| |||
Views: 88,314,927 |
Main | FAQ | Uploader | IRC chat | Radio | Memberlist | Active users | Latest posts | Calendar | Stats | Online users | Search | 03-29-24 02:38 AM |
|
Guest: Register | Login |
Main - Posts by RetroRain |
RetroRain |
| ||
Fuzz Ball Level: 66 Posts: 181/994 EXP: 2432482 Next: 29369 Since: 09-30-07 Last post: 1906 days Last view: 929 days |
Damn. How did you get this hack done so quick? How many months did it take you, from start to finish? I'm just curious, because it wasn't too long ago when you showed us the first screenshots.
Anyway, the hack looks sweet. Very nice work there. ____________________ My YouTube Channel |
RetroRain |
| ||
Fuzz Ball Level: 66 Posts: 182/994 EXP: 2432482 Next: 29369 Since: 09-30-07 Last post: 1906 days Last view: 929 days |
This game looks so awesome. I wonder if they are going to include the robot bosses names under their introduction sequence. There isn't any room underneath them for it, unless of course they move the robot up a little bit. The title screen is awesome, and so is the music!
Mega Man 9 Gameplay in high quality! ____________________ My YouTube Channel |
RetroRain |
| ||
Fuzz Ball Level: 66 Posts: 183/994 EXP: 2432482 Next: 29369 Since: 09-30-07 Last post: 1906 days Last view: 929 days |
Seeing this game makes me want to do my own homebrew MM game. ____________________ My YouTube Channel |
RetroRain |
| ||
Fuzz Ball Level: 66 Posts: 184/994 EXP: 2432482 Next: 29369 Since: 09-30-07 Last post: 1906 days Last view: 929 days |
Nintendo should just do what Capcom is doing, make an all new 8-bit Mario game. What would you rather see it in, the original SMB style, or the SMB3 style? ____________________ My YouTube Channel |
RetroRain |
| ||
Fuzz Ball Level: 66 Posts: 185/994 EXP: 2432482 Next: 29369 Since: 09-30-07 Last post: 1906 days Last view: 929 days |
I thought this was fan-made when I first looked at it, but after searching on Google, I realized that it was in fact Capcom that made this. Wow. I didn't think they'd actually go that far to mimic the good times, but it seems that they did. Nice work Capcom! ____________________ My YouTube Channel |
RetroRain |
| ||
Fuzz Ball Level: 66 Posts: 186/994 EXP: 2432482 Next: 29369 Since: 09-30-07 Last post: 1906 days Last view: 929 days |
Posted by NightKevGraphics don't make a game. Gameplay makes a game. And since a lot of retro games were good because of their gameplay, in which people looked past the graphics, hence the retro games are good, and the graphics give us nostalgia. The combination works. And since when does advanced graphics mean that the graphics are better? There's nothing wrong with 8-bit graphics at all. But whether a specific 8-bit game has bad graphics or not, is the opinion of the person playing the game. 8-bit graphics are simple, they have been proven to work, they are fun, and give us nostalgia. Take a look at Mega Man 9. Need I say more? Posted by XerussDefine better. They stopped making it cause they can do better? No, they stopped making it because of marketing reasons. Money is the reason we have gotten to this point. For example, the proper marketing choice for Mega Man 9, would be to make it in full 3D, with today's graphics technology, to compete with today's gaming standards. Do you think people would really care about MM9 if it went that route? The proof is in the pudding. http://www.gamesradar.com/f/mega-man-9-exclusive-interview-with-the-mind-behind-the-machines/a-2008070217152878013/p-1 Inafune: This project was born out of a desire to create a new Mega Man series in an 8-bit style. A decade has passed since the last Mega Man, and on this occasion, we specifically chose to go back to our roots. The idea behind it is that we wanted to reintroduce “simple and fun” characteristics of Mega Man to the users. XBLA and PSN enable HD output, but that alone does not make all the HD games interesting. HD technology does not make a game interesting. The quality of gameplay makes games interesting. Users don’t pick up a game to evaluate graphics. They pick up games to enjoy gameplay. If a game can offer fun, the users can enjoy the gameplay without any reference to the graphics. Meanwhile, I’m hoping that the 8-bit system will provide a different type of fun by bringing fresh air with retro graphics. ____________________ My YouTube Channel |
RetroRain |
| ||
Fuzz Ball Level: 66 Posts: 187/994 EXP: 2432482 Next: 29369 Since: 09-30-07 Last post: 1906 days Last view: 929 days |
I also wanted to add, without editing my post, because it is too long as it is, that this even came from Keiji Inafune himself:
http://www.gamesarefun.com/news.php?newsid=8781 Franchise creator Keiji Inafune states in the article that a modern Mega Man title "doesn't fit into the grandiose and expansive world that the consumer gaming industry has become, and so you have to make games that match the current expectations." Inafune goes on to explain that a modern looking and sounding Mega Man game would be attacked for being too simple or basic in today's game climate. WiiWare provided the right environment for the fun and basic experience Mega Man has always offered. 8-bit fashion has found a niche market lately, which Inafune thinks should lend some retro popularity to the new release. "I am sure when people see the opening scenes- new content with 8-bit graphics- they're going to be very excited," Inafune said. That's enough for now. I think I made my point. If anybody wants to argue with me on it, they can. But I probably won't respond, because I made my point. And this is coming from a game company person who said the same thing I just did. I rest my case. ____________________ My YouTube Channel |
RetroRain |
| ||
Fuzz Ball Level: 66 Posts: 188/994 EXP: 2432482 Next: 29369 Since: 09-30-07 Last post: 1906 days Last view: 929 days |
Posted by knuckEDIT - Edited post to make knuck happy.Posted by Logical OperandSee, thats where you're wrong. Unfortunately nowadays there are lots of people who only care about graphics in games. I disagree with you knuck. ____________________ My YouTube Channel |
RetroRain |
| ||
Fuzz Ball Level: 66 Posts: 189/994 EXP: 2432482 Next: 29369 Since: 09-30-07 Last post: 1906 days Last view: 929 days |
EDIT - Edited post to make knuck happy.
I disagree with you knuck. ____________________ My YouTube Channel |
RetroRain |
| ||
Fuzz Ball Level: 66 Posts: 190/994 EXP: 2432482 Next: 29369 Since: 09-30-07 Last post: 1906 days Last view: 929 days |
Have a nice day knuck. ____________________ My YouTube Channel |
RetroRain |
| ||
Fuzz Ball Level: 66 Posts: 191/994 EXP: 2432482 Next: 29369 Since: 09-30-07 Last post: 1906 days Last view: 929 days |
What happens if you use the ice balls while you are actually swimming in the water? Would it freeze the water in front of you as well, or does it just freeze the very top part of the water? ____________________ My YouTube Channel |
RetroRain |
| ||
Fuzz Ball Level: 66 Posts: 192/994 EXP: 2432482 Next: 29369 Since: 09-30-07 Last post: 1906 days Last view: 929 days |
Final Fantasy: Mystic Quest ____________________ My YouTube Channel |
RetroRain |
| ||
Fuzz Ball Level: 66 Posts: 193/994 EXP: 2432482 Next: 29369 Since: 09-30-07 Last post: 1906 days Last view: 929 days |
Hey DahrkDaiz, do you think you could help me with something? In return, I can plan out and make a couple of really good levels for you.
Half of this ASM hack is done. When it comes to collision detection, I don't really have any experience with that. I asked Panophobia for some advice, but since this is SMB3, I thought maybe you could give me some game-specific information. What I would like to try to accomplish, is if you kick a plant, you get hurt, if you kick a goomba, you kill it, if you kick a koopa, it goes in it's shell. Is there a lot of code ahead of me if I want to do this? I can show you the code I already did if you need it. ____________________ My YouTube Channel |
RetroRain |
| ||
Fuzz Ball Level: 66 Posts: 194/994 EXP: 2432482 Next: 29369 Since: 09-30-07 Last post: 1906 days Last view: 929 days |
Haha you make it look easy. Now I'm waiting for you to do what was done in Oddworld: Abe's Oddysee, Chant Mario. Can control the nearest enemy.
It can probably be done too. Those RAM addresses you showed me, the nearest enemy gets registered first, and then you check to see what's in that value, and then jump to a routine where you have directional code, can execute the X/Y directions of the enemy. You could use the nearest Fire Brother to take out a squad of Goombas. Good or bad idea? ____________________ My YouTube Channel |
RetroRain |
| ||
Fuzz Ball Level: 66 Posts: 195/994 EXP: 2432482 Next: 29369 Since: 09-30-07 Last post: 1906 days Last view: 929 days |
I think this could be an interesting thread if people contribute.
Post your list of games you want to hack somewhere down the road, but for some reason haven't gotten to them yet, whether you don't have the time, there aren't editors for the game, lack of ASM experience, etc. I'll start with mine: NES Super Mario Bros. Super Mario Bros. 2 Mega Man Mega Man II Mega Man III Mega Man IV Teenage Mutant Ninja Turtles The Legend of Zelda SuperNES Final Fantasy: Mystic Quest Mega Man X2 GameBoy Mega Man: Wily's Revenge Mega Man Xtreme Mega Man Xtreme 2: Soul Eraser Super Mario Land 2: Six Golden Coins My favorite SuperNES game is FFMQ, but it is not well known, nor is there a good editor for it (with the exception of a savestate-type editor), there are no level editors for the games below that. One of my goals was to colorize a GameBoy game, such as the first Mega Man game for it, change some graphics, new levels, add a couple of ASM hacks, and done! I think the MMXtreme games would be real fun to hack, because it is 8-bit MMX. And SML2, somebody already started hacking the game (which is awesome), but that is a great game to hack. So, there's my list. By posting your list, we could see what each other wants to hack, perhaps offer team-assistance, and inspire and get some ideas. So, post yours! ____________________ My YouTube Channel |
RetroRain |
| ||
Fuzz Ball Level: 66 Posts: 196/994 EXP: 2432482 Next: 29369 Since: 09-30-07 Last post: 1906 days Last view: 929 days |
lol. Reminds me of what I did in FFIV. I'd spent all of this time leveling up Cecil in his Dark Knight form, and then when he becomes a Paladin, you have to start all over from Level 1. Doesn't pay to level him up so much until he goes through his change. ____________________ My YouTube Channel |
RetroRain |
| ||
Fuzz Ball Level: 66 Posts: 197/994 EXP: 2432482 Next: 29369 Since: 09-30-07 Last post: 1906 days Last view: 929 days |
But she is already absolutely worthless. We are just talking about getting through one more battle with absolutely worthlessness.
Sorry about that edit. I overlooked that you said "I am a retard for doing that" ____________________ My YouTube Channel |
RetroRain |
| ||
Fuzz Ball Level: 66 Posts: 198/994 EXP: 2432482 Next: 29369 Since: 09-30-07 Last post: 1906 days Last view: 929 days |
Some people in the Resident Evil community have managed to change the backgrounds and their boundaries of Resident Evil 2.
____________________ My YouTube Channel |
RetroRain |
| ||
Fuzz Ball Level: 66 Posts: 199/994 EXP: 2432482 Next: 29369 Since: 09-30-07 Last post: 1906 days Last view: 929 days |
In regards to my SMB3 hack, Dark Mario, I think I'm going to narrow it down to 4 worlds. I don't have the will to design 1,673 levels for it. Okay, I'm just exaggerating there, but really, SMB3 is just too much work for one person, and I want to move on to something else. At least if it is 4 worlds, I can focus more on ASM hacks, graphics, story, and still provide a fun gameplay experience. And I won't have that kind of pressure on my shoulders to get the hack done. ____________________ My YouTube Channel |
RetroRain |
| ||
Fuzz Ball Level: 66 Posts: 200/994 EXP: 2432482 Next: 29369 Since: 09-30-07 Last post: 1906 days Last view: 929 days |
I restarted this project today. The coding for the Mega Man transformation is done.
You start out un-armed, and once you aquire the DNA chip, you can change between Normal and Megaman, with the select button. All I have to do is the graphical changes, but that will come later. Next, I'm going to code the ammo system. When you become a Mega Man, you will have a gun with ammo, as in MMZX. You can fire off about 10 shots at a time. When they are depleted, you can reload using the d-pad. The meter will appear right next to your health meter. The story was tweaked a little bit, and the underground subway is now a sewer instead. And I have the graphics roughly drawn and level mapped out on paper. Just wanted to let you guys know that I got the motivation to restart the project, ____________________ My YouTube Channel |
Main - Posts by RetroRain |
© 2005-2023 Acmlm, blackhole89, Xkeeper et al. |
MySQL - queries: 132, rows: 164/164, time: 0.228 seconds. |