#Airi's Megaman sprites
1 messages · Page 1 of 1 (latest)
Recently I've been mostly just remaking and editing sprites from the first Megaman games to fit the style of Megaman 10
Strange not having more than eight for MM4, I didn't include Cossack because he's not a small boss fight
We can't forget smiling Toadman
Getting ready for MM7 sprites
God... converting from MM7 style to the NES style is difficult
This may be the final version
I honestly don't think anybody has ever tried making a Junkman sprite this big before in the NES style
Somebody pointed out that my MM7 RM sprites were way too big, so I've had to shrink Freezeman and adjust the sizes for the other sprite boxes, Junkman may take much longer
After plenty of procrastination, I finally finished Junkman and shrunk Freezeman
I have no clue how, but I just made Burstman immediately
Hmm... was Slash Man taller than MM in MM7?
As for Shade Man, I feel like beige would do the luminance of the grey wings better than white
What's the plans for the green in Shade Man's palette? Noise Crush?
Slashman was only slightly taller than Megaman in MM7 by 3 pixels, Slashman's MM10 sprite is 11 pixels taller
And yeah the green is for the noise crush
I might end up switching Shademan from magenta to purple, as for the wings... maybe blue could work, but I don't want to use beige since that's basically being used everywhere else as a replacement for yellow
35 Years, For everlasting peace!
MM8 Robot Masters is Next After Turbo man.
Yes
Never Forget a 35 Years of Megaman.
Let's hope for many more years
Let's do This!
3rd
Agreed
Turns out neither version of MM8 has ripped RM sheets on TSR, so I'll have to use Sprites.INC instead
bleaggh
i'm not touching those consoles with a 10 foot pole
you know, funny how in the older days of sprites for fan games and sprite comics, that it was easier to rip R&F even though it came out later
Yeah I'm hesitant myself
Checking Sprites.INC, they technically have all eight RMs, except only seven of them are in the assembled version and only four of them are in the tiled version
I also have to beat MM8 first, I'm stuck on Wily Stage 1
I can even get the spritesheets on my laptop right now because winter weather crashed the internet at my dad'shouse
Finally got wifi, my sister (the only smart one here) looked at the bottom of the router and figured out the information to reset it and get it set back up
He's so small and I have to use that as reference to make the others
A robotmaster who's so wide that he can't stand next to Mega Man without the two of them flickering...
What I thought of when I saw that King+shield sprite on TSR
I think the proportions can be fudged, like how the items in the 16-bit games are still 8x8/16x16, or how Mega Man can still slide into 1 tile high spaces
Heck the hitboxes never match the sprites anyways in those games... I can barely stand playing MM7 or R&F
Because I really don't know where to start with MM8 RMs other than Frostman, I've gone back to Cutman to make an expanded sheet
I'm thinking of trying Megaman sprites. Any advice?
Yeah I've got plenty of advice, you can ask me almost any question and I'll have an answer
Is there anything in particular you need help with?
I don't exactly know why Megaman's Triple Blade has so many angles when he really only needs 5
Answer's probably that it's reused from Blademan
Currently trying to make Cutman's MMPU intro in this style
I have it up to the point where he throws the cutter to his head
Sorry I didn't see you answered, was caught up in making sprites
I wanna try and get into Megaman stuff but I feel like a lot of people make things for it and my stuff will just be buried
You're free to post here if it helps
The whole art forum thing is nice for organization purposes, but a lot of posts get buried so quickly
Ya, I made one of my own but I corn think a lot of people see it
Thanks🥰 I've bin doing it for a while
But yeah if you need help with Megaman sprites, you can ping me or come ask here
Gtg but will message again when I can
Alright see you soon
Ay
But I have no idea what I'd make in the first place, so many people already make amazing sprites as is
Custom RMs and enemies, expanded sheets, plenty of possibilities
My current focus has been to make every RM in a modern classic-ish style and possibly expand the sheets beyond what is seen in the games
Oh nice
Wip
Imagine this in MM2 Wily 6
Wily 6? The alien stage?
The one with the big drop at the beginning
A yes, teleporting in to a floating log
Somewhat tempted to sprite normal enemies as RMs
That looks great
I know I'm the most all over the place mess of a person but hear me out... what if I made a galaga Megaman crossover type game on scratch
I used to be really good at using scratch, and I still know how, I mainly stopped using scratch because the graphics editor was updated and became almost unusable to me
If I were to implement the ability for the player to switch weapons, I would have to modify them a bit to work better in a galaga type of game
Possibly using MM8BDM as reference for how weapons work in a topview environment at some points
Almost all enemies will have 1hp so that I don't have to worry about a health system, the only exceptions being big enemies, midbosses, and bosses
One of my biggest problems is that I have to make player weapons delete themselves after hitting an enemy, which is reasonable in most cases, but not all
I finally found my old Megaman expanded sheet
I'm not able to send it until I have wifi though
Until I have wifi, have this poor quality picture from my phone
Okay so, why did they make MM9 "just like Mega Man 2" but they changed the cyan?
I think if I were to make the Megaman galaga game on scratch, I'd try to randomize the levels since RM stages can be played in any order
How's Doing Sprite Working?
I don't work on them every single day, I haven't made progress
I have a habit of making sprites so much I burn myself out😅
Same here, ADHD does that
Apparently I can't focus on a single thing anymore, so here's the start to some weapons
Making a boulder sprite will be the death of me
Super ARM.
BTW I wonder if Super Arm could get a palette change too so the rock has another brown/gold?
I was actually planning on it once I realized that my "revamped" NES Mega Man could use the weapon tones as eye/face shading, requiring me to not have white as a weapon colour
Which is honestly for the best because those colour schemes suck a big one
They were wanting to call him Rainbowman and even in the first game 2/3 of the weapons use white?
especially because Rolling Cutter, Hyper Bomb, and Super Arm either could or already do use the face palette for their projectiles
it's really only Ice Slasher where changing the palette would impact the weapon sprite's too
I'm pretty much only doing minor palette changes, rolling cutter using light gray instead of white works since it's pretty minor, but to change super arm's white to orange would be a bit too much
Okay and... it's honestly like this in almost every game. Why?!?
I don't know
Even in MM7/8, more than enough palette space is available, but white is still a go to
I just don't plan on straying far from official palettes
Love that smooth frame speed
It's all about the number of pixels that things move per frame
Trying to make four similar looking rocks is difficult
I want to keep the four corner 8x8s the same like I did for the blocks
I'm starting to get the hang of it
Wow this looks Yoshi's Island quality
The boulder is based off of the power fighters sprite
Man I haven't posted here since last year
Now to make Ice Slasher
The icon could be difficult, I don't know yet
The palette will be slightly changed to turn the white into a very light blue
I swapped the white and blue on my sprite to see which looks better, but now I kinda wanna make it into an animation
Of that would work, yeah
Er both, I meant to do both
Until I know how to make a proper explosion, Hyper Bomb and other explosives will just have a singular explosion circle
Fire Storm.
I have a plan for how to make Thunder Beam
I've made this base, now I'm gonna assemble the frames
Beautiful
Now for the upwards and downwards beams
Not quite sure what I should do to indicate that this is one sprite and not two
MisterMike puts a brown box around the total "metasprite"
I ended up making a line to connect them
I always thought it was supposed to look tarnished
Grey Need Little Lighter.
More fun(?) facts:
-Wood Man is depicted in concept art as holding fire in his hand, and in the ending, Mega Man adopts Atomic Fire's colours as leaves fall.
-There is a scrapped idea where Atomic Fire could light the trees on fire and scare away the Battons... but only the palette cycling is in the code.
-The Frienders shoot fire... in a wood stage where Wood Man is weak to fire.
I honestly have to theorize if Wood Man was meant to be a "wildfire" robot, with his weapon having Atomic Fire's colour scheme, and then retooled into a leaf-based robot later with the addition of Heat Man
Though I've heard the level themes/tilesets/possibly building were made before the RMs were picked from the contest, so that contests that.
I don't think so, there's only two shades of gray on the MM9/10 palette, and the darker gray fits better
Also, the story about how Top Man's tileset had to be "remade" due to his original tileset being wiped when someone tripped on a power cord. Like I said, the levels were usually made before the Robot Masters were picked. I wonder if Top Man's tileset was meant for a completely different type of robot, and they just shoved it in as Top Man's tileset after the other one was lost, and put in the two top-related objects (Top Fiends and top platforms) to justify it.
I'm not sure if my theory also tracks with the story of how there were supposed to be eight Doc Robot stages, with Wood Man in Top Man's level. But the Doc Robot idea could have easily came after Top Man was shoved into Planned Greenhouse Man's level, due to the rushed development.
(I... have the right to ask a few questions when "Top Man"'s level is a greenhouse with cats in it, alright?)
Amazing as always
I just now realized that it's spinning in the wrong direction
I feel like this is what would happen if you activated Time Slow and Time Stopper at the same time
now 4 Weapons Left.
I've done a terrible thing
This feels so terrible yet it actually saves space
The sprite itself is unchanged, but the box is minimized as much as possible
Does it use more 8x8 tiles than the existing one?
So update on sprites... Crash Bomber is done, added new frames for non-idle throwing animations, finished Time Stopper and made new MM7 two handed throwing animations, and I'm currently working on Atomic Fire, which will have charged shot animations
Next up is Weapons of MM3!
Top Spin is certainly a tough one
**YOU GOT
STAR CRASH
AND
SUPER ARROW.**
I could probably make the MM5 spin work the same as this
NGL... I always interpreted Top Spin as a spinning kick instead of a tornado because of the jump pose
(Shadow Man being weak to a martial arts move would make so much more sense)
I think it's a spinning kick too, but it has that sort of wind effect around it
The original animation was just very janky
Oh yeah, if yours is gonna be an overlay, I think it needs to be mostly white with just a bit of beige
So it looks less electric
True
Yeah!
I forgot to post when I finished MM4
a Weapon from MM6.
knight crusher boutta GET STAR CRASH AND SUPER ARROW.
Drew like a dark, fucked up version of Megaman haha. Just a glimpse into my dark reality. A full stare into my twisted perspective would make most simply go insane lmao
https://media.discordapp.net/attachments/719969443228155944/1066070155110649906/image.png
Classic Forte Rockman fusion
I basically thought "what if Megaman used Treble Boost" and this is what I came up with, even did the long spiky thing with his helmet's "fin"
and What's About Duo?
I won't be making Duo until I at least have MM8 robot masters finished
Duo as a playable character in Mega Man 2: The Power Fighters for Arcade.
I know
I was gonna ask if Treble had ever done the opposite (acting as Rush Coil/Jet), and the answer is he only did in MM8's opening cutscene
(I was inspired by this example, which is of dubious canonicity)
https://www.spriters-resource.com/browser_games/megamannext/sheet/87856/
Browser Games - Mega Man Next - Bass - The #1 source for video game sprites on the internet!
Woah those are some colors...
amazing as usual
Megaman 7 buster sprites are oddly difficult
I haven't made the fully charged shot sprites yet
I've always wondered why MM5-8/Forte waste so much space on half-charged sprites when they have no difference to the non-charged bullets
Oh they do have difference though
Larger hitbox and ripper effect
Also I think in some cases they deal 2 damage instead of 1
Death as a construct
something feels off
probably his posture and farther hand
tfw you gonna do what you should have done years ago!
Megaman edit my ass
I'm such a mischievous rule breaker
Dr. Light, the Atomic Fire can be charged to make a bigger flame, right?
That's right, and it does more damage to enemies when it's charged.
Megaman 11 accurate though
I THOUGHT THIS WAS A MORPH ANIMATION WHERE HE WAS IN HIS UNDERWEAR IN THE FIFTH FRAME
Oh no that's the armorless outfit from MM1 Wily Wars
I have been making Robot Master Mets
I'm not part of the Megaman Met fangame, this is just for fun
...should the Hard Knuckle be the Hard Foot?
Why would it be?
i am mentally disturbed by a met with arms
Sending the Picketman IRS after you
i'm not sure what's more uncomfortable
the cartoon design
or the realization that toad man's visor is a mouth
Honestly I just hate how awkward Toadman's original sprite was
Aww... it's one of my favourites
(Another thing I have wondered, admittedly, is why Pharaoh Man's got a blue head gem instead of at least a green one)
Though it admittedly does pop out well
Probably had to be a blue gem for the pharaoh wave attack
It would probably look weird if Pharaohman flashed green before throwing the wave
Right...
Oh that reminds me
Can you link to the latest master weapon image please
I wanna check out how you did the Wire
Oh, OK
I wonder if the chain would be better as white-red or white-beige. The artwork could go either way
It'll probably stay red
Amazing work man
Somebody is actually making a Mega Met fangame, but I'm not actually part of it, I just did these for fun
yeah i've heard of it
are you remaking the stage?
No just making an NES VRAM mockup, including midbosses being separated into tiles and sprites like the NES games
oh nice
Wow, these sprites are pretty neat!

Due to issues with the bottom outline and damage flashing, the bottom outline will be sprites instead of tiles
The nice thing about having a black background is that you're allowed to completely botch the outline
Yeah, I'm thinking the sprites should not have black at all to get a third colour
It uses black for the outline to be seen over the ground
I'm only botching the outlines that don't go over ground or other tiles
The sudden realization that the reference tileset I was using wasn't accurate (thin tree bottom tile wasn't accurate and there are no large concrete blocks that are 3x3 or bigger, so there is no middle tile)
Wait, are tilesets stored with the 16x16 metatiles?
Because the entire 4x4 ring of 8x8 gray tiles around that blank space are the same tile
Also, the duplicate Dr. R/L is unneeded because it would just be overwritten per-region like the title screen
I know the L/R is regional, but I'm keeping both because I have so much free space
Oh good, that's the VRAM
My mockup of it at least
I don't know if MM9 has an actual VRAM bank, the game's graphics are made up of tons of tiny images in a folder
I'm extremely disappointed to announce that Tornadoman's tileset is not realistically possible on the NES
There is a part of the stage that shows 5 palettes at once
-
Yellow platforms
-
Glass
-
Rain
-
Clouds
-
bottomless pit with rain
Yeah, just cut the bottomless pit IMO, Air Man, Gyro Man, and Wind Man didn't have it
I'm not going to cut anything, I'm going to have to keep the fifth palette space and just have the "I'm pissed" note
I'm having an aneurism
Plugman is next and that lights out section is going to leave my dried up mangled body in the middle of a desert
Should I display Plugman's stage palettes as an animation from light to dark or as separate palette groups for each light level
"DIAMOND MAN? The robot who shoots diamond missiles that explode into four diamonds?"
That sounds like Dust Crusher with extra steps
Hornetman's tileset is confusing me
I need some help here
This sheet uses darker colors for the midboss background, but I have no way of knowing if that is true
I've been trying to see it ingame but my eyes are not good enough to really tell
I did this as a shitpost
I See Your Sprites works I Saw it.
@twin plank can you See SMB Stuff?
Do you mean in #1029734587011711048 ?
Yeah he saw the animation in a groupchat and told me to post it here
This is happening
The goal is to finish the sheet by january 7th
The intrusive thoughts won.
They did
I realize now that I have to edit the walk cycle even more, I am upset
I've decided to try and make some slight edits to frames that I personally find weird
The third walk frame is certainly weird to me
My honest opinion
Here's my current issue
Which is better?
Cooked at 350 degrees for about five minutes
Crispy.
Slap of god
Hey @unique pawn I'm looking at your Megaman MM10 sheet, and I've noticed that you have Mega's eyes open during the animation where he takes the roboenza cure, but upon looking at the game, I saw that his eyes are closed
So shouldn't those two frames be updated to have their eyes closed?
Idk man i found that when i put it in the MM10 gfx viewer
Odd
Yeah I've looked over it multiple times, his eyes are closed when he takes the cure
I have no clue if I did this right
Looks right to me
I'd probably make the white part of the tiles and make the blue 2 shades, but Mega Man 9 never really cares about that much
Right the finalized version
The reason there's three blues is so that it can be shaded
The blues are all tile colors, so no limitation break there, and I have no current need to be extra considerate for others since this is a singular mugshot
YOU GOT STAR CRASH
AND
SUPER ARROW.
I have a very special hatred for the official MM5 spin
Fuck it I'm adding camouflametall sprites
Fianlly
Behold... my most unhinged sprite ever
it him
The real Mega Man...
Betcha didn't expect this one
I am NOT sane
Gamma.
Also I Found Gamma
Also in Game and V6 Cover art Maestro is Blue.
I know
I have a list
why are the mets green
I figured a Met's copyweapon would use a yellow and green color scheme (don't worry the green won't be too prominent on most characters)
If you look at the palette on the left, weapon colors are most commonly displayed with the middle blue shade and the lightest red shade
I have no idea how to give Skullman a black glove
I had to
Wrong link
There
So basically, the MM5 RMs have been giving me a run for my money
Before I make Mini Dark Moon, I have to make Dark Moon, which sounds like a piece of cake at first until you realize it literally doesn't have an official full body sprite and that it's fought partially offscreen
why does it have moobs
What
dark moon
I don't know, possible YD MK2 inspiration
mega man sprites according to the internet
Megaman 11 moment
note that the mega man weapon palettes are not actually used in the following weapons
-thunder beam
-hyper bomb (?)
-super arm
-metal blade
-time stopper
-quick boomerang
all of them just use the face palette
Yep
the same goes for shadow blade (and debatably top spin)
MM11 modeled a lot closer to robot masters, and as such there wasn't a single weapon that didn't use the robot master's colors
Yeah, but my question is why the original palettes are there
For example, the brown palette for Metal Blade could be replaced with grey
Hmm... shouldn't Bright Man be more pink?
Neither of those two colours are what he uses
Psst I'll be making new RM sprites too, these are colors they will use
Take a look, most of these skins aren't the original RM colors
MM11 weapon skins never change the boots, but for charge kick and top spin, and a couple other weapons that use the feet in the attack, I feel that it's neccessary
Breathing masks are difficult
But you went and nailed it anyway.
Thanks
His Head Need More Looks Megaman.
Becoming real
super glad we don't have a cursed forward looking frame
Which one
in the turning anim
No I mean which cursed forward looking frame
I meant that there isn't one because he never looks forward directly
Oh, well we almost had a cursed looking forward frame
A horrendous error on my part
I'll have that hurt animation soon
I got a death recording to work with
Fun fact: MM2 knocks you in the opposite direction of where the object hit you, while in MM3-6, you get knocked back to the opposite of which direction MM is facing, meaning in those games you can slightly game the system
i'm hearing the landing from a jump sound
If an enemy can deal any contact damage at all, I'll give them a melee animation
Met flip animation coming soon
Progress
Nice schmooves.
Poor bastard got stuck
sick tricks met
Real
Doing a little visualizing
...ice slasher works on wily machine?
Apparently it does, for just the first phase though
Feel free to test that though because I'm getting all this from the wiki, there could be an inaccuracy or two
Wiki says for some reason that picopico-kun takes 3 damage instead of 2 from some weapons in hard mode, when it should probably be the other way around, I'm going to check for myself
Okay turns out the wiki was saying how many hits it takes to kill a unit, but never specified that
What's the difference between a 0, a -- and a +?
The top number is how much damage the weapon deals, bottom is how many hits it takes to kill the boss with that weapon, -- means it's no use trying because no matter how many times you hit the boss with that weapon, you won't win, and + means the boss is healed to full when they are hit with that weapon
I figured writing + would be way easier than having to stretch the boxes to write -28
So what's the difference between 0 damage and -- damage?
0 damage, -- hits needed to kill
There's not really a difference
OH
You meant on super arm and hyper bomb, didn't you
In those cases, the weapon simply isn't capable of even landing a hit, super arm blocks aren't always present and hyper bomb is pretty limited with range and can't hit a flying opponent
I am not sure how to display Docrobot's stats
I figured it out, but there's a couple complications
Docrobot is about to make this sheet a lot more convoluted
Ah yes, doc robot. The pain of many.
His inaccurate copying throws a lot of people off
I personally believe that his incorrect copying comes from two things, the fact that he's a heavier robot prevents him from moving so quickly, and his weapons are off both visually and functionally because some time had passed and the defeated robots from MM2 had ages and decayed, quite noticeable with the rusty orange metal blades he copied
Idea: the weapons which can multihit bosses in one shot are given a different background colour
-Rolling Cutter
-Fire Storm
-Air Shooter
-Crash Bomber
-Top Spin
-Pharaoh Shot(?)
-Flash Stopper
-Power Stone(?)
-Crystal Eye
Also, the per-shot cost of each weapon is displayed to the right of it
Also also, Quick Man's Time Stopper reaction needs to be changed, it's 1 HP loss per two bars of Time Stopper
This is barely noticeable because you have to use Time Stopper before the boss, then partially refill it
No, multi-hit weapons will keep the same color, I'm not showing weapon stats, just their effectiveness against each boss
Time Stopper doesn't need changing because despite it being 1HP/sec, it lasts 14 seconds, draining Quickman 14 health in a single use
All that I am displaying for now is default damage that a weapon does, boss health, and boss damage to a specific weapon, with color coding to show weaknesses, resistances, immunities, and healing
Megaman 4 is gonna make the chart a little trickier since it introduces the first variation of the charge shot
Most, if not all the charge shots will be separate
Also for the weapons that do 0 damage, I have decided to make the 0 white if it still applies an added effect, in these cases the time stopper still freezes most opponents,and spark shock can stun the kamegoro
Turns out the MM5 charge shot has the same damage stats as the MM4 charge shot, so I may as well just have them share the same row

The reason that multi-hit weapons matter is because they can get multiple hits on the boss
So it's accurate to say that Crash Man takes 3 Air Shooters, but you can kill him in 2 or 3 shots of it depending on if you multihit him
That is true, but for the purpose that I have in mind for making this, multi-hit is of no concern to me
The Cossack Catcher also doesn't have 28 HP, you only have to do 26 damage
Wait 26? Not 27?
Correct
When it is at 2, 1, or 0, the cutscene plays
You can empty it using a Mega Buster shot at 3 HP, but it doesn't matter for the cutscene
Huh I'll go work on that, is there anything else that I've done so far that does this?
Protoman's the only other cutscene boss so far, and he has the normal 28
Yeah, and I just fixed Breakman to have 24
Protoman has 28 health, but when he equips the Breakman armor, he gets immunity to all special weapons at the cost of a slight health reduction
I knew about the weapons thing but god damn...
Not sure what to do about the power adapter
2:3:2 is glitched values, while it was intended to be 2:2:2, so should I write it as 2:2:2 since that was the intent?
Do you care more about the intent?
For the purpose of this, yeah,,,,
If I was doing this purely to show people the official damage numbers, I would write 2:3:2, but this is intended to show my theory on every boss vs every weapon
I Think Heatman Also Have Weakness : Ice, Bubble, Rain, Water and Wind
I will fill that in once I have finished official numbers
Also Proto Buster and Bass Buster are Same Buster too?
If their damage matches, then yes
Mega Buster and Proto Buster are Not Same Colors but Same Main Colored.
official 8bit Slash and Forst Here.
I know they're not the same colors
The icon will stay blue though because that is the first charge shot to be shown, almost all other charge shots fall into it's category
Alien (MM2) Weakness is... Gyro Attack? Gravity Hold? Water Wave? and Blizzard Attack?
I Think Blizzard man Weakness is Fire Type Weapons.
I will get to that after every official number has been added, I have plenty of games to go through still
MM1~MM3 Robot Master Never Hit Charge Shot Before?
There was no charge shot in the original MM1-3
But Still If Rematch Against?
What do you mean rematch?
Megaman Power Battle and Fighters for Arcade.
Oh, those are on the to-do list
do you Made Duo 8bit Before?
No
I Give you Duo 8bit Colors.
Hey wait a minute, should I cut the numbers to make it seem like Rounder II isn't weak to most things?
I've seen MM5 hacks with Wily Capsule weak to Water Wave.
They suck.
I will be making demakes of the MM7 sprites for the icons
Next up is UnBoken Mad Grinder From Megaman 2 Power Fighters.
No, I still need to finish this one
I Know That You Saying.
After this I need to do the MM7 robot masters
Can you show me the current palettes?
I'm in the final stages of editing, maximizing efficiency
This is my progress so far
Not yet
oh...
Still needs the wheel bumps
I might actually need help with it
I don't have much room for any more sprites and the wheel bumps would most likely go over the scanline limit
Animated tiles, right? MM5/6 have those
My best bet to not go over the sprite limit is to just do animated tiles via VRAM swapping
MM6 has that?
Ohhh right
Oh yeah, Metonger Z
I thought the gorilla did too but actually no
This is also how you'd make the roller animate, right?
(On a side note, Mega Man 2-4 go through some hilarious palette-cycling and sprite-layering hoops to not have animated tiles)
Yeah
half of air man's palette being dedicated to the fading air tikis
and my brain never went "oh, you know, it looks like this level is only made out of the floor and clouds" even though IT IS
Honestly the Air tikis thing was pretty clever
i'm impressed with how they did it so that Anko and Penpen Maker could die (by fading their palette) and still have the screen scroll, unlike all the other big midbosses (Hot Dog, Moby, Hippo bastard) who are confined to one screen so they can overwrite the screen's tiles when they die without glitches
it gives a pretty spooky effect with their appendages disappearing and fading away
I liked how Hot Dog's body palette would flash white to match the sprites flashing for damage
Is there any animated tile things that only use 3 frames?
More or less I'm trying to cheat the system with this
AHA GYROMAN STAGE HAS 3 FRAME ANIMATION
@twin plank
That was fast
Fixed.
Was there a problem?
Look Closey
[Before]< >[After]
I still can't tell
Look Closer at Pipe on Mad Grinder's Back.
What about it?
Oh I see it now
3 of 8 Weapons of MM7 Working.
Next is Thunder Bolt
I Thinking Good Use for MM8BDM Future Update.
So how did RM7FC do Scorch Wheel?
Horror
by which i mean its palette
oh, so it does do overlaid sprites
If it was an actual NES/FC game, then yeah
I Thinking V-Classes(MM8BDM Mod) Going Like it.
Measurement hell
yiik
Hell
what are the 3 different boxes
also why insist on using the same size as mm10 slash man but not the actual sprite?
I will use MM10 Slashman
The three boxes are just leftover mess from when I was calculating sizes, they will be removed
He uses way too much tiles
It would flicker a lot on a real nes
Mm9/10 devs didn't exceed the size of rms like this
I am well aware of this
Edit
Slash is 43 pixels tall
Freeze and Burst are both 11 pixels taller, standing at 54
Turbo is 2 taller than them, standing at 56
Cloud and Spring are both 7 taller, at 63
Shade is 1 taller, at 64
And Junk, the behemoth, is 13 taller, standing at a whopping 77 pixels tall, nearly twice Mega's height
nice 😄

Don't forget an extra red for Scorch Wheel
I had to remove the red, the scorch wheel will have to be orange
Those details of your sprites remind me of a detailed platform, but I don't know where from.
anyways, they looks so cool.
A detailed platform?
yes, but it doesn't come out of my head. I mean console platform, not game genre btw.
not exactly, I think is GBA
Oh the ones on the left?
no, the one you did, the right!
Huh,,
It's nothing bad, it just reminds me of a style from some platform.
I'm going for the classic NES Megaman style
it looks too beautiful
GUH??
yes, I love 8 bits thing
I drew a lot of these years ago, but at a much lower level.
I'm kinda interested to see
They are very inexperienced sprites, but you can take a brief look.
here's example, i did this years ago.
I will try to improve it soon.
Oh my god he is a lil guy
Yes, I wanted to make it look like MMPU, but it didn't turn out exactly the same
Anyway, I'm going to modify it and put it more in the style of Mega Man Classic.
Oh my god I have a sprite I made as a joke that is exactly that

So, did you also try to make MMPU? I can see that comes out of MMPU
No, I just made this one frame as a joke
I did however make the MMPU shield attacker in the classic style at one point, I just gotta find it
I would like to see it
Ignore the missing red pixel on one of the frames
hahaha, pure air to mega man, although I have never played MMPU 🤣
the truth is that it looks very good
I'll be honest, these guys are a pain to deal with in MMPU
MMPU enemies can just lose their shields if they are hit with specific attacks
Even mets aren't safe, despite not being able to lose their shield
Are you gonna upload it
you did this sprite?
Yeah
Wdym
I have to play Mega Man Powered Up soon.
oh yes, I forgot. this sprites is in tSR actually.
with this energy bar
Pretty good energy bar
To TSR
Oh
Ehhh no probably not, not unless I committed to making a full MMPU enemies sheet, which I don't plan on doing right now
I also lost the actual fine that had the shield attacker sprites, so that's why I sent a shitty old screenshot instead
Anyways just found out that for some reason, in the files of MM2, Hot Dog/Friender can be destroyed in a single hit from leaf shield... strange, since you can't play Woodman's stage with the leaf shield, so no way of knowing if this is intentional or not
You also can just submit a single enemy, it's been done before
Like, if this can get accepted...
It can be possible
True, I just never opt for minimal
My favorite part about Yiey20's Megaman sprites was when they said "IT'S SHADEIN TIME" and Shademan'd all over the place
hhhhh
Now Working : Junk man.
Junk man is Finishshed, Next up is?
Minibosses
For minibosses, is the MM4 hippo miniboss only considering the main body?
Wdym?
The pedestal pieces go down in one hit from anything really, they have no hp
I know that Tama's yarnball has the same damage stats with just a couple less health, but I don't want to throw all enemies and breakable objects onto my chart
It's definitely fun
Airi's Megaman sprites
I hate to say it but that's why I didn't like going off of the MM10 Slashman size. All of them are wider than Mega Man
You're aware that the 7 sprites are wider than Mega too,, right
Quick edit to Freeze's arm
Thank you P-Tux for ripping MM7 sprites
Spring and Freeze seem like they're less wide relatively in MM7
You're welcome. I need to get back to that with more Spring Man platforms
And also more Prototype sprites
Leg shortening makes the sprite seem wide
I have a funny planned
I've been sick literally all year but once I get over this I will be so back
Yeah I dunno what happened
I'm doing better but still sick, it's bronchitis, I'm looking at my sprites and feeling like doing Mario stuff for a bit
how's you doing yet?
Still working on Mario stuff
I Edited for you but Not Full.
Might revive this thread soon
Wait does his arm do that?
In MM6 Game, Yes.
I never noticed that, thank you
Bonus : Super Adapter Style Fly
I will get to that eventually
I Have an ASK, We Never Seen Duo 8bit Before?
If you can Create Duo 8bit Your own.
I'm ripping the hyper bomb explosion and quickly realizing why nobody's done it successfully yet
I submitted the sheet to TSR
Sheet Name is?
More Like MM Classic Explosions (8bit Style).
Thanks for doing the rip. I tried to do it once but the flicker made it impossible
The flicker happens whenever even a single sprite is lined up horizontally with the explosion
I used the starting room of Elecman's stage to do the rip since I could stand higher up and toss the bomb down to the bottom
Apparently Yellow Devil has five specific eye positions, however they are not mirrored for when he is facing right
If you manage to get behind him, his eye will flip around to face you
@calm harness
Interesting that they coded the eye like that
I think what's happening is the eye entity (and it's absolutely massive hitbox) just gets moved from one side of the room to the other after every cycle
No flipping or anything
#ThePacIsBack
could use a diagonal frame for the feet
Eh, I instead chose to make the body move smoothly
I wanted to make Beak's gun change angles for shooting in different directions, but later realized that then it wouldn't line up with where it fires it's bullets
Insane
why are there so many cut mans
Everything will have color alts
Minecraft man?
Hammer bros HATE him
Guts man's Block!
Next up is Iceman?
Crazy Razy, Pepe, Gabyoall, Ice Yoku Block, Footholder, Iceman
Iceman update
Bombman update
I Knew You Can do it for Fireman Stage.
funny PU-esc fire pillar :)
It's hard to make the original sprite look decent
true ...
how's Elecman stage?
Working on Elecman
Post Sprites here.
My current progress
I'm making very slow progress on Wily Machine
It's Finished?
Yellow Devil should have Green Devil and Shadow Devil.
YD has color variants too, but they're still the same devil
Green Devil and Shadow Devil are different devils completely, it's not just the color
6/32 recolors are done
MM2 in progress
Soon probably
Yknow what, I'm gonna not make MM2 enemies for a while and instead focus on gathering damage data from enemies and bosses
This is very helpful, making a fangame so this helps give me a general idea of how much damage weapons should do. I hope you end up doing another smaller one for enemies hitting Megaman
I could do that yeah
Also general note, MM1 weapon damages were pretty crazy compared to later games in the series
yeah mm1 and mm2 weapon damages can be wack af sometimes
The fact that most MM2 robot masters have full heal values
TRUE
Things stabilize around Megaman 4, where suddenly all robot masters take 1 damage from the buster rather than a range between 1 and 3, instead you need the charge shot to deal 3 damage, and the special weapons most often deal 1 damage to robot masters too unless it's their weakness, then it's usually 4
yeah mm4 is like, when the standard for weaknesses became a thing for the rest of the series to follow for the most part
yeah top spin's a prime example of mm3 being rushed to hell and back
Genuinely the most well done part about MM3 is those scrolling floor bits in Wily Stage 3
I actually stopped what I was doing to mess around on those for a while and they were actually so well done, I expected plenty of physics jank with them but they're damn near perfect
i've never messed around on them before but i'm now tempted to do so
MM3 physics is hot shit but yeah absolutely mess around on them, smooth as hell
i think you can test top spin better by using the rush shot exploit
The what
@young hawk
What if Megaman's Charge Shot is? Like Megaman Powered up.
These are only Megaman 1 (NES) damage values
why is copy rock's scarf face color
the palette can be
-copy machine
-purple scarf
True but I only used the original palettes
🙏🙏🙏
gutsman got that 🔴🔴 hitbox
Need a Hurt Sprites.
My laptop is too broken to be able to be taken to my dad's house, so nothing's gonna happen for the next 24 hours or so
will fireman come with the torchless alt from powered up
yeah
Eh sure why not
Oh nope
ok so never mind then
Maybe Megaman? should be a bit darker like he is in Powered Up
I left him as is because of weapon recolors
Makes sense
I should continue this
ice man fucking throws it back
Ruby spears type attack
Updated Bombman's run to be less awkward
fire man got that quint crouch goin on
Two handed air throw is almost done
me, clueless: "elec man can only fire after winding up? this will be as easy as cut man"
Power Fighters Moment
Exactly what I'm basing these off of
Oh hey I just remembered something pretty important about enemies and stage hazards/gimmicks
Generally the enemies used in a robot master's stage should be similarly weak to the same weapon that the robot master in question is weak to, and/or the weapon should be capable of interacting with stage gimmicks and hazards in a way that helps you
You can shred through most enemies in bubbleman's stage with ease using the metal blade, woodman's forest was initially planned to catch fire to scare away the battons when you use atomic fire, that idea was later reused to catch slashman's forest on fire to get rid of the bees and reveal the secret ladder, gutsman has a slight weakness to fire storm but you can straight up oneshot picketmen with fire storm or hyper bomb, blademan's stage has plenty of commando bomb barriers, the list goes on
Basically tl;dr robot master stages should be built in a way that gives the player incentive to try using the boss's weakness in the stage before actually getting to the boss
I think I should take a break from sprites and do more damage data stuff
i can confirm ahead of time that the metal man crushers, air tikis, drills, air man's tornadoes, closed sniper joe, wood man's shield, flaming/charging heat man, closed bats, closed metools, mecha dragon's body, guts man's fist, and wily machine 2's non-cockpit areas are immune to everything besides time stopper
and that time stopper freezes everything but boobeam trap (the only thing it damages though is quick man)
so feel free to copy and paste those columns
other hazardous sprites that are immune to everything and are frozen by time stopper (but the weapons don't plink off them they just ignore them) are wily 6 acid and force beams
and of course everything but crash bomber plinks off of crash bomber walls and boobeam trap. but i don't think i need to remind you
also be aware of the air shooter glitch
if you spawn the tornadoes in an enemy's hitbox, only one hits them
for example, you can kill a sniper joe with 3 tornadoes if you do it from a distance
but if you shoot them so they start inside the joe, only one hits
Yeah that's an i-frame issue
Anyways turns out that Heatman bugs out really fucking bad if you shoot crash bomber at him while he is dashing at you
hmm... can you shoot quick man with weapons he is vulnerable to while he is guarding when hit with one he is immune to
Yep
You can just keep switching back and forth between metal blade and buster to damage him and keep him from doing anything, ironically like his weakness
Sprites are postponed for an undetermined amount of time
My laptop has been taken apart
what does this mean
Computer go brrr
Hardware damage and we had to take it apart to see what replacement parts to order
Hope the damage isn't too bad on your end
Basically the hinges got really stiff over time and it caused the frame to start breaking apart, and also when my dad disassembled the laptop he found that several screws were missing
oh so a nintendo ds lite situation
Oh??
It's gonna be a couple weeks with no laptop, so I gotta figure out something to keep the thread alive
Cut it out
reworking Cutman Stage.
Super arm block
what app is this?
Ibispaint
Cutman Stage.
Yep
With Style is?
NES style? Reimagined I think
Megaman 9 Style? or Megaman 10 Style?
I don't know
What is the difference between MM9 and MM10 style?
10 is probably a bit more detailed? I just know in 9 the backgrounds are a lot more basic than 10 lol
Nothing new so far, my laptop hasn't been fixed yet
Status update on my laptop:
SHIP OF THESEUS.
Opening this rq
If Request, Duo 8bit?