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Messages - NemZ

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916
W.I.P Forum / Re: [Expansion]Mega Man 5 Game Boy
« on: June 13, 2011, 04:29:14 PM »
I doubt they'll be needed.  To be safe though the mapper could always add columns on either side just a few squares away and put it up high, just enough that it's nearly impossible to get up close to it from the side without rush shenanigans.

917
Mega Man Discussion / Hypothetical weapon load-outs
« on: June 13, 2011, 03:20:55 PM »
So, you're Mega Man.  You've got robotsto destroy and a whole damned closet full of weapons from your previous exploits to do it with.  What do you want to bring to the fight?

Pick 8 master weapons, a buster, and 3 add-ons (rush forms, items, tango, etc.)
Just for variety's sake let's limit those RM weapons to only 1 choice per game.

Clarification:  by 'game' I mean 1-10, MM&B, and MM V.  Powered up counts as MM1.  All the various spinoffs and compilations can count as a single 'other' title

My picks:

Mega Buster (MM4 - the comet!)

Elec Beam (1)
Pharaoh Shot (4)
Water Wave (5)
Centaur Flash (6)
Flash Bomb (8)
Jewel Shield (9)
Triple Blade (10)
Spark Chaser (V)

Super Adapter
Beat (MM5 version, before it was neutered to near uselessness)
Magnet Beam

918
W.I.P Forum / Re: [Expansion]Mega Man 5 Game Boy
« on: June 13, 2011, 01:10:40 PM »
Quote from: "Kapus"
Hoo boy.

How many different rotations would I have to make for this?

I'd guess 5, and 2 of those are just reflections.  I assume it will be attached to a wall and above the player's heads so there's no need for any rear views.  Heck, with the 1/4 angle as the original graphic the hardest part is already done for you anyway.

919
W.I.P Forum / Re: [EXPANSION] Megaman & Bass - We're not dead!
« on: June 13, 2011, 05:14:58 AM »
What if they stole a weapon and gave you another?  I don't mean randomly game-breaking like Eddie, but rather they take your current weapon and swap it with whatever they last took from someone else.  It just needs to start preloaded with a weapon so it doesn't completely hose the first person they catch by taking away the buster and leaving them unarmed.

A savvy player might even intentionally let it take something crappy or out of energy just to see if they get a lucky break.

920
Projects & Creative / Re: I-Pack -Still in progress-
« on: June 13, 2011, 05:05:24 AM »
Which water section are you talking about... the little room with Centaur Flash or the big room with Knight Crush?  The problem with both areas is that they don't really lead anywhere else.  I'd suggest a one-way teleport out of the flash room and side passageways looping back around to the rest of the map from the bigger one on either end, maybe long wide slopes up to the main floor with a few columns or some such in the way so it's not just an open shooting gallery from either end.

921
MM8BDM Discussion / Re: MM8BDMv2a Released!
« on: June 11, 2011, 10:00:25 AM »
I too found that just ignoring the weapons made the fight generally a lot easier... unless your enemy appears above your head while you're looking around.  Big ouch.

922
MM8BDM Discussion / Re: MM8BDMv2a Released!
« on: June 11, 2011, 07:29:14 AM »
GREAT JOB EVERYONE!

Stages:
Burst and Spring stages... ugh.  I didn't like the bouncing areas in the actual game but it's much more annoying here.  
Cloud Man's stage feels a bit cramped... and is there a way to change the weather?
Is there a bug on skull fortress 4?  It seems like GutsG hits me as soon as I spawn even though I'm nowhere near the pit.
Shade man's stage is awesome, but making so many spawn points where if you shoot to respawn you immediately get blasted by a crow is just evil.

Weapons:
Junk shield seems more like an item than a weapon.  Perhaps it should be treated like Time Stopper?
Scorch wheel seems to use way too much ammo for what it does.

Everything else is just plain awesome.

923
Resources / Re: NemZ's tileset emporium
« on: June 10, 2011, 07:30:49 AM »
It's not a big deal.  I've got lots of free time at the moment and I'd just be doing different stages for my own amusement if you hadn't asked for these.  Glad I can help.

924
Resources / Re: NemZ's tileset emporium
« on: June 10, 2011, 06:28:22 AM »
Pirate is done.

I guess I'll try Dynamo next even though it's just a big green blah.

925
Resources / Re: NemZ's tileset emporium
« on: June 07, 2011, 07:35:46 PM »
I'm thinking pirate.

926
Resources / Re: NemZ's tileset emporium
« on: June 07, 2011, 07:24:38 PM »
ground man is up.

927
Mega Man Discussion / Re: Fun Game
« on: June 06, 2011, 10:34:54 AM »
The first one I finished with 5:23 left.

The music one though, that was both hard and very, very annoyingly set up.  Really wish the music would just keep playing until you guess right or tell it to skip, and then immediately jump to the next one on the list still open once you've finished the first lap.

928
Resources / Re: NemZ's tileset emporium
« on: June 05, 2011, 09:18:03 PM »
WW Bomb is done.

929
Resources / Re: NemZ's tileset emporium
« on: June 05, 2011, 01:44:19 AM »
Fair enough.  When I finish the WW version of BombMan I'm currently working on I'll take a crack at MM&B.  Any particular stage you had in mind first?

930
Resources / Re: NemZ's tileset emporium
« on: June 04, 2011, 11:12:47 PM »
So what?

Besides, it looks like they only did the new stages to me... the 1-3 stages also had graphic overhauls for TWW.  They also clearly didn't follow strict NES limitations either; the tiles are individually fine but the stage maps have way too many pallets in such close proximity that even the pallet swaping tricks used in 5&6* can't account for all of it.

*check out a map of Charge Man's stage for an easy example:  The red car is the same tileset as the green one earlier, just with a different color selection.

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