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Messages - Yoku Man

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51
Fan Games / Re: NMario's Mega Man World Fangame/Engine
« on: June 27, 2012, 10:56:39 PM »
Um, Yoku Man... Regarding Ra Thor (if you're planning to include him on your fangame), are you planning to include his weapon to Mega Man's arsenal as a secret item?

Although I had planned on having a Ra Thor cameo, I hadn't considered him as an included weapon to Mega Man's arsenal. Just what were his powers anyway? In Super Adventure Rockman, he has a zapping attack from his hand that kinda just drains and kills people in a horrible painful way. Wily says he has double the speed of Quick Man and three times more powerful than Hard Man.

It took me longer than I thought and my scanner hates colors. But never theless here's my idea of Rock's upgraded armor. Nothing too drastic I hope.



That is interesting. Most interesting. I hadn't pictured what the upgraded armour would look like until now. But of course, as the game develops, lets see if we can design even more potential armour, not wise to just have one attempt, a better one may come along or we'll realise that this is the better one down the road.... Who knows? Just make sure you keep designing guys... I'll do the same.

I have often pondered how would Mega Man look if his armour looked a bit like Duos in places. In the end I think I'll be calling his final armour upgrade the "Champion Armour" to go with the whole "Galaxy's Champion" working title I have at the moment. Theres hundreds of possibilities for armour, we could keep designing forever. But as long as it doesn't stray from Mega Man's original look, all the better. I think the biggest change we've seen of Mega Man's armour in the past was with his Rush Adaptor armours from MM6. Something similar to that would be cool for the Champion Armour.

52
Gaming / Re: Seth Killian is leaving Capcom
« on: June 19, 2012, 09:58:19 PM »
He'll always have a warm place in my heart for apologising for the whole Mega Man 10 website mix-up and treating Phil to a free ticket at Hawaii's Captivate in 2010. Will make his special thanks in the Mega Man Unlimited end credits bitter sweet, now that he's leaving. I guess so will Inafune's credit too, tbh.

53
Fan Games / Re: Mega Man Unlimited
« on: June 17, 2012, 04:29:30 AM »
Excellent progress has been made on Mega Man Unlimited since the trailer craze. The latest Facebook post from MegaPhil states this is the current progress of the game at this moment! I have to say it feels closer and closer to completion. I hope it comes out in time for my birthday, that would be awesome!

Progress so far:

- All robot master stages and bosses are completed except minor details.
- Stage Select screen completed.
- Wily stages 60%.
- Level enemies : 98% ( 1 left to do )
- MM Weapons ( 85% ):
- Rush Coil.
- Rush Jet.
- Comet Dash.
- Glue Shot.
- Rainbow Beam.
- Yo-yo Cutter.
- Tank Arsenal.
- Yoku Attack.
- Jet Missile.
- Nitro Blast.
- Nail Shield ( 40% )
- Cutscene Engine.
- Cutscenes.
- Wily Boss #1.

Todo:
- Wily Castle Bosses. ( 75% )
- Menus.
- Save/Load.
- Shop.
- Fix Bugs.
- Wily's Robot Master Teleporters.

54
Fan Games / Re: NMario's Mega Man World Fangame/Engine
« on: June 16, 2012, 05:23:42 PM »
Okay, so it's up to the position of the text...

Still, is it possible to remove the status bar when in shop mode.

That might be trickier, as the status bar needs to be there because usually you can browse your pause menu while in the shop, to see what you might need to recharge or buy.

55
Fan Games / Re: NMario's Mega Man World Fangame/Engine
« on: June 16, 2012, 03:30:45 PM »
I have a suggestion, N-Mario and Yoku Man. Could you make the height of the dialogue box lower so that there's more space when you're on the shop while having the status bar.

Actually me and NMario debated this for quite a while. I managed to convince him to keep it as it is for consistency's sake, so we keep the shop accurate to the Gameboy games. But that doesn't mean you have to do the same for your fangames. The Dialogue Box is essentially part of the BG and can be moved to where ever you wish it, shrunk to whatever size you require. In the end its where you place the text that matters.

56
Fan Games / Re: NMario's Mega Man World Fangame/Engine
« on: June 16, 2012, 04:00:50 AM »
If nothing comes up at the end, I might as well using the tile set in wily stage 1 from mm4. But with a bit of my own little level design. We'll see.

I'm sure I'll have something by the time you get to the point where you can code the 5th mid-way stage into the engine. I assume you're going to finish the first 4 stages first? Add the enemies, special platforms, etc? I take it the Hippo may become the first coded enemy if you try out his missiles? Then you could put in Getting Hurt, Energy Depletion and Death Animation into the engine.

57
Fan Games / Re: NMario's Mega Man World Fangame/Engine
« on: June 16, 2012, 01:37:15 AM »
Remember folks, this thread is a joint community thread. I'd appreciate any help you give, opinions and such is welcome! Any of you folks wanna show me some cool possible alternatives for the crates looks? I was kinda proud that I managed to get that grainy look, but I also understand what you mean about not looking Mega Man-ish. Maybe wooden crates don't belong in the year 20XX, lol.

58
Fan Games / Re: NMario's Mega Man World Fangame/Engine
« on: June 11, 2012, 12:02:52 AM »
Eddie doesn't show up for me.  :( It only shows him teleporting out after a while.

Are you getting that with just the Flash version? Or the App Version? or Both?

59
Fan Games / Re: NMario's Mega Man World Fangame/Engine
« on: June 10, 2012, 10:52:00 PM »
Awesome Edward!

Wait, did Eddie always do that dance if he stood around blinking for too long? Heh I bet its something new you added to make Eddie cuter. I think he did a bit of dancing in MM7 didn't he? Nice to see his NES/GB sprite is doing it now too. Don't forget to code a walking Eddie version too, down the road.

60
Fan Games / Re: NMario's Mega Man World Fangame/Engine
« on: June 06, 2012, 02:08:33 PM »
When coloring the sprites, why would you use the GB helmet instead of the NES one? That outline is rather unsightly.

Because he's done a pallete change rather than a sprite change, considering the original gameboy sprite has those black lines between his helmet and his face you can't delete them.

NMario has done it so that the game's pallete is divided into two sections.

1. Gameboy Pallete ----- Super Gameboy Pallete (<---- Recolour of the Grayscale)
2. GBA Pallete ------ NES Pallete (<---- Recolour of the GBA colour pallete)

He's simply replacing the existing colours of the GBA pallete with the NES equivilant. No editing at all, just replacing one colour with another. If he tried to delete the black lines on his helm his whole outline would be the blue instead of black.

61
Fan Games / Re: NMario's Mega Man World Fangame/Engine
« on: June 05, 2012, 04:59:34 PM »
Also, I have yet to code 'jump up on to platforms' like that in my old engine. I'm not sure if I can do that now, but I can try. Just more work than needed, I guess. :P

I think a little more work is required. I think its an ugly bit of programming that needs to be sorted. Not very proffessional if Mega man gets glitchy pushed around in certain places. I think that if you perfect the type of collision tile, jumping up through platforms style, it'll prevent future collision pushes too. Gameboy fixed that with Yoku Blocks too, unlike on NES, they always pushed you aside if they appeared right where you were. But on gameboy, you can stand or jump through them if you're already in its path when it appears.

62
Fan Games / Re: NMario's Mega Man World Fangame/Engine
« on: June 05, 2012, 03:08:08 PM »
I think there is still a way to bypass your conditions. You've actually done it before with your previous engine. Remember these platforms?



You could originally pass through that collision line and only if your feet ever passed through it would you finally collide and stay ontop of the object. The same needs to be applied to the Bridge but perhaps add an extra line underneath. So instead of being able to pass through it from the bottom, you can only pass through it from the sides.

63
Fan Games / Re: NMario's Mega Man World Fangame/Engine
« on: June 05, 2012, 01:44:09 AM »
An observation I've made while testing Ring Man stage on the original MMIV on Gameboy.
As your anim gif shows:


The bridge seems to divide itself up into a bg layer and a sprite. I think this is vital to prevent some collision issues. Imagine Mega man falling down as the bridge dissapears beneath him, and then you decide to immediately jump up in the path of the reforming bridge? At the moment in your engine, this forces Mega Man to glitch and get push out of the way.

But on MMIV the bridges work differently, I think the sections of bridge that reform are made so that if you do jump up while it reforms, Mega Man can temporarily pass through it without any pushing to the side or whatever. Its kinda hard to explain, maybe I'll show you on a stream or something.

Suffice to say, the solution to this, once perfected would also be ideal for making sure you never get glitch pushed to the side by Yoku Blocks too!

64
Fan Games / Re: NMario's Mega Man World Fangame/Engine
« on: June 02, 2012, 07:26:37 PM »
Seems word is spreading about Mega Man World, Protodude's Rockman Corner has posted an article about the fangame/engine. He seems pretty excited about the project!

http://www.rockmancorner.com/2012/06/fan-game-breaths-new-life-into-mega-man.html

65
Fan Games / Re: NMario's Mega Man World Fangame/Engine
« on: May 31, 2012, 11:19:46 PM »
I would like to help out with this project some more, but I have been extra busy with work.  Also busy in getting myself ready to move, from Texas to Kentucky.  I do have a question though.

What is still needed, sprite wise?  Bosses, enemies, I ask, cause I might have a little time to work on some enemies.  Perhaps Duo a little more.

Yllisos, I was hoping you could try your hand at doing Slash Man and Frost Man. Here's an earlier post I did about them, concerning you.


I've been thinking about a complete sprite sheet for the official versions of Slash Man and Frost Man. (The versions you saw in the Weapons Archive in MM10) Here I've created some template sheets. Perhaps, Yllisos, you'd like to try your hand at editing these frames to look like the MM10 versions? I know you have the skill and talent. It would be a huge help.



Here I've helped split up Slash Man's body into parts to help differentiate his components in comparison with the RM7FC version. You should be able to apply the appropriate edited bits from the MM10 version to the RM7FC version, with patience and careful spriting.



I think the Frost Man sprite will be easier to edit. It seems theres only a slight difference in colour and his shoulders and other proportions are slightly wider in places. Look carefully and compare the two standing sprites and make the necessary adjustments to all the other frames.

You up for trying these?

66
Fan Games / Re: Untitled Mega Mania Style Fangame
« on: May 31, 2012, 04:23:57 PM »
Sorry 'bout that but I can't do it. I'm not cut into programming stuff, even though MMF2 is easy. It's just that my will can't make a decent code.

Still, the MMV's stage selection screen is plausible. Although, the world map needs to move to incorporate 16 stages other than being static.

You could originally scroll up and down from the Earth to Space in MMV (once you'd reached the halfway point in the game) so you could have 8 dots on earth and 8 in space. But even so it doesn't even have to be space themed, whatever you're going for would suffice, but the principle of the stage select remains the same (MMV style).

67
Fan Games / Re: Untitled Mega Mania Style Fangame
« on: May 30, 2012, 08:15:48 PM »
Okay. But I have a question on the engine...

My fangame that I've been working on will be laid like this:
- Intro Stage
- 8 bosses to select
- Intermission stage
- 4 more bosses to select
- Another intermission stage
- Dr. Wily Stage, consisting of two parts.

For the stage select, is it possible to have like 8 bosses or more to select instead of 4. In the current version of N-Mario's engine, he uses the Mega Man III-style stage select. I was wondering if he could implement the Mega Man IV-style stage select, with modifications to select up to 15 stages, if plausible.

Thats where some of your own unique programming will have to differ from NMario's template. As far as I'm aware NMario only wants to use MMIII's stage select style, but theres no reason another can't be used with some alterations. I too am gonna use a different Stage Select for my fangame once the engine is done.

68
Fan Games / Re: Untitled Mega Mania Style Fangame
« on: May 30, 2012, 06:14:28 PM »
Definitely gonna see them after completing all stages from 1 to 4. Although my concern is that will Star Man, Centaur Man, Slash Man, and Frost Man only have the boss room and not the whole stage?

Early days yet, but they may not get the chance to have entire levels. NMario has been contemplating including some of his own robot masters, perhaps for a next batch of 4 bosses. Thats how the gb games were originally laid out anyway, 4 bosses, a midpoint level, 4 more bosses, then the wily stage.

I could even divide each batch with my first gimmick level. And the 2nd gimmick level could be Dr Wily's stage.

So in the end, if he still likes the idea, Star, Centaur, Slash and Frost will remain as just part of the Boss Gauntlet. With just their boss rooms.

69
Fan Games / Re: Untitled Mega Mania Style Fangame
« on: May 28, 2012, 10:53:36 PM »
I have compiled a list of Super GB colors that is used in Mega Man V. It should be everything from beginning to end. All the colors for the intros, stages, & endings as well as some colors used for the menus.



As I was doing some research, other Super GB titles have their own set of Super GB style color patterns. In other words, other games white shade color is not forced to R-208 G-208 B-208 like MegaMan V's white is. They seem to have their own color shades. But since we are basing our Super GB colors from MegaMan V's Super GB colors, this is all tat I've found from each screen.

Now thats what I call attention to detail! Kudos NMario! Do you think in the long run, when I start making my fangame, I should limit myself to those number of palletes too? I could theoretically use palletes from other super gameboy games, as you hinted.... Hmmm...

70
Fan Games / Re: Untitled Mega Mania Style Fangame
« on: May 28, 2012, 01:59:44 PM »
I have a question regarding the game Yoku Man regarding the Weapon Archives, are you considering putting those Stardroids along with Robot Masters from 1 to 10?

The Weapons Archive was a Wily invention so I'm afraid it won't be in my game. Anyway, just because you can do something doesn't mean you should. It seems like too much of a fan-thing to do, I want to try and include more original ideas rather than just repeat a fad that was cool in a previous game. But if anyone has a possibility of returning, for a cameo or something, it could possibly be the MMV Stardoids.

71
Fan Games / Re: Untitled Mega Mania Style Fangame
« on: May 25, 2012, 07:01:09 PM »
Thats can work too if we want to differentiate it from Elec Man's stage. What do you think of my colour scheme for Ring Man's stage and the Gimmick stage? Look at my double post.

72
Fan Games / Re: Untitled Mega Mania Style Fangame
« on: May 24, 2012, 02:02:24 PM »
It is allowed, but those hijacks are generally rude and annoying. Everyone around here has probably seen that thread already, so there's no point in asking for recruitment on the same site, you'll get better results by asking somewhere else :\

I think its cool that someone is already willing to make their first fangame from our engine. But its early days yet, especially here, anyone you attempt to recruit would be busy helping with this engine or with the design for the first as yet "untitled" fangame of mine. I'd recommend a little patience or try other forums forany interested parties who are free.

73
Fan Games / Re: Untitled Mega Mania Style Fangame
« on: May 23, 2012, 07:35:24 PM »
I've updated the thread with a checklist on my second post. Its on the first page here.

This will prevent anymore tedious questions regarding when/if we're going to add something to the engine. This Checklist shows all we aim to add to the engine as a whole in the long run.  They have a strikethrough once a particular thing has been coded completely into the engine. I'll keep close tabs on NMario's progress and update this list accordingly. This will also give him an idea of what order to prioritise his coding into.

74
Fan Games / Re: Untitled Mega Mania Style Fangame
« on: May 22, 2012, 01:55:00 PM »
What about the spikes? On any Mega Man game (GBA, NES, or otherwise) if Mega Man even makes the slightest contact with spikes, he dies instantly. Will that be in your engine?

One observation I've made however, is that when NMario finally codes death spikes, their collisions should be halfway down the spike, rather than at its tip. Make sure you do that, mate.

Maybe I'll post a checklist, so the fans know what we're including and what is yet to be done.

75
Fan Games / Re: Untitled Mega Mania Style Fangame
« on: May 17, 2012, 10:32:44 PM »
I like the idea of using the looping mazes with boss doors. It somehow gives a little extra detail and realisation to the fact that these doors are tricking you into a maze. Its also quite magical too, heh, you're like "Hey wait a minute, I just passed through this door, how can the room have changed behind me!?" Heh it can disorientate the player even more than just your average looping maze transitions. ;)

I think therefore we could leave room for a looping maze right near the end of Wily Stage 2, one final obstacle before the boss gauntlet. You think your going through the boss gate with a Wily Logo above, but instead you have to go through a clever little looping maze. Maybe only about 5 rooms may be needed for said maze. The boss doors should be in the same positions in each room to help disorientate the player even more.

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