Advanced Search

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - NemZ

Pages: [1]
1
Mega Man Discussion / One day only Cutman shirt
« on: September 16, 2015, 05:24:33 AM »
I figure some folks around here might be interested, eh?

https://www.shirtpunch.com/

2
Tutorial Collection / Tiles... they (usually) aren't that hard, guys.
« on: October 17, 2014, 09:19:02 PM »
So I mentioned this briefly in my other thread, but I thought it might be good to put it here too and maybe answer a few questions for people who want to do this stuff for themselves.

Lesson 1:  Hardware Limitations

First, if you're going for accuracy you need to know how the NES actually handles graphics.  If you don't care about accuracy... well, at least you should know what limitations you're breaking so you know why it doesn't look quite right, or have some idea about just how much you're bending things.

The Nes has a very small palette of colors.  This one, specifically, though due to the way the colors were coded they would look slightly different depending on your tv so there is no one-and-only true palette that you can absolutely depend on.  I just stick with this version.



The way the NES processes graphics is that it places 8x8 pixel blocks into a grid to form the graphic base, then applies color palettes to them in 16x16 pixel blocks.  The graphics seem to be 16x16 in size because of this (and in practical terms for MM8BDM they probably should be anyway), but are actually put together from these smaller pieces which can thus be used in multiple places to create a lot of variety with minimal actual data.  Incidentally, the lack of color is the reason why the GB titles could get away with so many thin platforms to stand on.  It's actually the exact same graphics engine just with a single universal palette (or two for GBC, one for sprites and one for tiles).

The NES only actually uses four 3-color palettes + a background color they all have in common, which is usually (but not always) black.  Every 16x16 area has to fit one of these 4 available palettes... though the later games sometimes changed one of the palettes midway through the stage to broaden that range a bit.  The sky in Knightman, for example, or the train cars in chargeman.  In general though you should try and stick to just 4 per stage.  Also, you ever notice that as you walk forwards sometimes in the old games you can see the tiles are all one color then change quickly?  that's because they're all being applied with palatte #1 by default until the hardware finishes rendering them fully and assigns the correct 16x16 palette areas.

Sprites also have the same restriction by the way, though because they often use a black outline and white for highlights they often really only have one other color to work with unless you get into sprite layering.

I'll add more to this thread later, but if there are any questions on what's here so far let me know.

Edit:

Actually here, have a homework assignment as well.  Look at this tileset from the MM8FC guys and discuss amongst yourselves what is wrong (several things, actually):


3
Mega Man Discussion / glassknuckle's critical look at mm stages
« on: June 01, 2014, 01:11:32 AM »
I don't know if anybody else was following this a year ago or so, but the guy is back at it.  TMMN doesn't seem to have noticed yet either, or has just decided no to continue reposting his stuff.

4
MM8BDM Discussion / cracked link?
« on: October 07, 2013, 09:17:24 PM »
Not sure if this is the place to put this, but did anyone else notice that the game was mentioned in a recent Cracked.com article, at the #1 spot in a list no less?

http://www.cracked.com/article_20672_5-ingenious-ways-hackers-are-improving-famous-video-games_p2.html

5
Mega Man Discussion / rom hacks general
« on: September 18, 2013, 07:09:06 AM »
I looked for a relevant topic but came up wanting, so here it is, general thread for lesser known rom hacks.

Specifically, I made this because I want to know if anybody out there has a clue how the hell to beat fireman in rockman 1 neo's final stage?  Picture this:  both his shot and the ground fire are 1hitko, his weakness is now bombs (and he reacts to both shooting it and when it explodes, so good luck using it with the safe jump timing), you start under the transporter overhang so you have to move (and thus set him off his pattern)... oh, and the rematches are all on ICE.

6
No, it isn't dead.  Progress has been slow but it is being made.

We have reached a bit of an impasse though, and the team thought it a fine idea to just ask the forum what you guys thought.  so answer the poll, and maybe explain your thinking in the comments.

Option 1 = a store like 9 and 10 have, where you kill stuff or find bolts to trade for lives/tanks/beat whistles, spike guards, etc. it's all stuff you don't need, but which helps you out temporarily if you get stuck. If something is really giving you a headache you can go and grind for a while to stock up on whatever counters the problem and then blow past it. It's nothing fancy but it will make the game easier if you're having trouble.

Option 2 = a store like 8 has, where the number of bolts available is a small fixed number that are sprinkled around stages as rewards for finding secrets or completing optional challenges. This store offers permanent upgrades that again aren't necessary but are helpful, but will NOT sell things that make spikes and pits ignorable, and both lives and tanks will have to be found, not bought. These will be things that change your options, not give you a way to buy your way past a sticking point.

Option 3 = Classic mode. You have to find everything and the only permanent upgrades you get are RM weapons, letters to unlock something, or the occational Magnet Beam someone left stored away in a side passage.  This will likely end up with less upgrades than #2, but you'll get them immediately rather than having to save up and make choices between them.

And regardless, energy balancer has been around long enough that it's just going to come equipped by default. I'm tired of buying that thing in every game like it's something new.

7
Mega Man Discussion / Now Hiring! (Megaman Fangame)
« on: December 13, 2012, 09:37:20 PM »
Current Status:

Core Team - Assembled!
RM Design - Contest is over, 4 winners chosen + 4 originals from the team.
Plot - good to go!
Title - Assigned!  (kinda)
Engine - We're going with Game Maker.
Music - Several song fragments, but nothing concrete.
Sprites - Some progress on both RMs and enemies.
Tiles - Partial tilesets for several stages and select screen
Stage Design - concepts only, still piecing it together

8
Mega Man Discussion / Weapons!
« on: June 14, 2012, 06:07:02 PM »
So yeah, another thread about weapons.  Specifically, I'd like to know how other people conceptually think about the weapons.  Do you group them by damage type or by behavior?  Do you organize them by game?  Do you think of X weapons on the same landscape as classic weapons?  I find this just sort of curious.

For example, if one were to contemplate a list of weapons would you compare Flame Sword more directly with Atomic Fire or with Slash Claw?  Is Water Shield more like Skull Barrier, Water Wave, or maybe even Power Stone?  That sort of thing.

9
Mega Man Discussion / Hypothetical weapon load-outs
« on: June 13, 2011, 03:20:55 PM »
So, you're Mega Man.  You've got robotsto destroy and a whole damned closet full of weapons from your previous exploits to do it with.  What do you want to bring to the fight?

Pick 8 master weapons, a buster, and 3 add-ons (rush forms, items, tango, etc.)
Just for variety's sake let's limit those RM weapons to only 1 choice per game.

Clarification:  by 'game' I mean 1-10, MM&B, and MM V.  Powered up counts as MM1.  All the various spinoffs and compilations can count as a single 'other' title

My picks:

Mega Buster (MM4 - the comet!)

Elec Beam (1)
Pharaoh Shot (4)
Water Wave (5)
Centaur Flash (6)
Flash Bomb (8)
Jewel Shield (9)
Triple Blade (10)
Spark Chaser (V)

Super Adapter
Beat (MM5 version, before it was neutered to near uselessness)
Magnet Beam

10
Resources / NemZ's tileset emporium
« on: June 04, 2011, 09:56:19 PM »
This thread is a clearinghouse of my custom 8bit tilesets, freely available for anyone's use though mostly made for specific expansion projects.  I'm open to MM8BDM-related requests but I don't promise to accept all of them.

Also check out my tutorial thread.

X2:
(click to show/hide)

X1:
(click to show/hide)

Powered Up:
(click to show/hide)

Wily Wars (MM1):
(click to show/hide)

Wily Wars (MM2):
(click to show/hide)

Wily Wars (MM3):

(click to show/hide)

Wily Wars (Tower):

(click to show/hide)

Mega Man V:
(click to show/hide)

Mega Man & Bass:
(click to show/hide)

Mega Man & Bass 2:
(click to show/hide)

DOS:
(click to show/hide)

Other:
(click to show/hide)

11
MM8BDM Discussion / MM4 Wire Item?
« on: October 23, 2010, 09:14:06 PM »
Sure the balloon item is basically identical to item 1, but the wire item has some fun potential. Basically a one-shot automatic grappling hook, it would need to be coded as a zero-damage, mid-range projectile that pulls the player to whatever it contacts.  

Alternatively, if you hit an enemy it should pull them to you, enabling a wicked fun "Get over here!" + Top Spin combo.   :twisted:

Pages: [1]