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.


Messages - MusashiAA

Pages: 1 ... 105 106 [107] 108 109 ... 115
1591
W.I.P Forum / Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
« on: September 21, 2011, 10:46:30 PM »
Quote from: "zexion-teh-wolf"
I'm not working on this project at all in any way.
But I'd just like to throw my two cents into the game with an in-progress Cold Man sheet that I'm putting together with my own 8-Bit Cold Man on a similar scale to my 8-Bit Burner Man.

Side View sucks I know...

That actually looks great. IMO, there's too much shading. And those sideview eyes could use a width reduction of 1 pixel, or a way to visually show each eye is separate from the other, instead of both of them being inside one single white block

1592
Quote from: "xColdxFusionx"
@Gutsman.EXE: Why does his head look like a giant box? Please fix this.



That's because it is a giant box. So nope. MAYBE some tinkering might get rid of that weird shape, but it is supposed to have a box figure.

1593
I'm currently working on IceEXE, BombEXE and CutEXE, so wait a bit. I still can't differentiate his eyes from his mouth piece. Maybe it's because of the color scheme? I'll take a more close look in a bit.

EDIT: Done. All that's left is ElecMan.EXE



Elec and Pharaoh revision coming whenever. Maybe.

BTW, is this project thing ever going to take off? I'd like to see a Battle Network Deathmatch mod, with battle chips and special Navi Master weapons that replace the current copyweps.

1594
Projects & Creative / Re: megaman battle & chase project V1a release!
« on: September 19, 2011, 11:57:53 PM »
*chants* Pirate ship, pirate ship, pirate ship, pirate ship, pirate ship, pirate ship, pirate ship...

1595
Pharaoh's face still looks too cramped. I can't distinguish his eyes from the rest of the face. from his hands.

Try a normal, hands-down pose, then redo the crossed hands.

Also, I'd like to try the MM1 Navi Master counterparts. IceEXE isn't that hard, CutEXE is just skinnier, YD's ElecEXE and my GutsEXE could use some reworking and different poses, and I have the perfect base designs for BombEXE and FireEXE.

BTW, for all non-spriters, poses are made to get a general grasp of the design and the body proportions. Once a design is fully understood, it can be expanded to different perspective views and styles.

1596
I TRIED BETTER



Overall: fixed color errors and matched overall pallete to NES pallete.

MegaEXE: Fixed some minor details, placed an already old design I made months ago for comparison.

GutsEXE: Fixed the overall positioning of GutsEXE, and fixed legs and fists.

ProtoEXE: Fixed overall detail arrangement, added more details following official artwork.

BassEXE: Completely new design, based on official artwork. Uncloaked (stand and floatstand), cloaked (floatstand).

RollEXE: Revamped YD's design, less big and more Roll-like. Added details based on official artwork.

Rest coming whenever.

EDIT: Aura, that PharaohEXE looks too skinny. And HeatEXE's left arm must be lowered 2 or 3 pixels down. Also, make his eyebrows smaller and without delineating. Hell, avoid delineating fire at all.

1597
Quote from: "Yellow Devil"
Quote from: "Yellow Devil"
I tried

(click to show/hide)

I tried V2

(click to show/hide)

Somebody make the sprites on the front page hnnngggg

Oh good lord.

Can I give it a try?

1598
Projects & Creative / Re: [Map Pack] IX-Pack
« on: September 19, 2011, 07:10:24 PM »
I know, but it seems it's more likely to happen in certain maps, so I thought it had something to do with how the maps were made. It's rather weird I could pull it off in Waterfall Grotto (small bodies of water) and not in Ice Man Remix (much more open space and lots of underwater parts). Maybe it's just me.

1599
Projects & Creative / Re: [Map Pack] IX-Pack
« on: September 19, 2011, 07:02:21 PM »
Yes, I have. I just thought it was some sort of secret gravity changing feature or something. But that was too much of a stretch...

Oh, and MMClasses Bubble can fly as well. Just takes less effort to pull it off.

1600
Projects & Creative / Re: Class based modification (V6A WOOO)
« on: September 19, 2011, 05:38:10 AM »
Quote from: "Bikdark"
Just throwing this out there, but Drill/Napalm should totally be able to rocket jump.

>Drill. Can dig underground and resurface in higher ground.

>Napalm. Walking tank, decreased mobility. Can jump a bit high in MM5, though fU:

1601
Projects & Creative / Re: Class based modification (V6A WOOO)
« on: September 19, 2011, 05:14:16 AM »
Quote from: "ice"
Also fun idea for a TF2 skin pack for the classes

Heavy: Needle Man Yes
Soldier: Napalm Man Commando Man, Mars or Search Man. Hell, Drill Man fits better.
Demoman: Crash Man Pirate Man fits better
Pyro: Flame Man or Fire Man Burner Man should be a perfect Pyro, if afterburn is added
Scout: not sure, Slash Man or Top Man Quick Man IS a Scout mockery
Spy: Shadow Man
Sniper: Skull Man.
Engineer: There's none yet, MAYBE Search Man (if he's able to summon turrets) or Dr. Light (if he's added and can repair other robots.
Medic: None yet, maybe Dr. Light (if he's added and able to repair robots) OR Dynamo Man (if he's able to recharge other robots)

EDIT: Doc Robot has a slower, but more powerful version of the Mega Buster. He's ok for me, but could use having some random weapons a-la LMS.

1602
Projects & Creative / Re: Class based modification (V6A WOOO)
« on: September 19, 2011, 02:28:52 AM »
Quote from: "Bikdark"
Quote from: "xColdxFusionx"
[*]While we're on the subject, Oilman needs an altfire badly. IMO, Infinite oil slider does not count as a class. It counts as infinite oil slider.
Does that mean metalman needs an alt? No. Classes don't get alts because their main is already powerful enough, or can function in two different ways.
Oh hey, you're one of those guys who thinks nothing should be added because nothing else is needed. Well, tough cookies. Metal Man is a bland class in a mod full with complex classes, where even the MM1 classes have alt. weapons that didn't exist until MMPU came along or when they were made up for them because *gasp* they were too bland and unfun to play as at first. So the fact that he doesn't need an altfire isn't a valid enough reason to not give him one. Following that kind of reasoning: Cut Man doesn't need an alt, Napalm Man doesn't need an alt, Ring Man doesn't need an alt, Knight Man doesn't need an alt, Fire Man doesn't need an alt, Oil Man doesn't need an alt, Crash Man doesn't need an alt, Wood Man doesn't need an alt, and so on...

[*]Timeman doesn't need two weapons. Why does he have two weapons, especially since the second one is kinda bad? Buff the second weapon, and make that his only weapon.
Time has two weapons for two different reasons. The MMPU styled wep is used for groups and close range, the 2nd is for direct, fast hitting, and spamming.
No arguing there.

[*]Freezeman needs an altfire of some sort. He's just too boring without it.
Does that make metalman boring too? Not really.
Wrong. Metal Man is a bland, boring class. Still, Freeze Man can do much more than what it seems to barely do, unlike Metal Man.

[*]Junkman is WAY too powerful. He can lock down an entire room with just a couple junk blocks, and recharges fully with a single tossed piece of junk. Perhaps Junk Blocks could be +SOLID while standing still and altfiring with the second weapon could punch them to make them run into people and do damage (no ripper, bursts apart into scraps when it hits something)?
Except the ONLY THING he can do is lock down rooms and kill at close range. It's your fault if you're stupid and run into junk blocks. Besides, the blocks only last for a few seconds, so he can't really have a stage under his control.
I figured this out by myself some hours ago. One Junk Man can't get a grip of a whole map, since the scrap pieces dissapear pretty fast (like oil spots btw, good thinking!). Now, imagine 3, 4, or 5 Junk Men. I haven't been able to witness if too many scrap pieces can lag a server hard enough.

Also, Junk Blocks are supposed to be harmful if not instakill? I thought the innofensive-looking, non-flashy, solid-looking Junk Blocks were harmless and solid! /sarcasm


[*]Roll class plzkthx
No.
Quote from: "Yellow Devil"
IF somebody makes a good roll class I might put it in...  :cool:
[/color]

Side note: Any updates I should be aware of to change in CSCC?

1603
Anything Goes / Re: Spamthread V.1
« on: September 18, 2011, 11:26:31 PM »
Quote from: "Korby"
Wily probably uploaded his consciousness into the virus or something weird like that.

Brain mapping, like how people say Light uploaded his consciousness into all the Armor pods in the X series.

I actually believe Wily just programmed the virus in his image, and with his memories and ideals of revenge and utter destruction, as part of the frustration caused by Mega Man for defeating him numerous times, and most importantly not getting the recognition he deserved for his work and always being overshadowed by Dr. Light.

1604
Projects & Creative / Re: Class based modification (V6A WOOO)
« on: September 18, 2011, 11:20:36 PM »
So, I assume V7 will add MM8 and MM&B classes, right?

1605
Projects & Creative / Re: Class based modification (V6A WOOO)
« on: September 18, 2011, 11:06:37 PM »
Quote from: "Tails_Hatsune"
But you aren't giving us a good reason why...

Just because.

Bik has spoken.

EDIT: Oh, and YD as well.

Pages: 1 ... 105 106 [107] 108 109 ... 115