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Messages - NemZ

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136
MM8BDM Discussion / Re: MM8BDM Weapon-by-Weapon Discussion
« on: July 26, 2014, 08:32:01 AM »
The explosion effect is just weird, so screw that.

What if it fired 16x16x16 projectiles that hitstun and toss you up (and only straight up), and also spawned non-stunning copies of itself at fairly close regular intervals that move upwards at the same rate they shove you?  That way you only get hit by things you can actually see, there's no randomness involved, and the juggle itself can be escaped by moving in any direction (other than towards the shooter, as that would likely move you into the previous spawned projectile).  Also you can still jump over it, which will hurt a bit but doing so avoids the hitstun effect.

137
MM8BDM Discussion / Re: MM8BDM Weapon-by-Weapon Discussion
« on: July 13, 2014, 03:46:44 PM »
Maybe just make the fire ring a burst effect like a shorter range centaur flash rather than mess around making it match the animation?  Seems way easier and less likely to cause unexpectedly high damage now and then.  Heck, make the burst exactly the same damage as the shot so hitting at close range is just double damage rather than some ripper variable amount.

138
MM8BDM Discussion / Re: MM8BDM Weapon-by-Weapon Discussion
« on: July 11, 2014, 02:50:11 AM »
Bigger hitbox on the projectile, but how about also making the shield attack stronger and at a larger radius?  Think of it as an alternative to Power Stone rather than a distance weapon.

139
Eh, charecters die eventually and there's a lot of time passing between these series.  You don't assume the original megaman is still kicking around somewhere in mmX do you?  And at least he goes down as a heroic self-sacrifice trying to save the world one last time... there's respect in that.

You want a dick move on that front, see what Chrono Cross does to the original Trigger gang.  Killed just as backstory by a joke villain and then the game tells you that you didn't actually 'win' anything at all in the first game... all while making a truely shitty sequel (asside from the music) that has almost none of the stylistic charm and pays lip service at best to the game mechanics of the original, but oh boy is jam-packed with pointless filler charecters who don't matter whatsoever.  Yes I'm still bitter.

140
I'd like to see the DOS games remade into a proper NES-style game as well, though hopefully much better than the lame hack that Shinryuu 82 is currently playing.

Also, why are you ripping on IntiCreates?  The work they've done across several megaman franchises has been pretty damn great.

141
Because I like the SNES game's visual style better, mostly.  They also played better for the most part... all stages after x3 tended to be weird little disconnected segments because of loading times, the larger character/screen ratios lent themselves to lazy stage layouts, the animation of the more detailed characters were deeply disappointing in their simplicity, and the armors suddenly became all-or-nothing strictly because it was too much of a pain to code the parts to load individually in different combinations.

I'd also argue that because sales numbers and percieved quality steadily plummeted as the series went on that the SNES games absolutely ARE the most recognizable format for the X series to most people.

142
as if anyone cares about the story of a megaman game:  Evil!  8 Robots! Castle(s)! The end!

143
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.

144
Mega Man Discussion / Re: Your thoughts on the Mega Man X series?
« on: June 30, 2014, 09:43:55 PM »
Haven't played it, but I don't really want to either.  Looks pretty bland.

145
Mega Man Discussion / Re: Your thoughts on the Mega Man X series?
« on: June 30, 2014, 03:21:31 AM »
The parts system is not well implemented in either game.  x6 is different, but not really better.

1>2>4>3>8>5>6>7

146
Mega Man Discussion / Re: Your thoughts on the Mega Man X series?
« on: June 29, 2014, 08:12:25 AM »
x6 has nightmare effects, which are just plain horrible.  It continues with the 'rescue' nonsense (but worse) and armor upgrades are still all or nothing.  The sprite animation is generally very poor.  The translation is crap and they didn't redub the voice acting.  Ducking and rope sliding are both lame alterations to a previously solid control scheme.  The level design is often simply pathetic.  Literally the only thing x6 did better than x5 is making Alia ignorable, and that's just fixing a new problem rather than addressing how much worse x5 already was compared to x4.  

Story wise, it's just retarded that zero "hid himself while he fixed himself" since in x5 he intended to remove himself from the equation thinking that would end the fighting.  Gate is okay I guess, but it's dumb they never spell out what Isoc's deal was, and Alia's little blurbs on the mavericks after you kill them make no sense at all.

147
Mega Man Discussion / Re: Megaman GB Games (Rockman World)
« on: June 26, 2014, 10:02:36 PM »
In the first game once you have the boots you wall jump like you're dashing all the time, which is sometimes frustrating.  In the second game you don't, but you have air dashing so it generally works our okay.

The weird thing about the x-treme games, however, is how they break up the RMs into sets so you fight 4 in one mode, a different 4 in the other, and finally unlock the ability to do all 8.  I don't really get the point of that... or why they do similar nonsense in many otherwise great mm games, like MMV and MM&B.

148
Mega Man Discussion / Re: Your thoughts on the Mega Man X series?
« on: June 25, 2014, 05:08:38 AM »
You know what I'd like to see from this series?  A proper metroidvania, not just the mission-based stuff of zero and zx but just a big exploration romp through a mysterious huge ruin (the fallen eurasia colony reckage, maybe?) that is built entirely on using weapons and armor upgrades as keys to new challenges.  These features are already present in the X series so it would be a more natural fit to such a gameplay style than classic.

149
Resources / Re: NemZ's tileset emporium
« on: June 25, 2014, 01:10:24 AM »
constellation droids are a maybe.  very unlikely for the sonic stuff.

150
Resources / Re: NemZ's tileset emporium
« on: June 24, 2014, 11:56:51 PM »
...what is a 'robotized master'?

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