øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=20;area=showposts;start=120e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index9195.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=20e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index9195.html.zxûhh^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ ‹1#OKtext/htmlISO-8859-1gzip8:Ö#ÿÿÿÿÿÿÿÿWed, 11 Mar 2020 04:45:08 GMT0ó°° ®0®P®€§²ð®ûhh^Ó# Show Posts - koala_knight

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Messages - koala_knight

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121
Game Modification Station / Re: Animations, Sound effects, and Music
« on: February 01, 2010, 11:08:24 PM »
I have some notes on spell animations from way back in the day. I'll try to dig them up.
The rest shouldn't be too hard to track with a debugger. There has to be info floating around the net-ether,though.

Edit: I just remembered! Zeemis over at the ROMhacking forums is making a FF3/6 hack that includes new esper animations. He probably has some extensive knowledge about the animation data in the game.

Edit: I took the liberty to PM him.

122
Game Modification Station / Re: Its finally out :D
« on: January 28, 2010, 02:32:36 PM »
It makes sense to me. You don't cap 'human' & in this game 'esper' is their race, right?
I guess if you could make the case for it where humans see Espers as dieties it would then make sense to cap it.
But otherwise...

123
Game Modification Station / Re: Its finally out :D
« on: January 17, 2010, 07:07:22 PM »

124
Game Modification Station / Re: Its finally out :D
« on: January 16, 2010, 04:12:41 AM »
Well, try clicking on the "open" button and select an FF6 rom. :tongue:

Yes, obviously. I did do that first.
I figured it out when I bothered to read the bit about un-headered roms being unsupported.

125
Game Modification Station / Re: Its finally out :D
« on: January 15, 2010, 05:10:52 PM »
I started it up, but it only had the open, save, and about buttons. No editing stuff at all. Wussup wit dat?

126
Game Modification Station / Re: Text Editing
« on: November 24, 2009, 01:59:43 PM »
That's fantastic! ^_^
We don't hear from Lord J often, but when we do it's always some cool shit indeed!

127
Game Modification Station / Re: FF6 Improvement Project
« on: October 15, 2009, 06:22:45 AM »
I definitely prefer Holy over Pearl.
There isn't a possibility for increasing the spell name length?

128
Game Modification Station / Re: MM5 Hack: Mega Man Powered Down
« on: August 11, 2009, 12:57:47 AM »
No worries! ^_^

129
Game Modification Station / Re: MM5 Hack: Mega Man Powered Down
« on: July 18, 2009, 01:41:06 AM »
Don't worry about using Gyroman's poses for Cutman. You continue doing what you're doing and I'm sure they'll all come out great.
You do seem to have a talent for spriting. You've done a pretty damn fine job so far. ^_^

130
Game Modification Station / Re: MM5 Hack: Mega Man Powered Down
« on: July 16, 2009, 02:14:28 AM »
Holy crap, dude! That is without a doubt the most bad-ass version of 8-bit Gutsman I've ever seen!! 0_0
I'm really impressed!

I'm posting the edit of Gyroman in a Cutman suit.
I replaced his chopper blades with a big Rolling Cutter that flips open before he takes off. Tell me what you think.

Edit: I hope you don't mind. I did some further edits to Bombman.
Also, if you go a little over their original sizes don't worry since I'm going to have to re-code their graphics anyway.

131
Game Modification Station / Re: MM5 Hack: Mega Man Powered Down
« on: July 13, 2009, 03:18:13 PM »
@darkmage: Very nice! That's the kind of stuff I want for the RM graphics. More modern, but still reminiscent of the originals.

@bond967: Cool! That should help me out a lot.

Thanks for all the help guys! I'll try to have a demo with Cutman's stage out this month to show my appreciation! Gyroman will substitute for Cutman until he's ready.

132
Game Modification Station / Re: MM5 Hack: Mega Man Powered Down
« on: July 12, 2009, 02:20:11 PM »
Hmmm... If you remember where you saw that let me know. That would be very useful. Thanks.

133
Game Modification Station / Re: MM5 Hack: Mega Man Powered Down
« on: July 04, 2009, 09:42:48 AM »
Quote
No Mega Man fangame to date has had correct jumping physics.

The dude that did the Hard Hat fan game series seems to have done a pretty good job of getting the basic basic physics right.
He released the engine for game maker so I can use that as a basis for my ASM code. I just have to translate it from GML.

Get the Hard Hat games and the engine at Damaged Games, here.

134
Game Modification Station / Re: MM5 Hack: Mega Man Powered Down
« on: July 03, 2009, 10:15:59 AM »
I just wanted to let everyone know that I'm considering programming this from scratch using the new NESicide IDE. I figure that it would probably be faster to program the thing my way instead of reverse engineering Capcom's code.

For more info on NESicide click here.

135
Game Modification Station / Re: MM5 Hack: Mega Man Powered Down
« on: June 25, 2009, 08:57:18 PM »
Unfortunately not. I've been busy dealing with unemployment, my wedding, programming a commercial game, and school.
But I'm not abandoning this project. I'll do some more work on it soon. I want to get at least one demo out before too much longer.

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