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Messages - Threxx

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31
Anything Goes / Re: Threxx's Music
« on: July 18, 2015, 03:23:46 AM »
Quote from: "MusashiAA"
Give this man a medal, he actually covered the MM7 boss battle theme with a damn good percussion line, and accurate to the original theme's! Although I think you went a little too ham on the Blaster Master-like triangle soft tom instrument: literally in almost every note there, but it's good to hear different instrumentations once in a while.

It is not a soft tom instrument, it is a [12 0] arpeggio macro intended to strengthen the attack on the bass.

https://www.dropbox.com/s/shl3hl2sfaa7w ... s.ftm?dl=1

Here is the source file to demonstrate. It requires HertzDevil's fork of Famitracker, which you can get here: http://hertzdevil.info/programs/

32
Anything Goes / Threxx's Music
« on: July 18, 2015, 02:52:15 AM »
I figured since I do things, I might as well share them here...

I've done music for some classic series fangames. Playlists below.

Mega Man SFR Music: https://www.youtube.com/playlist?list=P ... G6DUrnJHwv
Mega Man Revolution Music: https://www.youtube.com/playlist?list=P ... Nd8ewcRjru

...and some other things I've done recently.







And this that was just done today:



You can find (much) more stuff on my channel.

https://www.youtube.com/channel/UC8JCLm ... ji0sctyEYQ

33
Mega Man Discussion / Re: [Fan game]Megaman Infamous Intent
« on: July 12, 2015, 03:38:54 AM »


First showing of assets from the fortress stages!

34
Mega Man Discussion / Re: [Fan game]Megaman Infamous Intent
« on: June 05, 2015, 11:47:58 PM »
https://youtu.be/0jMgujAbo68

LL has more remixes on his channel. Check those out too!

35
Mega Man Discussion / Re: [Fan game]Megaman Infamous Intent
« on: May 26, 2015, 07:43:16 PM »
http://deadteamifi.tumblr.com/post/1199 ... assistance

We're looking for more programmers. Check the post for info.

36
Mega Man Discussion / Re: [Fan game]Megaman Infamous Intent
« on: May 24, 2015, 03:21:34 PM »
Quote from: "LlamaHombre"
For the most part I think the musical arrangements are fine, but I can't help but feel that the backing part of Buster Rod G's theme is just always kinda stuck chasing after the melody. It sounds fine instrument-wise, but placewise on the module it seems off. Consider moving a couple of notes in the backing so that they play earlier and as a result sound better when used with the melody.

The timing is accurate to the original song. The background chords in the original song are somewhat syncopated. I don't feel the need to change this.

Quote from: "LlamaHombre"
I was kinda disappointed that Wily Tower 3 was used in BRG's theme, but none of the others! In hindsight I understand why - neither of the other two showed up in the actual Wily Tower at all, and BRG only showed up on the third stage - but when the first cover was released I imagined you guys were gonna incorporate sections from other tower stage songs (Tower 2 and Tower 4, I'd imagine, since Tower 1 is kinda weird) intro the other two. Probably just a personal gripe though so if you don't feel any need to change it then go right on ahead.

Yeah, that is exactly why it was used in BRG's theme. To make up for that in the other themes, we decided to mix them slightly (especially HSH's theme), but I won't go as far as incorporating one of the other Wily tower themes. (BRG/Wily 3 happened to work well as the songs were already in relative keys, so I didn't have to transpose the melody)

Quote from: "LlamaHombre"
I think you said somewhere that each playable character would be fighting one exclusively? Is it too early to give away that distribution, or could we have an explanation in advance?

Mega Man fights Buster Rod G.
Proto Man fights Mega Water S.
Bass fights Hyper Storm H.

Quote from: "Max"
*very long post which will inflate my post size*

I'll come out and admit that the sprites were somewhat rushed in order to upload the songs (not a conspiracy ;)) but they are being polished. We ourselves have noticed the issues with MWS and the spriters are working to correct them. To add a note, the "shine" on BRG's head is actually a part of his design here.

As for color limits... we aren't strictly adhering to color limits if we think that having an extra color would be beneficial to the sprite. It is likely that MWS will lose a color but HSH probably won't due to his size. And on that note, our HSH sprite is actually smaller than the Wily Wars sprite (by 4 pixels). The battle is just a matter of good game design. It will be doable.

Also, it should always be assumed that feedback is welcome, even if it is not explicitly stated.

38
Mega Man Discussion / Re: Megaman Supreme: Homebrew Idea
« on: May 22, 2015, 07:55:08 PM »
beautiful.

i cri evritim

In some level of seriousness, it is clear that you have no concept of the effort it requires to make a single game if you seriously think anyone would be willing to help you with this foolishness for a series of 6 games.

39
Mega Man Discussion / Re: [Fan game]Megaman Infamous Intent
« on: May 09, 2015, 09:35:35 PM »
Quote from: "Korby"
edit: oh right.
having a Grime Man and a Cleanse Woman in the same game is pretty much like Hammer Man and Nail Man.
Take that how you will.

Done on purpose. generally there are a couple RM's in every game which have an obvious juxtaposition.

Quote from: "Korby"
also also also
I highly suggest making Grime Man brighter at the very least; his sprite is very dark, which is incredibly abnormal for Megaman characters and makes it rather hard to read the details.

This has actually been done already, the thumbnail just never got updated because i'm a shit



Quote from: "Korby"
IMO, the text gets a little too close to the ends of the text box, making it look kind of strange when you have letters touching the borders.
Consider reorganizing your text so that you at least stay a pixel away from the borders.

The dialogue engine in the video is very incomplete, the final version will have this fixed as well as having uppercase/lowercase characters and faster text.

40
Mega Man Discussion / Re: [Fan game]Megaman Infamous Intent
« on: May 09, 2015, 08:18:37 PM »
yeah I do the music or something.

I was planning to eventually make a thread for this myself but I'm glad that it happened naturally!

https://www.youtube.com/watch?v=VMbdJc5 ... W460g9wd16

here's a link to said music that i do

41
Quote from: "Heihachi_73"
Heat Man's random dash pattern is predictable, if he stays in his position for a while after being shot, he will move right to where you are (or a bit further, since he sometimes gets stuck in the wall if you are walking into the wall), if he moves straight away after being shot he will stop short (which is where a lot of people get damaged because they don't anticipate him stopping early and jump on top of him). As for the flames at the start, just a small hop while moving towards him and the Atomic Fire will miss (the arc is a bit different with the Doc Robot version though).

I think this proves a point I like to make. Every single MM boss has some kind of pattern, even if there is a degree of randomness to it. You just need the recognition and sense of mind to see it. For example, the amount of times Heat Man ignites before dashing indicates how far he will dash.

I think that mountain of a post justifies the half a year bump, no?

42
Mega Man Discussion / Re: Mega Man, easy, moderate, or difficult?
« on: August 04, 2014, 05:27:19 AM »
Quote from: "PacManFan"
There's a reason I'm not a huge fan of the MM games. I just have rather unhappy memories with the games from my childhood. (Quick Man's stage is just hell.)

Eh, never had a huge issue with it. It's really just matter of memorizing the beams, then the only threat is Quick Man himself.

Who is still quite the threat...

43
Mega Man Discussion / Re: Megaman Unlimited
« on: August 04, 2014, 05:22:51 AM »
Quote from: "NemZ"
Unlimited stages (not counting alternate paths) average somewhere around 35 screens.  Most megaman stages are around 20.  So yeah, it's a significant difference.

Edit:  Started messing around with Endless mode... right off the bat, first screen and I'm already annoyed at the use of non-NES colors.  I'm surprised by this as the rest of the game as far as I've seen does stick with the real palette. but apparently many of these sections were fan submissions.

The game doesn't use the NES palette at all. It deviated many times in the main game. As for endless attack, all the tilesets were done by MPX, the fans only submitted the designs for the areas.

To address the difficulty issue, the stages are really way too long (Nail Man's stage is 40 screens, and feels it). Longer stages in MM generally either get boring or get too difficult after a while, as there is either too much empty space to engage the player, or it is difficult to survive due to MM's health being balanced around a stage about 20-27 screens long. Combine this with unnecessary spike/pit placement, and you get really poor level design. Knowing the stages and how to beat them, it doesn't feel as bad, and MMU is a game that gets somewhat better on later playthroughs. However, an initial playthrough is hell, as you will die over and over, making stages drag out for 10 minutes or more. The Wily Castle is a ridiculously long marathon through stages that really overstay their welcome. Hands down the worst part of the game. Once you get weapons, the game gets somewhat easier, the matter is getting to those weapons in the first place by beating a stage.

Whirlpool Man was a step in the right direction IMO. It wasn't too long, the spike placement was a lot more judicious, and having all your weapons helped too. My only issue is that there is quite a bit of waiting for various things in the stage. Otherwise, its probably the best stage in the game TBH. Endless is alright, but a lot of the tilesets are overshaded and out of place, and some sections are just batshit insane.

44
Quote from: "NemZ"
Not only would I like x9 to be 16-bit, but I'd really like to see x4-x8 redone in SNES style similar to the MM7 and 8 FC projects.

Why?

The classic series had 6 games on the NES. It was most recognizable there, so it was fair to demake RM7 and RM8 for the NES.

The X series is evenly split between 3 consoles. It isn't most recognizable on any one. The demake isn't as necessary.

45
Quote from: "Emmanuelf06"
Upgrade, it doesnt seem. lololo

People want keep their heroes, like for Marvel or others series.

A lot of people i know didnt want buy ZX or ZXA because MMX is dead in MMZ2, if you dont care about hero who make great games, some others want them (MMX/Zero MMX) ALIVE.

What, what is a mm game for you? The heroes in MMZX are full of ridiculous stories and drama (specially when you talk with the people of the airplanes or others), lol, a lot are fans of Giro, what did he do, seriously ?.....

MMX, like MM classic, doesnt deserve to die :/, for Zero MMX too, he did a lot and the story of MMZ is like "ok we take the megaman serie, we will change everything", Inti creates is a lot like that.

And see the sales of mmz and ZX, but it was bad (specially for ZX who was a BIG FAIL), there is a reason. ZX didnt do better than 55 000 units, hahaha....its called Megaman ZX but it's not a megaman :/

People are stupid.

With that mentality, you're saying a series should never change, never innovate, and should always stick to "what works".

It's that mentality that partially got Mega Man where it is today. Clinging to old ideas rather than changing for a new generation.

And most Mega Man games didn't break 100,000 copies sold. ZX's sales numbers mean nothing.

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