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Mega Man: The Power Battle/16-bit Deathmatch Project
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Topic: Mega Man: The Power Battle/16-bit Deathmatch Project (Read 17034 times)
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June 16, 2011, 12:05:19 AM
Read 17034 times
Strange Metool
Standard Member
Date Registered: June 15, 2011, 07:42:52 PM
Mega Man: The Power Battle/16-bit Deathmatch Project
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on:
June 16, 2011, 12:05:19 AM »
Of course, there's 8-bit Deathmatch, why not bump it up a notch to 16-bit?
Featuring all of the characters from 8-bit Deathmatch, remade into 16-bit sprites (as in MM7 or MM:TPF/2, the only real difference is that MM:TPF/2'S sprites are stretched).
For most of them, they just have to be ripped from the games, but for some others, they need to be made from scratch or recoloring/redrawing another RM.
I'll be working as a ripper/spriter for the project, I'm working on it now with Air Man.
We'll need someone to revamp the textures, and we also need someone to make or rip the music. I'm not sure if the music should be remixed or 16-bit using MM7 samples, so I'll let the remixer decide.
Characters that need to be made...
(click to show/hide)
Air Man:
IN PROGRESS
Strange Metool
Auto:
Ballade:
Bass:
Blizzard Man:
Bomb Man:
Break Man:
Bright Man:
Bubble Man:
Burst Man:
Centaur Man:
Charge Man:
Cloud Man:
Crash Man:
Crystal Man:
Cut Man:
Dark Man:
Dive Man:
Doc Robot:
Dr. Wily:
Dr. Wily Alien:
Drill Man:
Dust Man:
Elec Man:
Enker:
Fire Man:
Flame Man:
Flash Man:
Freeze Man:
Gemini Man:
Gravity Man:
Guts Man:
Gyro Man:
Hard Man:
Heat Man:
Ice Man:
Junk Man:
Knight Man:
Magnet Man:
Mega Man:
Metal Man:
Napalm Man:
Needle Man:
Pharaoh Man:
Plant Man:
Protoman:
Punk:
Quick Man:
Quint:
Ring Man:
Roll:
Shade Man:
Shadow Man:
Skull Man:
Slash Man:
Snake Man:
Sniper Joe:
Spark Man:
Spring Man:
Star Man:
Stone Man:
Toad Man:
Tomahawk Man:
Top Man:
Turbo Man:
Wave Man:
Wind Man:
Wood Man:
Yamato Man:
If you decide to join in, leave a post with the character you would like to make, or say if you want to help revamp the textures or make/rip the music. Hopefully, this will go well.
Logged
June 16, 2011, 12:09:41 AM
Reply #1
-FiniteZero-
Standard Member
I'm somwhere.
Date Registered: March 06, 2011, 04:34:30 PM
Re: Mega Man: The Power Battle/16-bit Deathmatch Project
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Reply #1 on:
June 16, 2011, 12:09:41 AM »
I can make the 16-bit music for the ones that don't already have that. Heck, I'll do it for all of them, even the ones that alrady have Power Fighter themes. Gives me something to do.
Logged
June 16, 2011, 12:12:05 AM
Reply #2
Strange Metool
Standard Member
Date Registered: June 15, 2011, 07:42:52 PM
Re: Mega Man: The Power Battle/16-bit Deathmatch Project
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Reply #2 on:
June 16, 2011, 12:12:05 AM »
Alright, you can help.
Just one thing: do you have the MM7 samples? I have a ZIP with all of the samples, ripped straight from the SPC files. I can put it on Megaupload and give them to you, or are you fine?
Logged
June 16, 2011, 12:13:55 AM
Reply #3
-FiniteZero-
Standard Member
I'm somwhere.
Date Registered: March 06, 2011, 04:34:30 PM
Re: Mega Man: The Power Battle/16-bit Deathmatch Project
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Reply #3 on:
June 16, 2011, 12:13:55 AM »
Go ahead and send those samples. Would be handy.
Logged
June 16, 2011, 12:26:59 AM
Reply #4
Strange Metool
Standard Member
Date Registered: June 15, 2011, 07:42:52 PM
Re: Mega Man: The Power Battle/16-bit Deathmatch Project
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Reply #4 on:
June 16, 2011, 12:26:59 AM »
http://www.megaupload.com/?d=40GMDQ60
Here's the samples.
Sorry about the 45-sec download wait.
Might post MM&B samples if you don't have enough.
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June 16, 2011, 12:29:40 AM
Reply #5
Ivory
MM8BDM Extender
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Date Registered: August 25, 2009, 08:17:59 AM
Re: Mega Man: The Power Battle/16-bit Deathmatch Project
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Reply #5 on:
June 16, 2011, 12:29:40 AM »
This seems like a lot of work just to play the same game with 16 bit graphics... Well best of luck.
Logged
June 16, 2011, 12:36:01 AM
Reply #6
-FiniteZero-
Standard Member
I'm somwhere.
Date Registered: March 06, 2011, 04:34:30 PM
Re: Mega Man: The Power Battle/16-bit Deathmatch Project
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Reply #6 on:
June 16, 2011, 12:36:01 AM »
It's alright. Oh, and I already got about half of those themes in 16-bit already.
http://url=http://www.mediafire.com/?tk2spmpes2tk255
This is where my 16-bit themes for Mega Man 4-6 are.
I'll make some for Mega Man 1-3.
Logged
June 16, 2011, 01:10:25 AM
Reply #7
tsukiyomaru0
MM8BDM Extender
Date Registered: November 07, 2010, 05:01:56 PM
Re: Mega Man: The Power Battle/16-bit Deathmatch Project
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Reply #7 on:
June 16, 2011, 01:10:25 AM »
So, it means that it won't be 8-bits graphic-wise? If so, Good Luck.
If you mean something like creating a whole mod after Power Battle&Fighters, I suggest Neo-Geo Pocket Color's "Rockman: Battle & Fighters". I know how to re-create some weapons.
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June 16, 2011, 01:16:44 AM
Reply #8
Kenkoru
MM8BDM MM8 Contributor
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Date Registered: February 13, 2011, 05:59:03 AM
Re: Mega Man: The Power Battle/16-bit Deathmatch Project
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Reply #8 on:
June 16, 2011, 01:16:44 AM »
If it should be 16-bit deathmatch, it should be centered around Mega Man X1-3, instead of Mega Man 7/The Power Battle. The MMX styled sprites aren't quite as large as those from MM7 and the Power Battle. It could also have a new variety of weapons and stages rather than the same ones with a new look.
Just an opinion.
Logged
June 16, 2011, 06:51:24 PM
Reply #9
Strange Metool
Standard Member
Date Registered: June 15, 2011, 07:42:52 PM
Re: Mega Man: The Power Battle/16-bit Deathmatch Project
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Reply #9 on:
June 16, 2011, 06:51:24 PM »
NOTE: It seems that the sprites shift all the way down when the 16-bit sprites are put in, so, for example, when looking in Roll's mirror, the Air Man sprite would only be seen by the top part. Does anybody know the script/code that contains the x/y values for the sprites? Otherwise, I'll just have to pull the plug on the project.
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June 16, 2011, 06:53:50 PM
Reply #10
Max
MM8BDM Extender
i ate those food
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Date Registered: July 09, 2010, 08:10:13 PM
Re: Mega Man: The Power Battle/16-bit Deathmatch Project
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Reply #10 on:
June 16, 2011, 06:53:50 PM »
Not sure what you're trying to say. Pic?
Anyway I support this project!
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June 16, 2011, 07:02:46 PM
Reply #11
Strange Metool
Standard Member
Date Registered: June 15, 2011, 07:42:52 PM
Re: Mega Man: The Power Battle/16-bit Deathmatch Project
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Reply #11 on:
June 16, 2011, 07:02:46 PM »
This is what I'm talking about.
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June 16, 2011, 07:03:18 PM
Reply #12
Max
MM8BDM Extender
i ate those food
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Date Registered: July 09, 2010, 08:10:13 PM
Re: Mega Man: The Power Battle/16-bit Deathmatch Project
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Reply #12 on:
June 16, 2011, 07:03:18 PM »
Looks like you got your offsets wrong!
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June 16, 2011, 07:05:40 PM
Reply #13
Strange Metool
Standard Member
Date Registered: June 15, 2011, 07:42:52 PM
Re: Mega Man: The Power Battle/16-bit Deathmatch Project
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Reply #13 on:
June 16, 2011, 07:05:40 PM »
What are the offsets?
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June 16, 2011, 07:08:06 PM
Reply #14
Max
MM8BDM Extender
i ate those food
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Date Registered: July 09, 2010, 08:10:13 PM
Re: Mega Man: The Power Battle/16-bit Deathmatch Project
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Reply #14 on:
June 16, 2011, 07:08:06 PM »
Read this!
Offsets determine where a sprite is 'placed'
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Mega Man: The Power Battle/16-bit Deathmatch Project