiles being loaded.  Palletes often aren't applied until right before the tiles are fully scrolled on screen to save memory, as this area was meant to be cut off the real visible edges, but on widescreens or with emulators you can sometimes see this half-processed data as you walk.

The idea I had in mind is that as long as the player is stuck in a single room the scrolling data is essentially free to use for whatever, such as displaying a static boss background.  There is another feature called line interrupts that tell the display to read data out of sequence, often for things like static status bars.  In this case I want to set up a designated chunk of the middle of the screen (from the notched-in corners of the purple rocks up to just below the maroon ceiling rocks) that draws from the scrolling area rather than the working area using line interrupts, and by changing where the interrupt data is read from on a static image it should be possible to allow it to move in 8 directions seemingly independent of the background without needing the extra ram. 

It would create an extra delay before allowing movement into the next screen while the scrolling mode resets, but I wanted to use that for a quick 'water draining' effect of the boss room as an airlock, and also changing the jumping physics back to normal when the sequence ends.

9
Resources / Re: NemZ's tileset emporium
« on: September 13, 2016, 09:19:19 PM »
I'm not interested in spending my sparse free time on tedious busywork for your convenience, sorry.

10
Resources / Re: NemZ's tileset emporium
« on: September 08, 2016, 01:57:59 AM »
I really don't have the time anymore.  law school is pretty intense.

11
Resources / Re: NemZ's tileset emporium
« on: August 18, 2016, 04:28:14 AM »
They are pngs.  Or Photoshop, if that's what you mean, I guess?

12
Resources / Re: NemZ's tileset emporium
« on: July 20, 2016, 06:26:01 AM »
Nope, I actually have a lot on my plate for the foreseeable future.  Very unlikely I'll be doing anything more here any time soon.

13
That's not an accident.  :D

14
The wily wars should not be listed with the second category.  The genesis unit is effectively on the level of doc robot or killer, not RMs.

Arguably Dr. Wily's Revenge shouldn't either since they're just boss fights and not actual stages.

15
Resources / Re: NemZ's tileset emporium
« on: June 28, 2016, 05:16:44 PM »
Not sure what you're going to do with just a vertical pipe, but here's a quick and dirty remake.


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