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Messages - NemZ

Pages: 1 ... 9 10 [11] 12 13 ... 65
151
Resources / Re: NemZ's tileset emporium
« on: June 24, 2014, 03:18:46 PM »
the mets have been updated, because yay.  :D


152
Mega Man Discussion / Re: Whats Your fav robot master stage
« on: June 23, 2014, 08:16:33 PM »
Yoku Man.  I don't care if it's not official, that stage is amazing.

Failing that, Sheep Man.  I like puzzle stages.

153
Resources / Re: NemZ's tileset emporium
« on: June 22, 2014, 10:18:34 PM »
Quote from: "In the OP I"
This thread is a clearinghouse of my custom 8bit tilesets, freely available for anyone's use though mostly made for specific expansion projects.

154
Resources / Re: NemZ's tileset emporium
« on: June 21, 2014, 08:25:43 AM »
That's the darkest gray the NES does without going to black, unfortunately.  Its just there as a common neutral so the other bits can flow together smoothly.  And yeah, the lighter gray would probably be worse.

155
Resources / Re: NemZ's tileset emporium
« on: June 21, 2014, 01:13:17 AM »
This work for you?

156
Mega Man Discussion / Re: Your thoughts on the Mega Man X series?
« on: June 14, 2014, 08:18:04 PM »
Heart tanks would be fixed just fine if they either applied to all characters or if there were more of them and a hard limit per character such that finding them all means all charterers get full life.  Where it really went wrong on powerups was typing them all to the rescue guys and the boss DNA crap.

157
MM8BDM Discussion / Re: MM8BDM v4a Mapping Feedback
« on: June 11, 2014, 09:34:57 PM »
Yeah, if it was just re-skinned to fit the rest of the stage it would be mostly fine.  I like the new side paths.

158
Resources / Re: NemZ's tileset emporium
« on: June 11, 2014, 04:38:36 PM »
smashbro:  Can you point me at the specific stage(s) you want me to look at?  Because You've sent links for a ton of stuff that pretty clearly doesn't go together.

159
Mega Man Discussion / Re: Your thoughts on the Mega Man X series?
« on: June 10, 2014, 03:59:49 PM »
Quote
X8 - Fantastic

Uh... nope?  4+4 stage arrangement is annoying.  Most stages are pretty damn lame, including the final ones. X's new armor(s?) work well but looks incredibly boring.  Giving Zero multiple weapons just slows down his play style.  Axel continues to exist.  

x8 is on par with x5-6 but with fancier graphics.  It only seems great because x7 was such a steaming pile.

160
Mega Man Discussion / Re: Your thoughts on the Mega Man X series?
« on: June 10, 2014, 04:53:56 AM »
The X series is wildly inconsistent in terms of quality, which makes such a question hard to answer.  The first is great, but it drops in quality after every subsequent release, save 8 which is merely okay.

In terms of mechanics:
    Wall-jumping is a complete game changer, making both stage design and boss fights feel completely different than classic.
    The weapons range from great to nonsense, but making them ALL chargeable was a mistake.
    Heart tanks are meh, but sub tanks are pretty cool.  The later 'rescue reploids' are just stupid though.
    Armor capsules are a great idea but in practice are either yay or meh.  Not a fan of the all-or-nothing armor styles later on.
    Gets a little too obsessed with mech suits and other sorts of movement that are just not as cool as wall jumping and dashing.
    From x4 onwards, if you're not playing as Zero you're doing it wrong.  X very quickly starts to feel like an afterthought.

161
MM8BDM Discussion / Re: MM8BDM v4a Mapping Feedback
« on: June 09, 2014, 07:46:10 PM »
Quote from: "Ivory"
I already said why, it blocks fire traffic half of the time.

...the focus right now is on maps that already changed. I'd rather not have side suggestions at this time since it defeats the purpose of only focusing on one map at a time.

Alright, sorry for starting a whole thing.   :(

Still, wouldn't a narrow opening always there provide MORE cover than a opening twice as big that is occationally half-blocked?

162
MM8BDM Discussion / Re: MM8BDM v4a Mapping Feedback
« on: June 09, 2014, 03:10:54 AM »
If you want the passage open so badly that you're adding a safe way around it, why bother with the crusher at all?  Much better to put the crushers in lower-traffic side passages rather than in the major choke points to begin with.

And did you miss my earlier request to see some work on MM3 skull castle interior, or am I just being ignored?  I really dislike that stage.  Even as small as it is I still get lost because everything except the tiny sewer room all looks the same and there's no point wandering around anyway because gameplay there revolves around charging into the crowd in one of the two rooms that everyone always ends up in and hoping to get a kill or two before you die, repeat.

163
Resources / Re: NemZ's tileset emporium
« on: June 07, 2014, 04:01:49 PM »
Okay, reworked the bricks and pulled the background off of the spiderwebs so you can use them as decorations rather than the walls themselves.  Also smoothed out the clouds to be a bit more cheerful and cartoony.  Better, right?


164
Resources / Re: NemZ's tileset emporium
« on: June 07, 2014, 03:33:20 AM »
I'll see what I can do about volt textures.  The problem with the bricks is that every damn MM3 DOS stage used basically the same brick textures, so I tried to get a bit experimental with them in places and probably didn't think it through all that well at the time.

SmashBro, you aren't being an asshole... I'm sure this makes perfect sense to somebody who's actually played the BN games.  I think I get what you're saying now, the battle arena pics helped immensely.  Consider the request added to my list of stuff to do eventually.

165
Resources / Re: NemZ's tileset emporium
« on: June 07, 2014, 02:16:47 AM »
Sigh.  I blame the dos games for being so lousy.

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