AuthorTopic: Mockup Frenzy #8: Megaman!  (Read 237441 times)

Offline Luzeke

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Re: Mockup Frenzy #8: Megaman!

Reply #40 on: August 20, 2008, 07:01:04 pm
I think I've managed to make him NES-ok. Had to take away the axe for that though, it took up too much space. I also made him monochrome. Save for the face there's only black, orange and dark red. I could make him use double sprites, as Pietpiet talked about in the above post. Sort of like I guess they did with Plantman. But that up the sprite count unreasonably.



I guess the axe has to magically appear when needed  :P

Offline Dusty

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Re: Mockup Frenzy #8: Megaman!

Reply #41 on: August 20, 2008, 07:20:58 pm
I find this NES stuff, pondering the same things as the developers of ancient times, extremely fascinating.

I fully agree. I'm still a bit confused, though. I divided MegaMan's original sprite into 8x8 tiles, and he also has a few tiles which have four colours, mainly around the face area. How does that work exactly? I see StoneMan has a seperate tile for the eyes/mouth. Does that one get pasted on with code, or something like that? And does that apply to MegaMan as well, then?
Overlaying sprites?

Offline mice

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Re: Mockup Frenzy #8: Megaman!

Reply #42 on: August 20, 2008, 07:24:23 pm
'I'm Pipeman'
Sadly, not megamanish at all.


Offline Squiggly_P

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Re: Mockup Frenzy #8: Megaman!

Reply #43 on: August 20, 2008, 07:32:55 pm
Check out the flicker on this. 
http://www.youtube.com/watch?v=CIBcpowkU3A
MM6 being taped from a TV / NES
I think by the end of the series' run on the NES they weren't really that concerned with flicker.  Most of the bigger enemies flicker, even if you're not shooting at them.  Even the bosses.  Just being on the same level as them will cause it, let alone the two or three projectiles that might be on the same line.  So I really think your original Brute Man wouldn't have been so improbable a design in the games.

Offline Timpa

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Re: Mockup Frenzy #8: Megaman!

Reply #44 on: August 20, 2008, 09:03:01 pm
I'm not very familiar with pixelart but I gave this a shot... Have no idea if the restrictions are correct or not but what the heck..

Offline PypeBros

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Re: Mockup Frenzy #8: Megaman!

Reply #45 on: August 20, 2008, 09:23:27 pm
'I'm Pipeman'
Oh well, pipeman *must* have a mustache or a red hat, doesn't he ?

Offline crab2selout.png

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Re: Mockup Frenzy #8: Megaman!

Reply #46 on: August 20, 2008, 09:44:46 pm
If it's 4 colours per tile then how do the purple flowers in this screen work? they've got white, yellow, two purples and black.


Offline AlexHW

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Re: Mockup Frenzy #8: Megaman!

Reply #47 on: August 20, 2008, 09:58:43 pm
if you watch the video squiggly posted, youll see at that spot that they are flashing sprites or some sort o fpowerup things i thinK(i dunno what you call em)

Offline Souly

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Re: Mockup Frenzy #8: Megaman!

Reply #48 on: August 20, 2008, 10:23:52 pm


I just realized the red wouldn't be allowed.
« Last Edit: August 20, 2008, 11:08:05 pm by Souly »

Offline MtŪ

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Re: Mockup Frenzy #8: Megaman!

Reply #49 on: August 20, 2008, 11:06:02 pm
Hey, I'm stopping by to post some mockups I did today, for this challenge.
It's been a year or so since my last post, so noone probably remembers me. :)

So here's.. well, the mockups :P




I tried to stay true to the original megaman art. Obviously Mega man's sprite + the HPbar/E-tank and the bullets aren't original, however
I can assure you the rest is! :[

Aaand.. the boss:

I call 'her' Snow Woman.. for now (name pending) :P
Also them yellow thingies in the mugshot are the blinking sprite thingies you see while you're selecting a boss.