The Inner Workings Of A Mink's Mind
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Below are the 20 most recent journal entries recorded in Thomas 'SpAwN' Mink's LiveJournal:

    [ << Previous 20 ]
    Saturday, October 4th, 2014
    11:39 am
    Gauntlet (2014)
    Have to say... the trailers and gameplay videos that I watched from the 2014 remake of Gauntlet took me way back into my childhood. I never played the original arcade game in 1985 because I was way too young, but I did play it and Gauntlet II on the Amiga. It was great fun!

    Anyway, this remake does a great job at updating the game. It still feels like an arcade game at its heart, which means it's kinda simple in how everything works... but honestly, I like that.

    With the four characters, they took the one aspect they were each good at in the original and kinda expanded on it.
    Thor, the Warrior, was the best at melee.. which I don't think many people even considered in the original game since it was pretty much just you walking into everything to deal damage. Anyway, he's not bad here.. just, a little outmatched by everyone else. His charge and leap attack are a bit clunky to use, and the payoff for the leap attack isn't really all that worth it with how precise you need to be. His whirlwind is pretty good, but could probably be upped to at least be as strong as the Valkyrie spear in terms of damage. I'm not saying he's not fun to play, just that he plays a bit differently than one would expect from the melee barbarian of the group... because positioning is almost essential.

    Thyra, the Valkyrie, was the best at defense and took the least amount of damage in the original. To that end, she can block attacks with her shield so long as she is facing the direction the damage is coming from... it's actually quite remarkable. She also has some awesome offensive moves with the spear thrust and shield toss... which kinda makes one wonder how Thor could've been left behind like he was..

    Questor, the Elf, was the fastest of the character in the original. To that end, he doesn't lose any speed at all when firing his bow.. making him the best kiter and the best at moving around a battlefield. His arrows are weak but spammable, and his sniper shot is good for picking off casters. He can dive through enemies to a safe spot or drop/shoot a bomb to help quell the numbers.

    Merlin, the Wizard, was the best for using 'bomb' potions in the original. Well... with the potions getting revamped to power relics, Merlin kinda got a makeover. He can cast nine spells by using different combinations of three elements.. fire, ice, and electricity. It takes a little bit to get the combinations down, but once you do you'll find the Wizard to be, perhaps, the most versatile in what he can do.

    The combat is fast-paced and action oriented, and also feels amazingly satisfying. It's hard to describe, really.

    The one major flaw of the game is level content. There are only 30 in the game total. 10 per 'zone' or 'world'. And that's counting the one boss fight in each world, which isn't really a level at all. To that end, it makes for a very short game.

    I still have yet to play with friends online, and I can certainly see it being a lot better there... but even then, I think the lack of levels will catch up to it.

    It's a good game, and I certainly feel that I got my ~$20 worth... but then I don't zerg through a game as fast as I possibly can either.

    Some things I'd like to see in the future:
    Endless/Endurance Mode - A dungeon that essentially keeps going until you die.. using a mix of all the environments that are there, including ones that might be added in the future. Keys and potions should probably also be made to be transferrable between levels in this mode so some levels can have less than others. Not sure how not having enough keys would be handled though... the original game, you just sat around until all of the doors opened. This had the effect of wasting health due to the constant trickle. *shrug*

    "Friends can join in any time" - From what I hear on the forums, this quote from the original arcade game was forgotten. You can only join a game in the lobby and not one that is currently started.

    IT - A monster from Gauntlet II that made a player "it" when it touched them, also killing the monster. This caused every monster to focus on that one player until they touched another, making them "it".
    Wednesday, March 19th, 2014
    12:00 pm
    Fansproject Military Multiplexer kit (aka 'not Menasor')
    Just some random thoughts on these third party figures. I absolutely had to dive in and get these. Out of all the combiner teams in the Transformers, my favorite is the Stunticons. Devastator is the most iconic and the one loved by the masses, but I dunno.. the evil car team is the one that always caught me. Dead End was especially cool with his gloomy attitude.

    Motormaster: Megatron's in trouble!
    Dead End: Who cares?
    Wildrider: It looks like Starscream's defeated him!
    Dead End: So?

    I dunno.. for some reason I loved that, and it's impossible for me to forget him.. and the other Stunticons just by association.. because of it.

    Anyway.. the figures themselves are fantastic individually.

    T-Bone, aka 'not Wildrider', is the worst of them. I know many others in the fandom don't like him because of his bland color scheme.. but I don't like him because all of the hundreds of tabs that hold his car together only half work. He looks gappy and horrible, and that's just after a single transformation. I think he looks great in robot mode, and I think could look cool in car mode.. but all the gaps prevent that.

    Car Crash, aka 'not Breakdown', by constrast is kinda cool because he actually holds together despite having the same setup. He transforms identically to T-Bone, only with a different shape and style of car. However, because of T-Bone, I worry Car Crash's tabs will eventually also fail over time and leave him gappy as hell.

    Down Force, aka 'not Drag Strip', is kinda cool. Bit of a wonky transformation with his feet being pushed under the windshield/cockpit thing, and all the shoulder kibble bits.. but he's otherwise extremely solid. They even fixed an issue I had with Car Crash and T-Bones' legs by adding an extra hinge joint for the transformation process.

    Last Chance, aka 'not Dead End', is probably my favorite of the group though. He has huge things hanging off his shoulders, but they don't look bad. His colors and great and the iconic golden face is all there. Just too bad he has eyes and a mouth instead of the weird visor and faceplate look he had in the cartoons. Kind of ironic that he's my favorite of them.. because he's also the most simple in how he transforms.

    Diesel, aka 'not Motormaster', is... interesting. The whole back half of his truck-mode trailer is essentially Menasor kibble. You could have him wear it on his back and shoulders, but personally I think it looks a little silly. But Diesel himself is great. The transformation from truck to robot is a little intimidating, but is actually kinda impressive once you do it.
    However... turning Diesel into a torso to form Menasor was a pain. I will admit that it is an impressive transformation in how it's done and what the end result looks like, but getting to that point wasn't all that fun. With how the waist works with its hinge and two rotating pieces, I was scared of snapping him in half. That's not really a good thing, in my mind. The stiffness of that particular rotation joint didn't help with those fears either.

    Speaking of Menasor though.. when you get him all put together, he looks god damn amazing. I love how the entire trailer from Diesel is used.. but then that also leads to the two cars on the legs essentially just being there for looks. I'm ok with that though.. but a part of me wishes I could emulate a more G1 look with the car bodies facing the back. I know, that's probably a bit strange.. but hey. But yea, Menasor looks great. The problem is, I like the Stunticons. Yea.. that includes Menasor.. but I'd like to display them all individually once in a while too. The hassle of getting Diesel into torso-mode makes me not want to do that. But.. we'll see.

    T-Bone's gaps are also something I can't get past when I see him in car mode. I mean.. it's just bad. They're still there when he's attatched to Menasor, but they're not as noticeable.. so in that instance, it's passable. But by himself.. terrible.
    They're way overpriced, and three of them (Diesel, T-Bone, and Car Crash) are way over-engineered... but they look amazing and are the Stunticons. Overall, I like them.. but I'm a Stunticon fan. Those who are not might find the over-engineering aspects a bit too much.

    And yes, I refuse to call the combined form M3.. because that's just stupid. Intimidator would have been a better name, and I originally thought that was their intention.. but no.. Intimidator is what they're calling Diesel when he has the extra kibble from his trailer attached on to him. Then again, I guess it really doesn't matter what they name them.. everybody who is going to buy them already knows the real names. Just the company's can't use them, so need placeholders.

    How they get away with it also astounds me. I mean.. 6 green construction vehicles that combine to form a giant robot. Devastator, right? I mean.. he even LOOKS exactly like Devastator.. but no.. Giant! Four cars that attach to a big rig truck to form a giant robot. Menasor? No.. Motor-Squad Military Multiplexer (M3)!

    picsCollapse )

    Current Mood: content
    Wednesday, January 15th, 2014
    11:31 am
    Knee-Deep in the Skin

    So here's a Doomguy skin for Bill (aka, the guy from Contra).

    A guy on the forums named Frozsoul made a Doomguy skin before, but it used sprites from Contra III on the SNES. In using those sprites, Doomguy was gigantic in comparison to other characters. I feel that was a primary reason he hasn't been included in the game. So, as a result, I decided to make a more size appropriate version.

    I used Pinkie Pie's custom 16-bit Bill as a base since that custom seemed at least loosely based on Contra III, which was the base for the original Doomguy skin.
    Instead of using resized weapons, I used various ammo pickups. This was done as my sort of tongue-in-cheek joke towards Doomguy's 'all in one wonder gun'.. where, in this Contra-esque world, he wouldn't need to gather weapons.. just the ammo because his gun can shoot anything. In the actual Doom games every weapon looked different...... to you. To everyone else it looked like a generic rifle type of weapon. Quake did the same kinda thing later, but this is Doomguy.

    Anyway, I redrew every ammo sprite myself from scratch using the original sprites as a reference. I think they turned out a lot better than I was thinking they would. That said, I did use a resized and 'touched up' BFG9000 for the falcon-bomb.. thing.. that destroys all the enemies on screen (and is currently unused in SMBC). Redrawing such an iconic weapon is too daunting of a task for me mentally, so I can't bring myself to do it.

    Bullet box = Machine gun
    Berserk pack = Rapid fire
    Shotgun shells = Spread gun
    Small cell = Laser
    Rocket = Flamethrower (Flare?)
    BFG9000 = Falcon bomb(?)

    For the HUD lettering, I kept Bill's setup (M, R, L, S, F) for the sake of simplicity.

    Let's see.. for projectiles, the small bullet is the generic starting gun. The larger bullet is for the machine gun and spread gun. The yellow spark is for when things are hit. The rocket replaces the little flame shot by the flamethrower. The laser shoots out the plasma balls.

    Injured red marine replaces Toad and Commander Keen replaces Peach.

    The portrait is by someone named Eriance, who made a custom WAD of a helmeted Doomguy hudface. The helmet is completely custom. I used the sprite of getting shot from the right because I felt it looks more dynamic than just having him stare straight ahead... or just glancing to the side.

    I also included my proposal for his Starman/invincibility effect. In Doom, the invulnerability sphere inverted your vision.. so I figured when Doomguy collects a Starman, he'll get inverted.

    ...Oh, and speaking of size appropriate-ness. I guess I should note that I've also hacked down Autobomb on my Shy Guy skin to make him a little smaller than 16-bit Samus when under the effects of a mushroom.
    Wednesday, December 4th, 2013
    12:36 pm
    Moar Skin
    Kinda sad that the only time I update this thing any more is when I make a SMBC skin.. or talk about them.

    But meh... here's Jumpman! ...No, not Mario before he was Mario.

    It's based on the Commodore 64 version of the game. Since I never played any other version, it's the one that's most nostalgic for me to think about.

    Making this skin was interesting though, because I watched a few videos showing off gameplay. While doing so, I redrew all suitable sprites... then made customs for swimming, crouching, and the 'between' mode when a mushroom is gotten.

    Also know it's kinda doubtful to happen, but IF Jumpman does get added as a skin.. I'd love at least a couple changes to his gameplay...

    • VERY tight movement. That is, he stops on a dime and also always moves at full speed.

    • Can't run, per se.

    • Instead of running, a speed is chosen before each stage (maybe world?). The original game had 8 different speeds, but a 'slow, normal, fast' setup might work better here.

    Current Mood: blah
    Saturday, August 3rd, 2013
    5:35 am
    So SMBC 3.0 is out.. and it's FANTASTIC!
    No, really.

    But anyway, I was working on a skin before it was released.. and now that is done too. :D

    Credit to AGameReviewer for the girly pink Shy Guy used as a Peach replacement. Seriously way too adorable.

    It's a heavily tweaked red Shy Guy from Super Mario World 2: Yoshi's Island.. who rides a heavily tweaked Autobomb from Super Mario All-Stars: Super Mario Bros. 2.

    This skin was a complete JOY to work on! Shy Guys were always awesome to me, so coming up with an idea that made him work as a skin was insanely inspiring and motivating. It's also my first real venture into 16-bit consoles, so learning aspects of how things are shaded and colored was... annoying... but also interesting.

    I used the SMW2 Shy Guy because he has a LOT more going on in that game. In SMB2 he only has two sprites, total.. both used for walking.. because that's all he really did.... aside from ride around on an Autobomb on rare occasions. :D

    Current Mood: chipper
    Saturday, July 6th, 2013
    3:58 am
    Skin of Evilness
    When I play survival mode in SMBC, I'm not sure why but I almost always do it with what I call 'team evil'. The problem there is that I usually run out of characters.. which I guess isn't bad. Adds to the challenge I guess. Regardless, my other issue is that Dark Link is cool and all.. but he's not really something I like staring at too often.. especially on stages with black backgrounds.

    So, I decided to fix that with Darknut:

    Went with green & blue rings instead of the usual blue & red setup that Link uses.
    Added two sprites under the portrait to show the color changes.
    Portrait made by Zarran, who also made green & blue variants.. seriously, he needs a hug for making those
    Turned the arrow into a spear by shaving off the fletchings.

    Team Evil as it stands now:
    Quick Man/Dr. Wily/Mr. X (depends on mood as to which I use)
    Whip Skeleton
    Dark Link
    Dark Samus
    Break Man (not really 'evil', I guess.. but Proto Man was supposed to be believed to be the bad guy of MM3.. so I use him with his disguise from that game)

    With any luck Darknut here will replace Dark Link. Then just need to hope something comes along to replace Dark Samus. Also hope Generic Soldier #2445 gets added so Bill can join the roster.

    Current Mood: accomplished
    Saturday, June 29th, 2013
    4:47 pm
    He Sucks.. He Blows.. And He's Not A Cheap Whore
    No, it's Dust Man!

    Credit to Clawgrip for the run cycle and back views from MM8BDM.
    Sunday, June 2nd, 2013
    5:26 pm
    Sir Arthur Skin

    So, after doing it.. I'm not sure why I uploaded Arthur to the wiki. I'm not entirely happy with it, and I never will be. I started to figure that out somewhere a little before 'finishing' the skin.

    Just look at the skin. It's has way too many empty boxes. My chosen method for Arthur isn't a good one, and I'll never do it again.

    He relies way too heavily on tweaking the gameplay around him, instead of.. you know.. having all the features there already like a proper skin should. Removing Rush Marine from Napalm Man is fine to me.. it's one small aspect of the skin. But when you remove everything from sliding/dashing to running while shooting to even going so far as to change entire layout for how he dies... it just seems flawed.

    Just look at the list I have compiled for the tweaks I built the skin around, seriously.. it's huge..
        Starts with mushroom
        Always shoots charge shots
        Max of two charge shots on screen
        Charge shots don't travel through enemies when it kills them
        No sliding and/or dashing, ever
        No Charge Kick as a result
        No Super Arm
        No Rush
        No running while shooting
        No shooting on ladders
        No tiny step forward before moving
        No high jump
        Can double jump
        Heavily altered death animation, instead of the Mega Man orbs..
        Proposed animation used for when Arthur throws his weapons

    And hell, I might even be missing some. That's just ridiculous. My problem comes from wanting to stick at least somewhat close to the roots of Ghost'n Goblins.. yet, for some reason, I'm ok with changing how the weapons work.

    So, I'll not be adding Arthur to my signature with the other skins I've made on the ER forums. Sorry.

    Current Mood: okay
    Wednesday, May 22nd, 2013
    10:21 am
    I Love The Smell of Napalm
    So.. the tower that is holding the Decepticon half of my displayed Transformers collection just fell over. Yep, they're all still laying there on the floor.
    The Autobots pulled off a victory after all.
    Honestly, they should still be fine. The ones I'm worried about though are Ramjet, Dirge, and Thrust. Due to where they were positioned, the Conhead seekers likely took the biggest hit.

    ..Oh, right. Napalm. Made another skin for SMBC because I wanted to.

    Napalm Man from Mega Man 5, a skin for Mega Man:

    Credit to Brotoad, who made the sprites of Napalm Man's back for Mega Man 8-Bit DeathMatch that I used as a base for the ladder sprites.

    Current Mood: indifferent
    Tuesday, January 15th, 2013
    9:57 am
    'Nother, Just 'Cause
    So, yea... made another SMBC skin, just because really. It's also so original that it's another Robot Master. And no, it's not in the game. It's just something I made to be considered for inclusion.

    Drill Man from Mega Man 4, a skin for Bass.

    Always liked Drill Man's design. I never owned MM1 or MM2 as a child, so Drill Man was always my 2nd favorite. Quick Man was always my favorite because he was so damn awesome looking to me as a kid.. and I seriously have no idea why. And that's from renting the game a whole ONE TIME for a weekend. But yea.. Drill Man.. I used to draw pictures of him as a kid, so that's something too, I guess. :)

    Kalinka used as a replacement for the Princess because I figured that in some strange, alternate, SMBC-type universe, Dr. Cossack would reprogram his mining robot to rescue his daughter from the clutches of Bowser instead of trying to have him destroy Mega Man. I dunno.. makes sense to me. :)

    Current Mood: tired
    Thursday, December 27th, 2012
    10:29 am
    A Comparison

    Just a comparison image to illustrate how things currently are, and my proposed change. Honestly, why I'm posing this here.. I have no idea.
    After more digging, it seems I was wrong.. and that the shooting pose is quite related to the arms..... via the armless running sprites on the sheet. Turns out Bass, or Quick Man at least, can run and shoot at the same time while using Flame Blast. Interesting...

    Anyway, I don't mind so much the run and shoot sprite on the left.. but the standing and shooting sprite just annoys me. And honestly, I think it looks even worse when shooting diagonal upward. It's almost like that stupid emoticon.. \o/
    The standing and shooting sprite on the right is my proposed change of the stance. As a result, the shooting arm is a whopping one pixel higher.. so the running and shooting sprite is also shown so you can see the drastic consequences.

    ..and yes, Quick Man is missing the black pixels on the border of his head boomerang on the left. That comes with using his 'dramatic pose' sprite.. which doesn't have it.

    Current Mood: content
    Tuesday, December 25th, 2012
    7:18 pm
    Oh right... Merry Christmas and all that jazz.

    Whatever. I get to work in a couple hours. YAY! The one good thing about the holiday is now GONE!
    7:15 pm
    SMBC 2.1
    So Quick Man made it into the new version of Super Mario Bros. Corssover. This pleases me greatly. Out of the three skins I made, Quick Man was probably the one I wanted to see in-game the most. They even changed some things about him to make him play a bit differently than Bass.. which is really jarring when you first play, I admit, especially after seeing him act on the character select screen after being chosen.

    A few things changed though, which I noticed as I was playing:
    1.) All of the weapon capsules and weapon pickup icons went from red/pink to red/yellow. I guess I can see this. I chose pink as a homage to MM2 where Mega Man wore pink when using Quick Boomerang.. but the change doesn't really bother me.

    2.) Shooting stance got a complete makeover. I still have no idea why this had to happen. I told it was for alignment of the custom hands, but I don't buy it. The jumping sprites are even more off-kilter than my shooting stance and those work fine. Honestly, this is the one change that just irks me for some odd reason. Using Quick Man's 'dramatic pose' stance for shooting just seems horribly strange. I even went so far as to make a completely new shooting stance that has his arm position line up exact with the idle stance and sent that in.. but have yet to get a reply.

    3.) Portrait change. Dunno why this changed either, really. Rey D did a FANTASTIC custom protrait, but it was ignored in favor of a zoomed in MM2 portrait. It works decently enough, but I dunno. It seems a bit cold, but I don't mind the change all that much.

    4.) A more MM2 oriented weapon selection. The weapons still function like whatever they are origianlly, but use MM2 variants.. like the Crash Bomber skinned Hard Knuckle. Honestly, I like this change quite a bit. It fits.

    5.) Only two custom arms are there. And heck, one of those two doesn't make sense at all.. but it had to be used with how Pharaoh Shot and Metal Blade work. Seriously, there's no reason why Quick Man would shoot Metal Blade while jumping, but toss it when on the ground. I say bring back the other arms, but that's just me.

    And I think that's it. Guess I'll mention this irony though... Dr. Wily has slide sprites, but in actuality it's a dash. Quick Man has dash sprites, but in actuality it's a slide (and only seen when using Charge Kick).

    Now, my theory on why the shooting sprite changed is not tied to the custom arms. I think it has more to do with the shooting angles. The shooting sprite used to replace mine is quite a bit lower. Hell, it's even lower than the idle sprite.. which seriously debunks the whole 'custom arm' thing.. and, as a side note, I didn't know that when I made the 'new' shooting stance that I sent in. My thoughts are as follows.... raise the shots up by a pixel. If that causes them to miss Goombas and such, I would either: a.) increase the hit box of the shot for Quick Man, or [PREFERRED] b.) Not care and just use the default angle. I seriously don't believe it would look all that horrible. [PREFERRED] It's an 8-bit sprite that can shoot in 7 directions, and is a reskin of a different sprite. Some things are bound to not line up perfectly. I accept this. I played Quake where every shot fired came out of your crotch instead of the gun barrel. I think I'm ok with things being off by a pixel or two.

    Seriously.. I hate that firing stance. And I know that makes it sound like I don't like my work being featured, but that's not true at all. I'm thankful and am grateful, and I love seeing Quick Man in action. I just want to work with the team to come up with something better if my old shooting stance can't be made to work. Doubt it'll happen though.

    Current Mood: tired
    Friday, September 7th, 2012
    11:51 am
    You know, ever since I started working at Wal-Mart.. I've semi-quote one Jack Nicholson line more times than any sane man should...

    Remove the 'you' from the line, and you got it.

    ..Customers that toss items on the shelf all willy-nilly.. fellow co-workers (mostly on day shift) who just toss things onto the shelf without a care instead of putting it where it goes.. AGH!
    Seriously, that latter one pisses me off to no end.. especially today in frozen.

    Fuckin' people

    Current Mood: cynical
    Friday, June 22nd, 2012
    8:48 am
    Diablo III
    So I've been hearing many negative things about Diablo III. Now, I'm only level 25 or so with my Wizard and only in Act II.. but I'm not seeing anything nearly as bad as people say. Is the story flawed? Sure, but let's be honest here.. Diablo never really had all that gripping of a storyline. It was always just kind of there. The fun of the game was tromping around dungeons and killing monsters to find phat loot.

    I also disliked Diablo II, so I was extremely skeptical about this game. I'm one of a rare few who says that if you take away all the hacking and trainers from the original Diablo.. it was superior to 2 in every regard. With such low expectations for 3, I guess it's only natural that I don't find the game nearly as bad as I thought I would.

    And I know I'm going to come off sounding like a hypocrite for saying this, because it's something I also do a lot... but... take off the rose-tinted nostalgia goggles. From my memories of Diablo, D3 isn't nearly as bad as everyone says it is.
    My thoughts might change when/if I make it to Inferno difficulty.. as I hear that's the main problem. But, we'll see.

    Current Mood: content
    Friday, May 4th, 2012
    5:44 am
    Mass Effect 3 Ending
    I'll preface this entry by saying major spoilers are ahead. If you haven't played the game all the way to the end for yourself, and don't like spoilers, please don't read any further... for better or for worse.

    SpoilersCollapse )

    Current Mood: amused
    Tuesday, March 20th, 2012
    2:20 pm
    Yet Another
    So.. I made a 3rd skin for SMBC. This one is a Fire Man skin for Mega Man. The skin itself is a Mega Man skin, but it's actually a reskin of Proto Man, who uses a somewhat different template than Mega Man due to how he fires his arm cannon.

    I recolored the white bits of Fire Man's body in the default sprites grey. The white has always bothered me because nowhere in any official artwork does he ever appear white.
    The Rush variants are stolen from my old Quick Man skin before I converted him over to Bass.
    The custom Charge Kick is taken from the same old Quick Man skin, just recolored.
    Flame Blast reskinned to resemble the same sort of weapon that Heat Man uses when you fight him.
    Hard Knuckle reskinned into the slow, fiery shot that Flame Man shoots.
    Pharaoh Shot reskinned into Atomic Fire.
    The bubbles of Water Shield reskinned into those fireball enemies seen in Fire Man's stage.
    The normal and partially charged Mega Buster shots are the sprites seen on Mega Man's version of Fire Storm.
    The fully charged Mega Buster shot is Fire Man's version of the same weapon.
    Metal Blade uses the sprites of the flames that are left on the ground after Fire Storm passes Mega Man.

    The reason for this skin came about after seeing an Ice Man skin. I liked that skin a lot and decided to make a fire version to complement it. If only one is chosen to be represented in the game, I hope it's Ice Man.

    Current Mood: content
    Sunday, March 11th, 2012
    8:13 am
    'nother Skin
    I enjoyed making the Quick Man skin I did for SMBC, so I decided to make another.

    Took a bit to think up an idea, but I eventually deicded on a Buster Bunny skin for Mario. The original game on the NES was one I enjoyed as a kid, and it played quite similar to Super Mario Bros. Also has some catchy 8-bit music. :)

    Most of the mini-Buster sprites are all custom. The only ones not, are the generic standing idle 'side' sprite, the jumping up sprite, and the 'facing the camera' sprite.
    Custom kick sprite for normal-size Buster.
    The normal-size climbing sprites are resized and recolored sprites from Buster Busts Loose on the SNES.
    Turned the star-ball thingy, originally used to swap to your partner in the original game, into a kickball of sorts for Buster's fireball.
    Most of the blank spaces on the sheet are for the shell carry sprites seen on the SMB3 Mario skin template, which aren't used in SMBC. Even if they were, I wouldn't want them used for this skin (much like they wouldn't be for SMB1 Mario).

    Current Mood: accomplished
    Saturday, March 3rd, 2012
    12:22 am
    SMBC Skin
    Anyone play Super Mario Bros. Crossover? I do on occasion.. it's a strange game, but it works extremely well in how it tosses characters from numerous other games into Mario's world. Version 2.0 made the whole thing even grander.

    Anyway, I recently made a skin for the game and submitted it to the wiki. It's a Quick Man skin for Bass. The skin originally started as a Mega Man skin, with the various 'Items' from Mega Man 2 altered into the Rush variants.

    A lot of the sprites seen are from Mega Man 2 itself... the running sprites, idle sprite, jumping, the 'leaning forward and shooting' sprite, and the 'shooting' arm.
    The ones I had to tweak/combine/create are all of the climbing/ladder sprites, the angled shooting sprites.. both in the air and on the ground (just the firing arm for each), the shooting up sprites.. again, both air and ground (shooting arm for both, and also tweaks to the head to give the appearance of glancing upward), the 'hurt' sprite, and the dash sprite.
    The Treble Boost sprites are a mismash of Gyro Man's propeller from Mega Man 5 and an altered version of my 'hurt' sprite.
    Hard Knuckle was changed to take into account Quick Man's boomerang shooter.
    Most of the arms are taken from Mega Man in his various games and tweaked to fit better on Quick Man.
    The 'holding a brick' arm is an altered hand from Mega Man's sliding sprite.
    The portrait was a gift from Rey D on the SMBC forums. I edited it a bit.. making the 'ear' more round, made the red bits on his face go further down his chin, and gave him his iconic 'boomerang pokes through the portrait box' look.. and also changed the colors of his face to match the NES color palette.
    The sprites when he dies (the four to the left of his 'standing and shooting down' sprite) are colored to match the robot master death's in Mega Man 2. I thought about making them his own red and yellow colors, but I opted for accuracy to the old games.

    I chose Quick Man because he's my favorite of the robot masters. He was a pain in the ass to kill when I was a kid and his stage was even worse.. then he came back with a horrid vengeance in Mega Man 3 where you had to try and kill him with either Search Snake or Gemini Laser. I've grown to appreciate all aspects though. This skin is my own little homage to my youth, while also satisfying my small creative side. I'm hoping it gets accepted in a future update so I can actually see it in action. :)

    If you want to see the old Mega Man skin before I coverted it over to Bass.. it can be seen here. Custom slide animation, Item-1 is Rush Coil, Item-2 is Rush Jet, and Item-3 is Rush Marine. Charged buster shot replaced with Charge Kick sprites.. custom Charge Kick sprites added for replacement. ...It was never finished and polished before I decided to convert it into a Bass skin, so the arms aren't properly tweaked, the portrait is a lazy resize of the MM2 portrait, etc.

    Current Mood: calm
    Monday, October 17th, 2011
    2:10 am
    Meh.. And Random Bits..
    Talk about an awful last couple days. I feel like complete shit. And in a fashion not typical of myself.. that's all I am going to say on the matter.

    "Why say anything at all?".. because I can, really. It's not much, but at least saying that helps a little.

    Oh, right.. guess I should point out the pictures I got over the last few months. All are NSFW, so.. you have that warning.

    First is a pic of my mate, DoniRoux, and I. Shi has a lovely rear.. something shi often likes to show off to me. Sometimes, I can't help but.. 'appreciate' it.

    Second is a ref sheet of ThomasMink. The picture above, despite how well drawn and nice it is, is what led to me getting the ref sheet. Before that, I was stubborn and really thought I could get away with just a text ref. Not having hair in that previous pic is fine.. I didn't in the commission I got from Fel way back when either. However, my ONE defining mark was missing.. and yes, I am that nit-picky.

    The third is from a raffle I won. The person holding it was commissioning five pictures with six slots available for winning.. since one pic was a threesome. I won the second overall choice of which slot I wanted and chose the mouth end in the threesome pic. The guy who won the first slot chose the back-end.. and since he won the top slot, I let him choose the setting, which of the two characters he wanted from the raffle holder, and how he wanted him... then went from there. The pic was being worked on before the ref sheet was done, so it's not surprising to me that the angle of that same ONE mark is wrong... but oh well. And hey, you can't really argue with free art anyway.. even if there are some odd proportions and such going on.

    For now, that is all.

    Current Mood: depressed, pessimistic, scared, stressed
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