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Thread: Ripping Megaman tiles?

  1. #41
    Wizrobe C-Dawg's Avatar
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    Re: Ripping Megaman tiles?

    To the best of my knowledge, yes, FFC->X and FFC->Y can return decimal values. How else could an FFC move at rates like Vx = 0.5 each tic?

    I'll change the Taurus Flame weapon to move at an upward angle but also in tight little circles. You'll see the code there.

  2. #42
    The Time-Loop Continues ZC Developer
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    Re: Ripping Megaman tiles?

    So I've recruted someone to help with the set. Joe123 has the file right now, and the next thing i'll probably do later on is finally add the ffc->Data and some scripts. Also I figured, hey, why not make a megaman game as the stuff gets added to it. Seems reasonable to me.
    This post contains the official Gleeok seal of approval. Look for these and other posts in an area near you.

  3. #43
    The Time-Loop Continues ZC Developer
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    Re: Ripping Megaman tiles?

    MegaMan_Tileset_ver5.4.zip -Right click, save as. Don't worry, no more Mediafire, It's become really shitty lately so I stopped using it.

    Now for the question on palettes:

    Joe thinks the level palettes suck balls. I only half agree here, because all the colors fit in to cset 2,3,4 making it really quick and easy to make screens. If these were to be completely redone how should the end result look? If I do in fact redo all the tiles they will most likely be in a 8-bit level palette so as to be of the same structure as SNES MM tiles. (snes tiles not added yet)

    What does anyone think needs to be fixed with csets 2,3,4?
    This post contains the official Gleeok seal of approval. Look for these and other posts in an area near you.

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Armageddon Games is a game development group founded in 1997. We are extremely passionate about our work and our inspirations are mostly drawn from games of the 8-bit and 16-bit era.
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