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Project: Megaman X: Fighting Arena. (Read 17278 times)

Started by fxfreitas, December 26, 2018, 03:09:04 PM
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Project: Megaman X: Fighting Arena.
#1  December 26, 2018, 03:09:04 PM
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The Game is developed by AlexDX4, Rocklu, Rods. and me FXFreitas, with plans for 8 Playable characters for the first version, we are making it from scratch, with our own game-play and trying to get everything as balanced as possible.
Sigma is back again! And bring some old Friends with him, its up to the maverick hunters destroy Sigma and restore the peace in the world.

About the game-play, the hardest part of the development, was finally managed to balance it to fit in a fighting game and keep the essence of each character, thanks to months of testing and This Demo that still avalible but is far from the current progress, we improved and refined those characters based on the feedback of this old demo. If you wanna play it, be aware that characters are old betas and play very diferent now.
All characters play at same way:
Light Attack - Basic Light movement, quick and weak, you can combo it with any move
Medium Attack - Basic Medium movement, balanced, you can combo it with any move except the light attack.
Strong Attack/Launcher - Basic Strong movement, heavy and slower, you can combo it with most of super moves
Personal Skill/Breaker - Personal skill is a unique move, normally the signature move of each character, Like X's Buster Shot.
Dodge - A kind of phantom dash, you move forward with invincible frames and can avoid everything, be aware that you can't cancel it in other moves.
Overclock/Overdrive - A Unique boost, you can use only if the overclock bar is on 50% or higher and, able to use a ultimate attack named Overdrive, i.e.: X wear a armor during the overclock period.
Super Moves - Like any fighting game, you have shoryukens and sonic booms here and there, each character have your own set of supers, some characters share super moves, but we are trying at maximum to make them play differently.
Hyper Move - All characters have a hyper move, that burns half of the power bar, during the overclock state the hyper move change on some characters.

Playable Characters:
X, Axl, Zero, Alia, Iris, Vile, Dynamo, Gate.
We have plans for more characters if the project get success. One of them is command mission X, that will be available only with the game release:

Here you can Find the first public beta!, with four playable characters, and Boss-Only Sigma on Arcade Mode, but Overclock will be disabled. Please test it and show us any bug or issue in the game.


For more Videos, Check AlexDX4 Channel.
Last Edit: December 18, 2019, 04:08:06 AM by fxfreitas
Re: Project: Megaman X: Fighting Arena.
#2  December 26, 2018, 05:05:14 PM
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This reminds me of MDI's Megaman X: Scrap Metal Arena.
Re: Project: Megaman X: Fighting Arena.
#3  December 31, 2018, 03:25:23 PM
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your project looks good It has a future

A tip, do not go crazy putting more characters than you can program.
It shows that you want to make a balanced and prolix project.

Good luck and hopefully you will find people to help you.
Re: Project: Megaman X: Fighting Arena.
#4  January 03, 2019, 11:27:28 PM
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your project looks good It has a future

A tip, do not go crazy putting more characters than you can program.
It shows that you want to make a balanced and prolix project.

Good luck and hopefully you will find people to help you.

Thanks for the reply, thats the Idea of our project, less chatacters, more quality, the main proposite of make a demo with 4 characters and a Boss-Only Sigma is keep a balanced gameplay, then make the next 4 characters with that balance in mind.
Actually we got a Spriter (me) (and a support spriter, Rods), a Coder (AlexDX4) and a support designer (Rocklu) and some testers.

This reminds me of MDI's Megaman X: Scrap Metal Arena.

I remember it, but we are trying to make it play more like a classic Fighting Game.
Re: Project: Megaman X: Fighting Arena.
#5  January 13, 2019, 05:21:54 AM
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Did a Small Video Showcasing Sigma And Iris, hope you enjoy, and sorry for the poor quality
Re: Project: Megaman X: Fighting Arena.
#6  January 16, 2019, 09:07:52 PM
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Wow.... just wow. I was expecting something simple or even poorly animated/coded (I had bad experiences with Mega Man chars in the past, lol), but this looks awesome. You got my attention. Keep it up!
Re: Project: Megaman X: Fighting Arena.
#7  January 17, 2019, 05:15:55 PM
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Wow.... just wow. I was expecting something simple or even poorly animated/coded (I had bad experiences with Mega Man chars in the past, lol), but this looks awesome. You got my attention. Keep it up!

Thanks! And we are trying to make it as beautiful as possible, and of course well coded, Alex do a great work, and I am trying to do my best with each sprite.
Re: Project: Megaman X: Fighting Arena.
#8  February 02, 2019, 01:39:04 PM
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Rods made a video showcasing command mission X, even with this character not being present on the first demo, is completed, and will be avalible on the game release
Re: Project: Megaman X: Fighting Arena.
#9  February 04, 2019, 05:09:10 AM
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I'm not that familiar with the Megaman franchise, but this project surely looks great man!
Keep up the good work! o/
Re: Project: Megaman X: Fighting Arena.
#10  February 24, 2019, 08:15:43 PM
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Posting Alia early development, as you can see, she is based on X8 with some custom features and a full improved spritesheet, not only that but Zero is being reworked to fit the new systems and gameplay

And last but not least almost all the sprites for the demo are done, we need only Zero stage and start to code the special features for the demo release. So as a spriter I am working on the upcoming characters, with some dedicated spriters helping, we managed to revamp Vile spritesheet

So thats it I know that is not too much progress, but we are working hard, and hope you enjoy our work.
See ya
Re: Project: Megaman X: Fighting Arena.
#11  February 25, 2019, 02:24:00 PM
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Ah, its more fighting oriented, I liked it.
Re: Project: Megaman X: Fighting Arena.
#12  February 25, 2019, 02:53:55 PM
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This is actually sick as hell, I'll keep an eye on it.
Lasagna
Re: Project: Megaman X: Fighting Arena.
#13  February 27, 2019, 11:32:22 PM
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Ah, its more fighting oriented, I liked it.
Thanks Ilu!
Yeah, we are trying to make a Fighting Game, and adapt every character to it:

I used Ayumu Sekijo's Vile to make some of his attacks, but we got other references to fill his moveset with his own fighting style. (Of course I credited the Ayumu)

This is actually sick as hell, I'll keep an eye on it.
I'm glad you liked! I hope we release our demo soon!
Re: Project: Megaman X: Fighting Arena.
#14  March 02, 2019, 04:14:42 PM
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Re: Project: Megaman X: Fighting Arena.
#15  April 08, 2019, 05:58:56 AM
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Zero is Almost done, Alex worked hard and only the ex moves and saber effects still missing, with some touches on the AI. And airplane stage get some work.
Also, 3 new stages in production are ready for the demo


I Have to thank Irregular Saturn for the help on that stages, he is awesome.
The demo is very close to release, we need to finish Alia, and make all the special assets for the demo.
Re: Project: Megaman X: Fighting Arena.
#16  April 23, 2019, 05:13:47 PM
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Showing more Update, Alia AI in early stages, also a small update that is coming to all characters.
The game is getting closer to a open Beta.
Re: Project: Megaman X: Fighting Arena.
#17  April 23, 2019, 07:35:50 PM
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How these work out  of game? If someone makes collection??
Re: Project: Megaman X: Fighting Arena.
#18  April 23, 2019, 09:21:20 PM
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The old beta characters had almost the same systems and works outside of the game, but overclock bar will not be visible, only the arrow.
You can go mugen archive and download the old AlexDX4 versions to check for yourself, but is strongly recomended to play the full game, for full experience and balance.
They are also 1.1 exclusive and will not properly work on previous mugen versions
Re: Project: Megaman X: Fighting Arena.
#19  April 25, 2019, 01:00:06 AM
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Did a Video showcasing Iris and Sigma
Re: Project: Megaman X: Fighting Arena.
#20  July 23, 2019, 06:00:12 AM
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We're BACK!

One of our old members and mugen coder back and start helping with Vile's development, he is being worked to test new mechanics and possible changes on the gameplay, based on feedback of our testers.
https://cdn.discordapp.com/attachments/531561261302022146/599611852758056971/M.U.G.E.N_13_07_2019_11_40_47.mp4
Also, New Mechanics were implemented, some visible there:


Advanced Guard: Push your opponent back, burn 1000 power;
Phantom Dash Cancel: You can cancel the dodge move with crouch;
Throw: All Characters get one, with most based on existing moves;
Hop: Pressing dodge button while crouching you do a small hop that allow to use aerial moves except supers/hypers, good to use the Strong Attack (Overhead) or to extend your combo but also cancel a move with this hop burn 1000 power.

I am Working Right now on Dynamo and Gate Sprites


The demo is close to be a public thing, and we are very happy with the progress of our little project.
Re: Project: Megaman X: Fighting Arena.
#21  August 29, 2019, 06:39:03 PM
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I am posting here the last updates of MMX:FA, we jump into social media with a twitter and facebook account. Also we are in gamejolt, so feel free to follow us anywhere you want.
https://twitter.com/ArenaMegaman
https://www.facebook.com/LY.Rocklu/
https://gamejolt.com/games/RMXFA/415290

The estimate date for our demo is December, we are almost ready to release it.
We added some mechanics and balanced all the characters only their AI have to be updated! Gate sprites advanced alot, and Dynamo will get a revamp very soon.
Demo's Intro animation:



More gameplay videos:



Side Note:
Someone told us that he was recieving constant messages about our project, I can assure no one of the team made it, but if you are recieving any time of spam about our project please PM me here or DM in discord FXFreitas#8754, with detailed information, I'll personally take care of contact the person that did it.
Re: Project: Megaman X: Fighting Arena.
#22  August 29, 2019, 07:02:37 PM
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It occasionally happens, not sure if you knew, but I was secretly backing you. I don't mind to continue to do so either.
Spoiler, click to toggle visibilty

This would look so much better if you reduced some of the FX size, ie the hitsparks. Can't see what's going on most of the time.
Re: Project: Megaman X: Fighting Arena.
#23  August 29, 2019, 10:43:04 PM
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Oh, yeah I remember to see you in comments at youtube and watched the video earlier. I just forget to subscribe.
Thanks for supporting us, Alex is very happy with your work.
And about the sparks, some will get a revamp soon (maybe not for the first demo), but we have someone working on it.
Re: Project: Megaman X: Fighting Arena.
#24  August 30, 2019, 04:03:18 AM
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Anytime. I fully support any full games. Let me know if you want me to play it again on the channel. I bet he was a bit surprised at the sudden hype ha

Good to hear about the updates, the game will only look better.
Re: Project: Megaman X: Fighting Arena.
#25  October 17, 2019, 06:56:14 PM
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More Videos for the last month (Sadly I haven't time to rec any, but Alex and Rods did so.





More AI Fights showing how they improved and looks more fair, or more worse depending of the character. Also stages made using assets from 22XXGT (with blackbeltdude permission) and Saturn (wich made Lagrano ruins for us).

We are in the middle of october and have basically the demo ready, we still have to add the win icons and the character palettes, not to mention fix some sprites, add that intro animation and balance everything.

 Alex opened a patreon, trying to get support while work on the game, hope people can support our game
https://www.patreon.com/AlexDX4
Last Edit: October 23, 2019, 06:20:34 PM by fxfreitas
Re: Project: Megaman X: Fighting Arena.
#26  October 24, 2019, 09:13:48 PM
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Cool!
Re: Project: Megaman X: Fighting Arena.
#27  December 18, 2019, 04:09:27 AM
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Download the first public beta!, with four playable characters, and Boss-Only Sigma on Arcade Mode, but Overclock will be disabled. Please test it and show us any bug or issue in the game.


The first post was updated as well

Remember that is a beta release and may have bugs, we just want to know any issue found, to fix it asap.
Re: Project: Megaman X: Fighting Arena.
#28  December 18, 2019, 05:40:50 PM
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love the idea and look promising too but I don't like the No escape or fight because dont match with the Megaman universe. I would of make a ready and go sprite instead of using neo geo battle coliseum sprite.
Re: Project: Megaman X: Fighting Arena.
#29  December 18, 2019, 07:23:06 PM
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Time to test! Let's check this out.
Re: Project: Megaman X: Fighting Arena.
#30  April 02, 2020, 09:08:01 PM
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Long Time no see huh? after that demo release we started to rebalance the characters based on the feedback we got. Zero and Iris are almost ready and now we got a New character, Axl!

Hope you Enjoy the Videos, there are more comming!