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06-26-24 06:58 AM
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Acmlm's Board - I3 Archive - ROM Hacking - Mega Man X: Rise of the Robot Masters
  
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Crashman
Posts: 1/80
The screen shots look excellent. And thanks for posting that MMX3 editor link. Been trying to do some MMX editing for ages now....
NetSplit
Posts: 32/144
Originally posted by PSlugworth
Just tried the Gutsman level, and have only a few more things to add to what's already been said:

1) If you die on the area with the spikes, this is same area where you regenerate, so when you warp down you're put directly over the spikes. It's not impossible to just hold right immediately before you "land," but I think -- personally -- landing directly onto a platform might be better.

2) The palette change when you enter the first boss doors is a little bit awkward. Not horrible, it just seemed very... noticeable.

Other than that, everything looks really good. I really, really dig the X-style platform graphics!

Heh, oops, I totally forgot to mention the palette change. It was so blatant that I assumed he'd be fixing it on his own.

Also, I didn't die in the stage, so I have no info regarding the checkpoints and if they work or not.


kuja killer: Are you making an MM1 hack? If it's MM1, I'd possibly be willing to test it.
insectduel
Posts: 129/768
I love Megaman hacks. There's no need for ROMs except for the patching since I have Megaman Anniversery Collection. Anyway I hope you will release Mega Man X: Rise of the Robot Masters someday. I'm expecting some good work on your hack.
ShadowTails
Posts: 16/80
I haven't really sat down and played megaman >.> I have alittle, but not a whole lot, anyways, this hack does look promising.
PSlugworth
Posts: 14/61
Just tried the Gutsman level, and have only a few more things to add to what's already been said:

1) If you die on the area with the spikes, this is same area where you regenerate, so when you warp down you're put directly over the spikes. It's not impossible to just hold right immediately before you "land," but I think -- personally -- landing directly onto a platform might be better.

2) The palette change when you enter the first boss doors is a little bit awkward. Not horrible, it just seemed very... noticeable.

Other than that, everything looks really good. I really, really dig the X-style platform graphics!
kuja killer
Posts: 20/104
Originally posted by PSlugworth

Good work, and let me know if you ever need a beta tester -- I'm always in the mood to play anything remotely Mega Man related...!


I might be looking for only 1 or 2 private testers for my MM hack in about a month or less.
Basically just to see if anything's wrong, or needs to be touched up in some areas in particular, suggestions welcome ...etc.
Andy
Posts: 309/517
I think: The graphics are good and the game play is good. You're doing a great job!
Dr. Mario
Posts: 32/195
Thanks for the info! That's exactly what I was looking for, some of the bugs you mentioned I already knew about (i.e. the glitch with the metools) but I definately need to know what direction I needed to go with this.
NetSplit
Posts: 31/144
You didn't tell us whether the level we're playing is supposed to be a finished product or a work-in-progress, and if the latter, what is still not done. Assuming it's mostly finished...

My biggest gripe with the stage is that it's too close to the original design. The scrolling appears to be identical, and in many spots the enemy placing is almost exactly like it was in the original. You don't throw any new enemies into areas where they weren't before or at least mix up the ordering, so the level winds up looking like nothing more than a graphic overhaul with a bit of new terrain to spice things up. Also, two of your metools are out of order in the data early in the stage, which causes one to appear on the screen at the same time that the second one scrolls osncreen, isntead of the first one scrolling on and then the second one. This is easily fixable in visine (maybe also Rock and Roll?) and is a very obvious bug, so I'm surprised hackers commonly don't bother fix it.

As far as the level design goes, I like it, but it feels really bland because of the enemies. Also, adding some new scroll to the level would really spice things up. A pair of upward scrolls somewhere would be very welcome.

As for the graphics, not bad, but in some spots you look like you got lazy and didn't bother to touch things up; I don't mean this in regard to the graphic work you actually did in whatever graphics editor you use, but rather with your block palcement in the level. As a rule of thumb, if doing something causes something to look strange or clearly shows the 16x16 block design of the game, it should be avoided. For example, in one spot you have a building graphic and a spike in front of the building graphic at one point. The problem is that this causes the building to cut off and appear to be floating there above the spike and then magically continue on again below the spike, which doesn't look right at all. You also sacrifice you neat support-beam block (the X looking block) in some places, which looks very odd (on the same screen as the spike thing I just mentioned, there's an X thing that doesn't appear because that 32x32 block is being used for the left edge of a platform. Maybe you could end the platform one block to the right? Or, better yet, since both the platform and support beam graphic use the green palette, you can make a new graphic for that particular platform that shows the platform overlapping the support beam, which would look fine, and you do have the space to do this, since the last 2 TSA blocks in your pattern table are from the original Guts stage). You also don't have the support beam graphic to the left of the ladder, which would be easily doable by creating a new 32x32 block with a ladder on the right half and support beam stuff on the left half. It's just simple TSA editing. Also, at the end of the first horizontal scroll, where you go down for the first time, the transition looks very awkward, graphically.

Also, regarding platform graphics, please extend platforms all the way to the left and right edges of their 16x16 blocks. As it is, they end early, and as a result you can't really tell where the edge of the platform is. I can make Mega Man X levitate in the air next to platforms because the graphic doesn't extend as far as it should. This means that precise jumping is not as easy as it could be.

On the last screen where you go down, you need to make it so X can only go down on the left half of the screen. The reason for this is that the next screen scrolls horizontally, so if X is anywhere on the right half of the screen, the screen will jump right, which looks really crazy and can mess up enemies. So, the last vertical scroll before a horizontal area should always stick MM somewhere on the left half of the screen.

I think that's about it. If you're far from done with the level and already intended to do a lot of what I said, then cool. I hope at least some of this has been helpful, though, and I do like what I see; I look forward to seeing more.
RT-55J
Posts: 27/109
Originally posted by lags_80x
Looks so good. I suggest you change the year in main screen (1987) to 2005 or 2006 and change "Nintendo....." for your name.

Here's a better idea:

Original Game (C) 1987 Capcom
All Changes (C) 2005, 2006 Dr. Mario
Dr. Mario
Posts: 31/195
If I just used a title screen from another game then it would take out all the fun of hand drawing one.


Fireman is back to his old stomping grounds, just with an updated look.

Just to see if I'm going the right direction here's an IPS file with Gutsman's stage to see if you guys dig the way I'm designing levels: http://www.80snostalgia.0nyx.com/MMX.zip
(copy and paste the URL, my host isn't a big fan of hotlinking)
PSlugworth
Posts: 13/61
Originally posted by insectduel
But it would be easier if you rip off Megaman X tile off Megaman Extreme for the GBC.


My thoughts exactly.

This looks really great, keep us all updated. There aren't enough complete Mega Man hacks out there -- and this one is not only unique, but appears to be nicely themed and designed, all around exceptionally well done. Good work, and let me know if you ever need a beta tester -- I'm always in the mood to play anything remotely Mega Man related...!
insectduel
Posts: 121/768
YESSSSSSSSSSSSSSSSSSS!!!!!! A great and decent Megaman hack I'd like to see. But it would be easier if you rip off Megaman X tile off Megaman Extreme for the GBC.

Megaman X is so cool.

I'd like to make one and show it real soon.
Dr. Mario
Posts: 28/195
Originally posted by infidelity
've been having difficulty with making the regular megaman, look like megaman x. I even tried ripping certain x/series graphics, and attempting to use them, but the conversion is shitty.


Originally posted by lags_80x
Looks so good. I suggest you change the year in main screen (1987) to 2005 or 2006 and change "Nintendo....." for your name.


I'm sticking to the really easy stuff first like graphics and level design, and then I'm going to see how easy or hard it will be to completely rebuild the Mega Man sprite, and change text. I'm more worried about the really hard stuff that's super important right now though, like putting changing Dr. Wily into Sigma, and making the Zombie Yellow-Devil.
kuja killer
Posts: 19/104
Heyyy, I'll look forward to playing it when you have it done, goodluck.
I usually only play megaman hacks anyways.
Celice
Posts: 48/355
I'm sure he'll do something about those later on
Deleted User
Posts: 34/-7750
Looks so good. I suggest you change the year in main screen (1987) to 2005 or 2006 and change "Nintendo....." for your name.
Black Lord +
Posts: 30/273
My only gripe is that the X sprite looks a bit awkward, that's all I have, other than that it looks great Dr. Mario.

Nice title screen too!
Andy
Posts: 302/517
Is there a editor for Mega Man X? Some one PMed me a Mega Man X editor that turned out to be a link to imageshack? They said they have made a Mega Man X hack.
NetSplit
Posts: 30/144
You could always enlarge the MM sprite, if it's too difficult to fit in an X sprite as it is. This wouldn't be all that difficult, but it would be tedious work because a lot of data would have to be moved and many pointers potentially updated.
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Acmlm's Board - I3 Archive - ROM Hacking - Mega Man X: Rise of the Robot Masters


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