AuthorTopic: Mockup Frenzy #8: Megaman!  (Read 255568 times)

Offline Helm

  • Moderator
  • 0110
  • *
  • Posts: 5159
  • Karma: +0/-0
    • View Profile
    • Asides-Bsides

Re: Mockup Frenzy #8: Megaman!

Reply #210 on: September 08, 2008, 06:29:04 pm

Offline LMR

  • 0001
  • *
  • Posts: 31
  • Karma: +0/-0
    • View Profile

Re: Mockup Frenzy #8: Megaman!

Reply #211 on: September 08, 2008, 06:36:08 pm
I like helm's version of megaman.  :)

And here's my version of him:


small edit

« Last Edit: September 08, 2008, 07:06:40 pm by LMR »

Offline ptoing

  • 0101
  • ****
  • Posts: 3063
  • Karma: +0/-0
  • variegated quadrangle arranger
    • the_ptoing
    • http://pixeljoint.com/p/2191.htm
    • View Profile
    • Perpetually inactive website

Re: Mockup Frenzy #8: Megaman!

Reply #212 on: September 08, 2008, 08:36:31 pm
i was feeling inspired by all of the new versions of megaman:


That looks so much cooler than the original Megaman, it's not even funny. Tons more character.
There are no ugly colours, only ugly combinations of colours.

Offline Conzeit

  • 0100
  • ***
  • Posts: 1448
  • Karma: +3/-0
  • Camus
    • conzeit
    • View Profile
    • CONZEIT

Re: Mockup Frenzy #8: Megaman!

Reply #213 on: September 09, 2008, 03:55:49 am

hahahahaha. Do you hate the jump frame too? I kinda see what Ptoing was on about with that caricature  :lol: I like that megaman best of the ones here so far  :blind:

Tobe...those are some loving renderings of Rockman =) I specially like how Wily and Light finally have some character. and I know what you mean about the Wire adaptor! wasnt it just AWESOME when you pushed up and Megaman actually LOOKED up?....I cant explain that but back then that was pure genious :crazy:

Offline Tobe

  • 0010
  • *
  • Posts: 109
  • Karma: +0/-0
  • www.rayteoactive.wordpress.com
    • View Profile
    • Rayteoactive

Re: Mockup Frenzy #8: Megaman!

Reply #214 on: September 09, 2008, 12:24:39 pm
I added a few more characters and a actual mock-up of the stage...

It looks horrible. Btw, can anyone explain further regarding the NES restriction?
Is there a limited different color for each tile? Or is there a something like only how many colors can appear on the screen at a time?

Airman + Quickman + Zero and "that water guy from MM4"


Offline Helm

  • Moderator
  • 0110
  • *
  • Posts: 5159
  • Karma: +0/-0
    • View Profile
    • Asides-Bsides

Re: Mockup Frenzy #8: Megaman!

Reply #215 on: September 09, 2008, 06:16:55 pm
Conceit: no I don't hate the game or it's art at all I think it's pretty charming. But seriously, wouldn't megaman be more useful if his dick was the cannon so he could grab ledges and shit with both other arms or I don't know... tweak his nipples while he shoots?

Offline infinity+1

  • 0010
  • *
  • Posts: 166
  • Karma: +0/-0
  • the real deal
    • View Profile

Re: Mockup Frenzy #8: Megaman!

Reply #216 on: September 09, 2008, 06:53:15 pm
if his dick were the cannon, you could have a field day with the DS version of that game.

Offline Metaru

  • 0001
  • *
  • Posts: 57
  • Karma: +0/-0
  • Latino
    • View Profile

Re: Mockup Frenzy #8: Megaman!

Reply #217 on: September 09, 2008, 08:03:09 pm
You're all wrong. this is how megaman was really until these japanese creeps changed it to blue. because green was totally awesome for him
« Last Edit: September 09, 2008, 08:53:05 pm by ptoing »

Offline Dokozai

  • 0010
  • *
  • Posts: 111
  • Karma: +0/-1
    • View Profile

Re: Mockup Frenzy #8: Megaman!

Reply #218 on: September 09, 2008, 09:35:49 pm

Hehe, making this was fun!

I'm gonna make some more.

Offline PypeBros

  • 0100
  • ***
  • Posts: 1220
  • Karma: +2/-0
  • Pixel Padawan
    • PypeBros
    • View Profile
    • Bilou Homebrew's Blog.

Re: Mockup Frenzy #8: Megaman!

Reply #219 on: September 10, 2008, 08:21:52 am


Definitively love the look you gave to megaman. He's cute, readable and even show some determination once his helmet is on. Regarding the NES restriction, they have been über-detailed in this post, but to summarize them, you can have only 3 color + transparent for both tiles and sprites, plus a backdrop color (that shows through transparent pixels of the BG tiles). You can have different palettes for different tiles, and you can change the backdrop color while retracing the screen (though i wouldn't bet on more than 3 or 4 changes per screen).

You also have a single background layer, so what you sketched in your level will either be weird for the player (e.g. scrolling a deep-perspective picture without altering the perspective lines) or a terrific challenge to the programmer (reprogram those building side' tiles so that they actually give depth-field feeling. In the case it's just a static screen, i note that far buildings have orthogonal perspective when the front containers have regular perspective, which is ... odd.