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Messages - Promestein

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46
Projects & Creative / Re: Justified Classes v3ehh
« on: July 06, 2016, 04:44:34 PM »
I'm a bit confused about Mercury's new mechanics. Sometimes I snap to another location, and I can't pin down exactly what it's all about.

Also, can we maybe get some sort of info on what kinds of robot masters give Sniper Joe which weapons?

47
W.I.P Forum / Re: Original DOS Completion Project
« on: July 03, 2016, 06:01:41 PM »
Yeah, I'm inclined to agree with Dood.
Top Row - 2
Middle Row - 2
Bottom Row - 4

Torch Man looks fine to me though.

48
I'm torn. Sticking within NES limitations is generally a good idea and can make the game feel more cohesive, but I feel like we should definitely take advantage of the lack of such limitations.

Duo Fist looks much better, and Ice Wall looks fine, but the rest, I'm just not a fan of. Particularly Sakugarne and the icons. Sure, you can make them all conform to a set of guidelines, but you get rid of some of the uniqueness and betray the source material in some cases.

Sticking to the NES palette is one thing. Limiting how many colors you can use even further just for consistency is another. But I'm no graphic artist, and I can cope with whatever is used.

49
Projects & Creative / Re: Justified Classes v3dh
« on: June 29, 2016, 12:57:35 AM »
It doesn't seem like Mega Man's Time Stopper (so timestopperwepm) works. It won't fire.

50
MM8BDM Discussion / Re: weapon malfunctions
« on: June 28, 2016, 09:01:44 PM »
Did you accidentally enable autoaim? My Wave Burner didn't function right at all when I accidentally toggled it on somehow.

51
MM8BDM Discussion / Re: MM8BDM v5 Public Thread - MM9 Expansion
« on: June 23, 2016, 06:20:42 PM »
Quote from: "NES Boy"
And since Mighty No. 9 finally came out, will there be a bonus skin of Mighty No. 9 himself (using his sprites from Mighty Gunvolt), kinda like how you have the Bad Box Art Mega Man skin in the game?
I sure hope not. If something from that were to get in, yet Mega Man DOS content was excluded, I'd be so upset.

52
Projects & Creative / Re: Justified Classes v3dh
« on: June 05, 2016, 03:19:28 PM »
Oh speaking of Duo, I had an important question.

When is his fist getting moved over to his left hand?

53
Quote from: "Superjustinbros"
Oh god, I must see this in action tomorrow.
Don't worry, you definitely won't be disappointed. It's all you imagined it would be, frankly.

54
I'm impressed. Not only did you manage to fire off another update so quickly, but you managed to raise the quality even more. Incredible.

55
MM8BDM Discussion / Re: MM8BDM v5 Public Thread - MM9 Expansion
« on: February 29, 2016, 06:19:01 AM »
I'm not sure if I really like Danger Wrap, Thunder Bolt, or Freeze Cracker's new icons all that much, but the rest are on point, and the new maps look nice.

I'm not entirely certain as to what's going on with Bubble there, though.

56
W.I.P Forum / Re: The Idea(s) Topic
« on: February 17, 2016, 04:45:50 PM »
This is something I was thinking of doing myself for purely selfish reasons, but I'm nowhere near skilled enough to actually do it. I've been working on my first map for nearly a year, and it's still awful; although low quality might actually be more fitting here.

Essentially, I was thinking of making a Mega Man II map pack of some sort. Mega Man II was the only Mega Man game I owned until I was 16, so I have some reverence for it regardless of its quality or lack thereof, and I felt that it could be interesting to have new stage variants that pull from it more or just emphasize different qualities of the map. For instance, MMIIWOO could be very different from MM2WOO with the added emphasis on caves and with more water. MMIIMET could be a more vertically-oriented MM2MET. MMIIHAR could take place in some sort of under-construction building.
So, it'd basically just be an excuse to make some new stages for Air, Metal, Wood, Clash, Needle, Hard, Top, and Magnet, along with a Wily Station stage. Hell, you could change up some weapons and make it Quint's Revenge-themed if you really wanted, although I never intended to even attempt that.

57
MM8BDM Discussion / Re: MM8BDM v5 Public Thread - MM9 Expansion
« on: February 16, 2016, 05:37:00 AM »
Wait. Glass?
I always thought the background was monitors. Somewhat like a planetarium sort of deal, like Ring Man's stage.

58
Resources / Re: FGG's resource stuff (Weapon Concept Updates DOS)
« on: February 11, 2016, 04:35:01 AM »
Interesting stuff. This is the kind of thing I like to see.

I'm not entirely sure how useful Shark Boomerang would be, though. Maybe I just don't understand it. It fires off at a 30 degree angle to the right or so, then arcs around and flies left?

59
Projects & Creative / Re: Mega Man X Singleplayer Classes (Version 2)
« on: February 07, 2016, 10:07:47 PM »
Quote from: "SpringSonic1987"
Quote from: "Promestein"
It doesn't work with v4c. Use v4b.
I'm looking for v4b to make this work but i can't find it and Cutman Mike removed it. :ugeek: Seriously Cutman Mike? Why don't you keep the old versions like Sonic Team Jr. (The Creators of SRB2) does?
I'm not so sure about that.

60
MM8BDM Discussion / Re: Megaman 5 Gameboy?
« on: January 27, 2016, 06:53:51 PM »
Oh, so V is going to be the last one added in? I thought it was going to be 10.

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