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Messages - Will

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91
Map Requests / Re: Mega Man Maps
« on: February 27, 2012, 06:26:36 am »
I have found a Mega Man game that has not been listed but it exists as an arcade game released only in Japan titled "Rockman EXE The Medal Operation". It acts as a monopoly dice rolling game with the elements of the battle network series. Unfortunately the game is unmappable because this particular arcade game is played in a casino-styled arcade machine which has not been emulated, but the layout could be ripped if an emulated program existed. See it on http://www.youtube.com/watch?v=OKMiA2GI9-8

92
Map Requests / Re: Master System/Game Gear Game Atlas
« on: February 25, 2012, 08:03:02 am »
I am now working on the Game Gear game "Tails' Adventures". It's quite a big colourful game with areas that are not accessible until a certain item has been procured. Tails' slight flight ability certain makes high range mapping a lot easier, plus a password that enables me to access a moment with all the items in possession before the final boss giving me the advantage of bypassing many obstacles whilst I play from start to finish to paste in those vital items and sprites to make it complete. I have reached Polly Mt. 1 and shall continue. Stay tuned.

93
Map Gab / Re: Buggy Run (SMS)
« on: February 09, 2012, 01:46:36 pm »
Thanks for filling in for me. I could only make it so far. I did not want to resort to guesswork. Now the mapset is perfect.  ;)

94
Map Gab / Re: Sonic Advance (GBA)
« on: January 28, 2012, 03:40:50 pm »
Your problem is that two bright colours i.e. yellow and blue don't mix and blend very well. To preserve the original background and make the rings and other foreground objects visible simultaneously, I suggest you keep the first two upper rows of blue lights and replace the rest with square holes. Of course that means you'll have a lot more purple covering roughly nine tenths of the background, but the visibility of the rings and L-shaped objects should be optimum.

The spaceship dome is another matter. I've had similar, yet easier problems in backgrounds which should only one moon in the sky, not several. You'd best centrally place the dome in the middle of the penultimate shaft, the one that comes before the rightmost one at the end of the level. If you don't like leave the areas left and right of the dome empty, jazz it up a bit by extending the blue light pattern till it overlaps the top edge, but leave enough emptiness that originally appears left and right of the dome.

This post is merely to give a brainstorm Terra. I'm going to try and use those methods myself and post you the finished result. If it doesn't work out for you, perhaps you'll have thought of something soon. Best of luck.

95
Personally I would immediately "Accuse" rather than "Suspect" those maps were ripped off, due to, the absolute identical resemblance of tiles, number of colours and level layout. You've had many coincidental experiences with me but this is no way a coincidence to happen to use the same materials. And if you've had a taste of my map recreation of Toad Man to give the Game Gear map a more Sega Megadrive look (plus other mock map attempts), you'd know that any amateur artist can simply add backgrounds and modify little things like that vine changed from twisty to withered, even I could do a simple modification like that, it doesn't take a professional. The brown walls have a slightly darker colour than your version which is easily and quickly obtained by changing the contrast level in programs like Photoshop. Their lack of reply is the primary clue to suspicious activity.

I have a few suggestions to defend your work:

1. Check out, http://home.comcast.net/~superkidicarus/comments.html - There are no comments referring to vgmaps but if you or someone could post a comment about it, you could bring some attention to visitors and players reading the comments.

2. It would be a good idea to research and quote the exact paragraph, act and subsection of the Copyright Jurisdiction to cover the rip off committed. Unfortunately I'm not an expert in law and order.  

3. Take as many screenshots and source code as you possibly can from the Flip Industries web pages so that you compile proof of fraud before they have a chance to justify their actions by updating the web pages.

Good luck and may the dispute end neatly.

EDIT:

They do not stay faithful to their Mission Statement. Check out http://home.comcast.net/~superkidicarus/reception.html . What was it they hypocritically said? "Substantial assistance will get your name in the credits".

96
Map Requests / Re: Request Listings
« on: January 12, 2012, 10:23:52 am »
I have just finished doing the NES game Life Force.

97
VGMaps Social Board / Re: I'm Technos
« on: November 26, 2011, 01:35:19 am »
Hi! It's good to see someone who's a cartographer at heart. This is an interesting game you chose to map. We don't very often get online internet game maps. My online internet game map is "Prince of Persia: Special Edition" on the IBM PC section. So long as Speedy Eggbert is an official game and not fan-made (I've never played it or heard of it) it's perfectly acceptable on the site.

98
Map Requests / Re: Nintendo Power - 1988-1996 cover games
« on: November 13, 2011, 01:49:20 pm »
I've just had a straight playthrough on "The Adventures of Batman & Robin". One thing you'll want to know is that the game is not purely a platformer like the Magical Quest trilogy. Only stages 1, 2, 4 and 8 have the left to right platforming style. Stage 3 is an explorative platformer with many doors to enter in a building complex consisting of three floors, so it may take a bit of planning to map. Stage 5 is a third-person driving stage with straight roads at first then rotating screen junctions and bends, so it's a stage I cannot handle. Stage 6 consists of a lot airborne platform manoeuvring making it hard to judge distances. Stage 7 has has maze-like flip screen rotating platformer style, but the in-game map would be useful. I shall keep you updated if I manage to map out further stages.

99
Map Requests / Re: Nintendo Power - 1988-1996 cover games
« on: November 05, 2011, 07:01:22 am »
I have been observing Gauntlet II for a bit and this randomness that occurs in the game play is the same level merely four rotational states so that the starting position begins at bottom-left, bottom-right, top-left and top-right. There is no north, south, east or west in this game. The question is which rotational state of all four to pick? I would personally do them when the character starts at the top-left. http://www.gamefaqs.com/nes/563419-gauntlet-ii/faqs has maps done in certain rotated states, but it's hard to choose whether to follow it.

100
Map Requests / Re: Nintendo Power - 1988-1996 cover games
« on: November 02, 2011, 12:36:19 am »
I have finished the final fighting game on the list "Super Street Fighter II - The New Challengers". Once again this game has different palette versions of the previous stages plus four new stages and fighters.

101
Now this truly is an awesome honour. Of course I did receive some assistance from Marioman who provided both walk through wall codes and useful information before each game began to be mapped, so of course he's to credit.

The battle network series have appealed to me by the style of role playing on a computer, but I can't help feeling the games are a bit too sugar coated and various characters are lame and wimps. Unlike the Mega Man X and Zero series, populations and ecosystems don't get destroyed, so matter of life and death doesn't truly shine in those series, it's like a regular Saturday cartoon. Even the music doesn't quite match with better tracks I've heard. Capcom could have made a lot better characters and plotline. Unique features I like the best are the tetris-styled program installer introduced in BN3 (compression codes are also fun to discover), the Liberation Missions in BN5, the navi forms you can transform into with the use of Double Soul in BN6 and the job opportunities and requests you can undertake in all games.

Personally I thought Battle Network 5 had a higher probability of an award than the first one, but only one game in the series is enough to explain the series in a nutshell. So I'm very happy that my months worth of work have paid off.

102
Map Requests / Re: Mega Man Maps
« on: October 15, 2011, 07:27:10 am »
I have completed and submitted my first Mega Man Star Force 2 map (I chose Zerker X Saurian). The Wave Roads in combination with the real world maps are a lot different from the prequel. The roads are not very colourful, distorted with many animation movements which is going to progress hard for mapping, since I prefer to keep colour and pattern of  roads consistent. If I only had a code that could freeze the road animations I could work on them quicker. By the way Marioman, the walk through wall code you provided works perfectly on both Star Force 2 games. That means that every untested code in the menu box are all fully tested, so thanks for everything and hope to see the third star force code in future, not that I'll need it just yet.

103
Map Requests / Re: Nintendo Power - 1988-1996 cover games
« on: October 12, 2011, 12:37:28 am »
I am now working on the SNES game "The Adventures of Batman & Robin". The platformer style is very much alike the Magical Quest trilogy I've had experience with. Many familiar characters appear in the game including the Joker, Poison Ivy, the Penguin, the Catwoman and Clayface.

EDIT: I have worked fully on Street Fighter II Turbo. The difference between that and the first Street Fighter  II game is a change of colour pallette and a new bonus stage.

104
Message Board Announcements / Re: Spammers
« on: October 09, 2011, 07:11:28 am »
I have a different idea which will halt the spammers enough to buy time for an overall solution, but I don't think you'll like it. My suggestion is to block membership signing directly from the forum and any visitors who would wish to join us would have to e-mail the administrator for an invitation. Just a primitive filter that's all.

105
Good choice and just in time for Halloween. This game easily catches me with its comical, cartoony, spooky elements. There's absolutely nothing in the game that grosses me out, not even the chainsaw psychos. I'm reminded of the freaky, zany and adventurous series of Sam & Max Freelance Police. Mind you this game has a lot of familiar LucasArts materials such as Purple Tentacle and Ozoo the Clown from "Maniac Mansion 2 Day of the Tentacle". With so many levels in the game, you'd think there would be a level editor released. I hope in future that its sequel "Ghoul Patrol" can be mapped. Congrats Piranhaplant, you've earned it.

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