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Please chime in on a proposed restructuring of the ROM hacking sections.
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flamepanther
Posted on 03-02-17 05:26 PM, in Super Mario Bros. 2 - Standard Mario Patch v1.2 Released Link | Quote | ID: 164940

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Wow! I've wanted something like this for awhile, so thanks for making it. Great work!

If you get around to a revised version, I definitely agree with walking into mushrooms to activate them. If you can't fix the starman thing, could you have it replace the floating heart power-up for killing enemies instead? It would change the game balance significantly, but it doesn't involve picking anything up, so the characters shouldn't get stuck. The heart isn't any more Mario-like than the watch anyway. If that makes the game too difficult, maybe coins could replenish health like in the 3D Mario games.

The only other change I can think of would be to make the small versions of characters two tiles tall instead of three. Or to replace mushrooms with a fire flower once you've collected one, but that seems a bit crazy

flamepanther
Posted on 03-06-17 05:06 PM, in Megaman the Wily Wars - Mega Edition ~ (Informational & Showcase Thread) Link | Quote | ID: 165075

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Posted by Synthetekh
Hopefully I won't run out of data and have to split the game into two parts, as the Genesis allows for a Game to be up to 4MB max, but there is 4MB reserved for the Sega CD, and another 4MB reserved for the 32X as well, and it might be possible to use them with just the Genesis by itself; I need to research this more.
If you do run out of space, would you consider moving the game to CD-ROM?

I also eventually plan to make a 32X port of it.
Yes please!


Megaman's and everyone else's abilities will be limited / changed by the game as appropriate for each character and game.
...

Perhaps the gameplay customization should either need to be unlocked, or if allowing it from the start you just won't be able to unlock other content by beating the games while it's enabled.
...

And again, they'll be like having cheats on in a sense (so I won't count any of the games as beaten in your save file, unless completed while all of the cheat-like customizations are off).
How about a "continuous" mode? You'd start with your character's full set of normal abilities (slide, charge shot, Power Battle wall kick, etc.) and weapons would carry over between games (all MM1 weapons available in MM2, etc.)... but you'd have to go through all 10 games in order and nothing from a "continuous" save counts toward the individual games in normal mode.


I don't know if the way Bass shoots in MM7 and The Power Battle / Fighters (plus the ability to charge) is how he is really supposed to be at that point in the story, or if they decided to reboot how he works later on to how he is in MM&B and MM10, but having some change in abilities by the game for him could be considered. I also want to see if I can find an effectively good way to allow him to move around while shooting (maybe if standing still before shooting he'll stay in place so you can easily aim, and if moving before shooting he'll only stay in place if you let go of firing and then start again when standing), and also stand in place to shoot and aim when desired. And as far as rapid shooting, vs normal firing and ability to charge goes, maybe he could switch modes in the weapon menu (he is afterall more of a Robot that Wily created to be based around Power, and the rapid fire only does half the damage as Megaman's basic shot).
It would be interesting to (perhaps optionally) have two fire buttons--one for MM7/arcade style and one for MMB/10 style. Of course you'd need to support the 6-button controller if you've already got a separate dash button.


The only difference I'm aware of with Protoman that exists, is in MM7 and The Power Fighters he dashes with his shield in front of him. Not sure yet if that should even be included.
My preference would be for Down+Jump to be a slide move and a dash button or forwards double-tap to be the shield dash. In the interest of balance, the dash could be a little faster than the slide, but wouldn't decrease the height of your hitbox. He also has that crazy multiple-charged-shot thing in the MM7 fight.


Someone else has a thread on sprites-inc of the idea of a Wily Wars 2 / Expansion Idea, and the thought of using the Megaman Killers as Bosses for a 2nd Wily Tower kind of game was brought up, but then to fit that format those 3 additional weapons from MM10 wouldn't be gained (although it's not like there's some rule that they absolutely can't...). I'm not sure what should be done with that yet. Any ideas are very welcome.
Why not use the first DOS game (Volt Man, Dyna Man, Sonic Man) as a basis for the second Wily Tower? Then the Killers are still reserved for the DLC stages ...unless you decide to incorporate the GameBoy games

If you're considering bonus characters like X and Zero... Gunvolt and Beck would be a fun idea

flamepanther
Posted on 03-13-17 05:17 PM, in Super Mario Bros. 2 - Standard Mario Patch v1.2 Released Link | Quote | ID: 165165

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Wow, really sorry to hear about that! Definitely put your health first though!

I guess I'm going to have to come up with a different name for the SMB2u facelift patch I was working on. XD

flamepanther
Posted on 03-14-17 04:23 PM, in Super Mario Bros. 2 - Standard Mario Patch v1.2 Released (rev. 5 of 03-14-17 07:02 PM) Link | Quote | ID: 165172

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Posted by RetroRain
Dude, it's totally cool with me--if you want to use that name for your hack as well, I don't see a problem with it. I couldn't really think of a good name for this kind of hack I was doing, so DX seemed the most appropriate.

Eh. I was only gonna use it because I'm the author of the "Super Mario Bros. DX" patch originally from from back in the '90s--speaking of which, I need to release a massive update I've been sitting on. I never told anyone I was starting on a follow-up, and I'm sure I can come up with another name that still connects it to my SMB1 patch.

Posted by RetroRain
Oh, and I did decide that I am going to release a Version 1.1 of my Standard Mario Patch, fixing the star problem, and being able to walk into mushrooms to obtain them. But the character-switching mid-level, since I see that as part of a difficulty mode, I will be keeping that for my DX hack instead.

I think I figured out how to fix that Star problem.

Sweet!

Whatever you decide to call it, you're welcome to use the graphics I've been working on, if you want to. I'll post some of them up later.

EDIT:

These aren't​ the final versions, but here are some examples of what I'm working on.







@EP: Those are pretty sweet. I think maybe it's just a touch too aggressive with the SMB3 graphics, which is a mistake I made with Super Mario Bros DX (and which I am fixing). Even there, the world 5 clouds would be a better match for the SMB2 cloud platforms. Unless those are being used to free tiles for something else?

flamepanther
Posted on 03-15-17 04:55 PM, in Megaman/Rockman 3 Improvement 3.0 Link | Quote | ID: 165183

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This is kinda late, but I wanted to opine that the unused image of MegaMan's back is probably alternate art for the ending, where he's staring off at the imaginary image of Protoman in the sky. They probably either couldn't get the foreshortened perspective to show enough of the sky, or didn't have time/space to create matching animation to lead up to it.

flamepanther
Posted on 03-17-17 09:48 PM, in Super Mario Bros. 2 - Standard Mario Patch v1.2 Released Link | Quote | ID: 165214

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Posted by RetroRain
And thank you for allowing me to use your graphics flamepanther. But, I'm going to leave the original ones in there.

That's cool. I'll try to keep my patch compatible with yours for anyone that wants to use them together. Shouldn't be difficult, probably.

flamepanther
Posted on 03-22-17 08:21 PM, in Megaman the Wily Wars - Mega Edition ~ (Informational & Showcase Thread) Link | Quote | ID: 165253

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The DOS robot masters all look a little weird and would probably need design tweaks. I haven't played the fan remake of the DOS games yet, but I imagine the team who made it has already had to deal with that. Maybe they'd give permission to adapt their redesigns?

I think Gunvolt and Beck would fit the aesthetic just fine if their sprites were based on how they both looked in Mighty Gunvolt, which was made in the classic 8-bit Mega Man art style. But it's your call, and probably a low priority either way.

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