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Messages - thefallenalchemist

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1
Gaming / Re: Mighty No. 9
« on: September 03, 2014, 12:23:26 AM »
My speedy, (sort-of) high-scoring run of the beta build~ hope you like~ ~w~

Mighty No.9 Beta (PC) Speed Play

Do all backers get access to the beta? I have yet to receive it.

2
Fan Games / Re: Mega Man 42 - Released!
« on: November 05, 2013, 04:46:22 PM »
As stated, this game is a mess. It's playable, albeit barely. I haven't gone through all of the stages yet, but after traversing through Ombuds Man and Mad Man, I'd really hate to see what else is in store. Has anyone mentioned that the frame rate in Ombuds Man is actually much higher and smoother than the series usually allows for, but when you play through Mad Man's stage, the rate slows down to almost a crawl. Is this to compensate for the padded room areas?

Also, I feel that the stages are a bit lonely. There's not enough enemies in each stage. On the other hand, I do like Prometheus. Maybe original material better suits you, Servadec.

3
Fan Games / Re: Rockman X Fan Game Ideas.
« on: November 03, 2013, 03:08:15 AM »
Alright, I understand now.

4
Fan Games / Re: Super Megaman 3 (Released)
« on: October 29, 2013, 12:11:38 AM »
Well, yeah. I'll admit after playing it for a while now that the bosses are less than great, the patterns are dreadfully easy (Diamond Man) and there is reused music from the original series and sprite mixing, a thing I've never liked. But I will say that even though Blues and Rock play almost the same, the stages have interesting gimmicks. Diamond Man might have been a pushover, but his stage gimmick was something I haven't seen in a Megaman game. At least this guy tried to make the stages interesting, despite that they weren't much to look at.

As far as the way the characters moved and whatnot, I didn't notice anything out of place. I really can't tell the difference in any of these Megaman fan games, to be honest. They play like Megaman games and that is all that's important to me. Can't expect too much, it's a free product.

I thought the game was a good time-killer, just as I thought it would be, and just as I suspected the rest of you would. I'll also be doing a quick run-through of the game for my channel. Why? I dunno. Maybe someone cares, or is as bored as I was and they'll check it out. The guy did work on it for a year and a half, so it's at least worth looking at. 

5
Fan Games / Super Megaman 3 (Released)
« on: October 28, 2013, 07:30:43 AM »
Hey all. You probably didn't know it, but Super Megaman 3 was released after a year and a half of work. Note that "Super Megaman 3" is just a title and has nothing to do with the actual Megaman 3, like Megaman 4+ did for that respective title. It's a totally original game for the most part, with a playable Blues in addition to Rock.

[youtube]http://www.youtube.com/watch?v=JdpCppUlxEM[/youtube]




Creator Notes:

This has been a whole year and a half in the making and I can't express how proud I am to see it complete! I hope you enjoy playing the game as much as I did making it!

Story:

In the year 20XX, the world is at peace, until Bass tries to change that! With 8 robots stolen from Dr. Wily, he attempts world domination! Dr. Wily, being out of house and robots (except Alto, his helper robot), he pleads for the assistance of Mega Man and Protoman to stop Bass's plans on world domination! Can Mega Man and Protoman defeat Bass and all eight robot masters? You decide, in Super Mega Man 3!


Controls:

in game:

<Z> - jump
<X> - shoot
Hold <X> - charge
<Left> - move left
<Right> - move right
<Up> - move up ladders
<Down> - move down ladders
<Down> + <Z> - slide
<A> - Quick toggle left
<S> - Quick toggle right
<Enter> - Pause Menu

in menu/stage select:
<Shift> - Switch between characters on stage select
<Enter/Z> - buy/start stage/go to selected roomt
<X> - go back to menu


F1 - 256 by 224 screen resolution
F2 - 512 by 448 screen resolution
F3 - 768 by 672 screen resolution
F4 - 1024 by 896 screen resolution
F5 - full screen mode
F6 - Reset the game (in case it glitches up)

Find any glitches?

Message me about them and I'll try to fix them as soon as I have the time!

Mega Man and all related content are copyrighted by CAPCOM.

Download Here:

http://gamejolt.com/games/action/super-mega-man-3/16652/

EDIT: My thoughts on the game after a quick play so far, are quite good. Despite the large WIAT! loading screen, the game itself seems to be pretty decent. It allows for a save feature, contains a built in database along with unlockable bonus content, and as far as the robot masters are concerned, I really like the sprite job for Arach Man. The game play allows for charge and slide features, and everything seems to be close to what it should be for the time spent creating it. The stages also have fun gimmicks, so this is actually a bit more entertaining in that area than more well known titles. Don't know why this game fell by the wayside, but I could surmise the title would have something to do with it. And who the hell is Alto?



6
Fan Games / Re: Rockman X Fan Game Ideas.
« on: October 27, 2013, 07:02:46 PM »
Saw this up for awhile, but didn't really understand what was going on. From what I can tell, the OP was making a fangame based upon the idea of another poster here, who apparently is also working on another game.

Is MacDaddyMike working on a fan game of this nature?

My personal feeling is this: I'm a writer. I've mentioned it several times before. If anyone made anything based or loosely based upon my work, and did it justice - I would be more than happy with the adaptation. True, a person should at least get the permission of the writer before making a visual adaptation of his/her work; but if the end result is a fully realized product that allows my work to shine and does not deviate too much from the original plot, not to mention the fact that I wouldn't have to lift a finger - I would be definitely okay with it. I don't know all that much about the OP, nor do I know his programming knowledge; (it seems a little over-ambitious to me to be honest) but if the guy managed to pull it off, that's another story.

Hell, if someone wanted to make a game based around my books; I would more than welcome it. As long as I get "Original Story By Book Author & Game Dev" in the credits, then I'm fine. What he's doing is the same thing as a film adaptation, but you are supposed to get the writer's permission first. Of course, this doesn't always happen. The guy who created Thanos sat down to watch the Avengers film, and noticed his character in the film without even having been notified that his character was going to be in the film. He was a bit flattered by it, but admits that he wished he'd known earlier. Keep in mind that as far as literature goes, Fifty Shades Of Grey was made from Twilight fanfiction, and The Mortal Instruments was made from Harry Potter fanfiction. Slight details were changed, so the books would not infringe copyrights.

Lastly, don't advertise your fan game stories until you have them at the level of a playable demo w/ trailer. Someone can (and apparently will) take your idea and use it to make their own game. Just as you've used professional ideas to make your own. It's still creative commons, as long as nothing is being sold. Dickish, sure; but that's how the world works these days. Keep your ideas to yourself and your dev team only. And that's all I've got to say about this issue.


7
Fan Games / Re: Mega Man 42
« on: October 27, 2013, 03:23:25 PM »
I could deal with the no slide, charge and loss of E-Tanks. But not being able to save in this day and age, is ridiculous. I don't mean to be harsh, but I simply don't have to time to play the game in one sitting. Barely any of us do. We've all got jobs and lives and families, so not being able to record your progress and being expected to blow through the whole thing in a few hours is just not the luxury that all of us have. Especially if you work in retail. My hours have jumped up quite a bit due to the approaching Holiday season, and I do plenty of work in the field of musical journalism on the spare. Playing games are a bit of a cool-down from work, so I take about an hour or so at most to play and to sometimes record on Youtube. So if there's no password system, I think I'll just run through a few levels, post the work on Youtube to show people what to expect, and probably not touch it again after that.




8
Fan Games / Re: Megaman X : Eclipse
« on: September 06, 2013, 09:07:37 PM »
You fixed it, it's fun - it's manageable (I wish there were some more enemies after the lava, maybe a bat or two which would have it's destiny fulfilled by being smashed against the wall - seen it happen in many of the old X games) and I had a blast. Raptor whooped my acid burst the first time, but then once I got his pattern, he got gravity crushed.

9
I'm gonna donate twenty. Times are rough and I'm lucky to have the hours I get. But if I can donate enough to get a digital copy, it'll be worth it. I'm still not sure if the game will even run on my laptop. Too bad he didn't announce it during Christmas, or I would have a hell of a lot more pay. :(

Won't make any money with reviews/interviews until next year and books haven't been published yet. So dayjob = funds.

10
Fan Games / Re: Mega Man: Rock Force
« on: September 01, 2013, 02:12:01 AM »
Guess I'll have to play the game again to see if the ending was changed up a bit. Great news though!

11
Fan Games / Re: Megaman X : Eclipse
« on: August 26, 2013, 04:21:51 AM »
sure. and thanks. the only reason i want to play them on PC is because they're the jap originals and I want to hear what x7 sounded like before we screwed it up in the  US.

12
Fan Games / Re: Megaman X : Eclipse
« on: August 26, 2013, 01:52:14 AM »
Glad to hear it. Despite all my raving about the level, I really did enjoy playing the game and to be honest; I'm thankful to see that this got made.

I had such a nostalgia trip, that I installed all the old X games on my computer. (Still looking for cracks on the Korean RMX6 and RMX7 though. These games never got a US PC release like X1,3,4,5 and 8.)

Again, looking forward to the final.

Posted on: August 26, 2013, 07:25:32
side note: owns X Collection, Command Mission and X8. :) Also bought RKS and RKSF. (Added to stop thread derail.)

13
Fan Games / Re: Megaman X : Eclipse
« on: August 25, 2013, 05:38:47 AM »
Music in Scorch Raptor is really rubbing me wrong. The tunes in the X series had more [acid burst] n vinegar, and I'm not hearing that. It's a volcano, so I'd think blazing guitars and an overall feeling of "heat" is in order. I love how the tune starts, but it doesn't seem right for the stage.
I'm also seeing quite a bit of emptiness in the level before the mid-boss, as has been discussed. I am having the worst trouble with the downward lava portion. That last wall jump is damn near impossible to make, even for an X Vet like me. I'll keep trying, but less inclined players will be pitching a fit.

I also found a bug or two: When X jums over spikes, sometimes the sprite will freeze on the edge of them. Also, if you cause the wall to close and don't jump down all the way, it will trap you in the closed wall, as you watch the spiked wall continue it's descent to the bottom. I won't lie. It was kind of funny.

Lava is not as powerful as it should be, mid-boss explosion is weak, enemies have odd explosion patterns in some instances, and Joes aren't as easy as you've made them.

Drops are odd too. Three extra lives in one stage? Why, thank you. Though I recognized the tiles from Tunnel Rhino and Volt Catfish, I'll let it slide being that this is the first taste of handmade X that I've ever played, sans flash based wannabe games and MM21xx.

I've been asking for a 16 bit X series game for longer than some on this forum have probably been alive, and am strongly critical about these games. But, I shrug my shoulders and exclaim "It could be worse" as I prepare to dust off my buster and take down that raptor.

It made my day, nonetheless. Can't wait to play the final.



Posted on: August 25, 2013, 08:49:47
Sorry to double post, but the mobile version of the forum won't let me edit. Basically, I've been playing the game for about three hours now, still trying to get past the the lava portions of the stage. Come on guys, this is ridiculous. For a guy who's played and beaten all the X games and several times over, there's a big difference between challenge and artificial difficulty.

The first portion of the flowing lava takes practice and isn't that tough, until you get to the opening at the end. That gap is about a split second before the wall comes down, which is just frustrating, something I would have expected from MMU.

Then, you follow up with the spiked walls which require the upward dash jump, except the lava flows much faster than it should. In X3, the lava that flows after beating Sigma is somewhat tricky, but it never moved that damn fast. A friend of mine who programs games in VB, watched me play the demo and immediately noticed the bad design choice. Do we really need the quick moving lava and the spike wall spam? It turns fun into frustrating, which made me want to throw my controller down a few times. I ask that you would tone it down a bit, or at least throw that portion into a Sigma stage where we'd expect it. Spikes all over the place do not equal fun. Remember the old games and how they utilized difficulty without resorting to death traps. I think only X6 Gate stage 1 did that, and you had to use a special ability to scale the wall. Other than that, I remember Agile's stage. But even that was bearable. But demos are released for feedback, and all I'm asking is that you keep the player in mind.

Phil and crew were good at MMU. But another player might not be as good as they are and find it so tough, that they no longer care about it.

I have been through the stage 40-60 times (keep grabbing the extra life) and still have not made it. And I've spent many years playing the games for 100% completion. So just think how a newcomer will do.

14
Fan Games / Re: Mega Man Perfect Harmony (4-player Cooperative Fan Game)
« on: August 22, 2013, 11:06:10 PM »
Nick's been busy with TDK, so I'm going to go ahead and update you on the recently released 6.0 Beta for Megaman Perfect Harmony!

This version features:
-Controller support is now available for Players 1 and 2
-A brand new fully functioning 4-Player Versus Mode with many features
-A newly completed campaign stage and newly added boss, Lightning Man
-Many, many more major bug fixes

Download: http://rocksclan.com

Lightningman Stage:

[youtube]http://www.youtube.com/watch?v=veVVWBpr9p8[/youtube]

Fireman Run:

[youtube]http://www.youtube.com/watch?v=0d78UwnGYHs[/youtube]

Nick has expressed that many changes are about to come, but remember that at it's core this is the game that sets itself apart from the other 8-bit games that people are complaining about being "too traditional" and the like. The game offers 4 player Co-Op, playable Robot Masters, the use of sabers, and it features fusion elements. It's definitely one of my personal favorite titles, so check it out.

15
Fan Games / Re: Megaman 3D (Old Game, Still Worth Playing)
« on: August 22, 2013, 10:56:07 PM »
The following opinions should not dissuade you from giving the game a try and are simply the words of a grumpy old datahead expressing himself.  Feel free to give the game a try if you're interested.

I remember giving this a try some time ago and strongly disliking it.  The music was too loud and of extremely poor quality, the controls were not very good, most of the enemies didn't work like they were supposed to, the camera was horrible, and there were various other problems with the game I can't remember.  I think it had to install something on your computer and/or browser to run, as well.

Naw... if I want 3D Rockman action, I'll go play 8-Bit Deathmatch for a while.  It's repetitive, like all multiplayer-only games, but at least it's relatively bug-free and stays faithful to the source material.

I don't remember there being a browser add-on. At least not with the recent downloads. And yeah, I'll agree with you on 8-Bit Deathmatch. Once again, the sequel vast improves on many of these things. I'll upload a video when I get a chance.

16
Fan Games / Re: Mega Man: Rock Force
« on: August 18, 2013, 07:14:16 AM »
I do call myself a "Fan-Game Snob" for good reason.  That said, it's hard for me to just "let go and have fun" when I know people can do better.
Games like SuperDanny 2 and Mega Man Christmas Carol 2 have spoiled me, since those games were pretty much as close to perfect as I've seen.  And just because I'm so critical of these fan games does not mean I think they're horrible, or not worth playing.

This game in particular had me distracted part of the way through it.  Even at 50% speed, I found myself getting lost in the gameplay.  Or... you could look at it like this: The stages were better designed than I give them credit for and genuinely engaging.  Therefore, I didn't spend as much time writing things down as I should have.  I do have quite a few completely empty sections under Spoilers up there, after all, so either the stages were fine as they were, or they're otherwise non-noteworthy, as far as I'm concerned.

Have not finished Super Danny 2 or Megaman Christmas Carol 2. You've piqued my interest in finishing them. Not looking forward to the Megaman & My Little Pony crossover though. There's a thread here about it:

http://www.sprites-inc.co.uk/files/forum/showthread.php?tid=70



Posted on: August 17, 2013, 03:52:39
@Mike. Didn't see your post before. I didn't tell him to stop "thinking critically" but these are games, and doesn't it make sense to enjoy them a bit? Granted the game was frustrating, I still managed to enjoy it. Isn't that why we play games in the first place? For an escape from the day-to-day grind of the corporate machine? Plus, it's free. If someone buys you a drink, are you going to look in the can, make sure that it looks like a beverage? May be a few dents, but it still tastes good. At any rate, I actually enjoy the notes that Joseph Collins leaves, he knows how these games function more than probably 98% of people on this planet. It just didn't seem like the guy was enjoying the games and he never seems to like the stories (of course, I'll level with him here) but now I see that he's got a very analytical personality and I respect that he goes above and beyond, while still having fun with the games. That's all I was worried about. Life is too short to not enjoy the things in it.

On another note, I finished the game. I have to say, without spoiling the story, that the game's ending is one of the most depressing endings in the history of the series. I just felt bad while the credits rolled. The final boss was also kind of a pushover, and there is some serious balancing issues. On the other hand, I liked the theme for [spoiler]powerman's[/spoiler] stage alot. The game had terrific music, especially on the final level and for bosses.

The game has a moral, kind of Orwellian in nature. Again, this is what made me upset.

Out of the ones I've played, I like this one and perfect harmony the most. MMU the least, and MMR in the middle.

I want to say thanks to the devs, I appreciate the hard work and for giving me something to do on a saturday night.

17
Fan Games / Megaman 3D (Old Game, Still Worth Playing)
« on: August 16, 2013, 05:27:08 PM »
I grabbed these games (Megaman 3D Pt.1 and 2) from the Yoyo Games website and wasn't expecting much, but it turned out that with a decent controller (X360) and XPadder the games are actually easier to play and are well worth the experience. Yeah, I know - A 3D Megaman game in this fashion won't appeal to everyone, but at least he did something right. The sequel is even better, as the creator created a huge Sandbox environment with vehicles and fifty robot masters.

This game only features ten, and is sort of a rough draft compared to the sequel. I uploaded a short playthrough video (and yes, Nailman uses the multi-shot, I have no idea why - especially when the other robot masters (Quickman included) behave like their incredibly annoying 2D counterparts.)

Not everyone's thing, but it's gone unmentioned and I thought I'd bring it up.

[youtube]http://www.youtube.com/watch?v=O5zzQg1BKlo&feature=youtu.be[/youtube]

As far as music goes, just turn the volume down. He used shitty MIDI for this game, but the soundtrack in the sequel is considerably better.

Grab it here: http://sandbox.yoyogames.com/games/122149 (The Sequel can also be found on the page's sidebar.)

18
Fan Games / Re: Mega Man Unlimited
« on: August 16, 2013, 05:16:25 PM »
So... insultingly easy mode would be a more appropriate title?

They should've made it a graphical difference where everything becomes real cutesy and enemies explode into flowers or something. Then it would at least be funny.

A friend of mine is going to hex edit the game's text to read "Childproof Mode" instead of Easy Mode.

19
Fan Games / Re: Mega Man: Rock Force
« on: August 16, 2013, 05:14:20 PM »
Damn, JC. You need let all that crap go and just learn how to have fun. It's fan's game, so it isn't going to be perfect. You're going to play hundreds of these 8-bit ones before it's over, so you'd better get used to it now. Nothing's ever going to be as good as the original games were. But I'll take "damn close" to completely frustrating. (MMU.) 

Granted there were challenges here and there and without that one extra checkpoint, it made things very difficult especially in Al-Quieda Man's stage. I thought the clone item was a good addition, as well as the cloak (whereas enemies don't even notice you) but I'll admit that using Eddie to farm for E cans was a bit unexpected. Certainly didn't bring the game down for me, though!

Haven't finished the game yet, but working on it whenever I've got time. I'm not going to spoil the story for myself as it seems quite interesting so far. There's some intriguing work here, so it's hard for me to criticize the game too much. I usually play games like this to wind down from writing work, so it hit the spot in that regard. Don't know if I'll run a quick playthrough on it yet, because there's probably umpteen million of them already up there for it, as is the norm for a new game release.

 - Just one more checkpoint in the stages is all I'd ask for. The rest of the game is fine. You should try to place your checkpints after tough gimmicks. Sometimes you use several gimmicks in one stage, which can be frustrating since one exclaims "Damn. So I have to go through all that [parasitic bomb] again?" which can lower the fun factor a bit. On the other hand, it does make you think and strategize your route more efficiently, since you can't afford to make mistakes.

- Charademan's music definitely needs work. Not as bad as I thought, but it still needs a tiny bit of tinkering.

A great surprise nonetheless. Hope to play more, or I'll be back in Titan Quest.

20
Fan Games / Re: Mega Man: Rock Force
« on: August 11, 2013, 12:56:09 AM »
It's kind of funny, because I just said "I hope somebody hurries up and releases a new Megaman fangame, so people would stop fighting over MMR and MMU. Seems my wish has been granted. Will download and upload a playthrough.

21
Off The Wall / Re: The Mystery of the Forum Users - Take 4
« on: August 07, 2013, 10:31:57 PM »
Thanks.

22
Fan Games / Re: A Mega Man NES style Fan Game
« on: August 07, 2013, 10:29:43 PM »
Revolution is the underdog, so it's bound to get shat upon. But both games have their equal strengths and weaknesses. Someone hurry up and finish another game, so that these two won't be fighting against each other for a few more months. Which is rather childish I might add. 

23
Fan Games / Re: Megaman Battle Network Chrono X!
« on: August 04, 2013, 06:07:11 PM »
I wasn't talking about the names, I was talking about the swears that accompany most peer to peer conversation in any MMO, which sounds like what this is turning into.

24
Fan Games / Re: Megaman Battle Network Chrono X!
« on: July 31, 2013, 11:52:19 PM »
When this thing goes online, there's gonna be worse swear words than that one.

25
Fan Games / Re: A Mega Man NES style Fan Game
« on: July 30, 2013, 12:03:11 AM »
Joseph, even though I haven't finished the game; I have to say that the plot seems a little interesting to me. It's not the same old thing, and that's all I'll say to prevent spoilers. At any rate, you didn't like the MMU or MMR plotline, so I'm curious as to what you would think is a good story. Being an author, I'm curious as to what your "saving grace" plot would be for the series. You can PM me, if you'd like.

I'm not trying to be harsh, you're great at what you do and notice more things about the MM series then I would have in 25 years of playing these games. I'm just curious as to what some great storyline ideas would be. That goes for anyone else. I'm curious as to what people can come up with. We could make a separate thread on it elsewhere on the site, if you want.

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