01-12-2017, 08:27 AM
Sigma (2nd form)
And speaking of Sigma...
You know, X6 is HARD (like, BRUTAL HARD), yet it has the easiest Sigma in the whole series. Go figure.
Mega Man Ripping Project (Classic/X)
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01-12-2017, 08:27 AM
Sigma (2nd form) And speaking of Sigma... You know, X6 is HARD (like, BRUTAL HARD), yet it has the easiest Sigma in the whole series. Go figure. Thanked by: Garamonde, Random Talking Bush
01-12-2017, 08:44 AM
I really love this sheet. Awesome work!
Thanked by: Random Talking Bush, Garamonde
01-13-2017, 08:22 AM
Wow! Awesome!
Geez, he's seen better days, huh?
04-02-2017, 12:53 AM
Finally finished the stages for the Mavericks in X3. It was pretty long and hard work since the backgrounds are now animated, requiring more attention to make sure I didn't miss anything, plus mulling over whether to implement the animation to the entire background or just sections of it since not all of them loop into the next area of the stage.
Blast Hornet Stage Blizzard Buffalo Stage Crush Crawfish Stage Gravity Beetle Stage Neon Tiger Stage Toxic Seahorse Stage Tunnel Rhino Staage Volt Catfish Stage Vile's Stage Vile's Stage was pretty annoying to rip, mostly because the other half of it involves having to escape to the teleporter before the entire stage detonates. The annoying part was that this was seemingly the only stage I know of where the tinting effects were implemented into the stage's palette rather than on a separate layer like every other effect in the game. This meant that I couldn't fully rip the last third of the stage, which had collapsible obstacles that won't trigger until X touches them, because not only does the invincibility cheat not affect knock back, the Drill Waying kept getting in the way, making my attempt to reach that part of the stage impossible as the palette changes once the timer hits "40". Map Editor can only do so much after all.... Intermission I contemplated whether or not to include Dr. Cain in the Intermission Sheet since he also shows up in X2. But since he doesn't do much but stand and talk, I figured it probably isn't worth tossing onto another sheet even if the site accepts three measly frames of animation. Thanked by: sutinoer, Random Talking Bush, Ton, Garamonde
04-03-2017, 07:58 AM
Wow! I really didn't expect to see this topic updated again! Amazing work! I've added them to the site. I'm really blown away by this. So cool!
07-09-2017, 12:19 AM
So i have a lot of the x5/4/6 tiles, but a major problem is the backgrounds. I had to extract the tiles directly from the maps on the VGmaps forum, all tiles placed on an 8x8 sheet. the problem is that for a lot of them, i can see the difference between the background and the tiles when i look at them from a distance, but when i get close to try to remove the backgrounds, my eyes can't tell the difference between the tiles and the background, i can't tell the colors apart well. if i post what i have, would someone be willing to do cleanup?
12-02-2018, 05:41 PM
(This post was last modified: 06-16-2019, 07:42 PM by OmniGamerX.)
Does Street Fighter X Mega Man count as part of the project? If so, you can count on me to help.
08-05-2021, 01:56 PM
Recently I was working into some Lua scripts to add some features for Mega Man X games via emulation.
Those scripts run using EmuHawk emulator and I think it'd be a great tool for ripping those games even further. For example, we can freeze the player position and collect some animations references: We can also hide backgrounds and the player itself: You can see others features and how to use it here. Thanked by: Barack Obama, AFruitaday!, Garamonde
08-05-2021, 10:28 PM
Oh man this is great!
Thanked by: AFruitaday!
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