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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 17032 times)
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June 17, 2011, 05:59:09 PM
Reply #15
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 #15 on:
June 17, 2011, 05:59:09 PM »
Now which textures to apply?
Custom MM7-styled ones...
or Wily Wars?
Here's Cut Man's stage with Wily Wars textures.
(click to show/hide)
I might post an image of that stage with MM7 textures later, I haven't created them yet.
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June 17, 2011, 06:12:26 PM
Reply #16
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 #16 on:
June 17, 2011, 06:12:26 PM »
I'm assuming you fixed your little Airman problem then?
I think that keeping the entire project in SNES style should be great, the palette is much brighter.
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June 17, 2011, 07:17:32 PM
Reply #17
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 #17 on:
June 17, 2011, 07:17:32 PM »
Yeah, just one problem...
It reduces the colors, presumably because MM8BDM is run in 256-color mode, or maybe since the Skulltag engine is based on the id-tech-1 engine, which supported an unknown number of colors, I don't know.
Is there also a way to get around this, to make it a 16-bit, or even 24-bit color engine?
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June 17, 2011, 07:19:43 PM
Reply #18
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 #18 on:
June 17, 2011, 07:19:43 PM »
http://zdoom.org/wiki/Palette
Take a good look because that's the doom palette. You can make a custom palette though, if you really really want to.
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June 17, 2011, 11:08:20 PM
Reply #19
KillerChair
Standard Member
Date Registered: August 24, 2010, 11:27:42 PM
Re: Mega Man: The Power Battle/16-bit Deathmatch Project
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Reply #19 on:
June 17, 2011, 11:08:20 PM »
Just saying this.
Make it as MM7 as possible and i might just play the game with this project and stuff
Good luck on making this though. Seems like too much work for me
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June 18, 2011, 04:42:04 PM
Reply #20
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 #20 on:
June 18, 2011, 04:42:04 PM »
Alright, another problem....
when switching the main Megaman sprites, it always gives an error that the base is too high. Which file gives the dimensions for the sprites? I'd like to know, because all of the scripts I've looked through don't show how tall the main player is automatically set to.
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June 18, 2011, 04:48:59 PM
Reply #21
Asd967
MM8BDM MM8 Contributor
Date Registered: November 01, 2010, 03:59:45 AM
Re: Mega Man: The Power Battle/16-bit Deathmatch Project
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Reply #21 on:
June 18, 2011, 04:48:59 PM »
When changing the player class, always make sure the first sprite is PLAY A 0.
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June 20, 2011, 03:58:12 PM
Reply #22
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 #22 on:
June 20, 2011, 03:58:12 PM »
Alright, I try MM7 styled textures, and...
(click to show/hide)
... the palette messes it up.
The edited textures (unedited ones not shown)...
(click to show/hide)
As you can see, the light greens were the only colors changed.
Now, is there a tutorial for changing colors in the Doom palette?
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June 20, 2011, 04:04:17 PM
Reply #23
LlamaHombre
MM8BDM Extender
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Date Registered: November 15, 2010, 09:19:04 PM
Re: Mega Man: The Power Battle/16-bit Deathmatch Project
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Reply #23 on:
June 20, 2011, 04:04:17 PM »
Have you tried opening it in OpenGL? I know it's not how you're supposed to test maps, but it shows the correct textures that you used, regardless of whether they're in the pallate or not!
It fixes the hell out of Turboman's stage, which is where my theory comes from.
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June 20, 2011, 04:20:27 PM
Reply #24
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 #24 on:
June 20, 2011, 04:20:27 PM »
It lags like hell, so I can't figure that out.
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June 20, 2011, 04:23:20 PM
Reply #25
LlamaHombre
MM8BDM Extender
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Date Registered: November 15, 2010, 09:19:04 PM
Re: Mega Man: The Power Battle/16-bit Deathmatch Project
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Reply #25 on:
June 20, 2011, 04:23:20 PM »
Maybe send me the cutman.wad?
I could tell you then if it works in GL.
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June 20, 2011, 04:31:07 PM
Reply #26
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 #26 on:
June 20, 2011, 04:31:07 PM »
I don't see a problem with how it looks!
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June 20, 2011, 04:42:41 PM
Reply #27
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 #27 on:
June 20, 2011, 04:42:41 PM »
http://www.sendspace.com/file/2fdady
Here's the level.
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June 20, 2011, 04:57:17 PM
Reply #28
Korby
Global Moderator
Benvenuto nella room italiana!
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Date Registered: March 04, 2010, 03:36:02 AM
Re: Mega Man: The Power Battle/16-bit Deathmatch Project
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Reply #28 on:
June 20, 2011, 04:57:17 PM »
Well it's certainly easier to look at.
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June 22, 2011, 06:18:10 PM
Reply #29
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 #29 on:
June 22, 2011, 06:18:10 PM »
NOTICE:
Two days ago, my computer started freezing up. Yesterday, I kept getting the BSOD, until when I start my computer up, all I get is a black screen, and now, it just simply won't start up. I've done everything I can to fix my computer, nothing will work. This means that I won't be posting on Cutstuff for a while, or doing anything MM8BDM related, until I can order a new computer around November/December, that's when I can get a decent computer. Until then, this project will be on hiatus.
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Mega Man: The Power Battle/16-bit Deathmatch Project