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Messages - mrjnumber1

Pages: 1 2 [3] 4 5 ... 8
31
Projects & Creative / Re: [EXPANSION] Mega Man Powered Up
« on: April 05, 2011, 09:27:53 PM »
You guys are silly. We all know that it's a gimmick. MMPU, coming soon!

32
W.I.P Forum / Re: [Expansion]Mega Man 5 Game Boy
« on: April 05, 2011, 05:23:12 PM »
Quote from: "Mr. X"
About violating the color limits, I asked before making the tiles and was informed to just not go overboard, but I could violate them somewhat.  That's why there were too many colors.
Thing is though, it was very simple to keep each tile valid just fine. You (or whoever did these tiles) weren't/wasn't very far off. It just didn't feel right to leave them alone.

Quote
MM8BDM itself isn't "perfect" 8-bit, if I remember right.
Of course not, although the actual phrase 8-bit is so commonly used incorrectly. :)

Quote
It's acceptable as long as it looks 8-bit. Go nuts.
I agree when it comes to mixing textures on maps, but can we not at least get individual tiles correct?

33
W.I.P Forum / Re: [Expansion]Mega Man 5 Game Boy
« on: April 04, 2011, 04:09:30 PM »
Quote from: "Shade Guy"
Hm, looks good MrJ. The colour scheme (at least the reds/yellows) remind me of a hybrid of Elec and Fire man's tiles. I don't know whether that's a bad thing or not  :)

However, I think the colours in the space BG need to be lighter. I can't really imagine stars being such a solid red.

I'd say it's because I picked the red palette for the stars, heheh. In actuality, it should vary heavily between the 4 palettes.

34
W.I.P Forum / Re: [Expansion]Mega Man 5 Game Boy
« on: April 04, 2011, 09:23:08 AM »
Quote from: "VyseTheLegend96"
BTW somebody wanna do Uranus? if not ill do it this week.
HEHHHHHHHHHHHH


For the most part, the graphics used so far are solid; the main problem with them is the flat gradients that don't vary much in lightness or huge and as a result look, frankly, unremarkable.
(Ah, and also, lots of the tiles violate NES tile color rules)

Just a few palette changes makes a lot of things look a lot more accurate to how an NES game would look.

(click to show/hide)

Of course, this isn't perfect. The white for the red/green doesn't preserve the general yellow I'd like it to, and changing it to a bright yellow blends it with another palette too much.

35
Projects & Creative / Re: [EXPANSION] Mega Man Powered Up
« on: April 04, 2011, 06:24:39 AM »
Well, we've been testing the maps all the way throughout the process.

Currently, there's a lot of work being done to perfect and *tweak* the maps such that they'll be more pleasing to play and be immersed in. It might seem like a pointless step, but it's honestly the most important. Everything must be placed such that, if removed, then the entire map is ruined.

(which is funny, because the version afterward will require this step being re-done!)

36
Cutstuff Discussion and Feedback / Re: Trim the forum name's length
« on: April 01, 2011, 02:06:01 AM »
Quote from: "tsukiyomaru0"
Otherwise it could read "<Topic Title/Forum Name> - Cutstuff Message Board" That's a nice alternate, but I only see it in Zetaboards.
This is a good alternative, too.

37
Cutstuff Discussion and Feedback / Re: Trim the forum name's length
« on: April 01, 2011, 01:07:59 AM »
Quote from: "Korby"
Sorry NASA, PETA, IBM, and E3, you're not aloud to use abbreviations in your names anymore!
Non-sequitur, but I can spin that one to make my point. I'm advocating usage of "NASA" instead "The National Aeronautics and Space Administration". Although in this case, it's use of "CS" instead off "Cutstuff Message Board - View Topic/Forum".

38
Cutstuff Discussion and Feedback / Re: Trim the forum name's length
« on: April 01, 2011, 12:58:24 AM »
Quote from: "Korby"
It literally only takes seconds.
That's the point. It's an unnecessary step. It reduces clarity of where the user is, that's objectively a design flaw.

39
Maps / Re: Ivory's Ebony Dungeon of Maps
« on: April 01, 2011, 12:44:30 AM »
Quote from: "Ivory"
You act as if I haven't tried it online. Again, no issues. I closed the gap to be minimal. I'll change it, but only if I hear enough complaints.
A one person sample isn't "some people"! I made this post about a day after a CTF game there went.. quite terribly because of so many players being unable to make what should be a simple jump. The pits were filled with dropped weapons on every side.

40
Cutstuff Discussion and Feedback / Re: Trim the forum name's length
« on: April 01, 2011, 12:28:46 AM »
Quote from: "Kapus"
Umm..

Mouse over the tab to see the full name of the page?
The point is that one wouldn't have to do this.
Quote from: "Ivory"
I have never had an issue with it, partly because you can mouse over, and partly because I just open every single new post, scan through close, scan through close, scan through post, close, repeat.
I do that too, but sometimes some threads are more interesting and I want or need to check them first (Or say I needed to post a response to a thread - and later forgot because I read 10 other threads).
Quote from: "Mr. X"
Anyways, my solution is stop using so dang many tabs/windows.
Your "solution" would be valid if one of two things were true:
1) One could actually see thread names -
2) One didn't use tabbed browsing.

41
Maps / Re: Ivory's Ebony Dungeon of Maps
« on: March 31, 2011, 11:35:53 PM »
Offline it's a very easy hop to get to them sure, but online (ie, where it matters) it's definitely a big problem for some people.

42
MM8BDM Discussion / Re: Improving V1D
« on: March 31, 2011, 11:29:04 PM »
Quote from: "CopShowGuy"
I think the skybox on Waveman has always been like that.  It probably doesn't properly wrap around completely in the sky due to its size.
Everywhere else on the map it wraps around just fine, I'm sure it's a (fairly) small image but its location adjusted to match the next line of the circle.

43
Projects & Creative / Re: X Pack V1A RELEASED (see 1st post)
« on: March 31, 2011, 10:08:07 PM »
Your WCOLORS is out of date (with regards to Ballade Cracker).

(On that note, I really hope there's a way to split up WCOLORS so that expansions that add new weapons don't require constant silly updating like this)

44
MM8BDM Discussion / Re: Improving V1D
« on: March 31, 2011, 10:03:29 PM »
Spergers gonna sperg

The skybox is a bit off in Wave Man's stage. Probably? I'm on software, BTW.

(click to show/hide)

Something weird happens when Drill Man starts.. but it disappears after moving.
(click to show/hide)

45
Maps / Re: Ivory's Ebony Dungeon of Maps
« on: March 31, 2011, 09:59:51 PM »
I really think the snakes to the flags on the Dam CTF level are not a good concept. Well, it's a good idea in -theory-, but in practice, it just utterly fucks over some teams because they're too laggy to make the jump properly.

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