AuthorTopic: Mockup Frenzy #8: Megaman!  (Read 296529 times)

Offline Jad

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Re: Mockup Frenzy #8: Megaman!

Reply #260 on: October 09, 2008, 08:30:42 am
a 'sprite' is technically an entity of 16x16 (it's not 8, right?) pixels with 3 colours + transparency.
Actually, it's either 8x8 or 8x16. Awkward, if you ask me, but that's what i see everywhere and that is confirmed by this technical programming reference. So ...

Btw, that document also explains that, despites tiles (on bg) are 8x8, you can only assign a palette to a 16x16 (a SMB block) or 32x32 meta-tile (a SMB pipe) ...

Ah. So even though you can mix 8x8 tiles however you want, you have to restrain them to a 16x16 area where they share the pallette, right?
' _ '

Offline ptoing

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Re: Mockup Frenzy #8: Megaman!

Reply #261 on: October 09, 2008, 09:01:36 am
Jad: Indeed. Also ALL sprites have to be 8x8 or 8x16. You can not mix.
There are no ugly colours, only ugly combinations of colours.

Offline Rox

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Re: Mockup Frenzy #8: Megaman!

Reply #262 on: October 10, 2008, 10:49:13 pm
Hrm. X actually has a buster attack that looks like he`s just punching. I assume that Xion is basing his version more on X than the original. Really like the way that little dude shakes it....keep it up
JUST punching is a bit much. He does freeze momentarily after each shot. I quite like those animations, actually, the X series has been a huge inspiration for me over the years. Heh, it actually does look like he sort of flings those charged shots away...


The stuff legends are made from!

Offline Rolf Soldaat

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Re: Mockup Frenzy #8: Megaman!

Reply #263 on: October 13, 2008, 10:37:43 am
Couldn't resist posting this thing I made a while ago.
Disco Man:

Offline Dex

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Re: Mockup Frenzy #8: Megaman!

Reply #264 on: October 14, 2008, 02:54:48 am


Meh, I got bored. Will probably make some more.

Offline michael

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Re: Mockup Frenzy #8: Megaman!

Reply #265 on: October 14, 2008, 03:44:27 am
ive always loved everything about megaman...except playing it  :-[ its so hard! i decided to mock up a zeldalike megaman. im following colors, but for some reason i felt compelled to use 18x18 tiles.

megaman:


met:

Offline PypeBros

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Re: Mockup Frenzy #8: Megaman!

Reply #266 on: October 14, 2008, 10:05:02 am
ive always loved everything about megaman...except playing it  :-[ its so hard! i decided to mock up a zeldalike megaman. im following colors, but for some reason i felt compelled to use 18x18 tiles.
which surprisingly show how much the design of a character is influenced by the game perspective ... in top-down, recognizable features of MM and the Met merge into blue and yellow blobs, respectively ... or maybe this is something that could be fixed with a new mixture of highlights/shadows/etc ?

Offline FuzzballFox

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Re: Mockup Frenzy #8: Megaman!

Reply #267 on: October 21, 2008, 10:52:58 pm

I've been waiting for years to show this off...*shot*

This is Hentaiman...<_<

Offline Atnas

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Re: Mockup Frenzy #8: Megaman!

Reply #268 on: October 21, 2008, 10:54:54 pm

:crazy:

michael those top down sprites are really neat. :3

Offline asiekierka

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Re: Mockup Frenzy #8: Megaman!

Reply #269 on: November 04, 2008, 04:26:03 pm
Btw, that document also explains that, despites tiles (on bg) are 8x8, you can only assign a palette to a 16x16 (a SMB block) or 32x32 meta-tile (a SMB pipe) ...

WRONG.

There's this MMC5 thing, which allows you extra RAM, which allows assigning palettes to 8x8 blocks. It also allows you some other things.