Megaman Powered Up REMIX

Started by O Ilusionista, August 07, 2011, 04:18:02 AM

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O Ilusionista



Wip topic of my full game Megaman Powered Up Remix.

For info about what is this game, images, videos and beta download, check the spoiler bellow:
Spoiler (click to show)

This game is based, somehow, on Megaman Powered Up game.
I was trying to make something more unique than another MVC based game.

Thanks to that, we have:

- No block, as Megaman games
- Vertical animated and interactive lifebar
- Short jump and long jump
- No trip moves, no lieground states
- Short invencible time, depend on each move (you will start to blink when you are invencible)

On this beta, just 3 chars are avaliable: Bomb Man, Elec Man and Mega Man X. But much more to come.
Mugen 1.0 1280x720 only (you can play it at 640x360 by editing the mugen.cfg file). NO WINMUGEN VERSION WILL BE RELEASED.


Images:








Video:
http://www.youtube.com/watch?v=l7TWylSxyQg#

Download at my site: http://bmt.clubsyn-x-treme.net

Project status:



I'm working on the template, tweaking bugs and searching for contributors.
I reached the original creator and I've found some new guys to help me, so the things are getting bigger.

Confirmed chars:



NOT CONFIRMED



Notes:


  • Sharkman is NOT canon, it comes from Megaman DOS, but I like it anyway
  • Flashman and Skullman will take a long time until the release, thanks to personal reasons from the editor.
  • The roster can (and should) change anytime.
  • I think is waste of space and ram to use 1280x720, since I don't use HD sprites.
  • I've made a test now, and 2 of the problematic stages of this game (Frostman City and Night at Symphony City) has no more slowdowns, so I think I will modify it to 640x360 ( I won't use 480 because I don't want to redo everything).
  • Since I will need to modify the SP to find room to the big roster (almost 40 chars), I will remake many things to fit the new size, and with this I hope to reduce the file size to the half.
  • Well, I'm working in many things at once (don't blame me, its the way I am, sorry) so to make the things easier, I will keep releasing Betas with 3 or 4 chars added for every release.

Alan Joestar ★

The Project is Looking Really Nice. Its Really Cool to see all the characters you are planning to ad the sprites are very atractive. im definitly going to keep an eye on this Project!  :sugoi:

Retro Respecter

Will Skullman have his Skull shoulder pads?

Kintoku

This is a interesting project1 How many Robot Masters do you have planned? Or is this the entire roster?

Hadoabuser

You weren't the one that started this? Fooled me.
Card Sagas Wars > what ever you like.
Quote from: Cybaster on February 19, 2010, 05:27:30 PM
POTS has his name in 50% of characters' readme. I shall have 50% too, but for stages ! :ninja: ;D

Cazaki

Played the Beta. I would call it an Alpha because it's super unfinished, but it has serious potential. Here's some feedback to make it not only more like a Mega Man game, but to cater it to MUGEN.

Overall

The game is pretty fast for a Mega Man game. I think it would be for the best if just slightly movement and jumping is slowed down, considering that you can't block.

It would be best if most projectiles in the game were slower, and that the player could squeeze in 2 or more projectiles on the screen depending on who they are playing as. I will be more specific about this when I get to characters.

I think you shouldn't be able to turn around while jumping, makes for some confusion, because while you can't change direction you can change where your character is facing, but I'm just nitpicking of course.

Having a button for mobility options would be nice, considering that Mega Man X in his games has a dash, Bomb Man in Mega Man 1 has a super jump of sorts, Elec Man has nothing too much I don't think so I guess you can be creative about that one.

Flickering from getting hit is not like a full flicker, sometimes the sprite is invisible too long, so it's like flicker flicker, disappear for a whole second then come back, which is a little much.

Not enough knockback/stun from being hit.

The game is less about dodging attacks Mega Man style and more about landing attacks faster at the moment.

AI is super-incomplete. When someone does make the AI base the AI off of their original patterns in their original games.

The sprites might be too big to actually make this whole thing work well but asking you to resize them is a ridiculous request so it's whatever.

Two supers would be nice.  ;D

Mega Man X

First I should say why Mega Man X instead of classic Mega Man?   ;P

His X-buster shots and charged buster shots all move too quickly to reasonably avoid. You should not only make the shots slower, but make a delay between shots, probably something of a half-second delay.

He should gain a dash (and possibly a wall jump if you are able to do so.), and be able to shoot his buster or use his sword while doing so.

Make a louder sound effect for when his charging his buster.

His super probably shouldn't use the Hadouken for an effect, IMO, maybe just a super-sized level 4 shot.

Why isn't he the first character selectable?

Bomb Man

The animation for throwing bombs is odd. It like, moves forward then up, I don't think it should look like that. To me anyway.

Bombs move too quickly to dodge, slow down the throwing speed.

Should gain a super jump just like in Mega Man 1.

An idea is to have crouch + attack place a bomb in front of him that blows up after a few seconds. A setup attack.

The frontflip-bomb attack should have a longer startup to make up for it's speed, or just slow down the attack and make the arc easier to avoid.

Elec Man

Slow down his projectile a little, even though it is slower than the rest, slow it down, but then either make it so that 2 can be on screen or make it so that it goes up and down, like a curvy line because that's how it was in Mega Man 1.

Nothing much else to say about Elec Man.

If you do actually read this and make some changes I assure you that it will feel alot more like Mega Man. The main problem with this game so far to me is that, while it is incomplete, it isn't really playing off it's gimmicks as well as it should. (Those gimmicks being no block and dodge-based gameplay.)

O Ilusionista

Quote from: Cryonemisis on August 07, 2011, 05:27:20 AM
This is a interesting project1 How many Robot Masters do you have planned? Or is this the entire roster?

That is the entire roster, at least for now.

Quote from: Hadoabuser on August 07, 2011, 05:30:03 AM
You weren't the one that started this? Fooled me.

Yes,its me, but I decided to open a WIP topic, I think is better to keep track of the progress rather to chat on the release post.


About the feedback:

QuoteI think you shouldn't be able to turn around while jumping, makes for some confusion, because while you can't change direction you can change where your character is facing,

I had heard about this many times, but to time it makes NO SENSE. Since when you can jump on the air and just because you turned to the other way....you starts to move to where you are facing?

QuoteHaving a button for mobility options would be nice,

Its on my plans

QuoteAI is super-incomplete. When someone does make the AI base the AI off of their original patterns in their original games.
Simple because...there is no AI. I never said that I've made the AI for the chars...

QuoteNot enough knockback/stun from being hit.
Yeah, I'm aware of this. I can't think in something different.

QuoteFirst I should say why Mega Man X instead of classic Mega Man? 

Because Megaman, to me, is the classic one. I really don't like X and every Megaman after it is, to me, trash. I've included it just for fans.

QuoteWhy isn't he the first character selectable?

Because i've started at Bombman and I don't plan to make a order on the select screen


I see you have something against the projectiles speed. Well, I always makes my projectiles a bit quicker, but I will take a look

Berry

Oh my God Sharkman. Now I'm interested.

Cazaki

Replying in bold italic.

Quote from: _K.o.W_ on August 07, 2011, 05:50:38 AM
QuoteI think you shouldn't be able to turn around while jumping, makes for some confusion, because while you can't change direction you can change where your character is facing,

I had heard about this many times, but to time it makes NO SENSE. Since when you can jump on the air and just because you turned to the other way....you starts to move to where you are facing?

You misunderstood me here. I said you shouldn't be able to turn around at all. As in, when you jump forward, I shouldn't be able to face the other way while I'm jumping. I understand that this is Mega Man so there's only one jump and that's fine, but I shouldn't be able to turn around while momentum is going the other way.

QuoteAI is super-incomplete. When someone does make the AI base the AI off of their original patterns in their original games.
Simple because...there is no AI. I never said that I've made the AI for the chars...

Did not say you did. I said when someone DOES make the AI. Just another misunderstanding is all.

QuoteNot enough knockback/stun from being hit.
Yeah, I'm aware of this. I can't think in something different.

I'm thinking you just base it off of real Mega Man knockback from his games.

QuoteFirst I should say why Mega Man X instead of classic Mega Man? 

Because Megaman, to me, is the classic one. I really don't like X and every Megaman after it is, to me, trash. I've included it just for fans.

I said instead of, but I feel you on that.

QuoteWhy isn't he the first character selectable?

Because i've started at Bombman and I don't plan to make a order on the select screen

It's cool.

I see you have something against the projectiles speed. Well, I always makes my projectiles a bit quicker, but I will take a look

I have something against projectile speed here because it's Mega Man. Because you cannot block and you must dodge I think you should have to utilize some platforming skill in order to actually dodge the attack like in real Mega Man games. Right now it's pretty damn hard to actually dodge things because it's going like 90 MPH and I play MUGEN with real people often and so balance it's not like I'm just playing the CPU. Gotta think about this from a player's point of view. Ask yourself questions as you make it. Can I really dodge this consistently? The answer is no for me, and since I can't block this makes for some awfully tough situations, so you have to be realistic about some of the design choices you make.

Hadoabuser

Card Sagas Wars > what ever you like.
Quote from: Cybaster on February 19, 2010, 05:27:30 PM
POTS has his name in 50% of characters' readme. I shall have 50% too, but for stages ! :ninja: ;D

O Ilusionista

#10
ah, I mean Original Spriter, the guy who started those edits

Balthazar

No Winmugen and no Crashman make me very, very sad :(
Besides that, I've played the alpha a little while back, sure seems like a neat idea but I'd really try to flesh out the characters as much as possible (giving them special properties on their weapon attacks, and especially variety in their mobility) or it won't matter enough to pick a surtain char, if they all play alike.
I wish you best of luck on this though, it's going to be a very cute package XD!

Omega

This is definitly hyping Me up since the idea is pretty decent to Me. The demo was fun and good gameplay and graphics wise. İ can't wait to see how current and updates versions will play with newer Characters.

O Ilusionista

Quote from: Balthazar on August 07, 2011, 11:14:58 AM
No Winmugen and no Crashman make me very, very sad :(
Besides that, I've played the alpha a little while back, sure seems like a neat idea but I'd really try to flesh out the characters as much as possible (giving them special properties on their weapon attacks, and especially variety in their mobility) or it won't matter enough to pick a surtain char, if they all play alike.
I wish you best of luck on this though, it's going to be a very cute package XD!


thanx man, comming from someone I admire the works, means too much for me XD

About Crashman, I will request it, since I like it too. Too bad my favorite char, Tomahawkman, its hard to edit :(
About winmugen: I got tired of all its bugs, specially on the MP3 playing and the random helper crash. Sorry about that

Godita

Cool its project, a suggestion is include the GateMan. :)

Hadoabuser

Quote from: Cazaki on August 07, 2011, 06:07:52 AM
Replying in bold italic.

Quote from: _K.o.W_ on August 07, 2011, 05:50:38 AM
QuoteI think you shouldn't be able to turn around while jumping, makes for some confusion, because while you can't change direction you can change where your character is facing,

I had heard about this many times, but to time it makes NO SENSE. Since when you can jump on the air and just because you turned to the other way....you starts to move to where you are facing?

You misunderstood me here. I said you shouldn't be able to turn around at all. As in, when you jump forward, I shouldn't be able to face the other way while I'm jumping. I understand that this is Mega Man so there's only one jump and that's fine, but I shouldn't be able to turn around while momentum is going the other way.

I agree with this. Take Bombman's bomb throw for instance. Say I want to jumpback over an incoming attack to keep my distance then throw a bomb at my opponent. Turning around when jumping stops that since I would be facing the other way.
Card Sagas Wars > what ever you like.
Quote from: Cybaster on February 19, 2010, 05:27:30 PM
POTS has his name in 50% of characters' readme. I shall have 50% too, but for stages ! :ninja: ;D

O Ilusionista

QuoteAs in, when you jump forward, I shouldn't be able to face the other way while I'm jumping

And why not? This is something I don't agree at all.

Hadoabuser

Card Sagas Wars > what ever you like.
Quote from: Cybaster on February 19, 2010, 05:27:30 PM
POTS has his name in 50% of characters' readme. I shall have 50% too, but for stages ! :ninja: ;D

Cazaki

Because you can't do it in real Mega Man games and you can cheat that way. If I'm jumping away from a bomb as Mega Man X (Even though in the beta I can't because dodging is out of the question.), I can turn around in mid-air and start blasting away at Bomb Man while I'm in the air, which is not accurate to Mega Man.

O Ilusionista

#19
now I got your point, I will work on it, thank you
But about accurate, I'm not going to make an accurate project, I don't do neither like things this way.

The coolest trio from Megaman III