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Main - Posts by Trinitronity |
Trinitronity |
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Porcupo Level: 38 Posts: 181/311 EXP: 351633 Next: 18814 Since: 02-04-13 Last post: 1950 days Last view: 592 days |
Thanks, just sended a PM to him.
But...are you sure that he is open to requests? I mean, he has lots of work to do, from what I have heard. |
Trinitronity |
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Porcupo Level: 38 Posts: 182/311 EXP: 351633 Next: 18814 Since: 02-04-13 Last post: 1950 days Last view: 592 days |
No! You are selling a game based on a franchise you don't even own! And I will NOT tolerate that! |
Trinitronity |
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Porcupo Level: 38 Posts: 183/311 EXP: 351633 Next: 18814 Since: 02-04-13 Last post: 1950 days Last view: 592 days |
Sadly, I'm worried that I'm asking for a lot.
I'm asking for a POKéMON to be sprited. But said POKéMON should not only have the same animations like MagnetMan, but the sprite tiles of the POKéMON needs to fit in the spots of MagnetMan's sprite tiles in yy-chr perfectly. |
Trinitronity |
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Porcupo Level: 38 Posts: 184/311 EXP: 351633 Next: 18814 Since: 02-04-13 Last post: 1950 days Last view: 592 days |
Hmm...I guess you got a point there...
...wait, who in this forum is an admin, though? |
Trinitronity |
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Porcupo Level: 38 Posts: 185/311 EXP: 351633 Next: 18814 Since: 02-04-13 Last post: 1950 days Last view: 592 days |
Thanks, I now have sent both of them following message:
Let's see how that goes. |
Trinitronity |
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Porcupo Level: 38 Posts: 186/311 EXP: 351633 Next: 18814 Since: 02-04-13 Last post: 1950 days Last view: 592 days |
Posted by mASKED xPosted by Trinitronity ...are you fucking dense?! He's demanding money for something that DOES NOT BELONG TO HIM! That pretty much makes him a thief! |
Trinitronity |
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Porcupo Level: 38 Posts: 187/311 EXP: 351633 Next: 18814 Since: 02-04-13 Last post: 1950 days Last view: 592 days |
Posted by Mike-TechPosted by Trinitronity Don't worry, I already know that the original sprites wont work, hence why I'm asking for custom sprites. But they need to fit in MagnetMan't spots perfectly, with no holes or cut off pixels. Also, just checked this guy's posts. Appearantly, those are his own tiles used in his Metroid hack, and they actually look quite nice. Sadly, I'm not signed up at this forum, so maybe if he's interested in helping me, he could join this forum, maybe? |
Trinitronity |
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Porcupo Level: 38 Posts: 188/311 EXP: 351633 Next: 18814 Since: 02-04-13 Last post: 1950 days Last view: 592 days |
I'm still having problems with the teleporters, but right now, I also have another problem with MM3:
Sometimes, when I place enemies on MegaFLE X, they wont appear until I reach a certain point, where they suddenly appear out of air. It happens with every enemy and even power ups, and I have no idea why. |
Trinitronity |
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Porcupo Level: 38 Posts: 189/311 EXP: 351633 Next: 18814 Since: 02-04-13 Last post: 1950 days Last view: 592 days |
Okay, I did both, and the problem still persists... |
Trinitronity |
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Porcupo Level: 38 Posts: 190/311 EXP: 351633 Next: 18814 Since: 02-04-13 Last post: 1950 days Last view: 592 days |
Damn...any clue about the teleporter problem, though?
Also, I feel tempted to just release an unabridged alpha prototype version of my game, just so it can gain more attention. |
Trinitronity |
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Porcupo Level: 38 Posts: 191/311 EXP: 351633 Next: 18814 Since: 02-04-13 Last post: 1950 days Last view: 592 days |
Sadly, there is no datatable for the teleporters.
At least, not that I know of. And it looks like Kujakiller has no idea either... Also, regarding the Offset value for Sprite: Screen, I get B11 as the Offset value. Now the question: With which values do I sort the numbers out? |
Trinitronity |
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Porcupo Level: 38 Posts: 192/311 EXP: 351633 Next: 18814 Since: 02-04-13 Last post: 1950 days Last view: 592 days |
Actually, moving around the faulty objects and then back to their original position already fixed the problem with the object appearance. At least that fixed it for TopMan's level, but I assume that this could work for other levels as well, if they should happen to get those problems, too.
Welp, now only the teleporter problem is left, and then I can more actively go ask around for spriters (I'm currently still waiting for a response from ThanatosZero). |
Trinitronity |
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Porcupo Level: 38 Posts: 193/311 EXP: 351633 Next: 18814 Since: 02-04-13 Last post: 1950 days Last view: 592 days |
Posted by ZieldakPosted by TrinitronityYes, you can do this on all levels. Actually, you don't have to move all the enemies, just the ones that do not spawn correctly. I'm talking about both the first one and the end stage one. The boss teleporters work fine, thankfully. Otherwise, I would have punched myself in the face. |
Trinitronity |
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Porcupo Level: 38 Posts: 194/311 EXP: 351633 Next: 18814 Since: 02-04-13 Last post: 1950 days Last view: 592 days |
Posted by za909 Sadly, I actually want to change the enemy/item layout to fit both the new stage layout (which keeps all the previous scrolldata, BTW) and the enemy/item layout standards of Boss Refight stages in later MegaMan games. I also want to change Wily Stage 3 a lot, but I'm not even sure if I should keep the Holograms there or if I can instead use a Doc Robot that I haven't used yet (with the holograms intact, I would only use 6 of the 8 Doc Robots at max). But yeah, it's way too early to worry about Wily Stage 3 right now, since its Wily Stage 4 that is giving me problems at the moment. |
Trinitronity |
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Porcupo Level: 38 Posts: 195/311 EXP: 351633 Next: 18814 Since: 02-04-13 Last post: 1950 days Last view: 592 days |
Fair enough.
Anyway, I got TopMan's stage finished in terms of level layout and the only thing missing are sprites for the midboss and the TopMan replacement. However, I do get a new problem with NeedleMan's stage. After I tried to extend it by three screens and updating the scroll data, door data and enemy data for the stage to still be correct, the scroll data glitches up. If I enter the room with the spikes, the player does a transition to the next screen on the right, ending up inside a wall, even though the Screen Editor in MegaFLE X is still properly set as "Downright x $3" in that room. Why is this happening to me? |
Trinitronity |
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Porcupo Level: 38 Posts: 196/311 EXP: 351633 Next: 18814 Since: 02-04-13 Last post: 1950 days Last view: 592 days |
Posted by za909 Well, that's nice and all, and I will thank you for that, but you ignored my question: Posted by Trinitronity Seriously, I have absolutely no idea why this is happening. BTW, I extended the stage by adding a 3-screen room inbetween the spike room (which has still the first checkpoint) and the vertical stretch. |
Trinitronity |
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Porcupo Level: 38 Posts: 197/311 EXP: 351633 Next: 18814 Since: 02-04-13 Last post: 1950 days Last view: 592 days |
Posted by ZieldakPosted by TrinitronityCan you add more details please? It's hard to answer this question without enough data. Maybe, you also should include one or two heavily edited screenshots, to prevent spoiling. A video would be even better, but duh. Well, that definitely happens when I first enter the room (as in not dying). Anyway, the problems happens at screen A, and between the screens C and D, I included the new screens 13, 14 and 15. I also have re-set the Mid checkpoint and boss checkpoint, and the problem still persists... |
Trinitronity |
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Porcupo Level: 38 Posts: 198/311 EXP: 351633 Next: 18814 Since: 02-04-13 Last post: 1950 days Last view: 592 days |
That would be this:
UpRight x $7 DownRight x $3 <- problem room Right x $3 <- new room |
Trinitronity |
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Porcupo Level: 38 Posts: 199/311 EXP: 351633 Next: 18814 Since: 02-04-13 Last post: 1950 days Last view: 592 days |
Oh wow, that really fixed the problem.
Man, it sure is weird that it only does that kind of scrolling when you're at a certain point of the screen, but scrolls normally when not. But thanks for giving the fix. Now NeedleMan's stage is also finished for the most part, although I'm now trying to make it graphically look less like NeedleMan's stage while still keeping my main idea (abadoned city with a lot of plants and growth). Actually, using the original stages as a base and go crazy from there on seems like a good idea so far, although that definitely doesn't really work in MagnetMan's case, since it's still too much like MagnetMan's stage... |
Trinitronity |
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Porcupo Level: 38 Posts: 200/311 EXP: 351633 Next: 18814 Since: 02-04-13 Last post: 1950 days Last view: 592 days |
Not enterily sure if that could work out without the level layout screwing up a lot...
Anyway, with that out of my way, I would like to do a minor edit to a weapon. So, Hard Knuckle has a special way of being fired off, but I want to revert it to the generic way of firing off. I tried to tinker with the values, but sadly, I cannot make it like that so there is little delay between the button press and the shot and on the same time make the shooting animation show up longer and decreases the amount of time where MegaMan's arm disappears to 0. In other words, how can I make the Hard Knuckle replacement (which is now planned to be a bouncing rock) being fired off like a regular shot instead of how the Hard Knuckle is usually shot? |
Main - Posts by Trinitronity |
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