Megaman Tileset
#1
Posted 10 December 2008 - 08:50 AM
Just for fun I have thrown together a couple of scripts to include with it so you can hopefully amuse yourself for a while and play a *tiny* little demo level I whipped up in the ZC player. So, in any case, at least there's that if you're a Megaman... or Street Fighter fan.
Anyway...Controls! :
B - Normal Shot
A - Jump
Start + Direction - Metal Saw (8 directions)
Quarter Circle from down to forward; B - Hadoken ((Courtesy of Saffith) -that's down, down-forward, forward, B.)
Forward, down, down-forward, B - Dragon Punch.
down, down-back, back, A - Hurricane Kick FTW!!!
So now down to business I suppose.
Some Screen shots:
In case you're still wondering; Yep, it's yet another side scrolling 2.5 tileset that isn't finished...Boring! sorry...I kid. However, if you take a look inside you'll see there is certainly enough tiles and sprites to make a quest with. (minus the robot bosses sprites <_<) But it still needs a lot of work.
I am giving up on development of the Tileset itself (i.e. graphics, palettes, comboing, recoloring, etc..) because I just don't have the time to do this and work on the Grikarugun Tileset/Game also. Although this tileset has always been an open set, (never passworded, take anything you want from it, anyone can contribute to it) I realized it never had it's own topic at purezc, until now, and it has been in a limbo state for over half a year. What I'd like is to get some people to help out in any way they want and make this damn thing a working project!
The ultimate goal of this Tileset at ver1.0 is such: A fully functional set with,
FFCs and usual 2.5 stuff
Scripted weapons
Scripted and customizable enemies
Modular or interchangeable scripted bosses
..put together so that the end user need not even know how to compile scripts. You press the B button and a leaf shield pops out, it's magic! No fuss, no muss, no messy cleanup!! ..uhh sorry I'm drifting off here. Where was I... Ah yes, the weapons and enemies and so forth.. I am planning on doing the weapons at some point, I'm pretty sure at this time that an enemy based custom enemy collision system would work best, as there's no real foreseeable bugs that might occur from that method when taken into account other enemy or boss scripts, and especially user created enemy scripts(so long as they attach an enemy to it ) But it's in the planning phase ..(more rambling, double sorry ) , and C-Dawg was going to do the boss package.
So look through it and see if you'd like to help make it. You know, stuff like this would be a good project for the revised qpf I heard Koopa and Nathaniel talking about in another thread. But I guess that's hearsay and in the wrong forum.
Well that's about it.
Cheers!
#2
Posted 10 December 2008 - 09:28 AM
#3
Posted 10 December 2008 - 09:47 AM
On a related note; The palettes are in desperate need of someone who is experienced in that area. As it turns out I suck at 4-bit color.
#4
Posted 10 December 2008 - 03:02 PM
I especially liked the sidescrolling mechanics in the demo, like not being able to face forwards or backwards, that makes it feel alot more like a sidescroller. I also like the gun that was scripted for the player.
I saved a copy of the tileset as a 2.10 quest file so I can use some of these tiles for my one quest project, The Underworld, cause some of these futuristic NES tiles look like they could go well with the MCB's Factility.
Edited by HeavyTitanium, 27 February 2009 - 10:29 PM.
#5
Posted 13 December 2008 - 01:25 AM
So...Does anyone want to help make it or what? I think it would be awesome to get a a little Megaman sidescrolling kit together for 2.5. I can't be the only one, can I???
#6
Posted 13 December 2008 - 05:19 AM
It was the palette structure that put me off.
I was getting on quite nicely with it, then I realised I wanted to rip a few more tiles. Opened up Megaman in NES, looked at the palette and BAM!
It was completely off ¬_¬
Went to change it, and you'd set up one constant palette and tried to squeeze everything in it.
Nearly made me cry =P
#7
Posted 13 December 2008 - 06:07 AM
...You know, it was kind of hard for me to change it when I didn't know what I was supposed to change it to.
#8
Posted 13 December 2008 - 06:39 AM
You'd probably be best off using Z1's palette, and changing it round for the megaman colours, cause they're both NES palettes, so I'd assume they have the same structure.
I don't believe I do have any pictures anymore, sorry.
#9
Posted 13 December 2008 - 07:19 AM
I could easily change all the area tiles to fit that palette, problem is Is I just don't want to put any more work into it if it's never going to be finished anyway. Excluding the palette problem, Right now It needs:
-To be organized
-General sprite/enemy/item setup
-Tiles Comboed
-Scripts
Basically for me, it's pick one and that's it. (Well, I could fix up that palette thing really fast too).
#10
Posted 13 December 2008 - 09:27 AM
#11
Posted 15 December 2008 - 04:07 PM
I don't know how the NES itself actually organises the palette, I was going by how Z1's palette is organised in ZQuest.
#12
Posted 30 December 2008 - 05:34 AM
I'll add in another half-dozen or so weapons while I'm at it....for some stupid reason people are still using 2.10. Idunnoy.
#13
Posted 26 February 2009 - 05:14 PM
#14
Posted 26 February 2009 - 08:18 PM
#15
Posted 27 February 2009 - 10:08 AM
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