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FoxClaw
15-12-09, 15:30
Well hello,

my name is Fox and im a RPG Maker!

I always was a great MegaMan-Fan espezially to the Zero and Battle Network Series.

After i finishes all of the Games i didnt want it to end... i wanted more, i had ideas but both Zero and Battle Network were finished, so...

i decided to make my own Battle Network meets Zero Videogame!

Now you probably will be thinking "that cant be good", but i believe, this game will "rock" your Fun-Gene!


Check it out, the name is:

MegaMan Battle Network - Zero Crisis.
http://foxclaw.de/img/titles/h1-mmbnzc.png

The Story takes part after the 6th game, consider it as somewhat number 7 of the series.

Im programming with a tool called "RPG Maker XP", which i completely modified to suit the Battle Network Style.

The game is still WIP (Work In Progress), i release new updates every now and then.


Now, for all of you who 1st want to see some material, i got some stuff right here for you:
http://foxclaw.de/mmbnzc-gallery.php
(This is a little picturegallery. Some pics are old tho, like the Character-Roster, which changed already.)
http://www.youtube.com/user/KitsuneTsume
This link leads to my YouTube account, which holds a bunch of gameplayvideos of my game (and others).

Ill put a newer video in here just for you guys:
http://www.youtube.com/watch?v=JEZr4ootKZA


For the ones who have seen enough or want to play right away, you can download it for free at my homepage:
http://foxclaw.de/megaman-network-crisis.php
You will need to have the "Commen RTP" installed to play!
The Link is also to find on my homepage:
http://foxclaw.de


And here's some more information, espezially for the oldgrown Battle Network fans:
- 1st at all, dont expect a whole 1:1 Battle Network game!
It still is kind of the same but if u look deeper, you'll find some differences, like the testers favorite: "why does GutsMans SonicWave go over holes???", the direct answer is: Because its hard to ballance a Battle Network where you can actually play ALL of the over 70+ Netnavis of the original games!!! So things like that are only to make the game more fair!
Also: Theres "no" Battle Chip Selection while Battle. Every NetNavi has its own preset, which he can use with energycost instead of having to go into menu. Makes a more flawless gameplay! + Its quite a little quicker than the original.
8)


The game is WIP sinse middle 2009


Now, i hope to find / see people enjoy my game and giving theyre comments in here.

So for now, till next time and i hope y'all enjoy my game!

mfg
your Fox


ps:
im from germany, so dont argue about some wrong writing of mine ^^

Xearez
15-12-09, 18:24
what kind of rpg is it? is the battle system like the battle network one?
the game sounds pretty good because i didnt mind the bn series too much and the zero series was awesome(other than the ending.)(i cant download the game right now i will have to wait until later)

Blackhook
15-12-09, 18:59
So is this a fighting game using the battle network style of battle? If yes than me very likey :D

Magus
15-12-09, 22:30
It is currently. It's not quite bn style, since there aren't battlechips, but gameplaywise it's not bad. Still don't know how to use hell's rolling though.

Overall very well done. Just needs a readme.

FoxClaw
16-12-09, 18:15
EDIT:

Hey, so i decided to make the MoveList in english :P

Better that way, sinse we germans are mostly able to read it and for the internet its better anyway.

So, habe fun, now heres the Link: http://foxclaw.de/mmnc-movesets.php

mfg
Fox

FoxClaw
22-12-09, 16:24
hia guys!

so, my nest update istn so far enymore, espezially sinse im on vacation now ^^

well, be4 that, id like to know, how you liked my game and what you would change.

please remind that this isnt even a full beta yet, tho any comment would help me making the perfect battle network!

so, hoping to see some reply soon ;)

thx

ure
Fox

FoxClaw
07-01-10, 19:41
Hi, im back and heres what i proudly present!

MegaMan Battle Network - Zero Crisis PreBeta Demo V

Downloadlink is the same as before (view 1st Post)

You can also copy your old Save-Files into the new folder.

The game expanded by new Options and 10 brand new Characters, that makes 32 completely playable NetNavis including popular ones like ShadeMan or BeastMan!

I hope you guys will DL and enjoy and of course comment and rate ;)

thx

--- just 4 u guys:
Direct DL Link: http://foxclaw.de/downloads.php?dl=4000 (15MB)
MoveSets (completely translated into english!): http://foxclaw.de/mmnc-movesets.php

mfg
Fox

FoxClaw
21-01-10, 19:06
now why am i thinking my game isnt that interesting for you guys? :P

cmon gimme reviews or somethn! :D

anyway, is there any good Zero-Virus Sprites around? Sinse theres no 2D game with him in it. Hes not neccesary for my game tho wud give some flavor ^^

mfg
Fox

Xearez
21-01-10, 19:15
anyway, is there any good Zero-Virus Sprites around? Sinse theres no 2D game with him in it. Hes not neccesary for my game tho wud give some flavor ^^
yes there are. dragon zero made them and they are pd.(its a full sheet too)

FoxClaw
05-02-10, 10:23
Heya i came up with a new trailer for my upcomming version, see for your self:

http://www.youtube.com/watch?v=pmjl2GX5Zbk

mfg
Fox

Xearez
06-02-10, 12:02
did you see my post at all? i just told you where to find some zero virus sprites and not just some zero virus sprites they are pd and most likely the best ones you will find. man you would think some of the people here only read there own posts or something.

FoxClaw
06-02-10, 13:11
er what? course i red ur post but what does that have to do with my new YouTube-video? i kinda dont get ur point...

or is it cuz i didnt respond r anything, in anyway, thx lol

3333360
15-02-10, 21:43
I have a couple things you should do:

-Put the grid/panels at their normal size (for some reason, i don't like those square panels too much)

-And, you know when in the MMBN games, when, for example, a mettaur sends a shockwave, and before the attacks reaches the next panel, theres a yellow square/rectangle in top of it, kinda to warn you of the attack?
Well, i think you should put that here.

Keep in mind that these are just ideas, and you don't have to do it.

But, it's pretty well done!! :)

FoxClaw
22-02-10, 21:01
Helloooow fellow MegaMan Fans, ive finished my new Update and its a big one, check it out now!

Download in first post updated.

Heres the Updates-Log:

Updates Log:

PreBeta V -> VI
--------------
- New Adds:
- MegaMan StyleChange- & BeastOut-System
- WoodShield Style
- HeatGuts Style
- ElecTeam Style
- AquaCustom Style
- Cybeast Falzar
- Cybeast Gregar
- Character: ColdMan
- Character: Ring
- Character: Django
- Arcade Round 2
- Round 2 Arcade Boss: X
- Character: X
- BattleBackground: MegaMan X

- Ballance Changes:
- MegaMan, ProtoMan, Bass, TurboMan Buster Accuracy -33%
- AirMan single WhirlWind and DoubleTornado Attacks go through weak Stun like from Busters
- DesertMan Move-Cooldown reduced by 33%
- BlastMan MegaFlare Energy-Cost -10%
- BlastMan MegaFlare Damage +20%
- TomahawkMan Low-Energy Lane removed
- StoneMan StoneSmash at least 1 Stone now falls directly onto the players position
- Colonel TankCannon Damage -25%
- Zero "Zero EX" Energy-Cost -10%
- ElecMan ElecTower now moves with ElecMan
- ElecMan ElecTower Energy-Cost +60%
- ElecMan Shocker Energy-Cost -40%

- Other Changes:
- All Shop Prices -500 Zenny
- Energy Regeneration of Low-Energy-Lanes changed from 0% to 50%
- Updated MoveSet-Icons
- Reshuffled Shop
- Defeat-Animation (Animation only) now double lengh
- New Character Icon for Zero
- Star Limit for Zero decreased to 10 red Stars
- ElecMan KI Update

- BugFixes:
- Bass GospelLaser Hit Bug if Target is behind him removed
- KingMan Knight doesnt follow out of the battlefield any more
- MegaMan Sword Damage now correctly calculates with enemy defense
--------------

Xearez
24-02-10, 12:34
er what? course i red ur post but what does that have to do with my new YouTube-video? i kinda dont get ur point...

or is it cuz i didnt respond r anything, in anyway, thx lol
dude i was responding to this:
anyway, is there any good Zero-Virus Sprites around? Sinse theres no 2D game with him in it. Hes not neccesary for my game tho wud give some flavor

Lern
24-02-10, 12:37
Yes, but you responded twice, so he was obviously confused by you.

FoxClaw
10-04-10, 14:53
Heya guys,

well sinse im taking kinda long for the new update (alot of work etc grr...), i made a short teaser to show that im still serious about it, check it out if you like ;)

LINK (http://www.youtube.com/watch?v=NqDY842si0Y)

mfg
Fox

Russell123
06-05-10, 12:15
Hi FoxClaw thanks for your good updates hope you will entertain us in future with your good updates.
Best of Luck

FoxClaw
08-05-10, 17:04
Hi guys, im proud to present the 7th update!

Many changes have happened.

Next to 10 new characters, a new menu-addon was integrated and alot of fixing/upgrading of the old characters was added.

Heres the full Updates Log:
-------------------------------------------------------
Updates Log:

PreBeta VI -> VII
--------------
- New Adds:
- Character: MagicMan
- Character: KnightMan
- Character: BurnerMan
- Character: ColorMan
- Character: ShadowMan
- Character: SlashMan
- Character: PlantMan
- Character: GateMan
- Character: ThunderMan
- Character: DarkMan

- Ballance Changes:
- GutsMan: SonicWave Energy-Cost doubled
- GutsMan: PannelCrack Energy-Cost +20%
- GutsMan: PannelCrack now can randomly miss a pannel
- BeastOut Gregar: Slash & FireBreath Energy-Cost -5%
- BeastOut Gregar: Large FireBreath now doesn't use up all Energy any more
- BeastOut Gregar: Large FireBreath now usable by pressing and holding "forward + Attack"
- BeastOut Falzar: Low-Energy-Lane removed
- KingMan: Pawn-Assault Min-HP-Requirement reduced from 10HP to 6HP.
- ElecMan: Thunder accuracy on the move -30%
- ElecMan: Thunder Energy-Cost -10%
- ElecMan: New Attack: ElecSword
- Zero: Dash range from front row reduced by 1
- Zero: Z-Sable first slash 50% Stun-resistant
- Zero: Zero-EX Damage +10%
- Ring: RingSpinner Damage 200%, range reduced to direct hit
- BeastMan: BeastRage faster arm/head switching, double switching-speed at 50% Health instead of 25%
- DrillMan: TrippleDrill & PannelBreak Energy-Cost -10%
- DrillMan: TrippleDrill range between drilles reduced
- WoodMan: LeafShield no longer gives Defense Bonus, instead it serves as a 4 Health shield
- WoodMan: WoodStomp Hit speed +10%, higher jump, cant be hit while in the air
- MegaMan & Styles: Weapon Load Energy-Cost +25%
- MegaMan AquaCustom: BubbleHeal Heal-Rate +50%
- MegaMan WoodShield & Beasts: Added EnergyBonusLane in center row
- MegaMan Faltzar: FeatherShot Energy-Cost +20%
- MegaMan Faltzar: FalzarSlash Energy-Cost +10%
- MegaMan Gregar: FireBreath Energy-Cost +5%
- MegaMan Gregar: GregarSlash Energy-Cost +20%
- MetalMan: GearWheel Energy-Cost -15%
- ProtoMan: SonicBoom Speed +10%
- CutMan: SpinCutter speed +50%, Energy-Cost +10%
- CutMan: InstantCutter redone, now 2 can be activated
- SearchMan: Infiltration visible Shadow opacity reduced to 10%
- SearchMan: LaserSatelite seach time now has a 50% chance to seach longer

- Other Changes:
- TomahawkMan KI Update: now uses HawkAttack more intelligent
- Global KI Update: better calculation of getting hit when moving up and down, running into straight shots
- MetalMan KI Update: better aiming with DualSaws
- Ring KI Update: better aiming with RingThrow
- Zero KI Update: uses Z-Sabre more properly
- X KI Update: now switches his weapons before OR after loading
- 2 second wait timer added to character selection to prevent instant Character select
- Arcade Bosses Energy Bonus reduced
- Arcade Bosses Health regeneration canceled
- Arcade Bosses now have double Health
- Beating an Arcade Boss with full Health now gains 10.000 Zenny
- Correct Navi Icons displayed at bottom of LifeBar
- ProtoMan SonicBoom animation opacity now on 100%
- ChipShop Navis ".EXE" added to Names
- ChipShop rearranged
- NaviChat & Mail system included (but still almost empty)

- BugFixes:
- X Player 2 StunWeb Bug, where it works on the user fixed
- possible Lag of Bass DarkAura reduced
- StoneMan short movement-wait added to LaserTower to block instant move forward
- StoneMan RockSmash positioning of faling rock's shadows corrected
- Zero Z-Sabre EX Animation fail fixed
- GutsMan GutPunch double Hit Bug if opponent is in front row fixed
--------------
-------------------------------------------------------

And heres another Screenshot:
http://foxclaw.de/img/rpg-maker/mmnc-galerie/mmnc-screen-007.jpg

And the new Trailer: LINK (http://www.youtube.com/watch?v=LVAWRSMWbsw)

Downloadlink got updatet. Dont forget to copy ur old save files ;)

mfg
Fox

FoxClaw
04-06-10, 23:27
My Creation

Without Words...

http://www.foxclaw.de/temp/gospelreborn.gif

Lern
05-06-10, 08:36
Uhm, All you did was make a not so effortful C+P + recolor of Gospel and Greigar. AMAZING. After Greigar's sprite was based on Gospel but made much better and full Body, you decided to stick Gospel's head on it and Recolor it to call it a new sprite. TRUELY WITHOUT WORDS.

FoxClaw
05-06-10, 11:58
yeah looks cool right? :P

but wow u hit me bad, especially with me just saying i made it, no that it took much of an effort, lol

anyway, gonna use that one for my game, call him GospelReborn, a fuse of both Gospel and Gregar controlled by Bass ^^

mfg
Fox

FoxClaw
15-06-10, 14:48
Heya its me again,

i can finally say that following Character WILL be in my final version, YAY!

http://www.foxclaw.de/temp/geostelar_omegaxis_clockman.gif

I finally got my hands on theyre full sprite sets so it obvious i'd add them.

Hope y'all seeing forward to it like i do ;)

mfg
Fox

FoxClaw
25-06-10, 01:08
heya its me again and i can reveal my newest update!

heres the LOG:

Updates Log:

PreBeta VII -> VIII
--------------
- New Adds:
- Character: DustMan
- Character: MagnetMan
- Character: TopMan
- Character: SparkMan
- Character: LarkMan
- Character: TenguMan
- Character: NapalmMan
- Character: KillerMan (EraseMan)
- Character: ToadMan
- Character: MistMan

- Ballance Changes:
- NumberMan TimeBomb Energy-Cost -20%
- NumberMan Mine Energy-Cost +10%
- KnightMan KnightArmor & StoneMan StoneBody now stay active for the full stun duration
- StoneMan RockCube leaves pannel cracked if destroyed
- PlantMan Flowers Energy-Cost -5%
- GateMan GateCannon Energy-Cost -15%
- GateMan GateSoldiers Stun reduced to minimum
- GateMan RemoteGate chance for AutoCounterAttack reduced by 50%
- DarkMan all Energy-Costs -5%
- DarkMan DarkAxe input changed to "(front row) forward + Actionbutton
- DarkMan new Attack: DarkSpiral
- SearchMan FragNade Energy-Cost -20%
- SlashMan Long- & WideSlash Speed +25%
- TurboMan TurboWheels Energy-Cost -20%

- Other Changes:
- Zero Dash smoother animation
- NumberMan KI updated
- Main Menu: "Save Game" option will ask you, like when loading, to prevent unwanted saves
- KI Updated for better/faster usage of rapid attacks like MegaBuster
- KI Updated for faster danger recognition
- Arcade Mode: beating a boss now shows the StarRank you're Character gets
- Shop Battle KI slightly lowered

- BugFixes:
- ChipShop: QuickMan moved from the empty space to an accessable area
- SlashMan Icon corrected
- ThunderMan Icon corrected
- Django KI Game Crash Bug fixed
- TurboMan TurboDash now hits as it should
- DarkMan DarkHole Bats Stun Bug fixed
- SkullMan BoneArms Stun Bug fixed

--------------

have fun ;)

mfg
Fox

FoxClaw
25-08-10, 19:33
so, here i am again, just made some SPRITES for GravityMan.EXE, lookies:

http://www.foxclaw.de/temp/gravitymanexe.gif

and yes, I made this sprite (countering lern's last comment ^^)
i want to let him move a little different, this was just for testing purpose. He's also missing some marks on his shoulders, could be his Icon though i couldnt fetch a good look at it anywhere yet so i might just watch some of the TV Episodes for it and his eyes are supposed to be shiny.


i'll try adding as many characters as possible even if i have to create them all!

for Zero Crisis it self: its still WIP, though getting more and more closer to completeion, i'd say about 6 more months @ 3 more PreBeta.

Btw. i found somethn very useful... yes i might even say it: there is a small chance that i will add an ONLINE game mode! Yes! it will need some time to build in though and will most likely be bypassed via something like "hamatchi", though it might work!


so now, please leave comments at will :)

mfg
Fox

mega rock.exe
25-08-10, 22:09
Don't rely too much on the anime shots. Their colors are usually duller. There are lots of little things I could fix for you unless you want me to help you improve the sprite.

Also, if that's your current title screen, I can make you a really great logo and title screen to replace it.

Lern
25-08-10, 22:58
Yes, but to counter it, this looks completely out of style and needs a lot of work, so HAH.

First of all, reshade completely as it looks nothing like MMBN style, second, increase contrast by...a lot.
Third, make him look 3D, what you did was make him look 2D but have several layers of 2Dness. Don't completely darken the shading of the back-arm, and also give him a more energy look, it looks weird the way he is now unconnected.
Finally
Why is a gravity robot styled in a steampunk way?

Boilman
26-08-10, 07:43
also give him a more energy look, it looks weird the way he is now unconnected.
Finally
Why is a gravity robot styled in a steampunk way?
Hey there, GravityMan.EXE speaking. How are you today? (http://megaman.wikia.com/wiki/GravityMan.EXE)

Lern
26-08-10, 12:27
Hey there, GravityMan.EXE speaking. How are you today? (http://megaman.wikia.com/wiki/GravityMan.EXE)
:|

Do not want.

That is one ugly creation, capcom. >.>

FoxClaw
26-08-10, 17:57
Hes actually like a floating round version of StoneMan.EXE.

And i like some differences in design ;)

Btw, i uploaded an updated version of his sprite, see in last post.

mfg

mega rock.exe
26-08-10, 21:26
It still needs a lot of contrast. Unfortunately mere concept art won't give you a good idea on how it should be shaded. The anime screens could give you the shape but not the color. Or I could fix the one frame for you.

FoxClaw
27-08-10, 17:22
I like your cooperation mega rock.exe but this is my job right here and a little shading wont be so hard. I might make him more red-ish but you are forgetting that he is round and can't have such hard-shading as like StoneMan.EXE would have. And of course his left arm shouldnt have that full shade but this is a typical design to show it is "behind" him also used on original Navis.

mfg
Fox ^^

mega rock.exe
28-08-10, 01:18
I just checked and your sprite has 65 colors. It seems you don't understand the concept of a sprite yet.

There's a nice guide available (http://themechanicalmaniacs.com/guides/spriteguide.php) explaining the very basics. I already have the sprite fixed but I think you should know what you did wrong and why.

FoxClaw
28-08-10, 01:52
And what exactly are you trying to tell me?

I can use him as he is now or make him 65536 colors, it actually doesnt matter and anyway, he almost looks nice how he is now in my opinion...

Hey if ur talking about limits, my system is capable to even use alpha transparences and 64 bit, just to let u know.

But if you reeeally want to, just show me how u yould edit his colors then please.

Edit: Btw. the sprites are saved as png24 for my game.

Hoth
28-08-10, 22:13
And what exactly are you trying to tell me?
He is saying there are too many colors and that you need to remove some.


I can use him as he is now or make him 65536 colors, it actually doesnt matter and anyway, he almost looks nice how he is now in my opinion...

You can, but it is not neccessarilly a good thing to do so. While granted adding more colors can improve the quality of a sprite if it is too similar to colors you already have it doesn't help your sprite. It may even make it appear more like a Jpeg file.


Hey if you're talking about limits, my system is capable to even use alpha transparences and 64 bit, just to let you know.

Limits are there for a reason and that reason is to save game space. While you can add more colors it will make the game have a larger file size than needed. The goal in games, particularly fan-games is to have the highest quality for the least ammount of game space.

mega rock.exe
29-08-10, 00:51
That explains it nicely. You can start by picking 15 different colors the entire sprite is going to use. This should clean up the sprite and make you pick better colors.

FoxClaw
29-08-10, 01:37
ah yes, well looks like my demo ~20mb (+~2mb each comming version) wont be a capable filesize with already 60+ characters then compared to other demos like f.e. ChronoX (which is a good game, to call its name here ^^) has far more and is gameplaylike compared 1h.

did any of u play ZC yet? it actually has ALOT of colors and actually uses some JPEG images as backgrounds etc...

if theres 5 colors almost equal that could be reduced to 1, well... like i ment, it doesnt matter, we live in a higher bit area, guys.

anyway, i hope u dont take this as a fight, i than u for the advice but this is not linked to the debate... when saving it, ill let my program reduce it to the most nessesary amount of colors (auto).

anyway, ill try making some more positions, also have to make an attacksheet for him, thats gonna be funny, if u like you can give me ur idead of how he schould be attacking / playable ;)

mfg
Fox



oh... it may appear like a jpeg file? shouldnt colorconnects in weird boxes be more jpeg than that :P

Hoth
29-08-10, 04:03
Did any of you play Zero Crisis yet? It has ALOT of colors and actually uses some JPEG images as backgrounds etc...

You need to remove those backgrounds ASAP. Jpegs are never, never, never EVER acceptable in a game. They are of poor quality, it's not because your game can't handle it's that it looks crappy. When your game looks crappy people will tend to stray away from even though it is a good game.


If there are five colors almost equal to each other that could be reduced to one, well... like I said, it doesnt matter, we live in a higher bit area, guys.

You certainly should do that. It doesn't matter that we are in a higher bit era, more colors does not equal better sprites and better quality.


I'll let my program reduce it to the most nessesary amount of colors (auto).

I wouldn't reccomend it, computers are much more likely to make mistakes on this kind of stuff than someone personally doing it.

As for the sprite of GravityMan.EXE. Why does his left arm (the one behind his body) have a thumb pointing in the opposite dirrection of the right arm? Did you flip it? You can not do that and still expect the sprite to look good.
His different shades need more contrast from each other, he looks rather dull right now.

FoxClaw
29-08-10, 13:11
Jpegs are never, never, never EVER acceptable in a game. They are of poor quality, it's not because your game can't handle it's that it looks crappy.

what on earth? dude, JPEG is most common format used everywhere and doesnt look crappy if saved on moderate or high quality and besides, look at this:

http://foxclaw.de/img/rpg-maker/mmnc-galerie/mmnc-screen-008.jpg

cant say crappy here, can you?

my whole menu, parts of future intro and alot of tiles are JPEG

When your game looks crappy people will tend to stray away from even though it is a good game.

+ it broke the 5000 dls about a month ago


mfg
Fox

Hoth
29-08-10, 16:11
Look this isn't up for arguing. The Jpeg backgrounds you have look bad, you need to remove them, Jpeg is a low-quality image format and when you have non-jpegs mixed with them it looks bad. And no Jpeg isn't the most common format in games. Maybe in websites, yes, but not in games.

Did I say your game was unpopular? I said a generalization, hence the word tend.

Now could you please address the other stuff I said?

FoxClaw
29-08-10, 16:54
lol neither the sceenshot looks bad nor someone would ever comment about it and i bet if u didnt know its JPEG even u wouldnt complain...

btw. Final Fantasy 7, 8 and 9 are very JPEG abusive u know.

oh well, cant make evryone happy ^^

anyway, the "idea-search" for GravityMan.EXE Gameplay is still open, gimme your ides, i might add ur name to Credits :D

mfg
Fox

Hoth
29-08-10, 17:44
Stop trying to start an argument with me, I become very brutal and a major jackass.
The stuff I am telling you is advice, if you don't take it fine, you can simply ignore it though I still don't reccomend ignoring it.

For GravityMan you can use this as a reference:
http://www.youtube.com/watch?v=4pCQ_eCLM_I (skip to 6:53)
He sadly isn't very diverse in attacks :T

FoxClaw
29-08-10, 18:18
i think ill take the ignore, at least for the JPEG part, the sprite might get some downcoloring tho.


but wow... i really hate the GameCube game :P

his attacks there seem more of like MagnetMan's, i might give somewhat like the MagnetBall hmm mabe to be able to push the player around... have to ballance that, but its an idea, thx.

though i think ill put him somewhere at the end of the list.

mfg
Fox

Lern
30-08-10, 22:42
No, do NOT fucking ignore. LISTEN TO THE FUCKING CRITS. If you can make something look good, why make it look bad?

explain pls.

Kairos
30-08-10, 23:12
JPEG ruins the quality of a sprite


3D games are not sprites and JPEG really doesn't mess with it.


So yeah no one really cares if FF7, 8, and 9 are JPEG


But they will if it's something like MMBN.


EDIT: It also doesn't really mess with images. But it does fuck up sprites.

RyuReiatsu
30-08-10, 23:13
Foxclaw is an hardheaded and is bad at what he does. Just ignore him already, don't get worked up over him. Just stop giving C+C as he believes it's all insults.

Really, the best thing you guys could do is ignore his thread altogether. What would happen? Updates without crits or view = fail

FoxClaw
31-08-10, 17:33
RyuReiatsu is the only one insulting here.


anyway, who has ever said that i would make sprites with JPEG? Oo
to get it straight, i DONT make JPEG sprites!!! lol that wouldnt even be possible!? omg

Rags got the point.

ye... i just checked, the Maker itself even uses JPEGs as base and i have always been using them for parts and never really anyone got concerned about it Oo
this isnt my 1st game u know, well my tribute to MegaMan tho and why would programmers make a 2D Game Maker Engine with JPEG if it sux so bad.

I was just looking at the same image as PNG24 and JPEG (made before saving) and even after 2min of looking at it, there was no difference, really, i dont know why this is such a problem.

I might just say ill change it all to PNG etc. but lol i can see your faces when everyone says its perfect and i reveal i didnt change a thing... cuz thats what would happen.

But okay, no JPEG any more.



well, some main news: FlameMan.EXE is finally done ;) i made him a little opposite to the original (candles being active wont give him traits, he can "take" the flames from the candles and have then!), makes a nice ballance.

also, i have found another GravityMan.EXE sprite, but havent found the owner yet hmm, it looks almost like mine but the arm xD such small arms...
it and mine both got the exact same height! Oo


so, mfg
Fox

and i hope you dont take such stuff seriously lol?

Hoth
01-09-10, 22:10
I might just say ill change it all to PNG etc. but lol i can see your faces when everyone says its perfect and i reveal i didnt change a thing... cuz thats what would happen.

But okay, no JPEG any more.
Okay this, yes you see this? This is you acting like an ass. Stop. YOU are the head developer yes? Don't do something you don't want to do. In fact by even saying that I feel less inclined to play your next game. Why? Because it shows you are willing to lie to an audience just to please yourself.

Get OFF the high horse and start acting like a MATURE human being.
Seriously get this through your head, no one likes a total and complete jackass. You WILL lose fans if you act in this sort of manner. People don't tend to support people they don't like.

Now I had avoided saying this earlier, because it would have sounded like me insulting you based on our argument, you need to up your grammar. This will make you look more professional and it will make it easier to understand you. You just need to spell out your words, capitalize ('I' in particular) and use your apostrophes when needed. When you do not use these appropriately it makes you sound less smart. I'm not saying you are an idiot, but that is the first impression you will give people.
Now I realize, or at least interpreted, that you are from another country. Now I am willing to be a little more lienient about your grammar and spelling, however! You could look online for a grammar/spelling checker or use microsoft word to correct some of your major errors. You do not need perfect grammar, just alright grammar.


Here is your post with the major errors:

RyuReiatsu is the only one insulting here.


anyway, who has ever said that i would make sprites with JPEG? Oo
to get it straight, i DONT make JPEG sprites!!! lol that wouldnt even be possible!? omg

Rags got the point.

ye... i just checked, the Maker itself even uses JPEGs as base and i have always been using them for parts and never really anyone got concerned about it Oo
this isnt my 1st game u know, well my tribute to MegaMan tho and why would programmers make a 2D Game Maker Engine with JPEG if it sux so bad.

I was just looking at the same image as PNG24 and JPEG (made before saving) and even after 2min of looking at it, there was no difference, really, i dont know why this is such a problem.

I might just say ill change it all to PNG etc. but lol i can see your faces when everyone says its perfect and i reveal i didnt change a thing... cuz thats what would happen.

But okay, no JPEG any more.



well, some main news: FlameMan.EXE is finally done i made him a little opposite to the original (candles being active wont give him traits, he can "take" the flames from the candles and have then!), makes a nice ballance.

also, i have found another GravityMan.EXE sprite, but havent found the owner yet hmm, it looks almost like mine but the arm xD such small arms...
it and mine both got the exact same height! Oo


so, mfg
Fox

and i hope you dont take such stuff seriously lol?


Here is it without the major errors:

RyuReiatsu is the only one insulting here.


Anyways, who has ever said that I would make sprites with JPEG?
Just to get it straight, I DON'T make JPEG sprites! Would that even be possible!? omg

Rags got the point.

Yeah... I just checked, the Maker itself and even it uses JPEGs as base. I have always been using them for parts and never really anyone got concerned about it.
This isn't my 1st game you know, well my tribute to MegaMan though and why would programmers make a 2D Game Maker Engine with JPEG if it sucks so bad?

I was just looking at the same image as a PNG24 and a JPEG (made before saving) and even after two minutes of looking at it, there was no difference, I don't know why this is such a problem.

I might just say I'll change it all to PNG, then see your faces when everyone says its perfect and I reveal I didn't change a thing. Because that's what would happen.

But okay, no JPEG any more.

Well, some main news: FlameMan.EXE is finally done. I made him a little opposite to the original (candles being active won't give him traits, he can "take" the flames from the candles and have them!), makes a nice balance.

Also, I have found another GravityMan.EXE sprite, but haven't found the owner yet. It looks almost like mine xD. But the arms, such small arms...
Both have the exact same height! Oo

so, mfg
Fox

(Also I hope you dont take such stuff seriously lol?)

FoxClaw
02-09-10, 12:52
Okay... actually I thought using "shortened" words like "sux" for "sucks" and also less caring about capitalizing would be okay in chat and plain forums. At least it is that way in german forums and usually all nouns are spelled in high cap. there. I'll try the proper way. (didn't i write that english isn't my main in first post?)

( Oo = big eye, small eye = questionable smiley )

Yes, I am the head developer... the only developer actually and no, I am not on a "high horse". It is just that nobody has told me yet why or how they can tell me not to use JPEG in my game when i have always used it and even the program uses it in base? They just come in here and wham: "boo JPEG".

You are overfilling this thread with useless argument, and then annotating against things i never said like using JPEG as sprites...

Lern actually didn't only say inunderstandable (for me) stuff but gave also useful hints and i gave him props for that in previous posts. And i would do it again but other people try using his rather "other" way to say things to play dumbass in here, i call that abuse.

But this:
I might just say ill change it all to PNG etc. but lol i can see your faces when everyone says its perfect and i reveal i didnt change a thing... cuz thats what would happen.

Is actually a hurting truth isn't it?


Dudes...

mfg
Fox

FoxClaw
02-09-10, 16:17
Lets keep on with the main thing this thread was opened for, shall we?

So, here she is...

http://www.foxclaw.de/temp/foxexe.gif

my very 1st 100% own creation and i call her: Fox.EXE.

She will be featured in Zero Crisis as a main character of the plot, not telling about her intentions yet.

I hope you like her design!

To add on that: Sinse i made the sprite first, i dont have a character image or mugshot yet. I could make them myself but i would wait till i need it. I offer a credits slot to the person, drawing me an exceptable anime picture and / or mugshot for Fox.EXE!
I warn you though, i want her to be perfect ;)

RyuReiatsu is out of the competiton, lol

mfg
Fox

Kairos
02-09-10, 17:26
http://www.foxclaw.de/temp/foxexe.gif

my very 1st 100% own creation and i call her: Fox.EXE.



Doesn't really look in style and using one color for the entirety of the body makes certain parts of it unreadable.


Also tails don't move like that. Really need to edit the animation for the tail.


Finally the arms look like twigs.

To add on that: Sinse i made the sprite first, i dont have a character image or mugshot yet. I could make them myself but i would wait till i need it. I offer a credits slot to the person, drawing me an exceptable anime picture and / or mugshot for Fox.EXE!
I warn you though, i want her to be perfect ;)

You're probably better off here. (http://www.sprites-inc.co.uk/forum/showthread.php?t=6288)

RyuReiatsu is out of the competiton, lol

Please stop instigating stuff. Drop it and just accept any help you get weather it be Ryu or not.

FoxClaw
02-09-10, 18:28
Well :)

What exactly do u mean by "not in style" I made sure it uses less colors (17 i think) and i have overdone the shading quite long until it seperated the tail and body enough. I might add some more light to the brightest areas.

The tail, yes im at it.

The arms hmm i like them :P
Shes bigger than MegaMan and the "normal-human" size so her arms look a little pointy i guess.

Thx for the link but i ain't asking for the help, it's an offer for credits and optional sinse i would do it my self anyway.


Im already working at her battlestyle, she's gonna be kicking psyballs and can roll into her tail, waiting to do a counterattack just like ShadowMan.EXE can perform. - like the idea?

mfg
Fox

Lern
02-09-10, 18:43
not in style=doesnt look like the style >>

FoxClaw
02-09-10, 19:10
not in style=doesnt look like the style >>

eh... lol

Cuz she's an animal? I tried making her not too furry but i didnt want her to be a box. In BN there are very "real" and non-robotic looking Navis like RideMan.EXE or that cybergirl in the anime. If you think about it, even Mega himself isnt too much of a robot like his counterpart version. BeastMan.EXE is already too much robot for what i wanted her to look like :(

At the end, you can only see what she looks like in pixels... thats why i need to make an anime picture i guess :P

mfg
Fox

Boilman
02-09-10, 20:22
eh... lol

Cuz she's an animal?
No, that's not what 'style' means. The style is defined by the way of shading, the colours used, the size and proportions, the saturation, the amount of frames an animation has and how the animation is performed, etc.

Neo Girl
02-09-10, 21:23
boil man is right, but i do have to admitt thats good ;)

FoxClaw
02-09-10, 21:51
OH, thx Boilman - and thx Neo :P

Well i already finished the animations sheet, so dont expect much of changes, though i recolored a little and changed some part on the head.

You might need to know that all characters ahve animated standing postions in my game, even MegaMan.EXE, all selfmade. So her animation there is not a problem and then not out of style, her size well, shess taller than Mega but smaller than Colonel.EXE.

I guess, ill have to make a short teaser vid to show her in action later on, best way to find out and i hope she's not too off! ;)


EDIT: If you were wondering: her front hand is showing the back forward and opening toward her, showing that she wants you to come close, at least thats what its supposed to be. I just noticed that its hard to recognize on a light background.

mfg
Fox

RyuReiatsu
03-09-10, 08:23
OH, thx Boilman - and thx Neo :P

Well i already finished the animations sheet, so dont expect much of changes, though i recolored a little and changed some part on the head.


You're telling me that you're unwilling to modify out-of-style sprites just because they are completed? That's just plain laziness and not very selling if you ask me. About her hand 'telling the opponent to come', you should make the hand-motion (that's ignoring the fact that it seriously lacks proportions in every way), y'know? I hadn't noticed until you said so and having to explain visuals is a bad sign.

Is actually a hurting truth isn't it?
More like you're retardedly delusional, bro. It will be apparent in your file size.
Major facepalm.

If you're unwilling to truly follow crits, then keep on doing your thing. But your game's quality will simply go down and down if you keep your unprofessional ways of doing things.

FoxClaw
03-09-10, 10:57
Hmm lets say it like this: i have enough stuff to do ;)

Hey, i'm a 1 man team and it wont take too much longer till i finished all characters and after that, its only a short matter of time untill im done.

This is my tribute to MegaMan.EXE & Zero and im trying as hard as i can to make it a very fun and enjoyable game, despite of some smaller graphical or "unprofessional" lack.

The filesize still is far less than other games around here + having more content in terms of play.

And I ain't ignoring the critics at all, but i ain't a god of gamemaking either. Give me a break lol.

To tell the truth, i'd rather hear stuff about the system/programming, bugs or ballancing sometimes ^^


But thx for trying to help.

It is always the end product that will have to prove itself or not. -> try the Demo :)

mfg
Fox

Lern
03-09-10, 13:50
First off
No wonder no one's helping you, because no one thinks this has a chance, BECAUSE YOU IGNORE EVERYTHING PEOPLE TELL YOU.

Second
'unproffesional lack'?

Third
I assure you theres no game-maker god.

Fourth
You come to a graphics forum. Isnt it only natural we'd crit the GRAPHICS?

FoxClaw
03-09-10, 15:04
Actually i though i had to make a thread in here sinse i use alot of GFX from Sprites.INC. It doesnt matter though, so why not ^^

But okay Lern, you got me.


mfg
Fox

FoxClaw
04-09-10, 17:48
Hmm, now heres the update:

http://www.foxclaw.de/temp/foxexe.gif

I recolored a little, made the tail animation smoother, added some detail to the "ears" and added something i totally forgot lol: the Navi Symbol !!!

Hope you like her better now ^^

Im making a gameplay teaser in a few minutes, im at the last validations for her.

mfg
Fox

Kairos
04-09-10, 18:01
Tail animation is still the same. Tails don't move like that, the whole tail needs to move not just the tip. Arms still look crappy and the face/ears still looks like a mask.


On top of that it's still not really shaded in MMBN style.

FoxClaw
04-09-10, 18:52
Oh u mean the animation itself, no thats not the tail itself moving, it is moveless, whats moving there is like some kind of windeffekt (as you can see at the armband).

Arms = lol, doesnt matter to me

Face = just as it was supposed to ;)

Well, i'll be back.

mfg
Fox

Lern
04-09-10, 20:12
You're still backpedalling. Are you seriously trying to look stupid?
Because, no one cares wether something you're making for otheres doesn't matter to you or not. Change the arms.
And the face is NOT suppoused to look like that.


You're still backpedalling and it's pissing me off.

[fish in space]
04-09-10, 21:38
you know what's cool? having a midsection. its sort of weird how it seems like your sprite's chest connects directly to her impossibly long legs. also, the shading is blocky and terrible, the animation is choppy, the head looks nothing like a fox, and the colours are out of style

Lern
04-09-10, 22:01
Except for all everyone else said, he has no clear outline like MMBN has.

mega rock.exe
05-09-10, 01:04
The sprite is stuck because now you probably don't feel like changing everything and starting all over. This is exactly why you should create a concept or sketch of the sprite before proceeding. Erasing with a pencil is easier than erasing pixels.

But since apparently this is a one-person team, it will most likely not be finished and I don't feel like participating anymore.

FoxClaw
05-09-10, 01:36
Why dont you get in ur head that this is how I want her to look?
I can send you my scibbles in 2 papermails LOL. Do you think i made the sprite without a concept? And that is her head, a big arrow formed head without a notable nose and mouth and the arms look perfectly fine to me and some other people i have asked elsewhere, get over it :P

And do you really think a perfectly working BattleSystem, 67/9X completed characters, Arcade Mode, 2 Player VS and over a year of work is not evidence enough that i will complete my game? Its not like any game, its MY game and im not making this for not completing it. - hurts to hear such a thing -.-

Well, here is some gameplay:
http://www.youtube.com/watch?v=_br_HhDTjOw

Enjoy!

mfg
Fox

Neo Girl
05-09-10, 02:25
it's good but the shading on the game seems to frequent and sudden

Kairos
05-09-10, 03:14
Why dont you get in ur head that this is how I want her to look?
I can send you my scibbles in 2 papermails LOL. Do you think i made the sprite without a concept? And that is her head, a big arrow formed head without a notable nose and mouth and the arms look perfectly fine to me and some other people i have asked elsewhere, get over it :P


Stop backpeadling. Really.

It doesn't really matter if you're a one man team or not, take time to make quality work.

Listen to the criticism in this thread and fix her.


Better yet, don't add any fan characters, it makes your game look very unprofessional and narcissistic when you add your own avatar character into a game.

Hoth
05-09-10, 03:34
Fox you need to read this whole thread:
http://www.sprites-inc.co.uk/forum/showthread.php?t=9034

Your character seems a bit too similar to the Digimon Renamon:
http://digitalmonsters.free.fr/images/saison_trois/digimon/renamon.jpg

Anyways, seriously, you need to swallow your pride and listen to people. MegaRock is a good judge of character and if he's given up on you it means something. You might want to get your crap together.

FoxClaw
05-09-10, 13:39
I already edited her twice and am still called backpeddaler and none-listening to credits. You people dont listen to my posts. And i dont search for excuses, either i want something that way or not, there is nothing in between.

I want to settle this now, no more "backpeddling", "non-listening", other insults or such. Stick with the normal critics and let me take it or not.
This project will be completed and great and you guys can help but NOT like this recently.




Heres the next update:

http://www.foxclaw.de/temp/foxexe.gif

I always update the GIF file, so you wont find the old version in recent posts.

Changes this time:
- midsection lol, thx to [fish in space] comment, i also felt like i missed out on semething there xD
- small detailchanges to head (eyes and left ear)
- arms just a little thicker and front hand changed

But the tail-animation is staying because: i like it.

About the shading-part, could anyone here just do the edit and show me? I allow edits to my sprite in order to show me shading or recolors. If i even take it, ill give a helping credit ofc.




If anyone is wondering: I have the whole spriteset as editable file and it takes me about 5 min to do an edit like this including updating my game, theres no reason i schouldnt have entered her yet, details can always be added later.


No comments about her battlestyle? :P


mfg
Fox

Lern
05-09-10, 19:02
Want to watch how I spark a ragerant out of you without even saying a word?~
Well, I'm not actually asking, I'm showing you several clear details you're ignoring out of laziness, several details you backpedall through, and other details you just didnt notice.

A standalone ignored quote:
Except for all everyone else said, he has no clear outline like MMBN has.

A correct and fine crit...
Tail animation is still the same. Tails don't move like that, the whole tail needs to move not just the tip. Arms still look crappy and the face/ears still looks like a mask.


On top of that it's still not really shaded in MMBN style.

A highly annoying backpeddlar:
Oh u mean the animation itself, no thats not the tail itself moving, it is moveless, whats moving there is like some kind of windeffekt (as you can see at the armband).


A rant about not being one:
I already edited her twice and am still called backpeddaler and none-listening to credits. You people dont listen to my posts. And i dont search for excuses, either i want something that way or not, there is nothing in between.

I want to settle this now, no more "backpeddling", "non-listening", other insults or such. Stick with the normal critics and let me take it or not.
This project will be completed and great and you guys can help but NOT like this recently

Another attempt at convincing you heads dont look that way:
And the face is NOT suppoused to look like that.


You're still backpedalling and it's pissing me off.

Another backpedall!
Why dont you get in ur head that this is how I want her to look?

Another standalone ignored Quote:
']also, the shading is blocky and terrible, the animation is choppy, the head looks nothing like a fox, and the colours are out of style
Discuss.



Now it appears you still ignore us all, so let me sum up WHY ALL OF OUR CRIT IS RATIONAL, and why we call you a BACKPEDALLER.
Warning, massive Lern rant and actually a hell of a lot of COMPARINGLY relaxed crit.

Actually, we'll start with the latter.
BECAUSE IN THIS POST YOU'VE DONE EVERYTHING THAT DEFINES BACKPEDALLING.
And now for the former~
MMBN style sprites have a proper outline, this one blends too much with the background and thus looks out of style. The shading, too, looks undoubtfully out of style and is choppy and blocky and terrible, and the colors, don't even fit the style. Even if all you did matched some kind of custom style you made, it looks moreso like fur than a metalic plate, which navis have. Now you may think thats good, but NO.
Tails dont move like that even in the wind, they dont tilt their tips up to 70 degrees, hell, what you did makes no sense even if the fox could move its own hairs or even if the fox did move its tail! Stop backpedalling.
Editing twice is not a lot. Really, if you edited twice, then sit down, have a cup of coffee, relax, play some games, program some crap...
Then start listening to some gosh darned crit. Because if you think editing twice is a lot, you've much to learn. It's not the quantity of edits made but their qualities.
Thank you VERY much.
And about the head
I
no
WE
don't care.
That head is HIGHLY MISHAPEN, OUT OF STYLE AND MAKES NO SENSE WHATSOEVER, even were it IN style.
Put a picaso painting in an MMBN tilt to fit the standing battle frames of MMBN.
Now compare it to your fox head.
The resemblence is uncanny, in a way, because the head MAKES NO SENSE AND IS MISHAPEN.

Lord Wraith
05-09-10, 19:38
You know, of all the other things mentioned here. One thing that is really bothering me is the idle pose itself. I can't think of any MMBN characters that idle like yours does. Yours seems to idle in a fighting game style. Most MMBN characters just have one standing pose, with the exception being here when they blink/flash. The whole breathing thing is out of style as well, I mean why does a Net Navi need to breathe?

Lern
05-09-10, 19:41
You know, of all the other things mentioned here. One thing that is really bothering me is the idle pose itself. I can't think of any MMBN characters that idle like yours does. Yours seems to idle in a fighting game style. Most MMBN characters just have one standing pose, with the exception being here when they blink/flash. The whole breathing thing is out of style as well, I mean why does a Net Navi need to breathe?
On top of that
Why is it breathing so quickly? It's only standing.

FoxClaw
05-09-10, 20:44
I already wrote that actually ALL the navis have gotten a standing animation including MegaMan.EXE but that's just another thing i write that is overread.

And the wind effect also has some use in the original sprites like from Bass.EXE, where i got the idea of making her animation like a windgust. And what about KillerMan.EXE?

But the way you stand or pose shouldnt be a worry.

And I just told you that its over, write something useful, I'll read it and do somethning about it if I think it is a good idea. The long post of Lern was pointless.

mfg
Fox

Hoth
05-09-10, 21:18
I'll give it one more go. Mind if I mark on your sprite to point out some the necesary changes?

FoxClaw
05-09-10, 21:33
Err... "mark" it? Dunno what u mean but go on. If you mean edit, i already gave permission to change the sprite if anyone wants to show me how its done. (Prolly also overread :P)

mfg
Fox

Hoth
05-09-10, 21:38
Err... "mark" it? Dunno what u mean but go on. If you mean edit, i already gave permission to change the sprite if anyone wants to show me how its done. (Prolly also overread :P)

mfg
Fox
No sweety, I'm not going to hold your hand and edit it for you. Marking on it means putting a bunch of red boxes to show where you need adjustment. Some people get upset when others do that.

FoxClaw
05-09-10, 21:47
Mark 'em :P

mfg
Fox

Hoth
05-09-10, 22:23
Alright so here is the run down:
Yellow boxes indicate that you need to do some major reconstruction.
Blue boxes indicate that you need to do some minor editing.
Green boxes indicate shading that is really off.
Pink boxes indicate where I suggest trying to change things.
Red is stuff I'll explain.

http://i125.photobucket.com/albums/p48/ngaurhoth1/fox.png

Alright so here's the big problems I'm seeing.
In the blue box over the eye, You need to have a second, darker shade of purple so your character doesn't look so lifeless. Another shade of whie would be bad either.

In the blue boxes on the ears there are a few pixels that are just off, really all it would take to look better is remove a couple of pixels from some key areas. The same goes for the right foot (on the left side of the screen)

On both legs you pillow shaded which makes the sprite loook oddly textured and it makes it confusing as to where the lighting is coming from. The leg in red, first of all the two shades are too similar to each other, you'll need another pallet for all of her black parts. The part of the leg with the spike shouldn't be brighter than the other half of that leg, it should be the darker part.

The end of the tail needs major reconstruction, I get that she is supposed to be furry, but it is still out of style for Battle Network (and Zero for that matter). You should completely redo that part. The back part doesn't look bad, but it's shading is so incredibly off that it looks bad. Again, no clear light source.

The left arm (the one on the right side in the yellow box) should be completely redone. It looks too blocky to be an arm.

Lastly the tip of the left ear, it's not shaded correctly, compare it to the spikey haired virus I added. It should be darker at the top, not lighter.

The ENTIRE tail needs to move in the animation, it is not possible for the wind to do to the tail what you were saying it's doing, animate ALL of it.

EDIT: Oh yeah, you need to redo the chest, you do realize that right now her chest is just boobs right?

FoxClaw
06-09-10, 20:29
Hey, im back.

And here is some editing i made today including "trying to do" most of your marks and some detail stuff i wanted to add. Though i think animating the whole tail isn't too good, i might leave it moveless hmm gotta think about something. I kinda miss my old tailtip :P :: Hey wait a minute, ProtoMan has alot of hair and Zero too!!!

I also made some kind of borders everywhere. Looks better to me too, thx 4 advice.

I also cut the head a little, not only some pixels, i made it a little shorter at whole and reshaded it and the complete sprite, hoping it makes more "sense" now.

And here it is:
http://i125.photobucket.com/albums/p48/ngaurhoth1/fox.png -> http://www.foxclaw.de/temp/foxexe.gif

^^

mfg
Fox

Kairos
06-09-10, 21:04
Well at least you tried.


But now the sprite is covered and banding and the tail is pillow shaded.

Hoth
06-09-10, 21:10
Hey, im back.

And here is some editing i made today including "trying to do" most of your marks and some detail stuff i wanted to add. Though i think animating the whole tail isn't too good, i might leave it moveless hmm gotta think about something. I kinda miss my old tailtip :P :: Hey wait a minute, ProtoMan has alot of hair and Zero too!!!

I also made some kind of borders everywhere. Looks better to me too, thx 4 advice.

I also cut the head a little, not only some pixels, i made it a little shorter at whole and reshaded it and the complete sprite, hoping it makes more "sense" now.

And here it is:
http://i125.photobucket.com/albums/p48/ngaurhoth1/fox.png -> http://www.foxclaw.de/temp/foxexe.gif

^^

mfg
Fox
Oh that looks significantly better. You still need to make the shades of black more contrasting.
Lern might be able to help fine tune it, I know that it could still use some improvements, but I can't say exactly where... Sorry.

The breathing animation isn't right. Her chest shouldn't move up and down, instead you might want to animate her chest by changing the shading of the body parts to represent motion.


Hey wait a minute, ProtoMan has alot of hair and Zero too!!!

I'm assuming that's a joke >>;

FoxClaw
07-09-10, 18:44
So, heres the deal, I made another change in animation.
I also reduced the long legs by addon on to the section between them and the mid body and I slightly changed shading at the tail tip.

Then i had some sort of idea but I dunno if that would work :P

Here's the new animation:
http://www.foxclaw.de/temp/foxexe.gif

And here's what i could be thinking of:
http://www.foxclaw.de/temp/foxexetest.gif
* I though the tail could be somewhat mechanic and consist of parts instead of just 1 long one. Mabe i'll leave it the main way or what do you guys think? Oh... hmm i just noticed it still has the "old" colors, just look over them but you can actually see a difference, it's dull! lol!

mfg
Fox

Lern
07-09-10, 20:28
It would fit, buy not for this kind of robot. More for a snake robot, or anything that would probably need to make sharp moves with his tail.

FoxClaw
07-09-10, 21:45
It would fit, buy not for this kind of robot. More for a snake robot, or anything that would probably need to make sharp moves with his tail.

Yeah... thats what i thought later on. Well, i'd say case Fox.EXE is closed (for now). I'll bring her into my next Demo and then see how she will be welcomed in gameplay (or not).

So, back to work and thx for the graphical advice guys, i might be better editing GravityMan.EXE sooner or later.

mfg
Fox

FoxClaw
27-10-10, 17:22
So, here i am with yet another character to introduce.

It's the KnightRider! Well, KnightRider.EXE in this case ;)

Here's a teaser: YouTube (http://www.youtube.com/watch?v=-YSfAcQkXJA)

You might ask "why?"... :P

Well i kinda listened to the old TV show opening and it came in my mind like a blast. So i added him. ^^
This time it's not from scratch though. I took the TurboMan sprites, recolored and edited some part like the front, helmet, legparts and spoiler.

His moves are semi-TurboMan-like, sinse he has the same old Dash and BurningWheels but i exchanged his Buster for a stationary MiniGun and added a slowgauge on his side differing theyre two playstyles enough to have him in.

So, whattaya think? ;)


Oh and player2 in the video is also new to tho comming update: FlameMan.
He's almost what he was in the original but with a major difference: the candles wont lend theyre powers by being lighted, instead he can grab the fire off the candles and convert the power to his body for a short duration. The candles will relight randomly.


mfg
Fox

Hoth
27-10-10, 22:24
If you can't make a scratch sprite for this "Knightrider" then I wouldn't bother making him a new character, although you could make him into an alternate form for TurboMan since he is who you used as a base. Or if you plan on changing the sprite later and it's a new car based Navi you might want to make him into NitroMan.EXE instead. If you do change his name to NitroMan.EXE you could change his net-op's name to Michael Ryder, because Ryder sounds like 'Rider' but also means Knight so you get you get to keep roots to his original name.
(to find other names meaning 'knight' go to here http://www.babynames.com/Names/search.php.)

I'm also noticing tht you don't stick to the naming scheme, which is really a classic trait of the Megaman series. You should try to stick with naming characters after musical terms, something-man(or woman), computer jargon or an X related theme.

Well i kinda listened to the old TV show opening and it came in my mind like a blast. So i added him.
I'm not sure I understand?

FoxClaw
27-10-10, 22:40
Hi, Hoth.

KnightRider is an old TV Series, where i based him of, just Google it ^^

Girls of the MMBN Scene dont have any "Man" or lets say "Woman".
Fox.EXE is a girl ;)

Hoth
27-10-10, 22:44
Hi, Hoth.

KnightRider is an old TV Series, where i based him of, just Google it ^^

Girls of the MMBN Scene dont have any "Man" or lets say "Woman".
Fox.EXE is a girl ;)
Well now that I think about it, you are right about that because of Medi and Ring.

But what about this KnightRider? I really don't think you should rip-off a show so blatantly thus why I sugested changing his name to NitroMan since it relates to Megaman and keeps the character in tact. Either that or change him into a cross/style change.

FoxClaw
28-10-10, 14:34
^^

U 4got about Roll.

There's also non(or half)-female Navis without such an add, like Colonel, Punk, Serenade, Bass etc.

But meh, KnightRider.EXE it is sinse it wouldnt make sense adding him and then not even naming him after his original counterpart.
Mmmh Kit.EXE would also work but it sounds kinda weird.

mfg
Fox

Hoth
28-10-10, 21:17
^^

U 4got about Roll.

There's also non(or half)-female Navis without such an add, like Colonel, Punk, Serenade, Bass etc.

But meh, KnightRider.EXE it is sinse it wouldnt make sense adding him and then not even naming him after his original counterpart.
Mmmh Kit.EXE would also work but it sounds kinda weird.

mfg
Fox
Colonel is an X character. Bass, Roll, Serenade and Punk are all musical terms.

The point I'm getting at Fox is that KnightRider already doesn't make sense in adding because he has nothing to do with Megaman in any way shape or form. Hell he doesn't even have anything to do with Capcom.

Thus while I understand you like that show and want to make a reference to it I think it would be better to make it actually relate to Megaman or take him out entirely. Otherwise it makes your game seem more like a bad fan-fiction and unprofessional.

FoxClaw
02-11-10, 22:51
Hi, so i finally finished the next update, version 9.

12 new characters are now availiable + new moves for some old ones and other updates.

Well then, have fun! ;)


Trailer: YouTube Link (http://www.youtube.com/watch?v=mEkjVW22YM4)

Updates Log:

PreBeta VIII.1 -> IX
--------------
- New Adds:
- Character: ChargeMan
- Character: FreezeMan
- Character: Meddy
- Character: FlameMan
- Character: Fox *
- Character: CloudMan
- Character: DiveMan
- Character: WindMan
- Character: GroundMan
- Character: KnightRider *
- Character: JudgeMan
- Character: VideoMan
* exclusive newcommer!

- Ballance Changes:
- TomahawkMan new Attck: TomahawkRolling
- TomahawkMan HawkAttack KeyInput changed, old taken by TomahawkRolling
- TomahawkMan HawkAttack Energy-Cost +10%
- NapalmMan AutoVulcan number of shots increased to 5, fire on attack changed to autofire
- MistMan SoulGengar Stun removed, hit now curses movement, Energy-Cost +33%
- WoodMan WoodStomp now 100% random aim and always 3x
- KnightMan RoofBreak now 100% random aim and always 3x
- StoneMan StoneSmash now 100% random aim and always 4x(-RockCubes)
- StoneMan StoneSmash Damage +25%
- StoneMan LaserTower Damage -20% ~ +50%
- HeatMan DoubleFireTower split into 2 seperate flames, though closer to another, AttackAnimation lengh +20%
- ColdMan ColdBreak now replenishes full Energy-Cost of IceCubes if landing on one
- ColdMan ColdFog Damage +30%
- ToadMan WaterPlants are now frequently moving to the left and right
- BombMan Bomb Damage -25% & Energy-Cost -10%
- ShadowMan MuramasaBlade long range Damage -50%
- MetalMan: GearWheel Energy-Cost +20%
- Django: VectorBike Energy-Cost -33%
- MagnetMan: MagnetTrap stays active while MagnetBall is on the field

- Other Changes:
- "KI" changed to "AI" for "Artificial intelligence"
- AI VS MistMan no more pointless evading
- AI VS DrillMan doesn't attack while DrillMan is off stage
- BeastOut Falzar correctly renamed to Falzer
- BeastOut Gregar correctly renamed to Greiga
- BattleBackgrounds slightly recolored
- AI VS Colonel now properly evades ScreenDiv
- Random character choice will now also directly choose StyleChanges and BeastOuts
- MegaMan, chosen by Random can't StyleChange or BeastOut
- X sprite for main color corrected
- Arcade Boss HP now starting at yellow bar (40HP) if gotten lower than or equal to 40HP with previous life
- New Networld spritetheme added

- BugFixes:
- Roll: missing Heal Animation of HeartArrow fixed
- CloudMan: low-Energy standing sprite fixed
- WoodMan: Bugged LeafShield if combined with TreeNut fixed

FoxClaw
02-12-10, 21:27
Hey fellow MegaFans,

Here's a Patch that i made.
It fixes some bugs and recent ballancing issues.

For not releasing a whole new update i added at least another character to the mix and it's a very interesting one to be honest...

The Downloadlink is the same as always, dont forget to copy your save-files.


And here's a short video for the new character: http://www.youtube.com/watch?v=GkmaH-a9DfA


Updates Log:

PreBeta IX -> IX.1
--------------
- New Adds:
- Character: HatMan

- Ballance Changes:
- Fox SlowGauge in center discarded
- Fox TailWhip Damage changed from 3~5 to 5
- Fox FoxFire Stun duration x2
- Fox CometFire Stun duration x3
- SkullMan BoneArms now are longer active if the player has less HP
- SkullMan BigSkull now has a 20% chance to crack the pannel
- SkullMan BigSkull AttackSpeed -10%
- Meddy ChemicalFlash summon-time +50%
- Meddy HealinPulse Damage & Heal -33%
- DiveMan DiveBomb AttackSpeed +20%
- DiveMan DiveBomb unstunable
- DiveMan DiveBomb now has a 10% chance to crack the pannel
- DiveMan DiveTorpedo Energy-Cost -33%
- CloudMan ThunderBall Energy-Cost -10%
- CloudMan ThunderBall movement lag discarded
- CloudMan CrossSpark Energy-Cost -10%
- VideoMan WindCutter Energy-Cost +25%
- MistMan SoulGengar will now dispell on hit
- KillerMan MistyDemons Energy-Cost -20%

- Other Changes:
- KingMan AI doesn't let Pawns attack any more while player out of range
- ChipShop redone
- Gates added to ChipShop, giving requirements to pass to another area
- StarRank minimum for unlocking Zero & X changed to 20
- Gate with a requirement of at least 40 unlocked characters added before being able to purchase Bass

- BugFixes:
- names for Falzer & Greiga switched
- SkullMan Player2 BigSkull Stun-Bug where the Stun does not apply fixed
- FreezeMan Energy-Cost info-lines corrected to the actual costs
- SkullMan BigSkull too early landing sound fixed
- MistMan endless Stun of hit while controlled by SoulGengar fixed
- SparkMan GroundSpark bug where it misses alot fixed

---------------


mfg
Fox

FoxClaw
28-01-11, 20:43
New Video-Opening from next Update onwards.

Already uploaded on YouTube: http://www.youtube.com/watch?v=zOCPTuK3cDY

mfg
Fox

FoxClaw
07-02-11, 18:27
NeedleMan.EXE joins the Battle!

http://www.foxclaw.de/temp/needlemanexe.gif

Comming in PreBetaX !

FoxClaw
13-03-11, 22:46
Updates Log:

PreBeta IX.1 -> X
--------------
- New Adds:
- Character: YamatoMan
- Character: BubbleMan
- Character: BowlMan
- Character: GyroMan
- Character: Punk
- Character: ClockMan
- Character: JunkMan
- Character: NeedleMan * * exclusive Sprites for Zero Crisis!
- Character: CircusMan
- Character: BlizzardMan
- Character: Hakushaku

- Ballance Changes:
- BeastMan BeastRage will now bring him right back to the front row instead of leaving him to move backwards
- TomahawkMan HawkAttack 20% longer animation
- TomahawkMan TomahawkRolling Damage -25%
- TomahawkMan TomahawkRolling will only crack the pannel
- WindMan PropellerBomb Energy-Cost +15%
- WindMan PropellerBomb Damage -20%
- SearchMan Infiltration Energy-Cost oder time discarded, fixed Energy-Cost added, may De-Infiltrate if hit
- SearchMan regular De-Infiltation will now regain the Energy-Cost
- Roll Heal if more HP than opponent: Healing-Rate -50%
- Roll HeartArrow Damage -25%
- SnakeMan Energy-Regeneration -1 while hiding in Vase
- SnakeMan SummonSnake Energy-Cost -10%
- SnakeMan SnakeCannon Energy-Cost -10%
- Django VectorBike increased Speed when returning
- KillerMan DeleteBeam now has a short wait before activating
- KillerMan MistyDemons Energy-Cost +10%
- Fox completely redone, TailWhip & CometFire now are basic attacks, Mirage FoxFire disabled, Mirage changed into an all new Clone-Ability
- BeastOut Falzer new Attack: FalzerStorm
- BeastOut Falzer Input for FalzerSlash & FeatherRain changed
- GroundMan GroundBreak Damage-20% & time between attack-animation and drill expanded, Drill will appear at where the player was at the attack-animation
- Meddy MeddyCapsule can now be thrown up and down by holding the directional button while throwing-animation
- HatMan WideSword Energy-Cost +30%
- MagnetMan MagnetTrap discarded
- MagnetMan new Passive-Ability: MagnetLine
- MagnetMan 0 Energy at Battle-Begin
- MagnetMan MagnetMissile now has a short stop when thrown, if thrown in center row it will go up or down
- MagnetMan MagnetMissile now 2x usable
- MagnetMan MagnetMissile Energy-Cost +5%
- MagnetMan MagnetBall Energy-Cost +10%
- MagnetMan NSTackle Energy-Cost +40%
- ElecMan ElecBolt Damage -25%
- Bass DarkWheel Damage -50%
- Bass DarkWheel Animation-Lengh +50%
- Bass DarkWheel will now generate 2 DarkWheels on the players edge of the battlefield, which will move to the center row if close to the opponent which is on the center row
- TenguMan TenguRacket Damage -33%
- TenguMan WildTornade 20% longer animation

- Other Changes:
- SlashMan BattleChip Icon for TrippleKunai changed
- If having all 4 StyleChange and both BeastOut for MegaMan unlocked, AI Character Select in NetBattle Mode will now let you choose between Normal, StyleChange and Beast after selecting MegaMan
- Performance Settings diabled
- AI Difficulty Script completely redone
- Increased performance thanks to new compact AI Difficulty Script
- Slightly reduced gamespeed in 2-Player-VS to make it even to VS AI
- GateMan Stance changed
- New Deletion-Animation
- Fox Navi-Select Position changed to its own (BeastMan does not have any "behind" Character any more)
- New Navi-Image for Fox
- DesertMan NaviMark changed
- DesertMan SandTrap now inflicts a Hit-Animation
- Video Opening added + pressing a button will now bring you right onto the main menu
- Bass AI Update
- GutsMan SonicWave & PannelBreak Animations slightly changed

- BugFixes:
- HatMan MagicCard AquaCard animation bug fixed
- ChargeMan Statistics Bug where StarRanks are not correct
- Fox TailWhip late Damage fixed
- Fox FoxFire miss on close range fixed
- Falzer FalzerSlash Damage before animation fixed
- TomahawkMan TomahawkRolling Animation-Lag fixed
- WoodMan LeafShield Bug where it wont disappear even though taking damage fixed
- StoneMan disappearing arms fixed
- Django Player2 & AI several Bugs fixed caused by calcultion of Player1 variables
- TopMan TopSpin used by AI where it moves incorrectly fixed
- DesertMan SandHand Animation timing fixed

--------------

Also: Check out my new Live-Chat on my homepage: http://www.foxclaw.de/chat.php

New Trailer: http://www.youtube.com/watch?v=Fbor90ttLMA

Tell me directly about your thoughts and ideas to improve my game, help me create the perfect Battle Network!

mfg
Fox

Xearez
14-03-11, 01:58
the needleman sprites look really good, will you be adding swordman, sanukiman and gravityman too?

FoxClaw
14-03-11, 12:24
Thanks.
Well SanukiMan is a joke in the first place so no, but the others have a high chance of being added. At least GravityMan is already in my final roster. BrightMan is also in the thoughts.

HeroDeMega
14-03-11, 17:30
Interesting game so far, keep it up. :)

mega rock.exe
16-03-11, 05:35
I haven't made you guys a logo yet? Great project, but it needs a decent logo badly.

FoxClaw
16-03-11, 18:50
Heh, yeah i'll add one some day, mabe even consider yours, well see ^^

But who do u mean by "you guys"? :D

Xearez
16-03-11, 19:05
do you have an updated, current, character roster? i would like to see who is in it.

FoxClaw
16-03-11, 19:26
Well, this is a coderip listing all characters playable in the actual demo in the order i programmed them:

# 01 MegaMan
# 02 ProtoMan
# 03 SharkMan
# 04 MetalMan
# 05 FireMan
# 06 Roll
# 07 GutsMan
# 08 WoodMan
# 09 Bass
# 10 IceMan
# 11 KingMan
# 12 TurboMan
# 13 SkullMan
# 14 CutMan
# 15 Zero
# 16 NumberMan
# 17 TomahawkMan
# 18 BombMan
# 19 ElecMan
# 20 SearchMan
# 21 Colonel
# 22 StoneMan
# 23 BeastMan
# 24 ShadeMan
# 25 HeatMan
# 26 FlashMan
# 27 QuickMan
# 28 SnakeMan
# 29 DesertMan
# 30 AirMan
# 31 DrillMan
# 32 BlastMan
# 33 WoodStyle
# 34 HeatStyle
# 35 ElecStyle
# 36 AquaStyle
# 37 Falzer
# 38 Greiga
# 39 ColdMan
# 40 Ring
# 41 Django
# 42 X
# 43 MagicMan
# 44 KnightMan
# 45 BurnerMan
# 46 ColorMan
# 47 ShadowMan
# 48 SlashMan
# 49 PlantMan
# 50 GateMan
# 51 ThunderMan
# 52 DarkMan
# 53 DustMan
# 54 MagnetMan
# 55 TopMan
# 56 SparkMan
# 57 LarkMan
# 58 TenguMan
# 59 NapalmMan
# 60 KillerMan
# 61 ToadMan
# 62 MistMan
# 63 ChargeMan
# 64 FreezeMan
# 65 Meddy
# 66 FlameMan
# 67 Fox
# 68 CloudMan
# 69 DiveMan
# 70 WindMan
# 71 GroundMan
# 72 KnightRider
# 73 JudgeMan
# 74 VideoMan
# 75 HatMan
# 76 YamatoMan
# 77 BubbleMan
# 78 BowlMan
# 79 GyroMan
# 80 Punk
# 81 ClockMan
# 82 JunkMan
# 83 NeedleMan
# 84 CircusMan
# 85 BlizzardMan
# 86 Hakushaku


there's still more than 10 comming the thing is im not sure about a few.
but it will be more than 100 :mega-1up:

there's still some highlights comming like SF MegaMan, Serenade, the other navis from PoN & LoN, the rest of the original ones, some more from the anime and another custom one

mfg
Fox

Xearez
16-03-11, 21:06
the game isnt working, you can see the window and then it closes without even an error report.

FoxClaw
17-03-11, 16:25
I would have noticed your error report earlyer if you had written another post instead of just completely rewriting your old one :)

Well, window closing without any error, sounds to me like missing RTP.

Try downloading and installing this: http://foxclaw.de/downloads.php?dl=1324
and it should work.

Have fun!

mega rock.exe
19-03-11, 06:55
Heh, yeah i'll add one some day, mabe even consider yours, well see ^^

But who do u mean by "you guys"? :D
Well I've made several fangame logos in the past and they have been generally well-received. I am willing to help this project, (even if there is no "you guys).

Vincent
19-03-11, 09:34
Well I've made several fangame logos in the past and they have been generally well-received. I am willing to help this project, (even if there is no "you guys).


TOtally agree with that,he made our logo too and we love it.

mega rock.exe
30-03-11, 04:37
It's okay?
http://i55.photobucket.com/albums/g144/mega_rock_exe/mmbn_zero_crisis_logo-01copy.png

FoxClaw
30-03-11, 20:37
Heya, that looks cool.

Though it doesn't fit to my game, i think you got the point wrong...

The "ZERO" should be at least colored like the original "MegaMan Zero" Logo.
"Zero Crisis" is the games 2nd title though also includes the 2nd Hero's name so the "Zero" has to be hightlighted alot more, 2nd most after the "MegaMan".

The rest is almost perfect but i can't use this version u got there.

I made one recently, it should be something like this: LINK (http://www.foxclaw.de/temp/zerocrisis-logo.png)

But don't get me wrong, your's looks really neat!

mega rock.exe
31-03-11, 00:40
Least colored? That's kind of hard to understand so I think I'll just move the white of the background to the Zero part? The title reads the way I designed it, so it limits the direction.

FoxClaw
31-03-11, 16:21
Oh?

No, what i ment is:
The "Zero" hast to be the 2nd eyecatcher right after the "MegaMan".
"Battle Network" & "Crisis" are lower-titles.

Also the coloring doesn't make sense...
"Zero" should have the same coloring as it has in the MegaMan Zero Games.

Anyway, thank's for your trying, but i think i already have my Logo now.

What do you people think of this?:
Zero Crisis Logo (http://www.foxclaw.de/temp/zerocrisis-logo2.png)

mfg
Fox

Xearez
01-04-11, 13:56
i think it looks to boring :/ maybe a background would help, or make the Z the way it is in megaman zero.

FoxClaw
07-04-11, 20:17
Hi once again!

Here's another Patch, doing some serious bugfixing sinse PreBetaX + ballancing AND a new character: "MegaMan StarForce"!

See him in action: YouTube (http://www.youtube.com/watch?v=q7leyd0oA7A)


@Xearez:
It's done, i fixed some corners here and there but tbh. i was thinking about adding the bug "Z" alot but then decided not to cause it might overfill the whole thing. It's looking good as put on the Title Screen.


Updates Log:

PreBeta X -> X.1
--------------
- New Adds:
- Character: StarForce
- BattleBackground: Geo Stelar & Omega Xis

- Ballance Changes:
- ThunderMan Thunder & 3xThunder if stunned with Stun2 or Stun3 while attacking, Energy will go down to 60%
- NapalmMan VulcanCannon Energy-Cost -33%
- NapalmMan NapalmBombs & GreatNapalmBomb stunnable by Stun1 removed
- NapalmMan VulcanCannon stunnable by Stun1 removed for 1st shot
- NapalmMan AutoVulcan can now be summoned from front row, placing it on the opponent's side but then decreasing ammo
- GateMan RemoteGate changed to be summoned manually, button input placed at former "RemoteGate Attack!" command, RemoteGate will now instantly attack when the player is hit by Stun2 or Stun3, the gate will disappear after 2 attacks
- GateMan RemoteGate Damage -40%

- Other Changes:
- Updated Logo added to Main Menu
- Text of some Items in ChipShop corrected

- BugFixes:
- PlantMan LeafShield disappears while healing with full health fixed
- NetBattle Mode: Selecting MegaMan an being able to choose his transforms without owning them, then crashing fixed
- ChipShop: Fixed a bug where the latest unlocked characters and StarRanks didn't count for opening doors which demand certain ammounts
- ChipShop: Discarded "invisible paths"
- ChipShop: "invisible wall" infront of the Gate in green area fixed

Info:
Stun1: short stun by small arms like Busters
Stun2: stuns weapons only
Stun3: stuns weapons & movement
Stun2 & Stun3 mostly come together while Stun2 has longer activity even after Stun3 has worn out, rendering the character unable to attack right after being stunned or aloowing uncounterable stunchains

--------------

FoxClaw
29-04-11, 22:10
Hi ppl,

i just got finished with my Reverse RideMan Sprite, here it is:
http://foxclaw.de/temp/reverseridemanexe.gif

I might change a little shading on his backparts, they are no triangles, it only looks a little like it on white backgrounds.

Tell me if you like it / or not ^^


Oh btw, my next update will be adding all 4 known PoN/LoN Navis: HatMan.EXE, RideMan.EXE, ReverseRideMan.EXE & JammingMan.EXE.

FoxClaw
01-05-11, 00:08
Hi people, i just want to share a new gameplay video i have recently made:

http://www.youtube.com/watch?v=u8bn-P_ON40

mfg
Fox

FoxClaw
29-06-11, 21:01
It's me again, yet without an Update BUT with another video:

say hello to the Dark Navis!
http://www.youtube.com/watch?v=e6F3ouhaT28

mfg
Fox

FoxClaw
10-09-11, 10:41
Hi again and welcome back Sprites.INC!

This update was release on tuesday but i haven't realized this forum was back.

So here it is and it has an all new layout!


http://foxclaw.de/img/games/mmbnzc/gallery/thumbs/mmbnzc-screen-000.jpg (http://foxclaw.de/img/games/mmbnzc/gallery/mmbnzc-screen-000.jpg)

First of all, i have updated my screenshot-gallery on my homepage, check them out here: http://foxclaw.de/mmbnzc-gallery.php


Seconds, here you can find the newest trailer: http://www.youtube.com/watch?v=yDwuxYP2o58&lc=8Oq5uZJ-yNR5CDcX-sFHFtegclBDYYET4bR9Un-ezIQ&feature=inbox


And here is the Updates Log:

PreBeta X.1 -> Zero
--------------
- New Adds:
- Character: PharaohMan
- Character: LaserMan
- Character: Serenade
- Character: RideMan
- Character: ReverseRideMan
- Character: JammingMan
- Character: CosmoMan
- Character: PlanetMan
- Character: StarMan
- Character: ElementMan
- Character: KendoMan
- Character: AquaMan (SpoutMan)
- Character: GridMan
- Character: DarkRock
- Character: DarkBlues
- Costumes for Characters (Player 1 only)
- Costume-Options in System
- TurboMan Costume: KnightRider
- MegaMan Costume: ForteCross
- Arcade: Easy- & Hard-Difficulty added
- GameMode: Challenge/N1GP

- Ballance Changes:
- All Busters Damage -25%
- ProtoMan StepSword & Shield now break through Stun1
- ProtoMan new Attack: Taunt
- ProtoMan MoveSet slightly changed
- ProtoMan Shield Energy-Cost +25%
- MegaMan WoodShieldStyle Energy-Cost +25%
- MegaMan FalzerBeastOut FeatherRain Damage reduced from 1 to 0.5
- StarForce ChargeShot charge time +25%
- StarForce Shield Energy-Cost +25%
- StarForce OmegaXis Energy-Cost +10%
- StarForce OmegaXis attack will now only follow up to the X-Axis of the Opponent but stay at his Y-Axis
- GyroMan GyroAirGunner Damage -25%
- GyroMan GyroAirStrike Damage -20%
- CircusMan GloomCage wait between jump and attack +75%
- Ring RingSpin Stun +50%
- MagnetMan N/S-Tackle & MagnetBall Energy-Cost switched
- KingMan Pawns will no longer go forward on theyre own
- KingMan PawnAttack Energy-Cost removed
- KingMan PawnAttack chance for LongSword & disappear changed to 50%
- KingMan new Attack: PawnsForward
- KingMan Rook RookAttack discarded, Rook will from now act on its own by charging at the opponent
- KingMan standing behin the Rook Defense-Bonus discarded, Rook won't disappear when player is hit frequently
- KingMan Knight will not disappear if hitting Rook any more
- KingMan Rook & Knight: If the player does not have the Energy-Cost they will now disappear after damaging the opponent, else the Energy-Cost will be taken (50% Cost-Reduction if blocked)
- KingMan FastGauge discarded, added SlowGauge in back row
- HeatMan BurnerJump will now always leave a burning spot, max 2, distinguishing the older ones, not possible to place 2 on the same spot any more
- HeatMan BurnerJump burning spots will now distinguish after a while
- HeatMan added SlowGauge on center row
- HeatMan HeatWall animation changed to the former one of DoubleFireTower
- HeatMan HeatWall full defense discarded
- HeatMan DoubleFireTower discarded
- HeatMan new Attack: FlameThrower
- FlameMan green FlameAura lengh +25%
- FlameMan red FlameAura lengh -25%
- FlameMan FlameBreath pre-attack animation lengh increased
- FlameMan second FireTower enabled
- FireMan second FireTower disabled
- MagicMan Mettaur Defense-Bonus discarded, added Auto-Shield instead
- BeastMan BastSlash & CowardSlash animation time before hit +10%
- DrillMan TrippleDrill Energy-Cost +10%
- Hakushaku DoomBolt Stun radically reduced
- BurnerMan InstantBurner Damage -25%
- ColdMan new Attack: SnowFlake
- Punk all Energy-Cost -15%
- Punk ShieldChain Damage -25%
- MetalMan DualSaw if one hits the other will continue
- MetalMan MetalGear increased speed
- GutsMan SonicWave now pierces players
- PlantMan PlantWeed will now automatically disappear after a while
- NeedleMan Needler Energy-Cost -30% / Damage -33%
- NeedleMan DoubleNeedler Energy-Cost -15% / Damage -33%
- NeedleMan added SlowGauge in front row
- ToadMan new Attack: ToadThrow
- ToadMan ToadSlap can now be done while standing on a leaf
- Bass LongSlice long range damage 50%
- Roll Mellee damage changed from last hit 3 Damage into tripple hit 1 Damage
- Roll HeartArrow Energy-Cost +25%
- Roll HeartArrow Damage -25%
- SharkMan BigWave Damage -33%
- HatMan AquaCard range increased to 3
- CutMan will now auto-summon a rock if on low health

- Other Changes:
- AI Evasion accuracy slightly enhanced, especially for certain matchups
- MegaMan WoodShieldStyle Charge & Shield Button Input changed
- Audio changed: all BattleThemes in NetBattle-Mode & Arcade-Mode are now original versions of the BN series
- Audio for Bosses & other parts also changed
- TurboMan BusterShot changed into Gatling (from KnightRider)
- Changed KnightRider into a Custume for TurboMan, not being a character on his own any more
- PrizeMoney for a win in NetBattle-Mode and Arcade-Mode Rounds 1~8 doubled
- CostUps for ChipShop prices after buying an item halfed
- GutsMan lengh of Attack-Animations increased (not changing movement time)
- NeedleMan Portrait changed
- Renewed UI and overlays
- Removed NaviChat (for now!)

- BugFixes:
- NetBattle Mode: Bug still appearing when selecting MegaMan an being able to choose his transforms without owning them, then crashing - now truly fixed
- GateMan RemoteGate not disappearing after 2 attacks and not moving at all fixed
- GateMan if unlocked via ChipShop instead playing as Punk if choosing him fixed
- DesertMan staying underground when his last position is hit by attacks fixed
- Crash when having a Draw in battle fixed
- GyroMan Player2 & AI GyroAirGunner & GyroAirStrike too early effect fixed
- Meddy MeddyCapsule Effects will no longer hit through "invisible" and the animation won't be shown while "invisible"
- StarForce not being able to meet X in Arcade fixed
- StarForce Stats can now be viewed
- BowlMan GoldPin randomly not moving fixed
- Auras, EnergyShields & LeafShields now fully shield from Stun
- MegaMan ElecTeam Style ZappRing disappear Bug if spammed fixed
- Roll HeartArrow, SkullMan GhostFire & MagicMan MagicFire: randomly not hitting if the opponent is standing right in front of the player fixed
- LarkMan if controlled by AI sometimes having wrong movement animations and speed fixed
- MegaMan Player2 & AI StatusBar corrected
- WoodMan WoodNut Animation Bug fixed
- FreezeMan IcicleTower Animation Bug fixed


Further information:
The game now has a total of 101 characters which already includes ALL of the original MMBN1-6 characters but there is still more to come.

The new gamemode is a blast, i hope for some feedback sinse it is brand new.
I am already working on a small patch to include 2 more characters and some updated to the gamemode (more clans!). It will arrive in about a week.

Also, i have finally fixed some serious amount of the known bugs, which is pretty neat, i hope not to have included new ones within the new characters or game mode! xD

For those wondering what i ment by "final PreBeta" is, that past this point (not counting the comming patch) i will open the true Beta. It will be open so everyone can download it but there will be testing functions for my beta-testers.

Comming soon: The Custom-Character-Contest! I am almost finished with the main characters i want to add and after that, i will have 4 more custom community characters added, sty tuned for the announcement.

But well, feel free to download it and see for yourself @
http://foxclaw.de/megamanbn-zero-crisis.php

And for quick feedback, either write in here OR visit my Live-Chat @
http://foxclaw.de/chat.php


mfg :mega-8bit:
Fox

Xearez
10-09-11, 15:08
will you be adding swordman, brightman, slur, and duo?

FoxClaw
10-09-11, 17:44
Dude, did you have to quote the whole thing? :P

SwordMan - YES
BrightMan - YES
Slur - MABE
Duo - YES

Xearez
10-09-11, 18:01
Dude, did you have to quote the whole thing? :P

SwordMan - YES
BrightMan - YES
Slur - MABE
Duo - YES
i forgot to get rid of the quote. awesome, what about the zero virus, norm(lans first navi in the anime), gemini spark, harpnote, rogue, acid ace, life virus, nebula gray, gospel, and grega/falzer? sorry, im one of those people that likes to have a rediculous amount of characters to play as.

FoxClaw
10-09-11, 20:29
xD

ill answer this one

Zero.EXE (not Virus, sinse he became a true navi by the help of Mr. Famous) - MABE
Norm(lans first navi in the anime) - NO
Rogue - is already in but only as attack from ClockMan
"other SF characters" - NO
Life Virus - YES
Nebula Gray - YES
Gospel - YES x2 (also: GospelReborn)
Grega/Falzer - YES

have to mention that all BN bosses are only AI controlled and will be included in a special game mode i recall as "History-Mode"

Xearez
10-09-11, 22:21
xD

ill answer this one

Zero.EXE (not Virus, sinse he became a true navi by the help of Mr. Famous) - MABE
Norm(lans first navi in the anime) - NO
Rogue - is already in but only as attack from ClockMan
"other SF characters" - NO
Life Virus - YES
Nebula Gray - YES
Gospel - YES x2 (also: GospelReborn)
Grega/Falzer - YES

have to mention that all BN bosses are only AI controlled and will be included in a special game mode i recall as "History-Mode"
well, if you need sprites for zero.EXE, then you can check dragon zero's thead, he has awesome sprites for him.

FoxClaw
10-09-11, 23:19
Actually no thx, i have seen them and they suck ballz in my opinion.

Also, for characters that don't have original sprites, i am spriting them all myself.

Right now, i am working on a spritesheet for PrisMan.EXE.

Xearez
11-09-11, 01:34
Actually no thx, i have seen them and they suck ballz in my opinion.

Also, for characters that don't have original sprites, i am spriting them all myself.

Right now, i am working on a spritesheet for PrisMan.EXE.
umm... well, did you check the newest version? i dont see how they arnt awesome, but i guess thats your opinion :mega-what: . alright, i forgot about prisman!

Kairos
11-09-11, 02:32
Actually no thx, i have seen them and they suck ballz in my opinion.

hahahahahahahaha

you have horrible tastes in sprites

FoxClaw
11-09-11, 10:57
hmm i checked around and i still think the coloring is very bad, it hurts the eye with that extreme red/yellow.

also the sprite itself is just a Colonel rip with bad Zero edits, the hair looks very bad...

mabe i have been looking at the wrong spots, can any1 show me that newest version? - i request this only for changing my mind on the sprite, not for adding it into my game sinse i still want to make the non-originals all custom (reason lies in credits).

FoxClaw
11-09-11, 13:09
Well here is my 1st version for my sprite of PrisMan.EXE:

http://www.foxclaw.de/temp/prismanexe.gif

Not yet 100% but it is pretty satisfying.

I might lower the brightness of his main pody parts a little, also his left arm weapon (the right on if you look at it) behind his body kind of disturbes his chest/belly parts, haven't found a way to get around it yet but mabe the brightness change will do it too.

Well, he is 1 of the 2 comming characters within the patch soon, the other being refered as "SuperMet" ^^

mfg :mega-8bit:
Fox

Xearez
11-09-11, 14:23
hmm i checked around and i still think the coloring is very bad, it hurts the eye with that extreme red/yellow.

also the sprite itself is just a Colonel rip with bad Zero edits, the hair looks very bad...

mabe i have been looking at the wrong spots, can any1 show me that newest version? - i request this only for changing my mind on the sprite, not for adding it into my game sinse i still want to make the non-originals all custom (reason lies in credits).
http://img412.imageshack.us/img412/9782/zeroexewip.png thats the newest version, prisman needs his shading redone, also. :/

FoxClaw
11-09-11, 18:10
http://www.foxclaw.de/temp/prismanexe.gif
(New one to the left)

I have added some more shading here and there, aslo i have tuned his main coloring a little more purple though i am not sure if this would be his true colors, i always thought he was perfect blue but a friend ment he was purple, does any1 know the truth?

Also i have darkened his bright parts, and also moved his chest and weapon slightly.

Overall i would use this one, what do ya think?


@ Zero.EXE Sprite:
Yes this one is better... though i still don't like the hair xD
Also he appears a little small don't you think? Zero.EXE is suposed to be even bigger than Colonel.EXE in what i can recall. At lest he fixed the shading a little.


mfg :mega-8bit:
Fox

Hoth
12-09-11, 04:57
Prisman is too thin. You need more contrast between the darker colors. Need a lot of overhauling.
Use this to your advantage: http://www.rockman-exe.com/rockman/screencaps/3/34.html

FoxClaw
12-09-11, 12:23
I was thinking of making him thinner and you are saying he is too thin, so i might just leave him like this. He is very bulky already, slightly taller than most Navis, pretty much Colonel-sized.

In the other forum they say the contrasts and shading is perfect sinse i lowered the brightness of the bright parts, what still is being on my mind is if his coloring is more blue or purple, does nobody know exactly?

The Anime screenshots look differently to one another too omg!

FoxClaw
14-09-11, 07:46
I finished the Spritesheet for PrisMan.EXE but i am still in a pinch with his coloring...

Here, i made this picture for comparasions:

http://www.foxclaw.de/temp/prisman_coloring.png

The top and center images are PrisMan at his main state, the bottom ones are influensed by DarkChips.

The left Sprite was my first coloring attempt, the center one the actual and the right one is from one of my Beta-Testers.

I still dont think that yellowish/baige is correct for his body party, also i think he is blue, not purple, thus his Sceenshots do show him a little purple, they ARE from his DarkMode...

Also... i think i have mistaken his eyes to be yellow?

Any clues?

mfg :mega-8bit:
Fox

Xearez
14-09-11, 13:36
I finished the Spritesheet for PrisMan.EXE but i am still in a pinch with his coloring...

Here, i made this picture for comparasions:

http://www.foxclaw.de/temp/prisman_coloring.png

The top and center images are PrisMan at his main state, the bottom ones are influensed by DarkChips.

The left Sprite was my first coloring attempt, the center one the actual and the right one is from one of my Beta-Testers.

I still dont think that yellowish/baige is correct for his body party, also i think he is blue, not purple, thus his Sceenshots do show him a little purple, they ARE from his DarkMode...

Also... i think i have mistaken his eyes to be yellow?

Any clues?

mfg :mega-8bit:
Fox
the center one looks dead on to me, and the one on the right(if its supposed to be the dark chip state) looks pretty close, other than the jump suit being too yellow. and yeah, his eyes are lighter red :P

FoxClaw
25-09-11, 21:34
And here is the Patch:

http://www.youtube.com/watch?v=AfsShzbt-qE

It features smaller bugfixes, ballancing, new clans for N1GP-Mode and 2 brand new characters!


Updates Log:

PreBeta Zero -> Zero.1
--------------
- New Adds:
- Character: PrisMan
- Character: SuperMet
- N1GP Mode: 11 clans now availiable

- Ballance Changes:
- NeedleMan NeedleTrust Hit 1 Frame later
- NeedleMan NeedleTrust Damage decreased to 4 from 4,5
- Serenade HolyShockAlpha Damage decreased to 1 from 1,5
- Serenade HolyShockBeta Damage decreased to 2,5 from 3
- CosmoMan CosmoPrison reduced to a single use (Unique), added defense bonus, removed stunability while active
- BlizzardMan SnowBall EnergyCost decreased to 24 from 33
- BlizzardMan RollingSlider EnergyCost decreased to 45 from 55
- BlizzardMan FastGauge discarded
- HatMan center SlowGauge moved to rear
- CutMan Rock will now appear on 4 or less HP decreased from 7
- ElementMan SlowGauge discarded
- ElementMan EnergyRegeneration on changing the element increased to 10 from 7
- ElementMan Energy will now be drained upon unleashing an attack instead of on charging it
- HeatMan BurnerJump will now only leave a burning pannel if it didn't hit the opponent
- LaserMan DisruptionBeam AnimationLengh slightly increased
- LaserMan CrossLaser AnimationLengh slightly increased

- Other Changes:
- CosmoMan CosmoPlanet renamed to CosmoPrison
- ElementMan AI revised
- AI will now correctly dodge to Zero's Dash & Z-Sabre
- AI will now correctly dodge HeatMan's BurnerJump & ColdMan's BreakingCold
- ChipShop: Added StarRanks next to Zenny & BugFrags display
- ChipShop: From now on Django & Hakushaku are sealed behind a gate which can only be opened by obtaining a "VampData"
- ChipShop: From now on ClockMan & StarForce are sealed behind a gate which can only be opened by obtaining a "TimeData"
- N1GP Mode: Clan conditions & prizes slightly changed

- BugFixes:
- PharaohMan Player 1 PharaohTrap activating when PharaohCube is only on X-axis fixed
- GridMan's statistics can now be viewed
- ToadMan added Icon for ToadThrow
- GyroMan GyroCutter VS AI random movement fixed
- StarMan StarRain Animation Bug fixed
- StarRanks of the latest characters added with PreBeta Zero will now correctly be counted in order to unlock StarRank-Gates

INFO:
From now on, Damage changes are displayed at their real stats instead of %

DarkTaint was refreshed in updating progress, it will have to be reaquired!

Note: Golden StarRanks cannot be aquired yet!


mfg
Fox

FoxClaw
26-09-11, 19:48
Updates Log:

PreBeta Zero.1 -> Zero.2
--------------

- BugFixes:
- Game crash in main menu after achieving the TimeData fixed

- Other Changes:
- N1GP-Mode: WinningStreaks will now give additional RankPoints
- N1GP-Mode: Level Experience per battle increased

--------------

FoxClaw
25-11-11, 21:36
Hello there fellow MegaMan fans!

This time i have something special for you...

first of all, ofc. the Patch which will fix some minor stuff, update the N1GP-Mode and add yet another character to the roster.


Besides that, i can finally announce the Community-Character-Contest!

For more information you can visit: http://www.foxclaw.de/mmbnzc-contest.php

But basically, i will be giving out four slots in the character roster!
Anyone can enter, the entering rules are to be viewed within that link.


Also i have set up a FaceBook account for Zero Crisis!
Stay up to date right here: http://www.facebook.com/pages/MegaMan-Battle-Network-Zero-Crisis-FanGame/253688567996986


I hope you all can enjoy my game as i keep up the development and try my best to satisfy my own and of course all of your MegaMan needs ;)


Here is the latest Video: http://www.youtube.com/watch?v=queZG5bp3pA

And of course - Updates Log:
PreBeta Zero.2 -> Zero.3
--------------
- New Adds:
- Character: GravityMan

- Ballance Changes:
- SuperMet: Attacks cannot be interrupted any more
- ShadeMan: SonicScream activation time slightly increased
- AquaMan: AquaStream Damage in back row increased to 0,5 from 0,33

- BugFixes:
- N1GP-Mode: Random beep-sound after a match removed
- ChipShop: Selling BugFrags even though you don't have any and getting a -1 BugFrags count fixed
- ChipShop: Miscalculation of Red/Blue StarRanks fixed

- Other Changes:
- N1GP-Mode: Better choice of AI Levels spread around the Ranks, stronger opponents can be found earlyer and even within the low Ranks
- N1GP-Mode: Revised MatchMaking
- Arcade: PrisMan & SuperMet will now correctly meet Zero or X
- Main Menu changed

WARNING: N1GP-Mode is NOT online! It is ment to emulate online gameplay for the fun of challenge!


mfg
Fox

FoxClaw
04-12-11, 11:34
And here is my next contestant:
http://www.foxclaw.de/temp/swordmanexetest.gif
(This is SwordMan.EXE from the GC game and Anime and as always: i made this custom sprite from scratch)

And don't forget to enter my Community-Character-Contest
and also, if my project is in your interest, visit: http://www.facebook.com/pages/MegaMan-Battle-Network-Zero-Crisis-FanGame/253688567996986 and give me a "like" ;)

Well, back to work!

mfg
Fox

FoxClaw
17-12-11, 20:08
Knock, knock Sprites.INC - you sleeping?

I can't believe people so rarely comment on anything in here.

Oh well, here is something for ya:
http://www.foxclaw.de/temp/glydeexe.gif
Yes, Glyde.EXE will be fully playable, who would have guessed!?
Well, time for me to keep on the work!

mfg
Fox

Xearez
23-12-11, 22:53
people just dont post enough anymore. well, i like the glide but he can use some more shading(mostly the head). the poses on the right, he looks way too much like megaman, hes mostly not tall enough.

FoxClaw
23-12-11, 23:40
You haven't even compared his size to MegaMan, all you see is the pose.
Tbh. he was way smaller at first. This one is already edited in size cuz i noticed how he usually is about 3/4 head taller then MegaMan.

The pose itself, it's like saying FireMan looks too similar to MegaMan while shooting.

The sprite itself is completely different to MegaMans.

The dash has similarities but is significantly taller then MegaMan too.


I ain't sure about the shading.
He has
Mabe you could point it out?

mfg
Fox

FoxClaw
04-01-12, 17:09
Next up:

BrightMan.EXE
http://www.foxclaw.de/temp/brightmanexe.gif

mfg
Fox

FoxClaw
11-01-12, 22:11
Seems i missed out on posting my latest viedos here, TAKE THIS!:

SwordMan.EXE VS Glyde.EXE
http://www.youtube.com/watch?v=4Py7zBAheE4

BrightMan.EXE VS AstroMan.EXE
http://www.youtube.com/watch?v=YqfteIShYYw

mfg
Fox