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Messages - MusashiAA

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91
Closed / Re: Changing Team Colors: A New Team?!
« on: May 14, 2016, 09:25:16 PM »
The whole "looks the same from the corner of my eye or if I squint my eyes real hard" argument sounds kinda bogus to me, it's like you're trying very hard to be able to say the suggested color schemes aren't discernable enough for the sake of making them as differentiable as aesthetically possible. If you're in a team match and don't realize which player is in which team, either team colors are too similar, or you're not paying enough attention, and pretty much all the color schemes presented are very clearly discernable from each other. I know it sounds like proper game design in theory, but we shouldn't be expected to have team colors be using the most wildly contrastable color schemes imaginable for the sake of portraying the outmost clarity of information to players: players are not dumb, and if they're playing a game, they have to be focused.

92
Bass also has Wily's hair shape as part of his helmet, so that's as silly as you can get.

But yeah, I guess Korby's last design is kinda ok already. Gumball is right tho, his limbs ought to have the right proportions to fit Mega Man's walking and firing animation style. I'd say he should look like he came out of MM9 instead (har har v5): a very simple and neutral design, but still kinda "modern" for the day and age he was built in.

93
I'll give you that shoulder pads have been an established design thing in Classic since forever, but Mega Man-like characters don't have said things. I'm fine with black legs/arms, but having those 2 balls on his shoulders kinda defeat the purpose of having non-covered body parts IMO.

Also yeah, I can't hide it anymore: that body design should be slightly different, the arms and forearms could be slightly bigger. And yes, flat colors pls.

At this point, I'd say Korby's latest design is pretty close to being fine by me, I guess that helmet design is just going to stick :(. Just bigger arms, no cyan trimmings in boots/arms, and maybe fully cyan body with a black outline to separate chest from waist.

94
We can't have Maestro be a transliteration of NormNavi, BN designs are very different from Classic designs, which is what we're trying to do here. No skinnyness, no excessive trimmings, no shoulder pads you guys suck, needs to be
Quote from: "CutmanMike"
as blank slate/boring as possible(...), similar to Mega Man's, which is extremely simple

95
Quote from: "Superjustinbros"
I'd consider opening up the level's outer edges to show the sky a good idea, alongside maybe adjusting the texture alignment so there's more consistency between curve transitions (mostly in how the shadows/highlights and pipes are aligned between floor-to-wall transistions)
(click to show/hide)
You could also make the backgrounds in the pipe textures transparent and put skybox textures behind them, it'd work more than the sudden background color transitions in the textures IMO.

There were also huge, single pipes at the beginning of Crashman's stage. Perhaps using those to break the monotony of the noodle walls and floors would be a good idea, too.

96
Although I agree that the map itself feels like Pipe Canyon when the original MM2 stage was a pipe tower rising very high into the sky, there's really no need in changing the layout itself to better accomodate the implied setting and overall level philosophy from the stage its based on: that is something singleplayer survival maps would do.

Keeping the layout mostly consistent, while also incorporating some modification that changes the atmosphere of the map to something more akin to the source material is the way to go. Opening up some of the outer walls to show a cloudy sky feels like the right direction.

97
I really advise evenly distributed and solid colors for the design, as it would make any color scheme incredibly evident and accentuate the simple and base nature of the skin. That's why I said: arm and boot pieces blue, torso and waist cyan, forearms and legs black. Just as how I insist on no goddamned shoulder pieces, I insist on no goddamned striped trimmings a-la Quint: keep it simple.

98
MM8BDM Discussion / Re: MM8BDM v5 Public Thread - MM9 Expansion
« on: May 12, 2016, 03:09:55 AM »
After all, Bubble Man's stage is dubbed as taking place in some sort of "waterfall institute", even the Wily Wars version of the stage has a sky background for it, I think. I guess for convenience's sake, just turn the map from a fully submerged map to a mostly submerged map, with towering waterfalls coming right down from the sky.

99
I like YD's face 5 visor and Ceri's idea of more black to give the impression of no armor plating on some body parts (arms mainly, forearms could just stay blue). I'm gonna insist on removing any black outline separations between body parts (except maybe one outline to separate the chest from the waist and down), those shoulder parts have to go IMO.



Upper row uses a gray color to better showcase the limb separations (with and without black outlines) and visor design, where black is used. Bottow row is regular black.

From left to right:

Body 1 is YD's attempt at a more basic form of Korby's design.
Body 2 is YD's prefered design.
Body 3 is my attempt at riding of black outlines while keeping only one to separate the chest from the waist and legs, using YD's Face 5.
Body 4 is my attempt at Ceri's idea of exposed arm and leg sections filled with black. forearm and boots are blue, torso and waist are cyan with a black outline to separate both. This one has the best color distribution IMO.
Body 5 uses my first attempt's Body 2 with Face 1, IMO my visor design is more of a proper visor design that mimic Astroman and Galaxyman's visors, where they connect with their ear pads.

100
In all honesty, when it comes to texture drawing, we've got good enough people that can make new textures that could fit with the original ones. We've also got more texture choices for maps based on earlier MM games thanks to the GB games, which SHOULD BE used if needed/possible. I think MM2AIR uses a GB tile as floor texture?

101


I suck at rotation sprites. This is meant to be overall less bulky and detailed than Korby's original design...maybe a little too less detailed.

Protoman jumpsuit and my first helmet design

vs.

Protoman jumpsuit with arm sections being black and "uncovered", forearm/hand sections being blue, and my same first helmet design with two jaw pieces colored cyan to better emulate these.

EDIT: Another thing that should be discussed/designed is how his arm cannon will look like.

102
Yeah, you're verily much blowing it out of proportion: "Maestro" being the new base skin is just for convenience's sake, not to shove Mega Man out of "the spotlight".

The MM in MM8BDM refers to the series, not the character itself. Mega Man is the base skin because he's the most basic and default character available in the series. The concept behind Maestro is a good idea, but I was against it because it might have too much character to it that would disassociate players from "the tournament robot". If Mike agrees with not only the idea of a base skin "character" but my sentiment of it being as base and plain and boring-looking as possible, then I'm all for it, especially if it goes the extra mile of no in-game recognition of "Maestro" for the sake of establishing it being "you".

Now, where is Maestro's ornament-less design?

103
I like the idea of opening up the sides of the tower or some of the taller walls, so people can actually see the clouds and realize that you're really, really high up (daytime background) almost reaching into space (starry background). How about also making the floor textures on the bottom floor consistent with the rest?

104
I'mma say this again, if you're gonna add Maestro, change his design to be more basic and boring: no chest pieces, no shoulder pads, an even color distribution a-la Mega Man/Proto Man.

105
Closed / Re: Changing Team Colors: A New Team?!
« on: May 10, 2016, 12:06:37 AM »
Cossack is one of The Three, you can't remove Cossack. If we're going by this, then only Mr. X makes sense to persist since every single team is centered around a human character: Mr. X Team being purple or green makes more sense than Cossack being green instead of orange/yellow.

4 humans (Light, Wily, Cossack, Mr. X), 4 colors (blue, red, yellow, green).

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