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Messages - fortegigasgospel

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181
MM8BDM Discussion / Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« on: July 29, 2016, 08:28:08 PM »
Quote from: "Mendez"
The map quality is really solid throughout, I'm glad that FGG was given a shot to prove himself as a mapper because MM9GAL is really one of my favorites right now, if only for the fact I feel so comfortable jumping and moving around the map. I feel like some maps are a tiny bit bigger than they need to be (like MM9DW3) but overall you guys have really polished and refined these maps very well. I don't even mind that Concrete shot has cannibalized Item-1, it just feels so much more intuitive to use, and I'm glad mappers were able to find some good uses for that weapon. Here's hoping MM10 can raise the bar even higher.
By the way, the Read-me text file isn't updated to credit the people who made the maps for this expansion. I'd really like to know who made what so I can give proper credit.
Why thank ya, but I wanna make sure credit is given where it is due. Galaxy while the general layout remained the same throughout it's development underwent the most changes during so. The room BHB resides wasn't even designed by me and a lot of the details added to it weren't my doing either. Lego was the one who made that room and added to make the map look pretty. The rest of the devs also giving suggestions in improving the map every step of the way got it to be a good design as well. Though I was stuborn on some things that were complained about (looking at you glass floors) they eventually let me keep them when they worked out and I explained their reasoning. Hope you guys have lots of fun using those for aiming your BHBs and to wrap this up, have fun finding that Yashichi.  :ugeek:

182
Resources / Re: FGG's resource stuff (Pick ups)
« on: July 26, 2016, 12:16:29 AM »
Am I crazy? I think I might be. This took 3 days. 3 DAYS
A compilation of all the pick ups through out the years with versions that were in other games such as jumbo versions. I found what appeared to be an unused hybrid recovery item in MM7's resources so the hybrid section was born.

Not too happy with the Jumbo Health for MM8/&B/&B2, they didn't transfer to the larger scale too well. Disclaimer is on the image, feel free to use and modify these however you like.
Hybrid MM1, Jumbo DOS Health, MM1 Tank, and &B2 Tank all designed by me.
Jumbo Health and Ammo 2/9/10 and 3-6 designed by SuperJustinBros, recolored to fit the colors of the other versions by me.
All other none 8bit ones redesigned or recolored by me.

183
MM8BDM Discussion / Re: MM8BDM v5 Public Thread - MM9 Expansion
« on: July 22, 2016, 02:58:37 AM »
Its a burst fire, you fire three projectiles per single ammo use.

184
This is actually really cool and honestly well done. Can use some work, oh boy is Bomb's second half crazy a bit.
The pit below the Carry in Fire Man's stage caused my 8bdm to crash, so I only test Cut, Elec, Bomb, and Ice.
Also completely forgot I had done those blocks, the neutral one takes a lot of hits (for a single player using only the buster) maybe lower them to about 70 HP. Also if you would like I could probably go about making more for other various weapons, I noticed you have Toad weapon ones for instance when I looked at it with Slade.

Edit: Wanna make a note: I feel the weapon selection room is way to far away, put it in the room that show's what character has what weapon, since it will likely be obsolete once you have more weapons then that room shows, or attach it to the back of said room.

Some of the blocks seems to just, be there, kinda odd.
Also yea, check Fire, the other way the game crashed after going into the pit before I could get to the checkpoint there.

185
Resources / Re: FGG's resource stuff (Weapon Get)
« on: July 17, 2016, 07:53:16 AM »
Redo, updated links, V's colors, added more stuff such as 8FC, Unlimited, Super Fighting Robot, and more 8bdm SP/SiN stuff
I will be picking 1 of each character to do every single weapon for, IM me suggestions of which you would like to see used.

YOU GOT, WEAPON GET SCREENS!
Mega Man 5 didn't have anything to use, but here is everything else including side games and alternate coloring patterns.
All transferred versions (SNES + Arcade) use most NES accurate colors for weapons.
All non-Game Boy games the weapons are organized by the level select screen. All Proto Man, Bass, and Duo ones have 2 styles in the spoilers.
Differences in styles: Proto Man did not use secondary colors in both Arcade games. Bass' oranges used primary colors in Arcade and &Bass while his gems used the secondary colors, nothing else changed on him, in 10 his Gems do not change while his oranges use the secondary colors with his blacks/grays using primary colors. Duo used different secondary colors on some weapons in PF.
All regular colored versions of each character on the bottom.
Mega
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Proto
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Bass
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Other Characters
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All defaults by character
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First post updated as well

I have SiN ones because I was given permission to use the images from it. Also yes, they use the weapon colors of the bosses in XSP.
XSP ones would require permission from Maxine, although I haven't asked I originally only asked for SiN due to Duo, the others being added were a bonus I decided to do.
Please credit the original creators of the 8FC, SiN ones (Korby and Lego), Unlimited, and SFR.

186
MM8BDM Discussion / Re: MM8BDM Screenshots
« on: July 17, 2016, 06:49:03 AM »
Quote from: "Geno"
Black Hole is a very dark brown, though. Not a dark grey
And, Deep Digger should use white as the lightest colour, like in the artwork. And maybe the super dark brown colour on the NES palette would be good shading for D.Digger? (would also make a good colour in general for Black Hole)
Done diddly do dad fixed.
Or simply done for those who speak English. Will be updated in the resource thread next time I go uploading things, probably later today (the 17th) along with a few other ones I've done since.

-Edit: Never mind just did it

187
MM8BDM Discussion / Re: MM8BDM Screenshots
« on: July 16, 2016, 07:23:18 PM »
Quote from: "Geno"
As for the MM8 megaman, the RM8FC guys did a pretty decent version of the sprite, and I coloured it with 8BDM weapon colours a while ago

you could always use this at least until someone actually rips the proper MM8 megaman weapon get thingie
Oh thank you.

Quote from: "Geno"
Also, just judging from the tiny thumbnails, your colours for Black Hole and Deep Digger from MMV are completely off. And none of those 3PC ones actually use the colours from the actual game???

They are in numerical order so Black Hole is next to Spark Chaser and is using the 2 darkest grays before becoming black that is on the NES palette

Deep Digger is on the bottom left using browns, which the NES palette is very limited on, the secondary color probably could have been better picked though.


Edit: Also all the DOS ones had a white secondary color. The secondary colors and Oil are like, the only ones actually not just NES palette closest to the main colors, maybe Torch Arm also to not use the same red as every other fire weapon in the games.

188
MM8BDM Discussion / Re: MM8BDM Screenshots
« on: July 14, 2016, 10:27:45 PM »
Not really a screenshot but not sure where else to put this.
Coming soon to a resource thread near you!
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Sadly no Mega Man 5, it was silly and only had 1 spot where Mega Man wasn't his in game pixels. Also no MM8, cause, yea making that look right would not have been easy, also couldn't find it.
Mega Man and Bass 2 ones could probably be better, II was odd and used a darker color as the main where the usual blue would be instead of shading him, and those wondering "Why the heck does Bass, Proto, and Duo have 2 for each?" the first for Bass and Proto uses official changing palettes from the game while the second is based on other games, Duo's first is his own coloring on secondary colors where he doesn't use the same as Mega, second is using Mega's regardless. Bass' default coloring is differently done for the arcade game's ones where he uses that game's changing palette to match his MM&B one which uses the same style. Game Boy games all use the coloring of Mega Man based on the latest NES game released before them.

189
Duo is weird in his coloring, for the most part he uses the same primary color as everyone else, but his secondary color is vastly different in some weapons.
Though he only featured this in a single game in which Proto a secondary color, and Bass' were regulated to his gems.

While it doesn't account for MM9, Proto using Mega's color changing set up (where his suit actually changes colors) was needed in 10, since Rebound Striker and Triple Blade both use the same primary color in game. Bass using this also helped though Bass would have still used the secondary color on his gem, though climbing ladders would have made it impossible to know which weapon was on without shooting.

190
W.I.P Forum / Re: The Idea(s) Topic
« on: July 11, 2016, 08:17:43 AM »
No team classes this time around as I haven't been able to come up with ideas for the remaining characters.
This time around the Adventure Mode mod I posted in screenshots a few days ago.
The idea was to have a Single Player mode exploring maps and gathering items to progress using a hub to connect them, if possible of course.
I've thought about 2 adventures so far being based off Legends and Legends 2. The key differences was the base of classic instead in way of weapons but to change experience of each play through 4 classes would be available each getting weapons based off bosses from different games (most of which serving the same exact roles as each other while being based off the weapons of Legends).
Each character has 3 full games of 8 they get weapons from (1-10, &B, and V), as well as a mixture of bosses from all the other games (Killers, Genesis, DOS, DOS3, &B2, Dreamwave, and Strategy). Quint being the only boss that gave a weapon (technically) who is not on anyone's list (Genesis didn't give weapons though). This is a total of 33 bosses fitted to each of the 4 classes to have weapons based off of to fill in for the Legends Weapons.
Quote
"But FGG Legends only had 16 different weapons between both games!"
Yes, originally the 4 classes were only going to have 2 games each. A 3rd was added to each as an extra to help fill in gaps were no associated boss was able to fill in and for more weapons that might appear in future adventures. Eventually I decided to add more to them to help give more verity for weapons. Note that not all bosses have to actually have a weapon, or even their actual given weapon, but simply a weapon based off that boss if they end up being used.
So without further ado the classes, their general differences, and their bosses.
Mega Man
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Proto Man
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Bass
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Duo
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Lastly the classifications of weapons, which I categorized each weapon from the 2 Legends games into. These are where the boss weapons given need to fill in. I have some ideas but they are all concept in case better ones come up or this never gets off the ground.
(click to show/hide)
The last 5 are unique to this list and would be for other adventures, last 3 purely conceptual.
Note weapons bundled together were either renamed between games or replaced in the second with something identical in function.
I have fitted a boss to each so far, but as stated earlier only concepts and subject to change.

The only bosses who are not in this list are
(click to show/hide)

191
MM8BDM Discussion / Re: MM8BDM Screenshots
« on: July 07, 2016, 03:43:35 AM »
A little something I worked on today. Very, VERY rough work on the textures, but the design is what it is intended to be.
So without further ado, let us go on a small adventure.
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Oh whoops I forgot to post the song to go along with it
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192
W.I.P Forum / Re: Original DOS Completion Project
« 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

And I won't be unreasonable with Torch and I'm putting him up on the board as well (also size enhanced)

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

193
MM8BDM Discussion / Re: MM8BDM v5 Public Thread - MM9 Expansion
« on: July 03, 2016, 07:07:10 PM »
Quote from: "Superjustinbros"
OH MY GOD THE DIMENSIONS
Is still hoping for Dimensions Reborn someday
That really shouldn't be a needed, the ones here are roughly based off the Roll-Chan (that payed off finally) ones while also having been edited to look more accurate as well, with full rotations on standing sprites at that. ;P
Quote from: "Forster"
Hope the next update is the last, and the next one will be teaser for V5
Patients young padawan, patients.

194
W.I.P Forum / Re: Original DOS Completion Project
« 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

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

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.

195
Quote from: "BlackEmperorJet"
So nothing to say about adding the characters from Command Mission? I mean you've got Axl, so it wouldn't be too far-fetched.
That would mean coming up with more ideas of who would get what.

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