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Author Topic: Mega Man: The Power Battle/16-bit Deathmatch Project  (Read 17035 times)

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June 23, 2011, 09:32:10 PM
Reply #30

Offline Strange Metool

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Re: Mega Man: The Power Battle/16-bit Deathmatch Project
« Reply #30 on: June 23, 2011, 09:32:10 PM »
Quote
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.

I change my mind on that, the project is not on hiatus and will be open again. I won't be doing much for the project, due to me using a friend's computer that prohibits me from downloading things, so I can't download MM8BDM and things like that. So, I'll just be directing the project.

If you want to join in, just put what you would like to do in a post.

When you get to the point in a sprite sheet where you think it needs improvement, or when you want to show it off, just post it on this topic, and let me (and others!) judge it, and I'll tell you what needs to be improved or changed.

Also, textures for stages are needed, too. If you want to revamp the textures in any stage you want to do, just make a post of it!

Weapons need to be revamped, and sound effects, too.

And, the hardest part, changing the MM8BDM palette (a redone Doom palette with colors reflecting the 56-color NES palette) to support the SNES palette, 32,768 colors (or a 15-bit bitmap). I'm not sure which file it is in, though.

(One last thing. FiniteZero, I wasn't looking for Wily Wars-styled music, I was looking for MM7-styled music.)

And, that's it.

June 23, 2011, 09:34:16 PM
Reply #31

Offline Gummywormz

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Re: Mega Man: The Power Battle/16-bit Deathmatch Project
« Reply #31 on: June 23, 2011, 09:34:16 PM »
WCOLORS.o only controls translations for weapons. Nothing to do with the palette at all.

June 24, 2011, 07:20:48 PM
Reply #32

Offline Tempura Wizard

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Re: Mega Man: The Power Battle/16-bit Deathmatch Project
« Reply #32 on: June 24, 2011, 07:20:48 PM »
Well, is there anything I can do to help?  It looks like a lot of work, so I would like to help! :mrgreen:

June 24, 2011, 08:26:59 PM
Reply #33

Offline Strange Metool

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Re: Mega Man: The Power Battle/16-bit Deathmatch Project
« Reply #33 on: June 24, 2011, 08:26:59 PM »
Quote from: "Pie man"
Well, is there anything I can do to help?  It looks like a lot of work, so I would like to help! :mrgreen:


Is there a specific character or tileset you'd like to do?

June 24, 2011, 08:38:20 PM
Reply #34

Offline Tempura Wizard

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Re: Mega Man: The Power Battle/16-bit Deathmatch Project
« Reply #34 on: June 24, 2011, 08:38:20 PM »
Well, I could do Gutsman in Megaman 7 style, because he is in that. :ugeek:   Or, I could do Cutman. :)

June 24, 2011, 08:53:02 PM
Reply #35

Offline Strange Metool

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Re: Mega Man: The Power Battle/16-bit Deathmatch Project
« Reply #35 on: June 24, 2011, 08:53:02 PM »
Choose whichever one you want to do more.

The steps are easy.

Get your MM7/TPB sprite sheet, and a MM7 Mega Man sprite sheet.

Create your sprites, recolor them as Mega Man, and save them with the MM8BDM naming format (I'll post this later)

If you haven't done it already, put them in a transperancy program (like Photoshop), and erase all areas with white outside of the sprite.

Start SlumpED, and import the files each in a new lump. Let the program set the offsets for you, or give them their offsets  manually (the feet should go a bit under the middle line).

Now, export the images (the button with the folder and the green arrow that goes up), with the same name as before. Put them in a folder, zip it up, and put it on a sharing website (like Sendspace).

June 25, 2011, 04:15:38 PM
Reply #36

Offline Tempura Wizard

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Re: Mega Man: The Power Battle/16-bit Deathmatch Project
« Reply #36 on: June 25, 2011, 04:15:38 PM »
Well, I have been working on Gutsman for a while, and I think I've done a good job. :mrgreen:   So, I thought I give you a picture of how it looks right now.

June 25, 2011, 04:17:07 PM
Reply #37

Offline LlamaHombre

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Re: Mega Man: The Power Battle/16-bit Deathmatch Project
« Reply #37 on: June 25, 2011, 04:17:07 PM »
Good, but the helmet should still be yellow.

June 25, 2011, 07:02:11 PM
Reply #38

Offline Korby

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Re: Mega Man: The Power Battle/16-bit Deathmatch Project
« Reply #38 on: June 25, 2011, 07:02:11 PM »
How many walking frames will you be allowing?

June 25, 2011, 09:45:17 PM
Reply #39

Offline Tempura Wizard

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Re: Mega Man: The Power Battle/16-bit Deathmatch Project
« Reply #39 on: June 25, 2011, 09:45:17 PM »
???????????? :shock:

June 25, 2011, 09:55:24 PM
Reply #40

Offline Korby

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Re: Mega Man: The Power Battle/16-bit Deathmatch Project
« Reply #40 on: June 25, 2011, 09:55:24 PM »
Asking Strange Metool how many walking frames there will be in the cycle for this mod. Because it's not 8BDM, he can use more than four.

June 25, 2011, 09:59:38 PM
Reply #41

Offline Ivory

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Re: Mega Man: The Power Battle/16-bit Deathmatch Project
« Reply #41 on: June 25, 2011, 09:59:38 PM »
To add on, I also think Gutsmans jewel should be the correct color. These are bigger 16 bit sprites, it doesn't need to be nearly as blue/cyan as the smaller 8 bit sprites.

June 25, 2011, 11:08:48 PM
Reply #42

Offline Tempura Wizard

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Re: Mega Man: The Power Battle/16-bit Deathmatch Project
« Reply #42 on: June 25, 2011, 11:08:48 PM »
Thanks for the advise!  I'll make a those few changes tomorrow. :mrgreen:

June 27, 2011, 03:10:49 PM
Reply #43

Offline OZX

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Re: Mega Man: The Power Battle/16-bit Deathmatch Project
« Reply #43 on: June 27, 2011, 03:10:49 PM »
This looks pretty nice.im goin to keep an eye on dis.

June 30, 2011, 03:00:46 PM
Reply #44

Offline Strange Metool

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Re: Mega Man: The Power Battle/16-bit Deathmatch Project
« Reply #44 on: June 30, 2011, 03:00:46 PM »
Sorry I haven't been posting lately, I have all of the questions answered here. Unfortunately, my friend does not let me use his computer anymore, so that means I won't be posting anymore for a while until I can get a new computer.

The maximum for walking sprites is 11 (as with Mega Man, all other characters and enemies use less), however, that would take a lot of sprites (55 image files for running?). I'd need someone to crack the code on which file has the info of the limit of frames, or is there a way to get past the 5-sprite limit by naming things differently.

omegazerox12, you may be a beta tester, but it will take a while. It might take a couple of months, maybe even a year or two! Just keep an eye on it, the project doesn't even have 1% done, but it will increase as time goes by.

FiniteZero, just saying, I'd reccomend redoing them in MM7 style, not like Wily Wars-styled songs.

And, that's the bunch of stuff I have to say.