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Megaman (Classic) for CvTW (Read 86860 times)

Started by Sean Altly, July 08, 2013, 04:27:37 am
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Megaman (Classic) for CvTW
#1  July 08, 2013, 04:27:37 am
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Megaman!



So my Megaman will be based somewhat on DG's version, but more basic. DG's Megaman is great and very thorough, but if I included all the stuff he did, it wouldn't really fit in.

Anyway, Megaman gets his own thread unlike some of the other recent additions because I'd like to discuss his Special Weapons.

Megaman's UT will be his robot helpers, Auto, Beat, and Eddie. It was his Megabuster and Special Weapons, but nobody liked that idea. So Special Weapons are back to being a Special Move like in the MVC games.

Anyway, I'd like to have 6 different Special Weapons to choose from. I don't have time to go play every Megaman game over again to figure out which ones would be the best, so I'm aksing for your guys' opinions on this. I'd like them to be varied in usefulness (so no obvious repeats). Two of them will definitely be Tornado Hold and Leaf Shield, so I need help deciding on the other four.

Changed it to a Weapon Set system, with two sets, one representing MM 1-5, the other MM 6-10. Changes his other L1 Super as well.

Here are some early screens (more in the spoiler) and a brief move list:


Spoiler, click to toggle visibilty

UT

-Robot Helper
     -Beat - UT
     -Auto - B+UT
     -Eddie - F+UT

COMMAND MOVES

-Mega Buster - F+HP
    -His classic projectile.

-Charge Mega Buster - Hold HP
    -Charges up his Mega Buster. Release to fire a charged shot.

SPECIAL MOVES

-Mega Upper - DP+P
    -His Dragon punch, obviously.

-Mega Slide - QCF+K
    -Too good to be a cr.HK or a command normal, IMO (at least in this game). Will have great range and knocks the opponent into the air for follow-ups.

-Weapons Switch - D,D,P
    -Megaman starts with Special weapons from MM 1 through 5. Using this switches to weapons from Megaman 6 through 10. Using it again switches back.

WEAPON SET A - Megaman 1 through 5

-Metal Blade - QCF+LP
    -Fast, straight forward, single hit projectile. Metal Man's weapon from MM2.

-Rolling Cutter - QCF+HP
    -Boomerang-style projectile. Cutman's weapon from MM1.

-Magnet Missile (EX Only) - QCF+2P
    -Homing projectile. Magnet Man's weapon from MM3.

-Leaf Shield - QCB+LP
    -Leaf Shield weapon from MVC. Wood Man's weapon from MM2. Repeating the command fires the shield forward.

-Napalm Bomb - QCB+HP
    -An explosive weapon that has a delayed detonation. Napalm Man's weapon from MM5.

-Skull Barrier (EX Only) - QCB+2P
    -Basically a more damaging Leaf Shield. Skull Man's weapon from MM4.

WEAPON SET B - Megaman 6-10

-Silver Tomahawk - QCF+LP
    -Spinning blade that curves out and upwards. Tomahawk Man's weapon from MM6

-Tornado Hold - QCF+HP
    -Same weapon he has in MVC. Tengu Man's weapon from MM8.

-Danger Wrap (EX Only) - QCF+2P
    -A bubble that moves similarly to Silver Tomohawk. It captures the opponent momentarily, and then the bomb inside explodes. Burst Man's weapon from MM7.

-Chill Spike - QCB+LP
    -Short range ice projectile. If it makes direct contact, it freezes the opponent but inflicts no damage. If it lands, it turns into a small ice spike trap that lasts a few seconds. Chill Man's weapon from MM10.

-Thunder Claw - QCB+HP
    -Mid-range weapon that latches onto an opponent and pulls them to Megaman while damaging them. Holding forward when it hits will instead pull Megaman to them. Clown Man's weapon from MM8.

-Black Hole Bomb (EX Only) - QCB+2P
    -Mid-range projectile that implodes after a short distance, creating a black hole that damages the opponent. Galaxy Man's weapon from MM9.

SUPER MOVES

-L1 - Rush Drill - QCF+S
    -His Rush Drill super. May just be a rushing attack rather than something you take control of.

-L1 (Weapon Set A) - Atomic Fire - QCB+S
     -Surrounds Megaman in a shield of flames, and shoots a large fireball forward at the same time. Fire Man's weapon from MM1.

-L1 (Weapon Set B) - Astro Crush - QCB+S
    -Calls down a rain of large meteors. Astro Man's weapon from MM8.

-L3 - ???
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Last Edit: July 16, 2013, 11:33:44 am by Sean Swanson
Re: Megaman (Classic) for CvTW
#2  July 08, 2013, 04:35:49 am
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Re: Megaman (Classic) for CvTW
#3  July 08, 2013, 05:12:11 am
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I'd suggest using UT+different directions being different special weapons.  Different weapons could also be used when in the air. 
Examples would be:

Idle - Leaf Shield Activation.  Hold F+UT while active to shoot
F+UT - Tornado Hold.
B+UT - Black Hole Bomb.  Press once to shoot, press UT again to detonate.
D+UT - Super (Guts) Arm.  Press over a downed opponent to pick them up, press again to toss them.
Diagonal+UT - Metal Blade.  Would also work in air.
Idle (in air) - Top Spin.
F+UT (in air) - Flame Sword.
B+UT (in air) - Magnet Missle.  Shoots out a magnet that follows the opponent.
D+UT (in air) - Hard Knuckle.


Of course, you might have to change the buster shot to a QCF+P input.  Perhaps pressing P 3 more times would send out 3 more shots, and holding it down would charge.  I think this might be better as his mobility with his buster shot is a big part of his gameplay, and having that and his special weapons assigned to UT might mess with that.

Last Edit: July 08, 2013, 05:37:28 am by davismaximus
Re: Megaman (Classic) for CvTW
#4  July 08, 2013, 05:19:15 am
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I personally think it's better to come up with an hyper move that's either custom or inspired in the games rather than going for the Beat Plane. It's good to make an hyper that's actually based on the Megaman games, at least IMO.

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Last Edit: July 08, 2013, 05:27:18 am by MotorRoach
Re: Megaman (Classic) for CvTW
#5  July 08, 2013, 05:57:56 am
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Wheel Cutter from MM10 has the ability to scale walls and shit, so that might be a consideration.
Re: Megaman (Classic) for CvTW
#6  July 08, 2013, 07:18:13 am
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I would say with those added sprites that DG added, put them to work and maybe use them for the level 2, like the flying sprites. For me personally, because I've seen that Hyper Megaman moved so much, it would be nice if you did something else, like you did with Jill. Either way, it all sounds quite promising.

Some ideas going by this 1 for each game up to 8 from that list. As for sprites, I couldn't find any in a quick search but you may be able to use sprites from Megaman The Power Battles 1 and 2.
1- Gutsman's rock throw
2-Leaf Shield
3-Gemini Laser
4-Rain Flush
5-Gravity Hold
6-Flame Blast
7-Slash Claw
8-Tornado Hold

Although I know in the recently released game Project X Zone they used Megaman X, as an idea at least you could do a barrage based special similar to his special move seen in the video below.
Spoiler, click to toggle visibilty
Re: Megaman (Classic) for CvTW
#7  July 08, 2013, 01:16:01 pm
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Whoo, been waiting for this!

In all honesty, though, I'm not entirely sure that making Mega Buster his UT is a good idea. It basically cuts down on his movelist somewhat, and he could potentially be quite gimped because of that. I would suggest making Mega Buster his QCF, but keep the weapon change to the UT and have the weapons replace it. It'd add a bit of variety to his gameplay as well as filling out his movelist somewhat. For weapon changes, I'd suggest this:

Idle UT: Leaf Shield. Good defensive tool.
F + UT: Slash Claw. Think Wolverine's Beserker Barrage or Berserker Slash - either a good physical attack for closing distance or a projectile punish.
D + UT: Tornado Hold. Does whatever Tornado Hold does (OTG?).
B + UT: A good zoning weapon. Not sure if it should be Metal Blade or THunder Beam, but ideal it should do mutiple hits.
U + UT: Top Spin/Super Arm. Oddball weapon for variety - TS functions like a Tatsumaki or Bushinsenpuukayku, SA could be a grapple move.

Pressing the same combination again would restore the Mega Buster.

If neither of these appeals, you could always take a gander at Beximus's Mega Man and Roll from his Capcom Fighting Revolution project. Hopefully one of the moves he's got there might inspire you.

Looking forward to seeing what you can do with Mega Man! :)
Last Edit: July 08, 2013, 01:19:18 pm by Steel Komodo
Re: Megaman (Classic) for CvTW
#8  July 08, 2013, 01:28:42 pm
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I agree with the above guys, making his buster the UT is not a good idea.  Instead, map out the different buster powers to his UT.  Also, the above guys gave great UT ideas, so I'll just throw this out there: make the UT a level 1, since there will be eight different UT's to play with.

Also, I'd map out LK+LP for the helpers, just seems more like a command move to me.  Map out something like an auto-combo for QCB+P/K instead.
Re: Megaman (Classic) for CvTW
#9  July 08, 2013, 02:04:45 pm
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Condensing all the above suggestions + making use of 1.0 palette change + even closer to the actual game's gameplay :

QCF+P as the buster (doesn't consume any UT)
Direction+UT changes the weapon
By itself, it doesn't consume any UT, but the palette changes
use QCF+P to use the weapon currently selected
This is when it consumes some UT, depending on the weapon you're using
Repeat same direction+UT, or just UT without any direction, to restore the buster

Downsides :
- can't use any weapon on the fly, have to switch and then qcf
- palettes will be tougher to manage since it'll have to account for the weapon palettes (unless the palette for a given weapon is the same regardless of selected palette)
- if all weapons share the UT bar, their usage will be very limited in a match to strategic usage so it'll require each weapon to be really special ; but then again that's also where all other possibilities were going

Upsides :
- just like the game
- won't use the wrong weapon by mistake just because you got confused with directions and won't waste UT which is common for all your weapons
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Last Edit: July 08, 2013, 02:23:18 pm by DKDC
Re: Megaman (Classic) for CvTW
#10  July 08, 2013, 03:34:09 pm
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you could add the bubble gun from Megaman 2. it would act like Onslaught's Hypergrab or Abyss' second form bubble attack. perhaps it would do no damage but trap the enemy opening them up for devastation.
Re: Megaman (Classic) for CvTW
#11  July 08, 2013, 04:28:46 pm
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If you make all the other weapons take super, you should give megaman a few more special moves. Like an ariel one or some sorta comboing one. He seems limited with only three.
Re: Megaman (Classic) for CvTW
#12  July 08, 2013, 05:00:11 pm
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Have each weapon being from a different game, that way it will have more variety. Since you'll already use Leaf Shield and Tornado Hold, this covers Megaman 2 and 8. My suggestions:

* Rolling Cutter (Megaman): Boomerang projectile, hits twice
* Search Snake (Megaman 3): Ground projectile, can be fired in sucession
* Dive Missile (Megaman 4): Homing projectile
* Napalm Bomb (Megaman 5): Bouncing projectile
* Silver Tomahawk (Megaman 6): Arcing projectile, goes up after being fired
* Freeze Cracker (Megaman 7): Aimable projectile
* Magma Bazooka (Megaman 9): Triple projetile, fires three shots that go in different directions
Re: Megaman (Classic) for CvTW
#13  July 08, 2013, 07:32:55 pm
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He's only going to have 6 different weapons, including Tornado Hold and Leaf Shield, so I only need 4 other weapons. Also, I just don't see the problem with having his Mega Buster be his UT. Several of you have said it's a problem, but then your alternate suggestions don't really seem to solve the problem IMO. Making Megabuster QCF+P makes it a special move with an actual command to enter, which makes it more complicated to shoot it, which seems like it'd be an issue since his mobility with his buster shot is supposedly a big part of his gameplay. DKDC's idea just seems like a more complicated version of my own, since his essentially removes the Megabuster whenever you're using a special weapon, which in turn would supposedly be bad.

As for his moveset being limited, in MVC the only specials he had were his Special Weapons (calling for them and using them) and his Mega Upper. I've increased on his specials count here by making his Mega Slide a special and including the Helpers from DG's version. I'm not interested in creating new sprites for him outside of new Special Weapons.
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Re: Megaman (Classic) for CvTW
#14  July 08, 2013, 07:51:05 pm
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Making his slide a special is like making Claw or Sim slide a special unless you'd give it special properties like making it as stupid as MK9 Sub-Zero EX Slide or something practical like OTG shenanigans or followups. If you're not gonna do anything special with the slide, turning it into a special seems rather pointless.

Having his Mega Buster as a command special like qcf+P would make it no different from Jill's charge; weak shot could be faster and smaller, heavy shot could be as large as it is right now but slower and chargeable.

I'm gonna go with the majority and say that having multiple weapon options as his UT would be the better course of action, preferably the MVC selection, but a few special weapons as well. Those could cost meter to make appear. Possibly some of the more effective weapons in the series such as Metal Blade or Wheel Cutter, I dunno. As for that missing super, why not just give him Flash Man's Time Stopper, doing a two second time freeze for combo extensions and projectile pressure setups?

There's so much you can do with this Megaman but it seems like you want to restrict yourself to stuff that would make him more basic that what he could potentially be. Which seems like a damn shame, but hey.
Re: Megaman (Classic) for CvTW
#15  July 08, 2013, 08:01:38 pm
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Lots of useful suggestions for his Special Weapons have been given already, so I just want to leave a note that it will be appreciated if you didn't include the Hyper Megaman, personally I always found it dumb and out of place. I'd make his Super Moves from some (other) Special Weapons as well, and drop both Rush, Beat and Hyper Megaman; I don't think they'll fit as well in this setting.

The Supers could still put Megaman in a temporary 'alt mode' like the Rush Drill etc. did, but with a Special Weapon instead.

One Super could be "Metal Man mode" where all your other special weapons are disabled but instead, you can spam Metal Blades into any 8-way direction for a limited amount of time.
Another Super could be 'Crash Man mode" where you can shoot out a bunch of Crash Bombs, that'll stick to the ground/wall/the enemy and after a short while, detonate.

That's just my 2 cents, it's all up to you ofcourse but I just highly dislike the Rush Drill/Beat Plane/Hyper Megaman,
and with this you'll set the character apart from other (MvC) Megamans a great deal.

ps. If you need new animations of Megaman himself, you should contact Diepod, I know he made some (some new medium/heavy attacks).
Re: Megaman (Classic) for CvTW
#16  July 08, 2013, 08:03:22 pm
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@ Shwa

When I said in the first post he was going to be more "basic," I meant he wasn't going to include all of the extra stuff that DG's had (the Rush Armor stuff, the extra supers, etc.). I'm already including more than Capcom thought to give him in their own fighting game. I'm only "restricting" myself to what I feel works within the context of this game, though like I said, I don't see how it's "restricted" when it's more special moves and more Special Weapons than Capcom gave him in the MVC games.

I said in the first post that the Megaslide would be a special because in the setting of this game, it would be too good for a cr.Hk or a command normal. In MVC it was fine, but here, It moves very far and very fast, which seems more like a special move to me. I don't think it needs any extra properties besides doing a little more damage than it would if it were a normal. Maybe wait and see how it feels before calling it pointless. It worked out fine turning Jin Saotome's HK and cr.HK into specials.
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Re: Megaman (Classic) for CvTW
#17  July 08, 2013, 08:54:06 pm
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Yeah, after reading all that, Sean, I'm not sure I'm looking forward to this anymore. There's so much you could do with him, and I understand you want to cut down on the stuff DG did, but I think you're playing it too safe here in comparison to what could be done. I understand that his mobility with the Mega Buster was supposed to be his thing, but who said you had to stick to that? The problem with keeping his Mega Buster his UT is that in the end he'll play too similar to his MvC version, and on top of that this will gimp his special move list something fierce and potentially render him low-tier. Poor Megs needs more specials, darn it :(

So yeah, not so enthused on this anymore. Think I'll stick with Skullo as my main.
Re: Megaman (Classic) for CvTW
#18  July 08, 2013, 09:16:40 pm
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You could replace one of his punches with his Buster, IIRC that's what they're doing with him in the new Smash Bros.  I disagree with you Komodo, more specials doesn't necessarily mean better gameplay.
Re: Megaman (Classic) for CvTW
#19  July 08, 2013, 09:17:38 pm
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I think having the Megabuster as a command move would make more sense typically, since normally Megaman doesn't have access to his normal Megabuster if he has a special weapon equipped anyhow. You could in turn make it so pressing left or right + UT would scroll through the weapons he has, and just have the UT represent the bar for the sub-weapons, with some draining more and some less. Having said that if Megabuster was a command would mean that light + command could be a single shot, hard + command would be double, and EX + command could be like a double or charge shot.

Also, I guess if anything you can take some inspiration from the Smash Bros footage of him too.
Re: Megaman (Classic) for CvTW
#20  July 08, 2013, 09:19:06 pm
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Yeah, after reading all that, Sean, I'm not sure I'm looking forward to this anymore. There's so much you could do with him, and I understand you want to cut down on the stuff DG did, but I think you're playing it too safe here in comparison to what could be done. I understand that his mobility with the Mega Buster was supposed to be his thing, but who said you had to stick to that? The problem with keeping his Mega Buster his UT is that in the end he'll play too similar to his MvC version, and on top of that this will gimp his special move list something fierce and potentially render him low-tier. Poor Megs needs more specials, darn it :(

So yeah, not so enthused on this anymore. Think I'll stick with Skullo as my main.

How can it "gimp" his Special Move list when he has MORE special moves than in MVC? Am I missing something here? At what point did it become expected of me to be better and more creative than Capcom? When did that become a thing? When did expanding a character's moveset become gimping someone's moveset? Those are the opposite of each other.

More specials + More Special Weapons + Custom Super in Place of Beat Plane != Gimping.

You're not looking forward to him anymore? I'm not really looking forward to making him anymore. Something about people telling you your ideas are bad and your changes pointless and your LARGER moveset being somehow SMALLER that really saps motivation. This is a full-game. He needs to fit in. I wasn't setting out to revolutionize Megaman in Mugen. I wasn't setting out to replace him in anyone's roster. I wasn't setting out to do this better than the actual company who created him. I wanted to know which Special Weapons you guys wanted him to have.

Before anyone gives me shit about not being able to take feedback, I ask you to reread this thread. Look at all the contradictions and premature judgments and especially the quoted post, and if you still feel like I'm overreacting, then we'll simply have to agree to disagree. Thanks.
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Re: Megaman (Classic) for CvTW
#21  July 08, 2013, 09:41:19 pm
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How can it "gimp" his Special Move list when he has MORE special moves than in MVC?
MvC Megaman was bare bones + one gimmick (the three weapons). Unless his slide and/or his uppercut have the range of a Burn Knuckle or a Shoryuken, he's going to be miserable against everyone else. It's already tough to give a fighting chance to anyone against certain characters like Mr. X or Alex, so it's natural that people want the characters to be stronger than the original game, in a noticeable way.
If the special weapons all rely on the same UT bar, it's going to be that much tougher to pull the right one at the right time. This would be okay if it were a one-time unique use but if he has nothing else beside that, this is actually going to be his main game, and it's going to be very limited.

I don't think you're overreacting. I think balance in general is just hard, it keeps getting harder everytime you enhance the roster. I think that a character like Megaman was already very weak in his original game, and because it's the only viable source for someone who can't afford to edit tons of brand new moves, it's just frustrating to know that he's going to be as weak as he's always been.
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Re: Megaman (Classic) for CvTW
#22  July 08, 2013, 09:43:25 pm
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I would suggest having Copy Vision as his other super or something.
Re: Megaman (Classic) for CvTW
#23  July 08, 2013, 09:48:59 pm
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@ DKDC

Thanks for understanding, and I guess I see your point.

I'll change some things around.

Megabuster will be F+HP or QCF+P. His Special Weapons won't be his UT anymore. They'll work like in MVC but he'll have more options. You won't have to collect them from Eddie, you'll be able to cycle through them at will. They'll be used with QCF+P (or QCB+P if I use the previous command for Megabuster), which means he'll have Special Weapons and his Megabuster available to him at all times. They'll all be special moves.

That being said, what should his UT be? I was trying to accomplish something from the classic Megaman games by having the Special Weapons be his UT, but apparently that won't do. So I need a new UT for him.
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Last Edit: July 08, 2013, 09:56:20 pm by Sean Swanson
Re: Megaman (Classic) for CvTW
#24  July 08, 2013, 09:57:43 pm
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If you want to keep the helper, this would be the place to put it. If the special weapons become special moves, it'll instantly give him a very big versatility (assuming you don't focus on funny/goofy/gimmicky weapons like MvC), so something like the helpers you originally planned would be better relegated to one-time saving actions. This would make him quite strong, but playing with the cost of the UT, it should be fine. Balancing that out is easier by giving Megaman a lower defense and don't push his mobility too much (his slide would be enough)
(comparatively, with the other way around, weapons as UT, he would have been very vulnerable and required high defense or good dashes, with the helpers being the only spammable thing capable of saving him)

The way I see it so far, he can spam the Buster while preparing his weapon strategy, but he's still in danger if he screws up, and gets helpers when that happens, but he has to spare them. Still sounds pretty close to the MM game.
The Buster will be spammable by mashing the button, or chargeable by holding it, of course ?
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Last Edit: July 08, 2013, 10:04:20 pm by DKDC
Re: Megaman (Classic) for CvTW
#25  July 08, 2013, 09:59:16 pm
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he could summon rush, jump on him (r. coil) and appear on the other side of the screen (or anywhere on the screen depending on the button pressed as he's offscreen). or the assisted jump could be used as part of a super. i dunno.
Re: Megaman (Classic) for CvTW
#26  July 08, 2013, 10:04:09 pm
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I understand your frustrations Sean, hopefully I myself haven't come across as negative in any way, I do apologize if I have

I was thinking, but what if his 6 weapons functioned like some of the characters moves in MVC3? Where they wouldn't require separate weapon changes or anything, but rather vary based on the button used. This would mean that if you did want to retain a megabuster, going back to what I was thinking with the QCF+P buttons being for that, you could in turn use this in combination with your idea of QCB+P for his special moves, but have the EX, L and H versions all do something different, therefore, you would get the six buttons if you also used the same command plus K for the other 3.

For his UT you could now do something using Rush I guess or Air support by beat maybe.
Re: Megaman (Classic) for CvTW
#27  July 08, 2013, 10:05:19 pm
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If you want to keep the helper, this would be the place to put it. If the special weapons become special moves, it'll instantly give him a very big versatility (assuming you don't focus on funny/goofy/gimmicky weapons like MvC), so something like the helpers you originally planned would be better relegated to one-time saving actions. This would make him quite strong, but playing with the cost of the UT, it should be fine. Balancing that out is easier by giving Megaman a lower defense and don't push his mobility too much (his slide would be enough)
(comparatively, with the other way around, weapons as UT, he would have been very vulnerable and required high defense or good dashes, with the helpers being the only spammable thing capable of saving him)

That makes sense. I can just use the Beat, Auto, and Eddie helpers this way (I was going to have to create the Roll helper because of the 4 buttons situation). Auto Helper can be done by pressing B+UT, Beat Helper can be UT, and Eddie can be F+UT.

Now I have to figure out the best way to switch between Special Weapons. I don't want him to have to call Eddie in and collect them like in MVC.

Or would you guys rather have them all available via different button variations, as suggested by CGU? No switching?
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Last Edit: July 08, 2013, 10:13:47 pm by Sean Swanson
Re: Megaman (Classic) for CvTW
#28  July 08, 2013, 10:18:13 pm
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I only think it might be maybe a bit more easy to add them all in that way and available on the fly, since I was thinking Dante in MVC3 had a load of items/weapons they wanted him to use, and that sort of simplified it. How it's executed would be really what determines if it works out right or not.
Re: Megaman (Classic) for CvTW
#29  July 08, 2013, 10:21:03 pm
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I'd go with CGU's versions. With the UT for the helpers, you can have QCB+any attack to select up to 4 weapons (6 with EX), QCF+P to fire it, QCF+K for the slide, DP+P for the uppercut, and F+HP for the buster ? The weapon selection being usable at anytime, even when getting hit or attacking, without canceling the current action.
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Re: Megaman (Classic) for CvTW
#30  July 08, 2013, 10:35:41 pm
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Before anyone gives me shit about not being able to take feedback, I ask you to reread this thread. Look at all the contradictions and premature judgments and especially the quoted post, and if you still feel like I'm overreacting, then we'll simply have to agree to disagree. Thanks.

Alright, lemme clear up some things.

Firstly, apologize for the harsheness of my comment. I was slightly tipsy when I made it - alcohol hates me - and I wasn;t thinking straight when I made it. I would like to retract some of the statements I said here - I'm still looking forward to this and I am not asking you to do a better job than Capcom. I just had different expectations of how the character was to be made, and was caught a little off guard. Again, apologies.

Secondly, I was probably thinking of using the Rush Jet as his UT or something, but on reflection that might give him too much maouverability. In fact, on reflection, I'm considering that you stick with your original plan of having his Mega Buster be his UT - it would let him keep the maouverability he had in MvC with it and free up commands for more interesting stuff. Sorry to have caused frustration, but I don't think the assists would make that good an UT to justify them being UT. That'd be more something I'd expect from... I dunno, Bison with Vega and Balrog assits?

Thirdly, large movelists have just been a personal preference of mine. I never like playing characters with few moves like Guile because they always felt like they never had enough to them. It's been my opinion that a character should indeed have a veried movelist to cover the tools they need, but not to the point where it clashes with anyone else. I apologize if it felt like I was forcing this opinion, but there it is.
Last Edit: July 08, 2013, 10:40:36 pm by Steel Komodo
Re: Megaman (Classic) for CvTW
#31  July 08, 2013, 10:36:05 pm
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http://www.sprites-inc.co.uk/files/Classic/
this site has sprite rips from the Power fighters which you should be able to use. I don't know how many of the games it covers, I believe it's only 1-6 but it may help out. Some edits might be needed to make some of them look more CVS-ish as DG's version did.

 I was going to ask, but I figure you're using the standard MVC Megabuster sprites right? A suggestion would be to go to the more classic pellet look, and if not for the charge shot as his EX he could also just have either 1) a triple shot as his EX, or 2) you may be able to consider maybe giving his buster a Rekka style command where up to 3 can be combined. Just an idea I had, I'm fine regardless but I wanted to see what you thought of the idea.

Edit:
Komodo, I don't think I know much about DG's version since I never played him much, but I'm going to assume he still doesn't have many command specials like the uppercut. Since Sean doesn't want to make more sprites (and I don't think he really needs to anyways). The assists are only a thought, but I think, they could prove to be interesting.
F+UT could be something like Rush Tackle
Last Edit: July 08, 2013, 10:40:00 pm by C-G-U
Re: Megaman (Classic) for CvTW
#32  July 08, 2013, 10:42:52 pm
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CrazyKoopa's version has a handful of new sprites and effects for different weapons and such.  When I get home I'll check to see what's in there.  CK hasn't been around in a while, but I'll ask if you can use some of it.
Re: Megaman (Classic) for CvTW
#33  July 08, 2013, 10:49:07 pm
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Komodo, I don't think I know much about DG's version since I never played him much, but I'm going to assume he still doesn't have many command specials like the uppercut. Since Sean doesn't want to make more sprites (and I don't think he really needs to anyways). The assists are only a thought, but I think, they could prove to be interesting.
F+UT could be something like Rush Tackle

I did play around with him for a bit once, and I can confirm that no, he doesn't. He could probably make the double-kick a command normal on F+HK, but I'm not sure what purpose it would serve other than an alternate to the standard C+HP launcher.

Also I thought Rush Tackle might work more as part of a Super, I dunno. Have Megs jump on rush, bombard the foe with weapons, then leap off and have Rush kamikaze into the opponent, similar to the move DG's Mega Man has. Just testing the waters here.

That being said, what should his UT be? I was trying to accomplish something from the classic Megaman games by having the Special Weapons be his UT, but apparently that won't do. So I need a new UT for him.

Actually, Sean, after some consideration, I'd rather you keep Special Weapons as his UT. I liked the idea to begin with, I just wasn't sure about the implementation, but I can see it made sense in it's original format now. Assists work better as Specials, anyway.

Again, sorry for all the negativity on this topic. Was just trying to give honest feedback :(
Last Edit: July 09, 2013, 11:37:12 am by Steel Komodo
Re: Megaman (Classic) for CvTW
#34  July 09, 2013, 12:04:50 am
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Flame Sword! Also this weapon can be a powerfull close atack.
Re: Megaman (Classic) for CvTW
#35  July 09, 2013, 09:07:07 am
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Re: Megaman (Classic) for CvTW
#36  July 09, 2013, 06:12:51 pm
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Offtopic: Sorry if I seemed a bit not understanding, it wasn't my intention either.
Re: Megaman (Classic) for CvTW
#37  July 10, 2013, 02:55:58 am
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to be honest it woulda been awesome to see the Battle Network version Megaman.exe in the game but hey Megaman is still badass either way. He seems to be more of a tool using character. traps, stuns would drastically help him out. My Ermac seems to fail when it comes to close range combat but that's the way I wanted him since his MK9 incarnation is a "keep-away" character.

Snake is a mixture of both close-quarters and long-ranged combat. his stun grenades prove useful alot of times as well as his ability to fire weapons to play both the keep away and entrapment games.

his small stature could help against high attacks too.

may I suggest using Megaman like you would Apollo in Shades? his assistant is really helpful as Rush could be for Megaman. use hime like you'd use Apollo's assistant.
Re: Megaman (Classic) for CvTW
#38  July 10, 2013, 12:57:24 pm
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Alright, after some pondering, I think I've managed to come up with something that's effectively a compromise between what Sean originally had and what he's got now. So here we go.

Spoiler, click to toggle visibilty

Hope Sean doesn't get mad at me again for this - I just wanted to help out. Hopefully this is enough of a compromise that people like it, and once again I apologize for kicking off such a ruckus. :(
Last Edit: July 10, 2013, 01:40:58 pm by Steel Komodo
Re: Megaman (Classic) for CvTW
#39  July 11, 2013, 09:29:59 pm
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I'm alright now everyone, it's fine, let's just get back to discussing which special weapons would work the best in this game.

Sean, look this:

http://availation.deviantart.com/art/Classic-MegaMan-s-MvC3-Moveset-184893996

That's actually a pretty interesting moveset, but it would require a lot of extra sprites and I'd like to avoid making him into another Arthur (though it would make sense for the character). It would be very easy to move his slide back to a command normal, and make all of his special moves into various weapons from over the years, but like I said, he'd up being a non-stop projectile-spamming zoning character, like Arthur.

As for some of the weapon suggestions so far, I hear a lot of recommendations for Top Spin, but as far as I can tell, that would also require new sprites of Megaman spinning, though I admit it would be a good special.

I'm definitely going to use Rolling Cutter. I'm also leaning toward Magnet Missile, and I personally like Chill Spike (from MM10). It would be a short range ice shot, if it hits the ground it leaves a little ice spike trap, if it hits the opponent directly, it freezes them. Just need one or two more.

EDIT: I do like the suggestion in the comments section of using Astro Crush as a Super.
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Last Edit: July 11, 2013, 09:38:36 pm by Sean Swanson
Re: Megaman (Classic) for CvTW
#40  July 11, 2013, 09:38:30 pm
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I had actually posted this moveset for lv3 super.

What do you think about it? Could be added in your moveset?
Re: Megaman (Classic) for CvTW
#41  July 11, 2013, 10:14:33 pm
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Maybe a lesser version of it, it looks like it would go on way too long. Maybe Attack > Copy Vision >Two or Three of those > Ends in Big Explosion or Double Mega Upper.

I'm also thinking Crash Bomb for one of his Special Weapons, as described in that moveset. I may do away with weapon selection and have all of them available to him through different commands, as was suggested earlier. Gives him more versatility. I'll just make sure to differentiate him enough from Arthur.
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Re: Megaman (Classic) for CvTW
#42  July 11, 2013, 10:57:22 pm
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I don't know if he has the sprites for it, but Crash Bomb can also be used as a grab I suppose, where he would grab and attach an explosive. Although, if you make the little bouncing bombs I guess you can play with the range, maybe limit it to like 1-2 bounces. You can even treat it like Viewtiful Joe's bombs in MVC3 where they could get kicked back and forth until they detonate.
Re: Megaman (Classic) for CvTW
#43  July 11, 2013, 11:31:28 pm
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As for some of the weapon suggestions so far, I hear a lot of recommendations for Top Spin, but as far as I can tell, that would also require new sprites of Megaman spinning, though I admit it would be a good special.

I may have mentioned before that Chaotic's Mega Man for the Robot Master Mayhem project had it as a special. You could try using the sprites from it, if they're there. And don't listen to them if they whine about credit if you do, same as Infinite did when they complained about his Deadpool.

But yeah, liking what you've already come up with. I didn't even consider Chill Spike, having never played Mega Man 10. And I'm torn between CGU's suggestion for Crash Bomb working as a grab or for it to work as it does in the new SSB - both sound pretty good options to me.

EDIT: My bad, it's Jin Kazama's Buster Mega Man that has it. I am so silly :P
Last Edit: July 12, 2013, 04:58:46 pm by Steel Komodo
Re: Megaman (Classic) for CvTW
#44  July 12, 2013, 03:55:13 am
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Just updated the first post. Decided to change a ton of stuff, and incorporate "Weapon Sets." This was inspired by combining several different suggestions, and I really think this one should make people happy. Tons of different games represented, variety in utility, and different enough from MVC (IMO). Let me know what you guys think!
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Re: Megaman (Classic) for CvTW
#45  July 12, 2013, 06:13:31 am
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You know what? I think it sounds pretty damn cool, I'm looking forward to him even more. The weapon set change reminds me of how Rockman Volnutt played in Tatsunoko vs Capcom where he would change his weapon. It's pretty cool how you're changing the whole move set however. How do you plan on identifying which set is currently active though? Will there be a display to indicate it, or will it be unnoticeable? This does add a bit of unpredictability to him, which could prove to be a fairly nice offensive boost to him too.
Re: Megaman (Classic) for CvTW
#46  July 12, 2013, 05:26:27 pm
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This is amazing! You made excellent choices!
Re: Megaman (Classic) for CvTW
#47  July 12, 2013, 10:14:28 pm
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I could really use some help locating FX for some of these weapons though. The ones I need the most are Black Hole Bomb and Thunder Claw. The actual MM8 FX for Thunder Claw could possible be used, but Black Hole Bomb comes from an NES-styled game so I'll need to come up with something for that. The rest of the stuff I can probably draw.
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Re: Megaman (Classic) for CvTW
#48  July 12, 2013, 10:39:19 pm
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I have seen some Power Fighters versions of MM9 characters, I don't know if they were all completed though. I'll try and go through some characters with a similar sprite to use.

Maybe you can use/edit the sprite of X's intro in the Playstation games (first row of sprites), it has a similar effect, but would change maybe some more frames and a colour change.
Spoiler, click to toggle visibilty


Some thunder claw sprites, not very useable but from the looks of it any character with a decent straight lightning sprite should do, maybe Raiden from MK? or Storm?
Spoiler, click to toggle visibilty



Last Edit: July 13, 2013, 02:27:48 am by C-G-U
Re: Megaman (Classic) for CvTW
#49  July 18, 2013, 10:03:15 am
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Preview of all his weapons:



Description from Youtube:
Spoiler, click to toggle visibilty
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Re: Megaman (Classic) for CvTW
#50  July 18, 2013, 10:35:21 am
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Great video there really man.

Ever considered using his Nes sounds like jumps, shoots and all? They do the same in Super Smash Bros wich keeps the retro feel a little. That could work too for this Megaman.
Re: Megaman (Classic) for CvTW
#51  July 18, 2013, 10:38:00 am
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Re: Megaman (Classic) for CvTW
#52  July 18, 2013, 12:43:49 pm
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New sprites are always welcome. Those could really work for Megaman.
Re: Megaman (Classic) for CvTW
#53  July 18, 2013, 03:59:32 pm
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I already gave him a new s.HP, you can see it in the video. Those moves were meant to flesh him out better for 6 buttons and give him more variety in his attacks, but my version is only 4 buttons. I looked into using those as soon as I started on Megaman, and I decided this version doesn't really need them.
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Re: Megaman (Classic) for CvTW
#54  July 18, 2013, 04:32:14 pm
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I like how you made that Cutman attack work as a crossup, overall I like what I see, I think he's going to be a blast to play. Minor nitpick for me would be that maybe the ice attack he does could use some transparency to blend in with some of the other effects.
Re: Megaman (Classic) for CvTW
#55  July 18, 2013, 04:46:53 pm
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Looking pretty damn fantastic there, Sean, this makes me happy.  Is he able to combo into and out of his weapon specials?

Now if he could only change palettes for a split second for each weapon to indicate.
Re: Megaman (Classic) for CvTW
#56  July 18, 2013, 04:52:26 pm
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Looks interesting so far! Ryu's voice in this little guy is pretty scary!
I couldn't help but notice the standing and jumping small Buster shots had different colors, was there any intention to that
(one yellow and the other pink-ish)?
Voicing always sounds interesting but I know my voice is bad so I won't bother anyone with it.
Are you going for his small boy/MvC voice or something different, like based on the US cartoon version?
Re: Megaman (Classic) for CvTW
#57  July 18, 2013, 06:27:07 pm
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The way his Magnet Missle works reminds me more of MM3 Hard Knuckle than the actual MM3 Magnet Missle.  ;P
But still, it looks really good so far.
Re: Megaman (Classic) for CvTW
#58  July 18, 2013, 08:08:01 pm
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nice vid sean megaman look great
Re: Megaman (Classic) for CvTW
#59  July 18, 2013, 08:40:18 pm
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For the voice you could combine Marvel and Power Fighter voices
Re: Megaman (Classic) for CvTW
#60  July 18, 2013, 09:13:39 pm
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I like how you made that Cutman attack work as a crossup, overall I like what I see, I think he's going to be a blast to play. Minor nitpick for me would be that maybe the ice attack he does could use some transparency to blend in with some of the other effects.

The ice attack does have transparency on it, maybe it's just not noticeable in the vid.

Looks interesting so far! Ryu's voice in this little guy is pretty scary!
I couldn't help but notice the standing and jumping small Buster shots had different colors, was there any intention to that
(one yellow and the other pink-ish)?
Voicing always sounds interesting but I know my voice is bad so I won't bother anyone with it.
Are you going for his small boy/MvC voice or something different, like based on the US cartoon version?

The buster shots are all the exact same projectile, there are no color differences. Again, maybe it was the vid quality. For his voice, I'd like to stick with the young boy-type voice from MVC (though I'd like to stay away from the helium-induced MM8 voice), which may be hard to find. Any volunteers?

The way his Magnet Missle works reminds me more of MM3 Hard Knuckle than the actual MM3 Magnet Missle.  ;P
But still, it looks really good so far.

You know, I think I had the way the two worked mixed up in my head. The Magnet Missile just travels forward until it's under or above an enemy and then goes straight down/up. You're right. I'll either change this to Hard Knuckle or change the way this one works, since both are from MM3.

Looking pretty damn fantastic there, Sean, this makes me happy.  Is he able to combo into and out of his weapon specials?

Now if he could only change palettes for a split second for each weapon to indicate.

He's able to combo into most of them, save for the Thunder Claw and the Chill Spike (to avoid infinites). Those two are more for setting up combos. I thought of the palette thing, but I think it would be too distracting in the middle of the fight for him to keep changing colors.
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Re: Megaman (Classic) for CvTW
#61  July 18, 2013, 09:47:38 pm
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actually I like the idea of that, it sounds cool changing colors depending on the weapons used id say go for it,.
You'll fix chuchoryu ? Sounds like a plan. How about you code him from scratch instead ?
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Re: Megaman (Classic) for CvTW
#62  July 18, 2013, 10:25:46 pm
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It might be too late for this to be relevant, but DarkCipherLucius did a pretty awesome custom Megaman that I preferred to DG's version. Might be worth taking a look at if you're still in need of ideas. His had six special weapons (one being tornado hold) summoned with the helper by QCB+P/K, fired with QCF+P, and if you held down HP until the mega buster was charged then did QCF+K, it would use a charged version of the special weapon. It had a few custom hypers too I think.
Re: Megaman (Classic) for CvTW
#63  July 18, 2013, 11:13:36 pm
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Isn't that Megaman mixed with elements from Megaman X though? I read about him briefly, and how he had a Megaman or X style megabuster. Correct me if I'm wrong also, but isn't it only X that charges specials to begin with?

The changing palette thing is a neat idea, but it seems unneeded, and probably strange because it would work well if it was only the default palette, but I'd see that becoming an issue if you were also able to use those palettes as your starting colour.

@Sean
Well as long as the transparency is actually there it's fine then. I guess the lack of running sprites does work out, because he does have so much range, that like Arthur it's not really necessary. Hopefully he's just as challenging to fight. Really looking forward to his inclusion in the next update! :)
Re: Megaman (Classic) for CvTW
#64  July 19, 2013, 01:36:53 am
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Isn't that Megaman mixed with elements from Megaman X though? I read about him briefly, and how he had a Megaman or X style megabuster. Correct me if I'm wrong also, but isn't it only X that charges specials to begin with?

Atomic Fire is chargeable in Mega Man Classic. But yes, X is the only one able to do that.
Re: Megaman (Classic) for CvTW
#65  July 19, 2013, 02:21:51 am
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Isn't that Megaman mixed with elements from Megaman X though? I read about him briefly, and how he had a Megaman or X style megabuster. Correct me if I'm wrong also, but isn't it only X that charges specials to begin with?

The changing palette thing is a neat idea, but it seems unneeded, and probably strange because it would work well if it was only the default palette, but I'd see that becoming an issue if you were also able to use those palettes as your starting colour.

@Sean
Well as long as the transparency is actually there it's fine then. I guess the lack of running sprites does work out, because he does have so much range, that like Arthur it's not really necessary. Hopefully he's just as challenging to fight. Really looking forward to his inclusion in the next update! :)

Oh, maybe. I wasn't even thinking of source accuracy, I thought it was just a custom addition.

Which is stupid, because I've played just about every Megaman game. Shows how much I pay attention, geez. xD
Re: Megaman (Classic) for CvTW
#66  July 20, 2013, 11:50:10 am
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Ryu in MVC could transform into Ken and Akuma power based shoto forms. Actually it would be great to see Megaman like that with Bass and Protoman transformations besides powers from his enemies really.
Re: Megaman (Classic) for CvTW
#67  July 20, 2013, 08:31:24 pm
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Sorry, but that is just too much. My first post said I was going to cut down on some of DG's stuff (like his Rush Adapter), adding Bass and Protoman modes would defeat the purpose of that. I've already added a ton of special weapons and 3 custom supers. At what point do people stop asking me to add more stuff? :P

I checked out DCL's version, and it was interesting. I'm not familiar with many of those weapons, though I assume it's because they were from Megaman and Bass, which I've never played. It did have a lot of nice, custom animations, unfortunately none of them I could really use in the moveset I have planned.

Copy Vision will most likely be used in some way for his L3 super, though.
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Re: Megaman (Classic) for CvTW
#68  July 20, 2013, 11:02:47 pm
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Agreed. There is more than enough going on here. Looking forward to trying him out. CvTW is quickly becoming one of my favorite gameplay variants and this version of Mega Man will surely be a fine addition to anyone's roster.
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Re: Megaman (Classic) for CvTW
#69  July 21, 2013, 08:31:10 am
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By the way guys, I am looking for someone to voice Megaman. I'm looking for a young sounding voice, similar to his MVC voice. If we've learned anything from anime, a girl's voice may be better in this case, but I don't know what my chances of finding that are. If you have a young sounding voice that could be made to sound slightly younger using Audacity (upping the pitch a bit, perhaps) that might work as well.

If you'd like to send a sample, just include some attack sounds and some shouts of some of his weapons ("Leaf Shield!", "Tornado Hold!", "Metal Blade!", etc.). I'd like to avoid going through the tedious audition process that comes along with posting at Voice Acting Club or Voice Acting Alliance. If I have to do that, it will delay his release (or he'll be released without a voice).
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Re: Megaman (Classic) for CvTW
#70  July 21, 2013, 09:09:19 am
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you could always get a slightly older sounding guy to do it and then up the pitch of the voice in whatever sound software you have. Reaper and audacity might work. and DAW would work really. not sure how it'd turn out but it's an idea to work off of if you can't find anyone.
Re: Megaman (Classic) for CvTW
#71  July 21, 2013, 09:14:09 am
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Is finding MUGEN to be more enjoyable to play when you're not wearing clothes an underrated opinion?
Re: Megaman (Classic) for CvTW
#72  July 21, 2013, 09:43:50 am
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well nvm then. it's 2 in the morning where I'm at. I'm tired lol. just tryin to help.
Re: Megaman (Classic) for CvTW
#73  July 24, 2013, 03:16:51 am
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Just got done implementing a weapon bar above his Super bar. I noticed he was way, way too good without some limitation on his weapons, so I added it. It was either this or drastically nerf his health and mobility, like Arthur.

On the plus side, with a weapon bar that drains with each use of a special weapon, he needed a way to refill it, so I added a new L1 Super, W Tank, which allows you to sacrifice a super meter level for a full refill of the weapon bar. Now to decide whether the EX weapons should still use super meter, or just make them use more of the weapon bar. Hmmm.

Screens:

Spoiler, click to toggle visibilty
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Re: Megaman (Classic) for CvTW
#74  July 24, 2013, 03:25:23 am
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It looks great Sean I think the EX weapons should use more of the weapon bar

Re: Megaman (Classic) for CvTW
#75  July 24, 2013, 03:27:47 am
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I think they should use super meter along with the weapon meter. I don't see a point in making Megaman an exception for meter rules.
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Re: Megaman (Classic) for CvTW
#76  July 24, 2013, 06:42:00 am
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I do find it interesting that you seem to also drain the bar even with just the charged megabuster. I also have to agree with C.A.N about making it draining both.

Small observation, but the weapon bar wouldn't get in the way of anything in it's current placement would it? If it did I'd suggest moving it under the UT bar. I don't know if it would cause any issues regarding things like Snake's c4's and possibly overlapping them, if not then this shouldn't be an issue.
Last Edit: July 24, 2013, 06:47:05 am by C-G-U
Re: Megaman (Classic) for CvTW
#77  July 24, 2013, 08:07:46 am
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You can have the weapon bar change color depending on the weapon selected instead of megaman swapping pals like others had suggested.
Re: Megaman (Classic) for CvTW
#78  July 24, 2013, 08:44:53 am
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^ Or maybe both at the same time? :3
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Re: Megaman (Classic) for CvTW
#79  July 24, 2013, 10:25:18 am
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I do find it interesting that you seem to also drain the bar even with just the charged megabuster. I also have to agree with C.A.N about making it draining both.

No, I changed the megabuster. The normal buster shots are now small, yellow shots, and the charged shot is large and blue. The big yellow shot is actually part of the Fire Storm super.

Right now, it drains both. I'll probably leave it that way.

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Re: Megaman (Classic) for CvTW
#80  July 24, 2013, 05:45:13 pm
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Speaking of which, have you decided on his UT yet?
Re: Megaman (Classic) for CvTW
#81  July 24, 2013, 07:37:31 pm
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It's his helpers, Auto, Eddie, and Beat.
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Re: Megaman (Classic) for CvTW
#82  July 24, 2013, 07:44:32 pm
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Eddie's the one who normally gives him weapons, right ? What does he do now ? Can't he be the one to give the item to refill the weapon bar instead of a super ?
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Re: Megaman (Classic) for CvTW
#83  July 24, 2013, 07:59:12 pm
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Eddie drops a bomb on the opponent from above, like he does in DG's version. It's what Eddie does when you get his help during the flying sections in MM8.
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Re: Megaman (Classic) for CvTW
#84  July 25, 2013, 08:28:42 am
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I assume that Auto will also act the same way like in DG's version, right?
Re: Megaman (Classic) for CvTW
#85  July 28, 2013, 05:29:00 am
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haven't played many of the megaman games save for 2, Megaman and Bass, Megaman Battle Network 3 and 6, and Megaman X8. so far Megaman seems like he might be a bastard when it comes to the keep away game. lots of projectiles being spammed and such. but even so he's gonna be awesome so long as he's balanced right.
Re: Megaman (Classic) for CvTW
#86  August 09, 2013, 01:03:18 am
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I watched the latest preview of Mega Man you posted and couldn't help but notice you re-used his launcher for an air punch.

If you want, you could replace it with this custom punch Diepod did. I guess you would have to edit the colors on the animation though.

New Jumping Medium Punch by Diepod (Megaman - Capcom Vs. Series)

Re: Megaman (Classic) for CvTW
#87  August 09, 2013, 01:43:27 am
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Correct me if I'm wrong as I don't mean to answer for him, but I think someone else mentioned some of those sprites already a few pages back, just assuming it applies to those too as well.

I already gave him a new s.HP, you can see it in the video. Those moves were meant to flesh him out better for 6 buttons and give him more variety in his attacks, but my version is only 4 buttons. I looked into using those as soon as I started on Megaman, and I decided this version doesn't really need them.
Re: Megaman (Classic) for CvTW
#88  August 09, 2013, 02:50:54 am
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I used the same animation Capcom used. In MVC, Megaman's jumping MP is the uppercut (same sprites as his standing MP and crouching MP), and all his HPs are the buster. Since his buster is a command normal, all his MPs became HPs, except for his standing Hp, which I made a new animation for.

I'm not against using Diepod's sweet animations for Megaman, but I don't think I really need to for my version, plus it will make that version (I think it's for CFAS or CFJ2 or both) more unique with them.
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Last Edit: August 09, 2013, 08:39:16 am by Sean Swanson
Re: Megaman (Classic) for CvTW
#89  August 09, 2013, 07:57:32 am
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I see. I guess I missed that post, somehow. I never noticed that air punch came from source either. My bad.
Re: Megaman (Classic) for CvTW
#90  August 31, 2013, 12:48:26 am
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Kinda infinite with Mega's slide? I dunno if this is the right place to post this
Re: Megaman (Classic) for CvTW
#91  March 28, 2014, 09:58:02 am
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Re: Megaman (Classic) for CvTW
#92  March 28, 2014, 05:27:14 pm
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