Posts for NekoMan

Experienced Forum User
Joined: 7/5/2007
Posts: 6
Location: Newfoundland, Canada
I have been busy the past couple of days, so I wasn't able to pull it out and do some work on it. I really appreciate the comments, by the way. I did realize that Kimberly's bow would come in handy for her arrows, but I believed that when I tried her out her kicking seemed to be a bit longer. At the time, I wasn't really in the mood to test that out. I re-examined that part about the conveyor belts, and i'm not too clear as to what you're talking about. I'll probably edit this tomorrow when i'm not half-tired and take a closer look. My assumption as of right now is that i'm waiting for the "GO". Also, there's a good possibly, FrostyTheDragon, that I will go back and change those parts. There are a couple of parts where I just wanted it over with, and are obviously improvable when I go to the final movie. And, you are correct about #6. He does not warp out when the bomb is used. I tested it and when timed perfectly, he takes all of the hits from the bomb. That is a good timesaver because he just stands there. I forgot about using the bomb there because of the first boss; he jumps off-screen even when the bomb is being used and it didn't seem to do any damage to him when he's not on screen.
Experienced Forum User
Joined: 7/5/2007
Posts: 6
Location: Newfoundland, Canada
FODA wrote:
hummmm okkkk So I was just playing this game on Wii's Virtual Console, and I'm at stage B-2 climbing those falling stairs with the giant metal wheel trying to catch me, and I came to the 2nd stone golem when I was on the stairs and suddenly Simon zipped to the right (his head was stuck on the floor), and I could just freely control which direction he was zipping to, with acceleration. Then he died. Just for the record, I don't know if the TAS uses any of this, but I felt like posting before I forgot it ever happened. Also, I don't know if it's a VC especific bug or anything.
Were you able to re-create this?
Experienced Forum User
Joined: 7/5/2007
Posts: 6
Location: Newfoundland, Canada
Abandonware is a controversial label, but some games are Shareware, which I don't believe falls under the same rules... or does it? I'm not very clear on that. I'm just thinking back to Doom, and how Episode 1 was available as Shareware, but you had to buy the game to play Episodes 2 and 3. Same thing with a lot of Apogee's games, I think.
Experienced Forum User
Joined: 7/5/2007
Posts: 6
Location: Newfoundland, Canada
First of all, thank you for refreshing my memory that they're called putties. 1) Billy jumps like he's using an air guitar, and I would have to test to see if it's faster, although I doubt it. When I was testing things out a little, it seemed that jumping doesn't give enough forward momenum to warrant using, and I can't immediately remember as i'm writing this if it takes a few frames to move once Billy touches the ground or not. 2) The barrels can be picked up and thrown, I think, but the throw animation for inanimate objects is longer than attacking them. 3) The bomb is LONG. It'll clear the screen, but you can't move while using it. I guess for it to work you have to stay in a cool pose for a long time. If it was more of a Contra-style bomb, that'd be great. 4) Unfortunately, when Billy becomes Blue Ranger, he loses the ability to kick things. When you connect any number of hits, and then hit twice more he'll still do the overhead swing. The only way to counter this is to miss, which is hard to do when surrounded. 5) It does look like that, but the problem with that is the boss phases in, and when you frame advance that, he's still invincible even though he's done teleporting until 1-2 frames before he starts his attack, so he's not immediately able to be hit first. So when I look surprised, i'm waiting for that moment. Or at least that's what it looks to me. Thanks for the comments, and i'll do work on level 3 when I get around to it. I also noticed that I had forgotten in that WIP I was using the standing combo for area 1 as Billy. That was when I was trying to splice in a better Area 1 and keep the rest of my progress, and kept screwing it up. Also, I love the way one putty dies in Area 2.
Post subject: Mighty Morphin' Power Rangers - The Movie
Experienced Forum User
Joined: 7/5/2007
Posts: 6
Location: Newfoundland, Canada
Here's a small WIP that I made a long time ago. This is the third time I did the first two stages of the game because of massive time-savers that I kept finding, and I know it can be improvable, mostly from more precise enemy hitting and better boss fights. This is done with Billy/Blue Ranger, because of his long reaching weapon and short kick animation. I crouch and attack a lot because his standing combo attack is a flurry of geekfist as Billy and a long piketwirl as Blue Ranger that takes several frames more than just crouchattacking multiple-hit enemies to death. It may also prove better to throw enemies in some places, although it is slow. As an example, the throw in the first stage proved was useful there, because I killed the two enemies instead of hitting one, walking over and hitting the other. It doesn't seem to do that much damage, though. So it might be best to use throws for enemies that take only a single hit to kill. So, yeah. Here it is. Using Mighty Morphin' Power Rangers (US).smc Suggestions/Comments/Etc. welcome and appreciated.
Experienced Forum User
Joined: 7/5/2007
Posts: 6
Location: Newfoundland, Canada
I have a lack of custom themes, but i'll probably fix that when I get around to it. http://img378.imageshack.us/img378/9952/desktopdb1.jpg