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Messages - Geno

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106
W.I.P Forum / Re: MM8BDM Doom-Style HUD (V02 release)
« on: July 21, 2016, 03:43:41 AM »
IF you want an animated Mega Man face, I just whipped one up with all the facial expressions from Doom

you can use it if you want

I didn't do the "bleeding" alternates because why would megaman bleed

107
MM8BDM Discussion / Re: MM8BDM Screenshots
« on: July 17, 2016, 02:38:48 AM »
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)

108
MM8BDM Discussion / Re: MM8BDM Screenshots
« on: July 16, 2016, 02:37:26 PM »
Heh, I once tried doing something like that. Never finished it though

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

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???

109
Skins & Bots etc / Re: Geno's Skin Place (UPDATE! Wily Panic!)
« on: July 16, 2016, 12:47:56 PM »
i actually kinda already pretty much finished that skin actually

i only have a few frames left

110
You know how everyone says, like, how "Mega Man games usually have all eight bosses available at the start of the game"?
Well, that's not exactly true

Counting all the Classic games, 11 of them start off with all Robot Master bosses
Mega Man, Mega Man 2, Mega Man 3, Mega Man 4, Mega Man 5, Mega Man 6, Mega Man 9, Mega Man 10, Mega Man's Soccer, Mega Man PC, Mega Man 3 PC

And counting all the ones that start off with a few, and unlock more later...
Mega Man 7, Mega Man 8, Mega Man & Bass, Mega Man: Dr. Wily's Revenge, Mega Man II, Mega Man III, Mega Man IV, Mega Man V, Mega Man - The Wily Wars, Rockman & Forte Challenger from the Future, Rockman Strategy
and you get 11 games

So they're equal
And while I did count licensed games, since there are two licensed games in each category, they're still tied if you don't count them

(And the reason why people think 8 bosses at once is more common is because all the "main" games in the "all robot masters at once" category are the NES (and NES styled) ones. All the ones in the "not all at once" category are exclusively non-NES)
(And I counted Wily Wars under "at few at a time" because the Wily Tower Robot Masters are not available until you beat 38 other bosses)

111
MM8BDM Discussion / Re: MM8BDM v5 Public Thread - MM9 Expansion
« on: July 07, 2016, 08:41:08 PM »
that slope next to Komusou Man there does look odd

The texture on the side makes it look like it should be stairs instead

112
Anything Goes / Re: General Offtopic Discussion
« on: July 04, 2016, 01:29:47 PM »
Oh yeah, I guess happy american day to any americans here

I'm not american, so this is a pretty normal day for me, but hope you others have a fun day

113
I actually learned a few neato things about Robot Master NetNavi countereparts
You thought Shark Man from Mega Man 3 PC having a NetNavi was wacky?

Both Aircon Man and Clock Men from Rockman & Forte: Challenger from the Future, also have NetNavi versions!

AirconMan.EXE was in the first Mega Man Star Force game. The English version renamed him to ThermoMan, much like how AquaMan.EXE became SpoutMan.EX

ClockMan.EXE is from Rockman EXE Operate Shooting Star. He time travels, just like The Dimensions do in RM&F2!


Also, I learned that MagicMan.EXE is NOT the actual NetNavi counterpart to Magic Man. HatMan.EXE is. The IRL designer of HatMan.EXE specifically based his design off of Magic Man, and the only reason why they didn't name him the same name, is because there was already another MagicMan.EXE (who was originally supposed to be WizardMan.EXE)

114
MM8BDM Discussion / Re: MM8BDM v5 Public Thread - MM9 Expansion
« on: July 03, 2016, 11:05:13 PM »
Hehe, it was originally my idea to include the Dimensions in the museum (along with the Green Devil)


Glad to see other people like it!

115
MM8BDM Discussion / Re: MM8BDM v5 Public Thread - MM9 Expansion
« on: July 03, 2016, 01:12:24 PM »
Quote from: "Dr. Freeman"
and this is the closest you guys are going to get to seeing the non canon megaman games in core. don't expect anything else.
(click to show/hide)


Also, if anyone looks at Green Devil too much and thinks he doesn't follow NES rules, this is how I drew him and it would THEORETICALLY work

(the blue-ish palette there would be for his eye before it enters the goo)

I did it that way because using just 3 colours only (like RM8FC does) doesn't really do a good job of imitating the gooey look of the original (and the RM8FC team didn't do a good job with it to begin with)

116
One Mega Man thing I never noticed until recent is that CLOCK MEN ARE THE BEST ROBOT MASTERS EVER


Look at this little dance they do as an intro animation!!

It's a shame he won't be able to do his little dance in 8BDM

117
Skins & Bots etc / Re: Geno's Skin Place (UPDATE! Wily Panic!)
« on: June 29, 2016, 12:54:14 PM »
I used to have these on dropbox, but they took up waaaay too much space
And I don't have a MEGA account

I've had adblock for so long, I forgot about popup ads completely, haha

118
Quote from: "fortegigasgospel"
It wasn't until a 3rd party company agreed to translate the game for Capcom that it saw international release and Knight Man's designer got his special copy.
It wasn't just "a third party", it was Nintendo of America itself. Since Wind Man and Knight Man were designed by North Americans, Nintendo took it upon themselves to translate and release the game in North America. This makes the box and manual for the game kinda odd when compared to the other MM games. It looks more like a late-NES first-party title from the box design, and CAPCOM is only mentioned once in small text in the first page of the manual. (Also, Mega Man's the most on-model he would ever be on the boxart until MM8. The people at Nintendo of America knew how to draw Mega Man better than the people at CAPCOM USA)

Quote from: "Astro Seraphim"
Why does Dr. Light need to time travel, anyways?
In the games, time travel is only used twice, in Mega Man II, and Mega Man - The Wily Wars. In II, Wily got ahold of an experimental time machine at this "Chronos Institute" place. Dr. Light didn't even make it
And in Wily Wars, it's not specified how, but Wily was able to travel to the times of MM1, MM2, and MM3, to mess up the timeline, and Dr. Light just builds another time machine out of nowhere so that Mega Man can go stop him

So Dr. Light needs time travel so that Mega Man can stop Wily from screwing up everything



And going back to the Knight Man thing, I'm happy there is one Robot Master who was designed by a Canadian, haha
Even if Knight isn't really one of my most favourites

119
W.I.P Forum / Re: Original DOS Completion Project
« 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

120
MM8BDM Discussion / Re: MM8BDM v5 Public Thread - MM9 Expansion
« on: June 20, 2016, 05:16:58 PM »
The original "Cold Man was created to store Dinosaur DNA in Light Labs" fact comes from the Robot Master Field Guide

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