øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=20;area=showposts;start=90e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexde92.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=20e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexde92.html.zxúhh^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ ‹1{OKtext/htmlISO-8859-1gzip8:Ö{ÿÿÿÿÿÿÿÿWed, 11 Mar 2020 04:45:07 GMT0ó°° ®0®P®€§²ð®úhh^\{ Show Posts - koala_knight

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Messages - koala_knight

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91
Game Modification Station / Re: MM5 Hack: Mega Man Powered Down
« on: January 03, 2012, 02:15:25 AM »
I am working on this still. Got a new open source engine to use as a base.
I'm working on redesigning the physics engine at the moment, but I only have a small tech demo right now.
I don't have any of the PSP layouts unfortunately. I was working with them last year before my PSP died.
VGMaps.com has all the original maps, though.

For those of you lamenting the death of the ROM hack, I will say this: the GM version will have pixel perfect physics, and a huge roster of playable characters including many not present in Mega Man: Powered Up. It will also have several game modes as seen in MMPU including, but not limited to, Challenge Mode, Time Attack, Endless Attack and possibly 2 construction modes. There's no way I could have done all that in a ROM hack given my skill level with ASM.

By the way, there's also a new project title. "Megaman: Power Up!!"






Small status update. Rebuilding everything from the ground up.

What's done:
Standing blink animation redone so it doesn't use a sprite with over 20 images.
Facing mechanic redone from scratch to accommodate separate left & right sprites.
Step animation before running added.
Shooting animation further refined from original.
Redefined global variables and constants.
First step for configurable controls implemented.
Changed default keyboard layout to 'A' for fire button & 'Z' for jump button.

What's next:
Reinsert my new jump mechanic.
Refine falling code.
Reprogram running code from scratch.
Refine jump-shooting animation.
Reprogram slide & climb mechanics so they don't use separate (unnecessary) objects.

Another demo will be out as soon as I finish all of Megaman's basic moves.

92
Game Modification Station / Re: FF6 Improvement Project
« on: January 02, 2012, 03:36:22 PM »
Cool beans. That'll make things easier for me as a player cause I don't have the time to grind everyone separately.

93
Game Modification Station / Re: FF6 Improvement Project
« on: December 30, 2011, 09:33:40 PM »
Hey, Leno. Is that Lofty Experience patch you made compatible with this one?

94
Thanks for the response. ^_^

95
I'm having trouble finding the battle sprites for the PCs, are they compressed?
If so, can I get some advice on how to extract and reinsert them?

96
Gaming Discussion / Re: Final Fantasy IV Complete Collection
« on: December 21, 2010, 06:46:37 AM »
I swear! They never give FF3 any love.

97
Game Modification Station / Re: Custom Water Spells
« on: October 17, 2010, 10:10:05 AM »
The Water 2 effect is pretty good, but the first one seems a bit too simple.
Also, is there a way to give them translucency?

98
Mine works just fine.

99
Game Modification Station / Re: Custom Sprite Sheets
« on: September 24, 2010, 11:24:23 AM »
Cool stuff! Would you happen to have a sheet for Shadow as Clyde?

Edit: I just saw you had posted 2 versions of it before. If you still have it could you re-upload them?

100
Game Modification Station / Re: Custom Sprite Sheets
« on: September 15, 2010, 12:41:05 PM »
These sheets are pretty damn cool.
Makes me want to do a certain hack I had in mind years ago.

101
Pandora's Box / Re: Holy!
« on: September 13, 2010, 10:47:46 AM »
White Magic. Even Woolsey probably thought it was wierd to have Holy be a black magic spell and changed it Pearl.

102
Game Modification Station / Re: Golbez full spite sheet IPS
« on: July 01, 2010, 10:10:03 PM »
Oh, I should also mention that I didn't change the palettes or replace Golbez's original sprite.

103
Game Modification Station / Re: Golbez full spite sheet IPS
« on: June 30, 2010, 12:59:42 AM »
Here it is.
This patch replaces Dark Knight Cecil with a complete Golbez sprite.
You'll need to re-point the map sprite & portrait of course, but it is complete otherwise.

104
Game Modification Station / Re: Golbez full spite sheet IPS
« on: June 29, 2010, 09:41:28 PM »
Sorry for the huge delay. :isuck:
I had some bad personal mojo to deal with.

105
Game Modification Station / Re: Golbez full spite sheet IPS
« on: May 18, 2010, 12:59:33 AM »
OK. Should be done some time on Wednesday.

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