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Messages - NemZ

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166
Resources / Re: NemZ's tileset emporium
« on: June 06, 2014, 10:41:15 PM »
Requested additional tiles for Blade (dos)

167
Old Sprites are neat though, eh?  It's like art and a puzzle at the same time.  :D

huh.  going to have to play mm2 now with the ppu viewer open and check.
EDIT:  Yep, good eye.  Wood is only 2 because he doesn't use the face pallette... which is also rather rare!

168
Yeah, splash woman's 'lipstick' is cheating.  Make her mouth black like everyone else and she's legit.

Your list is missing wood (green eyebrows), toad (gut stripes), stone (red dot, mouth), napalm (red inside his head gun)

Also note that of those that don't use three, nearly all of them use the third for their attacks anyway.  Elec man for example.

169
MM8BDM Discussion / Re: MM8BDM v4a Mapping Feedback
« on: June 05, 2014, 05:11:29 PM »
Okay, fine... water wave.  All those stairs demand something be tossed down them, but ice wall is getting to be a bit overused.

But I wasn't kidding about weapons on that map blending into the scenery way too well.  Blizzard attack and Freeze Cracker can be damn near invisible sometimes.

170
Quote from: "Geno"
Additionally, only 2 Robot Masters in the NES games use more than 2 layers. Plant Man (to make him look like a colourful little flower), and Fire Man (there's his body, but then his face and fire are two separate layers)

Nope.  There are many more than that, including just about all of mm4's RMs.

171
Resources / Re: NemZ's tileset emporium
« on: June 05, 2014, 01:36:18 AM »
Well that's a lot of floors, but what do you want on the walls?  Will there BE walls?

Or are you just saying you want stuff like this as filler or something?  If so, for what stage?  I like to keep palette restrictions in mind.

172
Resources / Re: NemZ's tileset emporium
« on: June 05, 2014, 12:50:22 AM »
I've never played the BN games so not entirely sure what you're asking for.  I mean most of those links look like they could be done with just one or two 16x16 tiles total.

173
Resources / Re: NemZ's tileset emporium
« on: June 05, 2014, 12:30:51 AM »
Did you have something specific in mind?  I'm open to commissions.

You do know I'm also doing tiles and stuff for a fangame, right?  Our programmer has proven somewhat unreliable but the project isn't dead.

Also not my usual stuff, but I did this a while back and might as well pimp it a little.  :D



Though... hmm.  Dos, mm&b2, doc robot, the other 3 darkmen, the genesis unit... Yeah, I could probably stand to add another couple of rows to this sometime.

174
MM8BDM Discussion / Re: MM8BDM v4a Mapping Feedback
« on: June 04, 2014, 11:46:52 PM »
How about Bubble Lead instead?  It could use a little more love, and it fits the theme of having weapons that are damn hard to see on these textures.

175
Mega Man Discussion / Re: Create your own Mega Man weapon
« on: June 04, 2014, 01:46:54 AM »
Blast Tracer - freezes mega in place while a tiny spark traces quickly along the ground in front of you, but is completely harmless and costs no ammo.  Pressing attack again, however, causes a powerful vertical blast to fall down from above centered on the spark's location.

So yeah, it's actually just a targeting beacon for an orbital kill-sat.   :twisted:

176
MM8BDM Discussion / Re: MM8BDM V4A - RELEASED!
« on: June 01, 2014, 06:27:04 PM »
After getting a good look at the new stages today (took me a while to win my way there in campaign mode again!) I have to say I'm VERY pleased with how everything turned out.  You even found room for my little beach animation!  I literally 'squeed' when I noticed that it made it in somewhere... I was convinced it had gotten lost in the shuffle.  Also serious props for whomever did the animated walls in Wily Tower 2, as that can't have been easy getting everything lined up right.  Sorry that I couldn't make it easier on you without knowing the sizes of the spaces you were going to fill with it! :D

I have only two minor issues, both relating to other animations:  1) The cycle of the "2 light blocks" on Cold needs to have the neutral phase between each of the lighted frames so that they properly fade in and out in continuous sequence, but right now it just looks like it has a weirdly long pause after each cycle.  2) Why don't the windmills in Tengu-B spin?  The animated tiles are readily available, in front and back versions even!

177
MM8BDM Discussion / Re: MM8BDM v4a Mapping Feedback
« on: June 01, 2014, 06:16:26 PM »
Can I suggest a little embellishment of mm3 skull fortress interior next?  That stage has always rubbed me the wrong way, mostly because it's just entirely too hectic and both Flash and Needle do that sort of thing much better.  Perhaps splitting it up a bit and adding in the claw pad things and/or the 'frogger' area from stage 3 to liven it up?

178
Mega Man Discussion / glassknuckle's critical look at mm stages
« on: June 01, 2014, 01:11:32 AM »
I don't know if anybody else was following this a year ago or so, but the guy is back at it.  TMMN doesn't seem to have noticed yet either, or has just decided no to continue reposting his stuff.

179
yeah, 10

180
that only works if you're on the far left when you enter the screen.

Also I just noticed that Wily sneezes occationally durring the mm9 fight, including a little sound effect.

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