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Rockman & Community => Fan Creations => Fan Games => Topic started by: SonicZH on February 06, 2011, 05:41:18 PM

Title: Megaman vs Street Fighter Fangame
Post by: SonicZH on February 06, 2011, 05:41:18 PM

First, about myself.
I am a student taking a degree on electronics.
Previously, I help on in Street of rage Remake, in character sprites. I am very keen in game developing so I wanted to work on something myself.
I am a Street fighter player who plays even in tourneys. First i made avatars like the one i have now, and it was quite popular. In the end, i started working on a game and the response and satisfaction I have gotten was great...
Why did i pop out of no where, been looking at fangames everywhere, and found that the Megaman fangames here have probably the better backgrounds and stuff. I also found games like rockman7 8bit remix and megaman vs metroid/arthur, but i never knew how to reach them...

So anyway, this is the game i am working on...
[youtube]http://www.youtube.com/watch?v=b40eVqD66l4[/youtube]
[youtube]http://www.youtube.com/watch?v=begnDoEd_l0[/youtube]

ignore the music, it will be changed...
Currently, I am the artist for the enemies, stage, megaman new moves. And music in the following video was done using GXSCC.It was first programmed in Game maker, and currently ported partially to Flash.

I found myself 2 musicians so music is kinda settled.
Could i leave this here because I hope i can get the best person for the task.

I am looking for a sprite artist that could help me out with stage. Please pm me or post some drawings here if possible.
This is a fan game so I can't pay you. I am still studying and broke.

I would need about 11 or 12 stage tiles.

Comments are welcome, I know it may not be as nice looking as many of the games here but my main concern is game play.
And to keep the game fun,achievable,short and simple. also serving as a parody...

I am working on this as a hobby so I wished to keep the team as small as possible, this would be in my resume and hopefully it could get me into the gaming industry as a rookie in future.

Sorry if I sounded rude, bossy, demanding and if anyone here posted  and not chosen.
Please contact me if you are interested.

If interested, the task is to work on stage tiles only.
I would need about 2-3 stage tiles by June if possible.

I will be happy to have some more comments/feedback other than those on another topic which i found here long time ago. I will consider them but don't blame me if i completely ignore it too. =P

Thanks in advance, also, erm cound someone answer my Game development query topic ? its kinda deserted,
i hope i have better response for my game the other topic...


Title: Re: Megaman vs Street Fighter Fangame
Post by: Acid on February 06, 2011, 06:49:56 PM
Oh yeah, I remember this.
Title: Re: Megaman vs Street Fighter Fangame
Post by: Hiryu on February 06, 2011, 08:11:24 PM
My initial reaction to the topic title was that it would be a fighting game, like X-men vs Street Fighter. I was partly surprised that it was a megaman game and not a fighting game. I like the project, and the concept of it all seems quite innovative.
Title: Re: Megaman vs Street Fighter Fangame
Post by: Protoman Blues on February 06, 2011, 08:51:18 PM
Oh yeah, I remember seeing this project before. It's really neat. Best of luck to you.
Title: Re: Megaman vs Street Fighter Fangame
Post by: SonicZH on May 30, 2011, 10:37:02 PM
Erm, anyway I am so long-winded in the previous post.  :-[
In case anyone missed it.

I am looking for one person who is better at drawing stage than me to help me work on 12 stage tiles for the game.

Edit: i have found an artist for the game =)


Posted on: February 07, 2011, 11:32:32
[youtube]http://www.youtube.com/watch?v=HcXNNRWRrys[/youtube]

Anyway that red thing is suppose to be a leech.
the snake look a like thing is suppose to be an eel.

I am not intending to achieve nes engine, so ignore the restrictions.
i think the stage lack some animal type robot.
artist will update the background.
trees/vegetation not added...

ignore the music/sound too, they are placeholders...

what do you guys think of the jungle stage so far.
thanks in advance =)
Title: Re: Megaman vs Street Fighter Fangame
Post by: Acid on May 30, 2011, 10:41:17 PM
Dammit I know the BGM. But I can't remember the name.
Could you tell me where it's from?

Knowing me it's probably an 8-bit version of a MM tune.
Title: Re: Megaman vs Street Fighter Fangame
Post by: Align on May 30, 2011, 11:25:54 PM
Blanka's theme.
Title: Re: Megaman vs Street Fighter Fangame
Post by: N-Mario on May 31, 2011, 03:53:52 AM
The music still sucks.

Well...... The game looks good, but I think the music could use some work. It's a bit ear-rapey. Can't put my finger on it, but something about the way it sounds, is just not fitting. I know it's supposed to be Blanka's theme, but maybe something about the way it sounds is not quite there. :-/
Title: Re: Megaman vs Street Fighter Fangame
Post by: lizardcommando on May 31, 2011, 04:04:02 AM
Are you using that GXSCC mixer thing for the music? If you are, stop immediately and use Famitracker or something similar. It sounds A LOT better than anything made with GXSCC.
Title: Re: Megaman vs Street Fighter Fangame
Post by: MSX on May 31, 2011, 11:42:16 AM
The music still sucks.

Well...... The game looks good, but I think the music could use some work. It's a bit ear-rapey. Can't put my finger on it, but something about the way it sounds, is just not fitting. I know it's supposed to be Blanka's theme, but maybe something about the way it sounds is not quite there. :-/

As he said, the music is just a placeholder. Better to have something than none at all.
Also looking great =)
Title: Re: Megaman vs Street Fighter Fangame
Post by: SonicZH on May 31, 2011, 11:57:52 AM
yep its gxscc, ignore it, i have a musician to do it for me on famitracker...
thanks for replying anyway, i like replies , positive or negative  :)
is it strange not to have any animals in a jungle stage?
is the leech, red slug very weird?
any enemy in the video look weird?
Title: Re: Megaman vs Street Fighter Fangame
Post by: Acid on May 31, 2011, 01:12:15 PM
Blanka's theme.

I feel stupid now.
Title: Re: Megaman vs Street Fighter Fangame
Post by: Align on May 31, 2011, 04:45:42 PM
I think it looks good for a draft. It's kind of plain but I expect that'll come later.
Title: Re: Megaman vs Street Fighter Fangame
Post by: N-Mario on June 01, 2011, 12:36:02 AM
I know the GXSCC music is only a placeholder, but it still sounds terrible. maybe you could use some other 8-bit megaman music as the placeholder? ;)
Title: Re: Megaman vs Street Fighter Fangame
Post by: SonicZH on September 04, 2011, 09:28:05 PM
[youtube]http://www.youtube.com/watch?v=Flkw7_-SgK8[/youtube]
the boss song is something near completed =), ignore the blanka song still. The real song will still be blanka music, i don't want a placeholder, if I have a proper guile theme i will use it for all placeholder since guile theme goes with anything.

Posted on: June 06, 2011, 05:04:46
[youtube]http://www.youtube.com/watch?v=RzrkdKJLpM0[/youtube]
[youtube]http://www.youtube.com/watch?v=NwkSs90nKQQ[/youtube]
[youtube]http://www.youtube.com/watch?v=RPBJ4IEpxWI[/youtube]

New videos and stuff. I got interviewed too =)
Title: Re: Megaman vs Street Fighter Fangame
Post by: Mirby on September 04, 2011, 09:42:13 PM
I'm glad this project is still going on. Looks great, and your stage design and enemy placement is on par with some of the official games'. Nice work, man!
Title: Re: Megaman vs Street Fighter Fangame
Post by: SonicZH on October 28, 2011, 06:19:54 PM
[youtube]http://www.youtube.com/watch?v=-j0zui3tFXM[/youtube]

Is this move too much?
Title: Re: Megaman vs Street Fighter Fangame
Post by: Align on October 28, 2011, 06:29:08 PM
Game seems to be plenty difficult even with it...
Title: Re: Megaman vs Street Fighter Fangame
Post by: OBJECTION MAN on October 28, 2011, 06:47:09 PM
I would greatly increase the energy requirements. Perhaps 4 or 5 uses max. That is crazy cheap.
Title: Re: Megaman vs Street Fighter Fangame
Post by: SonicZH on October 28, 2011, 10:42:35 PM
i see, anyway, for the mp usage/move duration, its for testing uses. thanks for the replies =)
Title: Re: Megaman vs Street Fighter Fangame
Post by: RockEsper on October 30, 2011, 04:11:03 AM
This looks pretty radical. But I have a question. Why did you choose not to have the 8 world warriors as the bosses? It seems so perfect for Mega Man. The 8 main fighters being the 8 robot masters, then the three boss characters (and maybe something else for a fourth end stage) would be perfect.

Regardless, this looks awesome. I'll play it regardless.
Title: Re: Megaman vs Street Fighter Fangame
Post by: SonicZH on October 30, 2011, 04:17:16 PM
As much as i want many people to play my game, i want to do things and make decision on my own because at the end of the day, it will only keep me going if i am doing something that interest me.
I am not saying that audiences are not important, I am just keeping a balance between what some players want and what I want.
On a serious side, the 8 bosses AI will be quite a problem if i just use the classic 8, i have considered them too.

honda AI will be very similar to blanka,
ken AI will be very similar to ryu
chun li  AI will be similar to ryu
zangief could be forced in but his weapon will be boring
sagat weapon will be similar to ryu, his AI is difficult to be unique
guile AI will be boring to fight since he has got only two moves, still considering him and how he could make it in

balrog is just boring and difficult to fit in as a boss
vega could be done somehow, weapons issue, may be in the game
bison will probably be the final boss

from a game design point of view, why some bosses are chosen is because
AI is different from the other bosses
their weapons obtained are unique
their stage have a certain theme

next weapon will be Aegis reflector.
thanks for the comment, I like replies, +ve or -ve. =)
Title: Re: Megaman vs Street Fighter Fangame
Post by: RockEsper on October 31, 2011, 01:00:45 AM

Thanks for the response.

Yeah that makes perfect sense. I can't imagine Ken's battle being much different than Ryu's. That would suck. Alright then.

I would like to see Guile in the game in some capacity. I mean, he's my man. But yeah, just two moves. Pretty stale.

So another question. Will he have items/rush abilities, or something like that?

Title: Re: Megaman vs Street Fighter Fangame
Post by: SonicZH on January 04, 2012, 07:28:25 PM
rush coil/marine/amour not in, however, rush may be in as some sort of special move...


Posted on: October 31, 2011, 08:38:25
(http://img15.hostingpics.net/pics/444872weapongetscene.png)

New artwork, will adjust just a little bit more...
the color will match the weapons when implemented on the game...
Title: Re: Megaman vs Street Fighter Fangame
Post by: Mirby on January 04, 2012, 08:26:57 PM
That, sir... is AWESOME!
Title: Re: Megaman vs Street Fighter Fangame
Post by: KoiDrake on January 05, 2012, 09:25:41 PM
Megaman eyes really look out of style, and even if they are supposed to be that way, they still could be improved a lot more. The way they are now make the whole face look distorted, they don't even look aligned to each other.

Also, the ornament of the helmet should be bigger and more square-ish. And lastly, the lighting in the helmet looks inconsistent with the rest.
Title: Re: Megaman vs Street Fighter Fangame
Post by: Karasai♪ on January 06, 2012, 12:20:51 AM
I remember you said Urien was going to be a boss.

I have some attack pattern ideas if you need them
Title: Re: Megaman vs Street Fighter Fangame
Post by: SonicZH on January 07, 2012, 04:42:52 AM
Megaman eyes really look out of style, and even if they are supposed to be that way, they still could be improved a lot more. The way they are now make the whole face look distorted, they don't even look aligned to each other.

Also, the ornament of the helmet should be bigger and more square-ish. And lastly, the lighting in the helmet looks inconsistent with the rest.

Ok note taken. its supposedly 3 quater view from the side and the black stuff is shadow + sf ink look, so was not paying attention to the lighting but a more abstract+inkish look. will try to improve it XP, but I am not very good at drawing humans, hope the improved version is better. thanks for the input  :)

Don't tell me about urien yet, must not be influenced before creating something.
Gimme feedback once i do his video instead.
Before i move on to urien, i will be working on joypad support and weapon get scene.
I will try to work harder this few months since this year is megaman and street fighter anniversary. Hope all goes well.
Hope the musician is not tired with this game... :|

Thanks for the comments and feed back  :)

Posted on: January 06, 2012, 19:39:08
(http://img15.hostingpics.net/pics/584311weapongetscene.png)
is it better now? Picture is in the original size now by the way...
@Koidake: are you a left handed? just wondering...
Title: Re: Megaman vs Street Fighter Fangame
Post by: KoiDrake on January 07, 2012, 06:04:52 AM
Getting there, but there are still a few things that could be improved. The eyes still seem to be a bit dissaligned, it seems like you made the helmet straight, but the (his) right eye seems to be a bit lower than the other one. And the ornament of the helmet could protrude a bit more from the helmet itself, and that way give more surface to it.

Hope you don't mind, but I did a quick test edit to illustrate what I'm actually trying to say, since I am really awful at giving accurate critics by describing them. And keep in mind I'm not much of a spriter, so there are a few funky parts there that could be a lot better (the buster for example :P)
(http://img266.imageshack.us/img266/9035/rockyr.png)
Hope this helps somehow.

And no, I'm right handed.
Title: Re: Megaman vs Street Fighter Fangame
Post by: SonicZH on January 07, 2012, 07:26:02 AM
(http://img15.hostingpics.net/pics/564068weapongetscene.png)
I removed some light blue shade for the purpose above.
Will be using this for now  :D, will ask if my friend could draw a better one for me.
Anyway, are you interested in helping out with the background tiles, koidrake?
Title: Re: Megaman vs Street Fighter Fangame
Post by: Mirby on January 07, 2012, 02:03:54 PM
Hazard only has one Z.

But it's lookin' great! :3
Title: Re: Megaman vs Street Fighter Fangame
Post by: KoiDrake on January 07, 2012, 06:04:08 PM
(http://img15.hostingpics.net/pics/564068weapongetscene.png)
I removed some light blue shade for the purpose above.
Will be using this for now  :D, will ask if my friend could draw a better one for me.
Anyway, are you interested in helping out with the background tiles, koidrake?
Unfortunately I'll have to pass. As I said already, I'm not a spriter, even one simple tile takes a crapload of time for me, and they always look awful (trust me, I tried before!). Besides, I have other plans to spend my free time on. Good luck though!
Title: Re: Megaman vs Street Fighter Fangame
Post by: SonicZH on January 11, 2012, 05:08:11 AM
Hazard only has one Z.

But it's lookin' great! :3
OMG thanks a lot!!

Anyway, its ok KoiDrake, thanks for ure input anyway XD.
I am not a spriter too, i am a programmer... But I enjoy drawing sometimes , but not that good tho XD

Posted on: January 07, 2012, 19:07:16
[youtube]http://www.youtube.com/watch?v=iUn6oktSnrA[/youtube]
Unlisted video for now =)
edit:ignore the music
Title: Re: Megaman vs Street Fighter Fangame
Post by: Karasai♪ on January 11, 2012, 05:28:39 AM
Oh my god, that's beautiful
Title: Re: Megaman vs Street Fighter Fangame
Post by: Mirby on January 11, 2012, 06:48:44 AM
Hahaha Dan. >0<
Title: Re: Megaman vs Street Fighter Fangame
Post by: OBJECTION MAN on January 11, 2012, 07:07:43 PM
Now that folks is how you properly crossover two series. Excellent way to do the weapon demonstration.
Title: Re: Megaman vs Street Fighter Fangame
Post by: KoiDrake on January 11, 2012, 08:07:30 PM
lol that's awesome XD
Title: Re: Megaman vs Street Fighter Fangame
Post by: Mirby on December 08, 2012, 09:51:46 PM
this thing's official now, yo
Title: Re: Megaman vs Street Fighter Fangame
Post by: Acid on December 08, 2012, 09:55:13 PM
Congrats on getting your game big.
Title: Re: Megaman vs Street Fighter Fangame
Post by: Da Dood on December 08, 2012, 10:05:23 PM
I didn't see this topic. Anyway, awesome!
Title: Re: Megaman vs Street Fighter Fangame
Post by: Joseph Collins on December 08, 2012, 10:07:05 PM
What the [tornado fang]?

What the [tornado fang]ing [tornado fang]?

...

Somebody find me a table to flip.
Title: Re: Megaman vs Street Fighter Fangame
Post by: Mirby on December 08, 2012, 10:09:56 PM
What the [tornado fang]?

What the [tornado fang]ing [tornado fang]?

...

Somebody find me a table to flip.
Flip in joy and excitement or in rage?
Title: Re: Megaman vs Street Fighter Fangame
Post by: Karasai♪ on December 08, 2012, 10:25:31 PM
I dont understand whats bad about this.
Title: Re: Megaman vs Street Fighter Fangame
Post by: Mirby on December 08, 2012, 10:26:46 PM
I dont understand whats bad about this.
The only argument against this I can think of is, "They were too lazy to make something on their own so they just stole someone's work! How dare they!"

But even then, that's a pretty stupid argument. If anything, it's pretty awesome that Capcom stepped in to make this official.
Title: Re: Megaman vs Street Fighter Fangame
Post by: Joseph Collins on December 08, 2012, 10:35:39 PM
Not "stole," but you're right on the money, Mirby.  If Capcom was just going to do this all along, why didn't they just say so?

"Top men" indeed.  Lazy fucks.

Edit: By the way.  I'm not against the project itself.  I'm against Capcom using it for their 25th anniversary.  Especially when you stop and consider how many other, less Street Fighter-related projects there've been in the last couple years.

Rockman clearly doesn't deserve something specifically for him, I guess.  It has to be some kind of "tie-in" or gimmick.
Title: Re: Megaman vs Street Fighter Fangame
Post by: CephiYumi on December 08, 2012, 10:39:30 PM
More and more main titles are getting outsourced to other people to make, join the times :P
Besides I don't think this was their plan all the time, and I'm not even sure how "official" it is anyway.  I think it's more like "Capcom hasn't thrown a C&D at it."  They don't really do that.
Title: Re: Megaman vs Street Fighter Fangame
Post by: The Great Gonzo on December 08, 2012, 10:48:52 PM
If Capcom was just going to do this all along, why didn't they just say so?

Dunno if it was their plan "all along", but...it does kinda seem like they were desperate. At least they have an excuse in that both SF and MM have their 25th anniversaries this year.
Title: Re: Megaman vs Street Fighter Fangame
Post by: Mirby on December 08, 2012, 10:53:52 PM
There's also the possibility that, you know, this is just the beginning since there's a whole 365 days between December 17, 2012 and December 17, 2013.

Also that this makes a nice transition from the SF 25th they've been celebrating to the MM 25th.

Also that they're actually celebrating it and acknowledging it as they've said they were going to but are still being met with whining and complaining.

Fun fact: the reason that FF7 isn't being remade is because they realized that no matter what they do they'll [acid burst] off fans and aren't remaking it to prevent the backlash. This is relevant, because Capcom's trying to appease the fans with something of quality (seriously, this is of quality) as opposed to X1 iOS and Xover but are still being met with backlash.

Be happy they're celebrating it in some way; we could have the Blue Bomber celebrate his anniversary with Samus.

You know, and not have a celebration at all.

Also the official release of this has a soundtrack by A_Rival. So they put money forth to get a new soundtrack by someone who loves the  franchise and for publicity.
Title: Re: Megaman vs Street Fighter Fangame
Post by: Protoman Blues on December 08, 2012, 11:31:02 PM
Congrats on getting your game big.

What this man said. Congrats on this getting funded and made and it being free! XD
Title: Re: Megaman vs Street Fighter Fangame
Post by: The Legendary Rud on December 09, 2012, 01:07:50 AM
^What he said! :D
Title: Re: Megaman vs Street Fighter Fangame
Post by: N-Mario on December 09, 2012, 02:03:18 AM
The only argument against this I can think of is, "They were too lazy to make something on their own so they just stole someone's work! How dare they!"

But even then, that's a pretty stupid argument. If anything, it's pretty awesome that Capcom stepped in to make this official.
This ^

Capom Japan make a bad iphone game. Capcom USA can't do any programming, so they hire a guy (who was already making a fan game) to make a game for them.  Not only that, but they say it is their work now. What the hell?


Also, this. v

I'm not against the project itself.  I'm against Capcom using it for their 25th anniversary.  
Me too.

I'm not against the project itself, but I'm against Capcom's decision on the matter.
It just does not seem like Capcom to come with some fan game, and turn it into their work. But I guess whatever you can do to celebrate both MegaMan and Street Fighters 25th anniversary. :P

If they are going to show off a game that a fan made, at least give him ALL the credit. Unfortunately that does not sound like the case here. It sounds like Capcom is giving themselves the credit for work that someone else did. That's what is kind of pissing me off here.
Title: Re: Megaman vs Street Fighter Fangame
Post by: Mirby on December 09, 2012, 02:11:33 AM
Before you get too angry, folks...

Quote
Back at EVO 2012, Singapore fan Seow Zong Hui approached Svensson with a skeleton of the game to get his opinion on the 8-bit crossover. Svensson then took it to GregaMan and Brelston for further evaluation and after playing it for quite some time, things started coming together.
Source (http://www.eventhubs.com/news/2012/dec/08/mega-man-x-street-fighter-announced/)

It's not that Capcom stole it, or is just using it period.

It was a mutual agreement between the two.
Title: Re: Megaman vs Street Fighter Fangame
Post by: Zynk on December 09, 2012, 03:43:37 AM
@SonicZH: Could you rephrase the title 'STREET FIGHTER X MEGAMAN" to "MEGAMAN VS STREET FIGHTER" when it will be released through Capcom Unity?  >^<

After all, the host game is MEGAMAN & not STREET FIGHTER. Capcom announced the game as "STREET FIGHTER X MEGAMAN" , IMHO it's not right to put STREET FIGHTER on the title first!

Please read this post! You're the creator of the game, right? Fix the title, please!!  :W
Title: Re: Megaman vs Street Fighter Fangame
Post by: Treleus on December 09, 2012, 04:28:50 AM
It's really easy for this case to be spun into a negative strike against Capcom for being stingy as well as thieving, but at the same time, it's also pretty awesome for a fangame to get officially endorsed by the company that owns the IP. It's a mix of incredible news and awful timing, so I think I understand where both sides are coming from.

Nevertheless, this game looks awesome. I can't wait to play it. Between this, Rockman HOLIC, that new classic 8-bit Mega Man with the Bonnes, and other hot fan-games like Corrupted and Unlimited, I don't think we can keep saying we're getting nothing this year or after it. Maybe it's time we should get equipped with the Christmas Holiday spirit, all things considered.

Even the Xover experience can be salvaged if you've got an iPhone. It's not all bad.
Title: Re: Megaman vs Street Fighter Fangame
Post by: Align on December 09, 2012, 11:16:03 AM
Congratulations to SonicZH, is what I say.
Title: Re: Megaman vs Street Fighter Fangame
Post by: VixyNyan on December 09, 2012, 04:27:11 PM
Now I hope KoiDrake gets credit for editing the Weapon Get mugshot. XD
Title: Re: Megaman vs Street Fighter Fangame
Post by: Rin on December 09, 2012, 05:11:49 PM
@SonicZH: Could you rephrase the title 'STREET FIGHTER X MEGAMAN" to "MEGAMAN VS STREET FIGHTER" when it will be released through Capcom Unity?  >^<

After all, the host game is MEGAMAN & not STREET FIGHTER. Capcom announced the game as "STREET FIGHTER X MEGAMAN" , IMHO it's not right to put STREET FIGHTER on the title first!

Please read this post! You're the creator of the game, right? Fix the title, please!!  :W

He's in Capcom's steel grasp now. If they want it to be called Street Fighter X Megaman, it will be called such.

HAIL CAPCOM!
Title: Megaman x Street Fighter
Post by: Shinobu on December 09, 2012, 06:40:58 PM
http://www.16bitsirens.com/sfxmm/

Not sure if this would be considered a capcom game or not, though they are releasing it. It looks like a lot of fun, I'm excited for it.
Title: Re: Megaman x Street Fighter
Post by: Rin on December 09, 2012, 06:53:54 PM
Erm... (http://rockman.vixynyan.com/forum/index.php?topic=5761.0)
Title: Re: Megaman vs Street Fighter Fangame
Post by: SonicZH on December 09, 2012, 09:51:04 PM
Thanks for the comments and support, Capcom did credit me a lot in the past many interviews more than themselves.
They have been really nice to me and supportive of the development.
There are many gems here, I am just very lucky to be able to make it official.
They will be talking about how the game is made official in the subsequent interviews, please support them.
I may not be even as good as some games here, but I hope everyone could support this project as the more successful it becomes the more focus they would put in to the series. Thanks for all the comments and tips as well.

Also, sorry if I sounded corky sometimes when commenting on projects here, I am just trying to convey my opinions but it might be too aggressive at times.
I am not sure when will the interviews be out, but keep a look out.

Title: Re: Megaman vs Street Fighter Fangame
Post by: Mirby on December 09, 2012, 10:22:35 PM
I'll be sure to do that.

I'm just excited to play this finally. Glad it's official. :3
Title: Re: Megaman vs Street Fighter Fangame
Post by: The Great Gonzo on December 11, 2012, 02:08:26 AM
I'm glad it's official, too...not so glad about this. (http://www.rockman-corner.com/2012/12/capcom-will-watch-street-fighter-x-mega.html)
Title: Re: Megaman vs Street Fighter Fangame
Post by: KoiDrake on December 11, 2012, 02:19:52 AM
Why not? I'm curious. Everyone is going batshit crazy for Capcom supporting a fangame, and I just don't get why. This just shows that the fanbase isn't ready for a new Megaman game.

I see Capcom supporting a fangame as ONE step forward after all the [parasitic bomb] they have been doing lately, but at least is something, don't expect a brand new game soon if the comunity is still bitching after any Megaman news.
Now I hope KoiDrake gets credit for editing the Weapon Get mugshot. XD
lol I forgot about that :D. I wonder if Sonic is still using it.
Title: Re: Megaman vs Street Fighter Fangame
Post by: The Great Gonzo on December 11, 2012, 03:14:32 AM
Why not? I'm curious. Everyone is going batshit crazy for Capcom supporting a fangame, and I just don't get why. This just shows that the fanbase isn't ready for a new Megaman game.

Having grievances with Capcom does not mean we "aren't ready" for a new game.

I can't speak for everyone who wasn't happy with Capcom's decision to support it in the first place; personally, I wasn't too bothered. It's just that...well, to paraphrase an associate of mine, the future of the series will be largely based on an officially-backed fangame that was just announced (as being officially-backed, anyway), with little to no advertising to make sure it has a better chance at those million or so DLs required of it.
Title: Re: Megaman vs Street Fighter Fangame
Post by: KoiDrake on December 11, 2012, 04:12:19 AM
Having grievances with Capcom does not mean we "aren't ready" for a new game.
Yes it does. So far ANY mention of Megaman had a bad reaction from the fanbase (Not being in a fighting game that wasn't even meant to be, along with some cameos that for some reason got bad reactions too, getting a joke character that was just a problem of timming since it was planned years ago, or a crappy game from a mobile platform that no one cares about anyway). If they want to get a new game done for it, the fanbase first needs to cool down and accept that good games need time to get done, especially for a series that has been stuck with the same old formula since forever and needs something fresh and different to attract a new crowd of players.
Title: Re: Megaman vs Street Fighter Fangame
Post by: The Great Gonzo on December 11, 2012, 04:26:09 AM
Capcom had all year to at least try something (I refuse to believe that Xover took an entire year to develop).

I'm tired of trying to explain why the fans would be so angry at Capcom, and this is not a thread I want to start a fight in. So I'd like to end this conversation now.
Title: Re: Megaman vs Street Fighter Fangame
Post by: KoiDrake on December 11, 2012, 04:41:56 AM
I understand why everyone is angry at Capcom, but it's also really annoying to hear bad comments EVERY SINGLE TIME that Capcom even mentions Megaman. I said this many times already too, but if you hate Capcom, you should stop buying their games and ignore them completely, as bad as it sounds, they DON'T OWE ANY GAME TO THEIR FANS, they make whatever game they THINK will give them more profit. But we all know that's never going to happen, even Street Fighter has been getting a lot of hate and yet they still keep selling any game with the name pasted on the title.

That's the last thing I'll be saying about this subject too.
Title: Re: Megaman vs Street Fighter Fangame
Post by: OBJECTION MAN on December 11, 2012, 02:50:37 PM
it's also really annoying to hear bad comments EVERY SINGLE TIME that Capcom even mentions Megaman.

If Capcom wasn't screwing up every time they mention Megaman, then maybe we wouldn't be so pissed.

Unless you honestly believe things like XOver are satisfactory and we should just take whatever rotting turd they push out.


Also for the on topic record:
-Fan game being made official? Good for fan gamer, lazy for Capcom.
-Megaman VS Street Fighter? Interesting fan game mini thing. Not what I'd be looking for in an official game.
-Did they really give you resources and support? Please don't take this the wrong way but, whatever support they gave you, doesn't really show.
Title: Re: Megaman vs Street Fighter Fangame
Post by: MagVanisher on December 11, 2012, 03:09:15 PM
Even though Capcom supported this fangame, I bet that next year they won't even push for another Megaman game made by them!
Title: Re: Megaman vs Street Fighter Fangame
Post by: KoiDrake on December 11, 2012, 03:48:37 PM
If Capcom wasn't screwing up every time they mention Megaman, then maybe we wouldn't be so pissed.

Unless you honestly believe things like XOver are satisfactory and we should just take whatever rotting turd they push out.
How is giving Megaman a cameo screwing up? How not including Megaman in a fighting game were he isn't needed screwing up? And how can you get "a crappy game from a mobile platform that no one cares about" as me saying that the game is satisfactory?

Now THAT's the last thing I'll say about the subject, I really don't care about all this Megaman bitching either, I rather wait until they announce something good, until then, I'll just ignore Capcom like I have been doing so far...

Bitching and rushing Capcom to make a new Megaman game right now will just get you all more rushed games like XOver.
Title: Re: Megaman vs Street Fighter Fangame
Post by: Mirby on December 11, 2012, 09:07:42 PM
Also this is free. They put money in to finish this and get a new soundtrack... and aren't making a profit off of it because it's free.

Free.

Free.

What KoiDrake is saying is true; y'all just seem to be so blinded by your rage and anger at Capcom for the mistakes they've made that y'all can't seem to realize it. Stop seeing red, start seeing blue! :D

And plus, they're monitoring the downloads of a free game. You wanted a way for Capcom to definitely know we want more of Mega Man, and this is a way. That will cost you nothing but some hard drive space.

And give some love to SonicZH too; he's been hard at work on this game too. Don't shun his work because you're furious at Capcom.
Title: Re: Megaman vs Street Fighter Fangame
Post by: Treleus on December 11, 2012, 10:43:16 PM
Yeah, I have to concur with Mirby and co. All the irritation and hatred levied at Capcom over Mega Man is just residual steam from Legends 3. It's understandable, but people should understand that such a reaction to each new thing even mentioning Mega Man is really just a shallow one. Yeah, Xover isn't impressive, but then it's not Mega Man X9; X/Mega Man not being in MvC3 was a drag, but it was a pretty minor one that only makes me want more X; BBA Mega Man is [tornado fang]ing great and utterly blameless, albeit not showing up at the best time; and SF x MM does have SF in it, but then that's only natural, because SF is one of Capcom's biggest and most beloved franchises. That doesn't take anything away from Mega Man, and what we're seeing with SonicZH's work is that it's actually adding richness to it and accentuating what makes Mega Man so [tornado fang]ing good. So, why is it bad that Mega Man is beating up the cast of Street Fighter for a change? And getting a new 8+ stage adventure and soundtrack to go with it?

Think about it: ever since Mega Man X, Mega Man and Street Fighter have had that neat easter egg association with each other. Now we see that connection coming full circle, and it's a great thing, quibbles about 8-bit or Legends 3 aside.

That's not to say that Capcom is off the hook now, but it is to say that not everything they say or do should be met with the most deep-seated cynicism and bile. Clearly, that isn't appropriate right now. Thinking like that is like having the blinds drawn closed all the time because you think the sun is trying to kill you. It might be habitual or addictive, but it's not healthy for anyone involved.

So anyways, there's nothing else I can say except I can't wait till this game comes out, and hope to hear the best news on that day about Mega Man's future. Maybe it's time to start getting optimistic, or at least less bitter.
Title: Re: Megaman vs Street Fighter Fangame
Post by: Yllisos Zanon on December 11, 2012, 11:04:39 PM
I just saw a video at Protodudes Corner, a video on C. Viper.  At the end, you get equipped, with Koidrakes submission.  Congrates... :cookie:
Title: Re: Megaman vs Street Fighter Fangame
Post by: Treleus on December 11, 2012, 11:29:26 PM
Congrats bros! Looks fantastic. Three things:

-I like how the guy playing tried the pause-unpause exploit at the end.

-That sudden zoom-in looks like it'll mildly throw me off when fighting them, but they sure look cute up-close

-Great boss logic/moves
Title: Re: Megaman vs Street Fighter Fangame
Post by: Protoman Blues on December 12, 2012, 12:30:20 AM
What KoiDrake is saying is true; y'all just seem to be so blinded by your rage and anger at Capcom for the mistakes they've made that y'all can't seem to realize it. Stop seeing red, start seeing blue! :D

And plus, they're monitoring the downloads of a free game. You wanted a way for Capcom to definitely know we want more of Mega Man, and this is a way. That will cost you nothing but some hard drive space.

 :O

BWAHAHAHAAAA. I absolutely love how you tell people to stop seeing red when Capcom is once again making the same stupid mistake as Legends 3, which you even acknowledge. Riddle me this; How do you judge the worth of a product when, from a business standpoint, it's worthless? This game is essentially a free t-shirt. It costs so little to make that they are shooting it out of a bazooka at you. Mind you, free t-shirts are awesome, just like this game looks (Again, way to go Sonic ZH). But to use this to judge the PAINFULLY [tornado fang]ing OBVIOUS FACT that MegaMan fans want more of MegaMan is [tornado fang]ing absurd. The fact they they continue to say out loud that they are monitoring how well the game does only continues to hurt their PR cred. The only difference between this stupidity and the stupidity of the Legends 3 prototype debacle is #1. they didn't charge for this one and #2. this doesn't force people to go out and buy a system just to prove the prototype's worth. Continuing this discussion with these next two questions...

So, why is it bad that Mega Man is beating up the cast of Street Fighter for a change? And getting a new 8+ stage adventure and soundtrack to go with it?

MegaMan 9 & 10 were cheap games as well that gave us new bosses and new soundtracks. For everything included in them, they were only $20 a pop, and Capcom hasn't even continued giving us that. As sad as it is to say this, Street Fighter vs. MegaMan represents why people are still pissed and continuing with their "cynicism and bile." What it represents is that Capcom is putting the most minimal effort into giving fans MegaMan. It's the exact same reason why people were insulted by XOver as well. Thankfully, at least an awesome fan made this game and not whomever made XOver. SF vs. MM shows actual effort put into it.

Quote
Think about it: ever since Mega Man X, Mega Man and Street Fighter have had that neat easter egg association with each other. Now we see that connection coming full circle, and it's a great thing, quibbles about 8-bit or Legends 3 aside.

Putting 8-Bit or Legends 3 aside, the problem with this game is not the game itself but what it represents, like I stated above. It represents Capcom putting little to no effort into it. This is Sonic ZH's gem, not Capcom. Capcom didn't bring the SF & MM connection "full circle." Sonic ZH did. Hell, I give him a lot of credit. He's essentially done what a lot of fans want Capcom to do with the MM franchise in the first place; let someone else make games for it. If Capcom is only going to give us vomited up crap like XOver, then they might as well support more of the Sonic ZH's out there who care enough to do something worthwhile with the franchise. People have been clamoring for Capcom to let Nintendo or someone else take a crack at a MM game. Fans don't just want any new MM game that comes out. They want some actual effort put into it. Which brings me to this last point...

Quote
That's not to say that Capcom is off the hook now, but it is to say that not everything they say or do should be met with the most deep-seated cynicism and bile. Clearly, that isn't appropriate right now. Thinking like that is like having the blinds drawn closed all the time because you think the sun is trying to kill you. It might be habitual or addictive, but it's not healthy for anyone involved.

So anyways, there's nothing else I can say except I can't wait till this game comes out, and hope to hear the best news on that day about Mega Man's future. Maybe it's time to start getting optimistic, or at least less bitter.

Capcom will NEVER be off the hook or stop being met with the most deep-seated cynicism and bile until they give fans something worthwhile that shows effort and care were put into making a quality product. It's what pretty much every consumer wants. This game shows that effort and love were put into it by its true creator, Sonic ZH. It's why fans get excited by fan games like MegaMan X: Corrupted, because you can see the hard work and soul that the creators put into it. Capcom has shown their fans absolutely nothing when it comes to this. Anything that required effort has been cancelled, some much worse than others, and the last two new games they've shown are this and XOver. Again, no effort from Capcom. The sun may not be trying to kill us. In fact, we cannot live without it. However, it is harmful and not to be trusted!

I agree with the wait and see thing though. Dec 17th (while nowhere near as important as Dec 15th 8D) could prove fruitful for MM fans. Finally. However, if they want to avoid more flack then it better be something worthwhile. I, being me Protoman Blues, would be absolutely happy with another 8-bit MM11 announcement. But that's me and my love of 8-Bit Playable Blues. It cannot and should not be another game like that. It'll only compound the current situation.
Title: Re: Megaman vs Street Fighter Fangame
Post by: Treleus on December 12, 2012, 03:11:15 AM
:O

BWAHAHAHAAAA. I absolutely love how you tell people to stop seeing red when Capcom is once again making the same stupid mistake as Legends 3, which you even acknowledge. Riddle me this; How do you judge the worth of a product when, from a business standpoint, it's worthless? This game is essentially a free t-shirt. It costs so little to make that they are shooting it out of a bazooka at you. Mind you, free t-shirts are awesome, just like this game looks (Again, way to go Sonic ZH). But to use this to judge the PAINFULLY [tornado fang]ing OBVIOUS FACT that MegaMan fans want more of MegaMan is [tornado fang]ing absurd. The fact they they continue to say out loud that they are monitoring how well the game does only continues to hurt their PR cred. The only difference between this stupidity and the stupidity of the Legends 3 prototype debacle is #1. they didn't charge for this one and #2. this doesn't force people to go out and buy a system just to prove the prototype's worth. Continuing this discussion with these next two questions...


There's a subtle distinction between the free t-shirt bazooka and this game, though: the former is a "push" while the latter is a "pull". Rather than Capcom pushing a product on us they think we'll buy or invest in, they're allowing us to pull a finished product they're sponsoring for free. This could be a particularly useful measurement, because there is virtually no barrier to this game penetrating the market of Mega Man players. Don't have a PC? Go borrow a laptop at the library and hammer away at it for a few hours--or borrow a family member's/friend's PC. If nothing else, a game like this is great for gauging the arguably un(der)tapped PC market, but moreover it's good for renewing reasonable expectations for how much Mega Man could (or should) sell. This is something that one or another side of Capcom doesn't seem confident about--either Japan or America. I'm thinking CoA is on our side when it comes to whether or not Mega Man is (or can be) profitable.

It's an interesting distinction when you consider that Legends 3 has more in common with the "push" example than the "pull", since there was nothing to pull from the Legends 3 project other than news and trailers. Legends 3 required investment, whereas downloading a free game (like SFxMM AND Xover) does not.

MegaMan 9 & 10 were cheap games as well that gave us new bosses and new soundtracks. For everything included in them, they were only $20 a pop, and Capcom hasn't even continued giving us that. As sad as it is to say this, Street Fighter vs. MegaMan represents why people are still pissed and continuing with their "cynicism and bile." What it represents is that Capcom is putting the most minimal effort into giving fans MegaMan. It's the exact same reason why people were insulted by XOver as well. Thankfully, at least an awesome fan made this game and not whomever made XOver. SF vs. MM shows actual effort put into it.

While I do think it's time Capcom got more ambitious with Mega Man, I wouldn't say they've only ever been putting in minimal effort. Did everyone forget Mega Man: Powered Up and Maverick Hunter X? They were just the not-8-bit stuff people were (and still are) asking for, and yet they didn't do well. Blame whatever you want on that--I blame the choice of PSP with the benefit of hindsight--but I think that's something important to remember when evaluating how much effort Capcom has been putting into Mega Man recently. More relevantly, the Mega Man Legends games were ambitious as [tornado fang], but they tanked with each sequel. Between that history and the failure of the handheld reboots to move enough paper, it shouldn't be surprising that they'd be reluctant to greenlight Legends 3, as much as everyone involved wanted that game to happen. Keiji, his team, and us Legends fans could only push them so far, evidently. Even Mega Man 9 & 10, albeit the most successful titles in recent memory, weren't enough to offset the times and experiences they've had where Mega Man underperformed. They know Mega Man isn't working out, and they either have no idea what to do with him yet or are working on something big. Those are the only two reasons I can think of why they're being so coy these years. They want more time, but at the same time they don't want to ignore us, so here we are in this limbo of sky-high demand, depressed expectations, and disappointment to go around: cameos, merchandise, and low-cost experiments.

Capcom will NEVER be off the hook or stop being met with the most deep-seated cynicism and bile until they give fans something worthwhile that shows effort and care were put into making a quality product. It's what pretty much every consumer wants.

Then it would be in both the consumers' and the producers' best interests to exercise patience. When it comes right down to it, that's really all we can do. Capcom probably needs that time to deliver something great with Mega Man again. Great things take time, and Mega Man's not the only pony in their stable. In the meantime, while they might seem like irritating and unsatisfying gestures, I think it's better to take things like Xover and SFxMM as treats to tide us over. Better to enjoy them than to use grand, unmet expectations against them. We agree on that much, but that being said ...

I agree with the wait and see thing though. Dec 17th (while nowhere near as important as Dec 15th 8D) could prove fruitful for MM fans. Finally. However, if they want to avoid more flack then it better be something worthwhile. I, being me Protoman Blues, would be absolutely happy with another 8-bit MM11 announcement. But that's me and my love of 8-Bit Playable Blues. It cannot and should not be another game like that. It'll only compound the current situation.

... I think it's also time to move on from the 8-bit throwbacks. Maybe even the 16-bit/32-bit throwbacks as well. While I'd personally be thrilled to see a 16-bit X9, it's neither vital nor what I want to see most out of Mega Man.

[spoiler]Cross over the misty mountain's cold with me on December 15th (http://www.youtube.com/watch?v=iTKuWX7jH70)[/spoiler]
Title: Re: Megaman vs Street Fighter Fangame
Post by: The Great Gonzo on December 12, 2012, 04:04:41 AM
Quote
Between that history and the failure of the handheld reboots to move enough paper, it shouldn't be surprising that they'd be reluctant to greenlight Legends 3, as much as everyone involved wanted that game to happen.

So it was okay to get everyone's hopes up for nothing and completely fail to take responsibility for it? Keep in mind, the Prototype, which was supposed to help gauge how well the final game might sell, got canned before release too.

Quote
Then it would be in both the consumers' and the producers' best interests to exercise patience.

I've heard "patience" thrown around so many times in past arguments that it's just about lost all meaning (in this context, at least). It's easy to TELL people to be patient, but it's another thing for them to DO that when Capcom has given us either total garbage or empty words.

And yes, I know that Street Fighter was once considered a "dead" series. From the sound of it, it took a freaking miracle to revive SF. I can't speak for you, but I absolutely do not want to take any chances.

Quote
I think it's better to take things like Xover and SFxMM as treats to tide us over. Better to enjoy them than to use grand, unmet expectations against them.

Actual care and effort (in Xover's case, NOT SFxMM's) is a "grand, unmet expectation?"


(...[parasitic bomb], so much for "no fights".)
Title: Re: Megaman vs Street Fighter Fangame
Post by: Protoman Blues on December 12, 2012, 04:27:02 AM
There's a subtle distinction between the free t-shirt bazooka and this game, though: the former is a "push" while the latter is a "pull". Rather than Capcom pushing a product on us they think we'll buy or invest in, they're allowing us to pull a finished product they're sponsoring for free. This could be a particularly useful measurement, because there is virtually no barrier to this game penetrating the market of Mega Man players. Don't have a PC? Go borrow a laptop at the library and hammer away at it for a few hours--or borrow a family member's/friend's PC. If nothing else, a game like this is great for gauging the arguably un(der)tapped PC market, but moreover it's good for renewing reasonable expectations for how much Mega Man could (or should) sell. This is something that one or another side of Capcom doesn't seem confident about--either Japan or America. I'm thinking CoA is on our side when it comes to whether or not Mega Man is (or can be) profitable.

It's an interesting distinction when you consider that Legends 3 has more in common with the "push" example than the "pull", since there was nothing to pull from the Legends 3 project other than news and trailers. Legends 3 required investment, whereas downloading a free game (like SFxMM AND Xover) does not.

It's still an irrelevant measuring tool, because the main thing they want to know is "is MegaMan still profitable?" A free downloadable game does nothing to accomplish this for every reason you mentioned. You cannot measure a product's worth when it's not going to net a profit in any way, especially in this new age of "free internet downloadable swag" we live in. I have Angry Birds: Star Wars on my GalaxyMan. I got it for free. I got it because it was free. People will get this for free. Hell, if Capcom wasn't Captarded and actually put HurlOver on another platform besides iOS, I'd DL it to because it was free. This does nothing to show what the product it worth, no matter how many people download it. There is no way to know if those same amount of people who paid 0 for the game will pay $30-$60 for a new game. This is why it's a free t-shirt, regardless of push or pull. I'll go to Citi Field and try to catch a free Mets T-shirt in the 5th inning. I'd never buy one cause I'm a Yankees fan.

Also, the pull from the Legends 3 project came from the fan involvement. That's one of the reasons why when they pulled the game away from fans they were livid, and still are. I mean, let's take this game for example. Can you imagine how heartbreaking it would be if Capcom got involved with the SF vs. MM fan project, then not only pulled their funding but refused to let Sonic ZH make it at all? That's what Capcom did to their fans. They broke their hearts. And if you've ever been in love, heartbreak is not an easy thing to get over, especially when the person who broke your heart is a goddamn cocktease.

Quote
While I do think it's time Capcom got more ambitious with Mega Man, I wouldn't say they've only ever been putting in minimal effort. Did everyone forget Mega Man: Powered Up and Maverick Hunter X? They were just the not-8-bit stuff people were (and still are) asking for, and yet they didn't do well. Blame whatever you want on that--I blame the choice of PSP with the benefit of hindsight--but I think that's something important to remember when evaluating how much effort Capcom has been putting into Mega Man recently. More relevantly, the Mega Man Legends games were ambitious as [tornado fang], but they tanked with each sequel. Between that history and the failure of the handheld reboots to move enough paper, it shouldn't be surprising that they'd be reluctant to greenlight Legends 3, as much as everyone involved wanted that game to happen. Keiji, his team, and us Legends fans could only push them so far, evidently. Even Mega Man 9 & 10, albeit the most successful titles in recent memory, weren't enough to offset the times and experiences they've had where Mega Man underperformed. They know Mega Man isn't working out, and they either have no idea what to do with him yet or are working on something big. Those are the only two reasons I can think of why they're being so coy these years. They want more time, but at the same time they don't want to ignore us, so here we are in this limbo of sky-high demand, depressed expectations, and disappointment to go around: cameos, merchandise, and low-cost experiments.

Mega Man: Overpowered Playable Blues and Maverick Hunter Spammable Storm Tornado were released 6 years ago. That's not recent in an industry that has such high, needy demand as video games do. Plus, those games are re-done games that once again play upon nostalgia. Yeah, they have effort put into them but they were nothing new really. And you just perfectly described everything Capcom did wrong and why people are still pissed. I've said it before and I'll say it again; Legends 3 was never going to net Capcom a huge profit. From the beginning I saw it as a "Thank You For Your Patience" game, something that all the fans could get involved with and have fun. To get people's hopes up and then dash them when it was obvious that it wouldn't be as big of a seller as a Devil May Cry or Street Fighter is just plain stupid. It destroyed their once heralded PR cred.

Quote
Then it would be in both the consumers' and the producers' best interests to exercise patience. When it comes right down to it, that's really all we can do. Capcom probably needs that time to deliver something great with Mega Man again. Great things take time, and Mega Man's not the only pony in their stable. In the meantime, while they might seem like irritating and unsatisfying gestures, I think it's better to take things like Xover and SFxMM as treats to tide us over. Better to enjoy them than to use grand, unmet expectations against them. We agree on that much, but that being said ...

... I think it's also time to move on from the 8-bit throwbacks. Maybe even the 16-bit/32-bit throwbacks as well. While I'd personally be thrilled to see a 16-bit X9, it's neither vital nor what I want to see most out of Mega Man.

[spoiler]Cross over the misty mountain's cold with me on December 15th (http://www.youtube.com/watch?v=iTKuWX7jH70)[/spoiler]

It would be in everyone's best interests, yes. Here's the problem though; fans HAVE been patient. They were patient with Legends 3 for over a decade. As we've discussed in length, look how their patience was rewarded. People still want compensation and while Capcom doesn't owe their fans anything, they still need to give them something for vomiting all over their hopes or else this endless cynicism and bile will continue (IE: The Great Gonzo). Patience only goes so far before you realize that you are being suckered. As long as people continue to accept the "low-cost experiments" then that's all that we'll get. MM9 & 10 are fun for people like me, but it's not the future nor should it be. This is why SF vs. MM should absolutely not be used to judged fan interest in MegaMan's future. It's a good looking fan game for free.

That's my main problem with Capcom. It's not the games as much as the abject [tornado fang]ing stupidity when it comes to PR. It makes no sense from a business standpoint.
Title: Re: Megaman vs Street Fighter Fangame
Post by: Treleus on December 12, 2012, 06:17:51 AM
So it was okay to get everyone's hopes up for nothing and completely fail to take responsibility for it? Keep in mind, the Prototype, which was supposed to help gauge how well the final game might sell, got canned before release too.

Nope! Don't believe I said that. The point wasn't that Capcom did or didn't [tornado fang] up (they did), it was why they did it. What precedent(s) they may have been looking to to inform their decision. The precedents of a big 3D spin off series and 2.5D handheld reboot games that both underperformed shouldn't be ignored. They made a mistake by letting Inafune have his way with Legends 3 while he still worked for the company (notwithstanding all the other business decisions Inafune spoke out against), and we had to find out at the worst time and place. Capcom failed us, but we still can't forget that it's Capcom's risk to take on these sort of projects. They're not a victim, but if a project doesn't pan out, they take the fall for it. Not us. Most of us just [sonic slicer] and moan about it, for better or worse.

I've heard "patience" thrown around so many times in past arguments that it's just about lost all meaning (in this context, at least). It's easy to TELL people to be patient, but it's another thing for them to DO that when Capcom has given us either total garbage or empty words.

And yes, I know that Street Fighter was once considered a "dead" series. From the sound of it, it took a freaking miracle to revive SF. I can't speak for you, but I absolutely do not want to take any chances.

Patience isn't easy. Especially when you don't know how long to wait.

Also, why are you acting like you have any commanding stake in Mega Man's future? It's not in your hands; you have no chances to take.

This is worth emphasizing in general: the only one who's in the position to take big chances here is Capcom. They're the ones we're asking to take big risks, promising that we'll love them for it with our money. Our promises aren't enough. The burden is on Capcom not only to cater to their legacy audience, but to draw in new ones and grow the brand in a way that will be successful. This could be done in any number of ways, even ones as cheap and unpopular as a game like Xover, because apparently that's doing pretty well despite everything going against it. Behold, the power of free/retro/casual/insert-buzz-word-here.

This is why something like SonicZH's game is so helpful right now. Capcom (of Japan) is not inclined to invest a lot of money in Mega Man right now, AFAWK, and online polls and forum posts don't speak as loudly as sales. So, what's the next best thing? Download traffic. It doesn't necessarily predict whether these people downloading the game would be willing to pay for it--fair point by Protoman Blues--but clearly it's the next best thing. Not to mention it's yet another good demonstration of corporate-consumer relations on Capcom's part that in the case of Mega Man, begins to repair the relation between the two.

Actual care and effort (in Xover's case, NOT SFxMM's) is a "grand, unmet expectation?"

Relative to what it is (a cheap-as-free iPhone game) vs. what people want it to be (a real Mega Man game), yeah. I'd say that's about right.

But to be fair, if SEGA can put out a decent port of Sonic 4 Episode I by themselves (and not [tornado fang] up a great port of Sonic CD by a fan), I don't see why they couldn't have made a more respectable port of MMX to the iPhone, let's say. Or perhaps made Xover a true platformer with the same RPG elements and enemies it has now, but as it is, the bar's fairly low for successful iPhone games it seems. People seem to want to play them for the convenience and social aspect moreso than the traditional gameplay value. Also, perhaps Capcom thinks it's onto something with the whole retro-celebration of not just MMX, but every franchise (except Zero ... ?)

It's still an irrelevant measuring tool, because the main thing they want to know is "is MegaMan still profitable?" A free downloadable game does nothing to accomplish this for every reason you mentioned. You cannot measure a product's worth when it's not going to net a profit in any way, especially in this new age of "free internet downloadable swag" we live in. I have Angry Birds: Star Wars on my GalaxyMan. I got it for free. I got it because it was free. People will get this for free. Hell, if Capcom wasn't Captarded and actually put HurlOver on another platform besides iOS, I'd DL it to because it was free. This does nothing to show what the product it worth, no matter how many people download it. There is no way to know if those same amount of people who paid 0 for the game will pay $30-$60 for a new game. This is why it's a free t-shirt, regardless of push or pull. I'll go to Citi Field and try to catch a free Mets T-shirt in the 5th inning. I'd never buy one cause I'm a Yankees fan.

Fair point. Free =/= profit, but free can still sell stuff. SEGA sold the Genesis with a free copy of Sonic 1. Cave Story started out free and then became a huge re-released hit. So, free doesn't get you anything in the short-term, but it can have long-term benefits.

Also, the pull from the Legends 3 project came from the fan involvement. That's one of the reasons why when they pulled the game away from fans they were livid, and still are. I mean, let's take this game for example. Can you imagine how heartbreaking it would be if Capcom got involved with the SF vs. MM fan project, then not only pulled their funding but refused to let Sonic ZH make it at all? That's what Capcom did to their fans. They broke their hearts. And if you've ever been in love, heartbreak is not an easy thing to get over, especially when the person who broke your heart is a goddamn cocktease.

Preaching to the choir, brother. My point here was that it was even less reasonable for Capcom to expect a huge turnout for Legends 3 because of the level of commitment it's Devroom phase demanded from fans. Most people just hung out their for staff updates, voting, and otherwise eating [parasitic bomb], but the real action happened with the boss design contests. So, basically you could see the game as it was being made before it gets released. Maybe people weren't too keen about spoilers, but I'm not sure I buy that entirely. Maybe just not enough people were into Legends for it to seem profitable to Capcom. This is where I fault Capcom for not going into this knowing it was a risk and intending to stay for the long haul.

It would be in everyone's best interests, yes. Here's the problem though; fans HAVE been patient. They were patient with Legends 3 for over a decade. As we've discussed in length, look how their patience was rewarded. People still want compensation and while Capcom doesn't owe their fans anything, they still need to give them something for vomiting all over their hopes or else this endless cynicism and bile will continue (IE: The Great Gonzo). Patience only goes so far before you realize that you are being suckered. As long as people continue to accept the "low-cost experiments" then that's all that we'll get. MM9 & 10 are fun for people like me, but it's not the future nor should it be. This is why SF vs. MM should absolutely not be used to judged fan interest in MegaMan's future. It's a good looking fan game for free.

That's my main problem with Capcom. It's not the games as much as the abject [tornado fang]ing stupidity when it comes to PR. It makes no sense from a business standpoint.

Let's be honest. I don't many of us think Capcom has been great at business decisions for the past I-don't-know-how-long. Their recent successes with Ace Attorney, Monster Hunter, Street Fighter, Lost Planet, and Resident Evil seem to have been more the result of passionately obstinate developers determined to getting their way than it was a result of good executive leadership and business acumen. This seems like a case endemic to Japanese corporations in general. However, I don't think it's all bad, and something like SF x MM is a shining example of what could be that traditionally never was, even if it's more CoA's doing than CoJ's. It's almost like Legends 3 Devroom, which is something I want to see return along with its game.

But let's get down to the heart of the matter: what's our role in this? Honestly, I don't think it's anything more than doing what we've always been doing (http://), with occasional works like SF x MM or MMX:C coming out here and there. We could do with a little less overreacting.
Title: Re: Megaman vs Street Fighter Fangame
Post by: The Great Gonzo on December 12, 2012, 06:33:54 AM
Quote
Also, why are you acting like you have any commanding stake in Mega Man's future? It's not in your hands; you have no chances to take.

I meant that I didn't want to assume MM could get a revival just because SF did.

Quote
My point here was that it was even less reasonable for Capcom to expect a huge turnout for Legends 3 because of the level of commitment it's Devroom phase demanded from fans. Most people just hung out their for staff updates, voting, and otherwise eating [parasitic bomb], but the real action happened with the boss design contests.

Funny, I could've sworn that Capcom themselves said that it was okay to "sit back and watch".
Title: Re: Megaman vs Street Fighter Fangame
Post by: Protoman Blues on December 12, 2012, 06:58:28 AM
This is worth emphasizing in general: the only one who's in the position to take big chances here is Capcom. They're the ones we're asking to take big risks, promising that we'll love them for it with our money. Our promises aren't enough. The burden is on Capcom not only to cater to their legacy audience, but to draw in new ones and grow the brand in a way that will be successful. This could be done in any number of ways, even ones as cheap and unpopular as a game like Xover, because apparently that's doing pretty well despite everything going against it. Behold, the power of free/retro/casual/insert-buzz-word-here.

This is why something like SonicZH's game is so helpful right now. Capcom (of Japan) is not inclined to invest a lot of money in Mega Man right now, AFAWK, and online polls and forum posts don't speak as loudly as sales. So, what's the next best thing? Download traffic. It doesn't necessarily predict whether these people downloading the game would be willing to pay for it--fair point by Protoman Blues--but clearly it's the next best thing. Not to mention it's yet another good demonstration of corporate-consumer relations on Capcom's part that in the case of Mega Man, begins to repair the relation between the two.

This is worth emphasizing in general as well; they're the ones talking out of their ass when it comes to the future of the franchise, thus far. They do need to attract a new audience and yet they're damn near going out of their way to not do that, as well as continuously pissing off their legacy fans with their stupidity. The last time they branched out with something to attract a new fanbase was with the EXE series. As for HurlOver, again it's a free game. It doesn't matter towards the future.

Quote
Fair point. Free =/= profit, but free can still sell stuff. SEGA sold the Genesis with a free copy of Sonic 1. Cave Story started out free and then became a huge re-released hit. So, free doesn't get you anything in the short-term, but it can have long-term benefits.

The Genesis example is irrelevant. With Cave Story, the difference is that Cave Story started off as free and then got popular enough to warrant people helping to support it. MegaMan has been around far, far longer. The SF vs. MM fangame is a very nice tribute, but not the future of the series. With XOver, if that's the future of the franchise, then I want no part of it.

Quote
Preaching to the choir, brother. My point here was that it was even less reasonable for Capcom to expect a huge turnout for Legends 3 because of the level of commitment it's Devroom phase demanded from fans. Most people just hung out their for staff updates, voting, and otherwise eating [parasitic bomb], but the real action happened with the boss design contests. So, basically you could see the game as it was being made before it gets released. Maybe people weren't too keen about spoilers, but I'm not sure I buy that entirely. Maybe just not enough people were into Legends for it to seem profitable to Capcom. This is where I fault Capcom for not going into this knowing it was a risk and intending to stay for the long haul.

No no no. The problem is that they're [tornado fang]ing idiots if they were gauging interest based on the Devroom, just like they're [tornado fang]ing idiots if they're gauging interest based on free games. As for the spoilers thing, yeah no. That wasn't the reason.

Quote
Let's be honest. I don't many of us think Capcom has been great at business decisions for the past I-don't-know-how-long. Their recent successes with Ace Attorney, Monster Hunter, Street Fighter, Lost Planet, and Resident Evil seem to have been more the result of passionately obstinate developers determined to getting their way than it was a result of good executive leadership and business acumen. This seems like a case endemic to Japanese corporations in general. However, I don't think it's all bad, and something like SF x MM is a shining example of what could be that traditionally never was, even if it's more CoA's doing than CoJ's. It's almost like Legends 3 Devroom, which is something I want to see return along with its game.

Shining Example is a little too glowing. It's hopefully a small step in the right direction. But it's not the solution to the big problem.

Quote
But let's get down to the heart of the matter: what's our role in this? Honestly, I don't think it's anything more than doing what we've always been doing (http://), with occasional works like SF x MM or MMX:C coming out here and there. We could do with a little less overreacting.

Our role in this is "customer." As a customer, we choose to buy and support a product & company that we like. When that company does well, it deserves money & praise. When that company does not do well, it deserves to know what it can do to improve. When that company royally fucks up and continues to do so, it definitely needs to know about it and that company should offer compensation for their [tornado fang] up. They don't have to, but it's really poor business strategy not to. What you might view as overreacting is some people letting a company they still like and want to support how upset they are at their lack of commitment towards their customers. Us. This is why Mirby's comment was downright laughable. They're still making the same mistakes as before.
Title: Re: Megaman vs Street Fighter Fangame
Post by: Mirby on December 12, 2012, 07:35:47 AM
All I see in this thread now is RAAAAAAAAAAAAAAAAAAAAGGGGGGGGEEEEEEEEEEEEEE (somewhat funny considering PB's current avatar).

Perhaps I'm a bit optimistic, maybe a bit naive. But here's the thing: at the end of the day this is a free video game. That distinction is important for two things:

1) Free. It doesn't cost us anything. Don't like it? You didn't spend money on it, that's okay.

2) Video game. It's just a bunch of code combined to create an adventure starring our favorite blue hero. You're getting mad over a piece of code.

Here's another thing: it was Capcom of Japan who cancelled those games, who made X1 iOS and XOver, not Capcom of America. They've always been on our side. Always been doing what they can for the fans. When making SF2 HD ReMix, they got OCR (a fan community) to do the soundtrack. When Legends 3 was cancelled, they kept our Devroom open while Japan closed theirs, because they knew the fans would want it.

It was Capcom USA who took what SonicZH here offered and made it something official.

If you want to get mad, get mad at Capcom Japan, because all your reasons for anger were caused by them. But don't get mad at CoA; they are, for all intents and purposes, just a branch office of corporate. They held no responsibility for any of those things, and were just as surprised as we were.

Also, they're promising more news. I understand some may think the actions of the past year may be unforgivable, but they're not saying that SFxMM is it. There's more. They've been celebrating SF's 25th all year, and from next Monday until December 17, 2013, they'll be celebrating Mega Man's 25th.

Oh, and one more thing. Isn't any game a gauge for continued interest in the series? Don't the units sold or downloaded (in the case of free games) of games factor into when a game is made in most instances? Yes, they said that this was to gauge interest, but that's no different from literally any other game out there. Yeah, it was the same thing as Legends 3, but I'm pretty sure that's even more indication of being blinded by Legends 3-related rage.

If the rest of the year goes well, I know my patience will have paid off in some form. But until then I won't be mad at Capcom; too much energy spent that can be better used elsewhere. I'll just be saddened, and waiting for them to find their way once again.
Title: Re: Megaman vs Street Fighter Fangame
Post by: The Great Gonzo on December 12, 2012, 08:05:03 AM
1) Free. It doesn't cost us anything. Don't like it? You didn't spend money on it, that's okay.

Being free does not make something immune to criticism. Or in this case, immune to criticism over how it's being handled.

Quote
2) Video game. It's just a bunch of code combined to create an adventure starring our favorite blue hero. You're getting mad over a piece of code.

You're shaming people over the handling of a piece of code. It goes both ways, you know.
Title: Re: Megaman vs Street Fighter Fangame
Post by: Mirby on December 12, 2012, 08:29:02 AM
I'm not tryin' to shame anyone. All I'm saying is that there's no need to be so hostile and furious over pretty much every single piece of news we get.

That'll be the last I say on this; otherwise we're gonna wind up going in circles.
Title: Re: Megaman vs Street Fighter Fangame
Post by: Protoman Blues on December 12, 2012, 08:31:32 AM
All I see in this thread now is RAAAAAAAAAAAAAAAAAAAAGGGGGGGGEEEEEEEEEEEEEE (somewhat funny considering PB's current avatar).

Perhaps I'm a bit optimistic, maybe a bit naive. But here's the thing: at the end of the day this is a free video game. That distinction is important for two things:

1) Free. It doesn't cost us anything. Don't like it? You didn't spend money on it, that's okay.

2) Video game. It's just a bunch of code combined to create an adventure starring our favorite blue hero. You're getting mad over a piece of code.

Here's another thing: it was Capcom of Japan who cancelled those games, who made X1 iOS and XOver, not Capcom of America. They've always been on our side. Always been doing what they can for the fans. When making SF2 HD ReMix, they got OCR (a fan community) to do the soundtrack. When Legends 3 was cancelled, they kept our Devroom open while Japan closed theirs, because they knew the fans would want it.

It was Capcom USA who took what SonicZH here offered and made it something official.

If you want to get mad, get mad at Capcom Japan, because all your reasons for anger were caused by them. But don't get mad at CoA; they are, for all intents and purposes, just a branch office of corporate. They held no responsibility for any of those things, and were just as surprised as we were.

Also, they're promising more news. I understand some may think the actions of the past year may be unforgivable, but they're not saying that SFxMM is it. There's more. They've been celebrating SF's 25th all year, and from next Monday until December 17, 2013, they'll be celebrating Mega Man's 25th.

Oh, and one more thing. Isn't any game a gauge for continued interest in the series? Don't the units sold or downloaded (in the case of free games) of games factor into when a game is made in most instances? Yes, they said that this was to gauge interest, but that's no different from literally any other game out there. Yeah, it was the same thing as Legends 3, but I'm pretty sure that's even more indication of being blinded by Legends 3-related rage.

If the rest of the year goes well, I know my patience will have paid off in some form. But until then I won't be mad at Capcom; too much energy spent that can be better used elsewhere. I'll just be saddened, and waiting for them to find their way once again.

How is a discussion rage? As for the two things:

1). Again, it shows Capcom's lack of effort.

2). A video game is still a product of a company that is making [acid burst] poor business decisions. Those decisions are what people are mad about, not so much the game.

Never said CoA was to blame. I've stated multiple times in the past that it's sad they're getting the majority of the flack. I had a nice "con" relationship with S-Kill. We had some nice conversations. My "[tornado fang]ing stupidity" comments are directed at CoJ, since they're really the only Capcom that matters.

Yes, I hope they make some awesome announcements on the 17th as well. They kinda have to.

And as for any game a gauge for continued interest in the series, I've already stated why this one doesn't matter. Sold is different than it being downloaded for free. Sold makes money. Downloaded does not. Earning a profit is what matters the most. The fact that MegaMan games have not earned a profit is the problem. Free games are not the answer.

Finally, if you don't get mad at Capcom for their [tornado fang] ups, that's your prerogative. But telling other customers not to be angry at their [parasitic bomb] is pointless.
Title: Re: Megaman vs Street Fighter Fangame
Post by: Treleus on December 12, 2012, 02:31:34 PM
Let's be clear on one thing: no one is saying that a game like SF x MM is the future of Mega Man. The only reason I'm saying it's special is because it is Capcom officially endorsing a fangame. That's fantastic, and it'd be great to see more of that. Xover's not the future either, because it's a free low-budget iPhone game. Nobody said free games were the answer. "Free" is a marketing tool, and in some cases, it's the difference between the success or failure of a venture, because it's attractive. It's only the beginning of the anniversary.

You might say that there's no need to get people's "foot into the door" with Mega Man, but look at it this way: it's an olive branch to Mega Man fans who've felt let down by Capcom, and an attractive offer to anyone who likes Mega Man and/or Street Fighter. Yes, it's not better than a quality game that Capcom themselves would've put some muscle behind, but that isn't to say this is all we're ever going to get. It's a momentary opportunity for Capcom, as well as a mutual benefit between them and SonicZH. This is what I meant by using unmet expectations against legitimately good news: SF x MM isn't the future, but it is a great opportunity and a nice first step. Should we expect better from Capcom on their part? Yes, but then we also shouldn't expect Capcom to officially endorse a fangame, and yet here we are.

Title: Re: Megaman vs Street Fighter Fangame
Post by: Protoman Blues on December 12, 2012, 08:27:38 PM
Let's be clear on one thing: no one is saying that a game like SF x MM is the future of Mega Man. The only reason I'm saying it's special is because it is Capcom officially endorsing a fangame. That's fantastic, and it'd be great to see more of that. Xover's not the future either, because it's a free low-budget iPhone game. Nobody said free games were the answer. "Free" is a marketing tool, and in some cases, it's the difference between the success or failure of a venture, because it's attractive. It's only the beginning of the anniversary.

You might say that there's no need to get people's "foot into the door" with Mega Man, but look at it this way: it's an olive branch to Mega Man fans who've felt let down by Capcom, and an attractive offer to anyone who likes Mega Man and/or Street Fighter. Yes, it's not better than a quality game that Capcom themselves would've put some muscle behind, but that isn't to say this is all we're ever going to get. It's a momentary opportunity for Capcom, as well as a mutual benefit between them and SonicZH. This is what I meant by using unmet expectations against legitimately good news: SF x MM isn't the future, but it is a great opportunity and a nice first step. Should we expect better from Capcom on their part? Yes, but then we also shouldn't expect Capcom to officially endorse a fangame, and yet here we are.

Actually, that's not clear at all. Capcom is saying it's the future when it says stupid [parasitic bomb] like "We'll be using this as one of many means of gauging where we're going." That's the mistake. That's why Capcom are absolute morons. As I've stated before, this will not work towards marketing because marketing requires the promise of profit, whether buying or selling stuff. It works in some areas, like say handing out free samples of food at a Costco. I would have called this game a free sample of food instead of a free t-shirt, but the problem is that the sample has to taste the same if I want to purchase the product in the future. I'll eat anything for free and if it tastes really good then I'll go out and buy it. But it still has to taste the same. People will play/download these games for free because free is free. However, not enough fans would actually purchase these type of games for them to net a profit for Capcom. This is why free games like this and FallOver are worthless towards marketing. Cave Story is a much better example of a free sample of food. It tasted good and people went out to buy it. It still tasted the same though. Therefore, if SF vs. MM and XOver are being used to gauge fan interest (ie; free samples of food), it means that the future product that they actually plan on selling to us is going to taste the same, and it cannot nor should not!

This game is what it is; a free to play fangame that Capcom decided to fund. It's awesome to have a company do that. Is it an effort to reach out to the fanbase it pissed off? Perhaps it is. Although if what Mirby stated is correct, this is from CoA, not CoJ. CoA has always been good with the fans. They weren't the Capcom that let us down. So an olive branch from them doesn't mean much, as awesome as it is. My point throughout all of this is to try and explain why fans have a right to be pissed with Capcom, even over [parasitic bomb] like this. As I've stated, I do not think people are pissed that they've endorsed this fangame or at the game itself. The game looks like a ton o' fun and it's awesome that Capcom endorsed it. The issue is that Capcom continues to make incredibly stupid PR decisions even with something as simple as this fangame. This should be viewed simply as a friendly gesture by Capcom, and a pretty awesome one at that.
Title: Re: Megaman vs Street Fighter Fangame
Post by: Sakura Leic on December 12, 2012, 09:39:25 PM
I would have had a long post with a whole bunch of numbers and statistics but it was way too long, I was digging myself a hole, and really it could be simplified with a few questions.  

What are Capcom's "expectations"?   Why do they feel they need to "gauge interest" with an old franchise instead of something new?  And as a third party company who are they trying to compete with because I get the feeling they're trying to compete with someone rather than concentrate on profits, but I could be dead wrong on this and if I am it's my bad.
 
I'm sorry if these questions have been answered before but I just want to understand this a bit better because, like PB, I don't think it really makes any business sense.
Title: Re: Megaman vs Street Fighter Fangame
Post by: Treleus on December 13, 2012, 04:59:17 AM
With regard to paragraph #1, I see where you're going with the free sample analogy, but I don't agree that's how things will turn out. Capcom should know that by now after Mega Man 9 & 10, but maybe this will push them to do it one more time, like with Mega Man 11 or something. The future might prove me wrong, but I think the example that SF x MM sets is not just a good 8-bit Mega Man game, but at most a precedent for collaboration with fans, or at least making the most out of a rare opportunity. Capcom wasn't looking out for something like this. It just fell into their laps. I don't think it's bad that they want to use this as a gauge because I think they'll need whatever they can get to sell CoJ on more Mega Man. That seems to be what Sven was getting at, but maybe he should have just kept his mouth shut.

For paragraph #2, I don't think the grand majority of Mega Man fans distinguish between CoJ and CoA. The perception is probably "Capcom is Capcom", because most people keep referring to them not as Capcom of Japan, but just as Capcom. That's a pretty flagrant communication failure, but most people don't seem to realize it. So the olive branch would still work as if it were from CoJ, especially considering they OK'd it.

Don't get me wrong, they're still a horrible company. Capcom of Japan is not cool in my book for hiring terrible managers (http://www.hadoken.net/?p=5116) and crushing our dreams, and I have no reason not to believe that every bad thing Inafune said about them is true. However, there have been and still are great people making games for us there, like Ono, DLC and other business bullshit aside. CoA is not the only group on our side, so we should stick up for them too.

But yeah, we agree that CoJ is a pretty shitty company that needs to change, but they have their reasons for not plunging into Mega Man right now about: they've been doing it year-after-year for roughly 15 years, they're not making great ROIs, and they need to stop and regroup. In the meantime, I expect a mixture of bumbling business bullshit and thoughtful, albeit ill-timed gestures.
Title: Re: Megaman vs Street Fighter Fangame
Post by: Joseph Collins on December 13, 2012, 07:43:33 AM
... can I get a recap, please?  I seriously don't wanna read two pages full of walls of text.  DX
Title: Re: Megaman vs Street Fighter Fangame
Post by: Yllisos Zanon on December 14, 2012, 08:44:12 AM
I'm with Joseph Collins on this, I would rather talk about the actual game, then get an eye sore.  Not trying to be mean, but I do want to talk about the actual game. 

Who do you think will be as the final level bosses?  Any guessers, who the main villian might be?
Title: Re: Megaman vs Street Fighter Fangame
Post by: Joseph Collins on December 14, 2012, 09:12:37 AM
Sig-u-maaaaaaaaaa!!!  *shakes fist*

Or M. Bison.  Or M. Bison then Gouki.  I dunno.  Anything's possible with fan games.  Literally, anything!

Edit: Wait.  Wait.  What's the name of that one Japanese guy?  The one that dresses in Ken's outfit for promotional purposes? (Like when he went after the Tekken head honcho in a series of silly, but totally awesome competitive games.)  I bet it's that guy.
Title: Re: Megaman vs Street Fighter Fangame
Post by: Mirby on December 14, 2012, 09:31:18 AM
The final boss is actually...

...

Red Arremer.
Title: Re: Megaman vs Street Fighter Fangame
Post by: Mr. Haxwell on December 14, 2012, 05:28:57 PM
I think the final boss will be, Seth.
Title: Re: Megaman vs Street Fighter Fangame
Post by: Treleus on December 14, 2012, 07:45:41 PM
TL;DR:

But yeah, we agree that CoJ is a pretty shitty company that needs to change, but they have their reasons for not plunging into Mega Man right now about: they've been doing it year-after-year for roughly 15 years, they're not making great ROIs, and they need to stop and regroup. In the meantime, I expect a mixture of bumbling business bullshit and thoughtful, albeit ill-timed gestures.

Back to game

---

Yeah, I was thinking Seth would be the most appropriate boss. He's basically the same as Mega Man, so that could be a pretty awesome fight. Or pre-fight.
Title: Re: Megaman vs Street Fighter Fangame
Post by: Joseph Collins on December 14, 2012, 08:48:18 PM
The final boss is actually...

...

Red Arremer.
Yes.  Very yes.  @_@  I don't care if it doesn't make sense.  That would be absolutely awesome!
Title: Re: Megaman vs Street Fighter Fangame
Post by: OBJECTION MAN on December 14, 2012, 09:25:32 PM
I think the final boss will be, Seth.

With Sigma's eye paint?
Title: Re: Megaman vs Street Fighter Fangame
Post by: Mr. Haxwell on December 14, 2012, 11:07:03 PM
With Sigma's eye paint?

Oh yeah, I'd love to see that happen. [eyebrow]
Title: Re: Megaman vs Street Fighter Fangame
Post by: Yllisos Zanon on December 16, 2012, 12:52:21 AM
I can see Zangief, as a fortress boss.  Plus, I agree with the Seth answer.  Makes perfect sense to me.

I was also thinking, this game could have a story mode and a Vs mode.  So players can actually fight each other. 
Title: Re: Megaman vs Street Fighter Fangame
Post by: HokutoNoBen on December 16, 2012, 01:31:49 AM
Yes, I hope they make some awesome announcements on the 17th as well. They kinda have to.

Sup, Blues and RPM. Been a while, hasn't it?

Yeah, I agree they do. But I believe S-Kill and Sven already told us months ago to "keep our expectations" in check. So with that said, I would say the smarter tip is to not expect much at this particular event. Though I'd certainly love to actually be surprised... -u-'

But perhaps that we'll see dotted events through months ahead. Though if Capcom wants to have surprises unveiled at Japanese events like World Hobby Fair, you can only hope that these are already in motion.
Title: Re: Megaman vs Street Fighter Fangame
Post by: Karasai♪ on December 16, 2012, 04:10:46 AM
Im assuming that Akuma will be the rival boss like Bass.
Title: Re: Megaman vs Street Fighter Fangame
Post by: Protoman Blues on December 16, 2012, 05:34:22 AM
Sup, Blues and RPM. Been a while, hasn't it?

Yeah, I agree they do. But I believe S-Kill and Sven already told us months ago to "keep our expectations" in check. So with that said, I would say the smarter tip is to not expect much at this particular event. Though I'd certainly love to actually be surprised... -u-'

But perhaps that we'll see dotted events through months ahead. Though if Capcom wants to have surprises unveiled at Japanese events like World Hobby Fair, you can only hope that these are already in motion.


BEN! I've missed you, buddy. Check out the newest Bitchslap additions if you haven't already!
Title: Re: Megaman vs Street Fighter Fangame
Post by: Treleus on December 16, 2012, 06:02:31 PM
This probably isn't the thread for it, but wouldn't it be wild if one of the announcements is some kind of videogame Mega Man X Sonic crossover? To coincide with the Archie Comics?
Title: Re: Megaman vs Street Fighter Fangame
Post by: The Great Gonzo on December 16, 2012, 06:43:47 PM
This probably isn't the thread for it, but wouldn't it be wild if one of the announcements is some kind of videogame Mega Man X Sonic crossover? To coincide with the Archie Comics?

Both companies have said that they're not planning on it.
Title: Re: Megaman vs Street Fighter Fangame
Post by: HokutoNoBen on December 16, 2012, 11:39:35 PM
Both companies have said that they're not planning on it.

Truly a pity too. Even a Power Stone-like arena fighter would have been something interesting to see. And it's not like Sega couldn't use the money~!
Title: Re: Megaman vs Street Fighter Fangame
Post by: Treleus on December 16, 2012, 11:39:48 PM
Better question: who's betting they'll release it at midnight tonight?
Title: Re: Megaman vs Street Fighter Fangame
Post by: Protoman Blues on December 16, 2012, 11:56:47 PM
Truly a pity too. Even a Power Stone-like arena fighter would have been something interesting to see. And it's not like Sega couldn't use the money~!

I so want a Power Stone 3.
Title: Re: Megaman vs Street Fighter Fangame
Post by: N-Mario on December 17, 2012, 02:50:53 AM
Better question: who's betting they'll release it at midnight tonight?

I'm wondering this myself. It's 8:50 PM EST here, and Japan is supposedly ahead of us? I wonder if they're going to wait until everyone is either hit, or past Midnight when they release it?
Title: Re: Megaman vs Street Fighter Fangame
Post by: Gaia on December 17, 2012, 03:07:24 AM
This probably isn't the thread for it, but wouldn't it be wild if one of the announcements is some kind of videogame Mega Man X Sonic crossover? To coincide with the Archie Comics?

It'll be better if you ask the fans, there are already sprites of Sonic and friends in 8-bit to boot!
Title: Re: Megaman vs Street Fighter Fangame
Post by: Karasai♪ on December 17, 2012, 03:43:21 AM
Vega was "revealed" well to me.. Im not sure if he's a Fortress boss or just a regular one. Rock and Vega can both climb on the wall, which is interesting. (Just like in Alpha 3! :D)
(http://www.fightersgeneration.com/characters/vega-wallclimb.gif)

Guessing the Fortress bosses are Vega, Balrog and Sagat, meaning the final boss is M. Bison or maybe even Seth. The creator of the game said that there's a secret boss, idk who that might be. Probably Dan.
Title: Re: Megaman vs Street Fighter Fangame
Post by: N-Mario on December 17, 2012, 04:12:53 AM
So you went with the alpha sprite, not the SF2 version?
May be off topic, but there is something I never liked about the alpha version of his climbing sprite. Either the claw is on the wrong hand, or the snake tatoo is on the wrong arm. Either way, one of them needs to be switched so that his gold arm band is on the same side as his claw.

Not your fault, I just like to point out those noticeable graphic errors. I'm not sure how Capcom messed that up. ;)


Anyway, back on topic. Is it just me, or are some of the 8-bit street fighter characters have more colors than the 'supposed' limit? I know they are not working with any color limits here, but if they were going with a true 8-bit feeling, I imagine they could be at least trying. I think from what I can tell, Vega may have too many colors for an NES sprite. Though I'm not entirely sure what the color selection they are going with in this game. We'll just find out really soon I guess.
Title: Re: Megaman vs Street Fighter Fangame
Post by: Joseph Collins on December 17, 2012, 04:31:53 AM
If I remember correctly, Plantman had 6 non-transparent colors to his overall palette.  Which is why my 8-bit Joseph sprites also do.  I'd say it's perfectly plausible for a sprite to have 6 non-transparent colors (on two layers) to it.  9 might be pushing it a bit and 3 would be far too simple, most of the time.
Title: Re: Megaman vs Street Fighter Fangame
Post by: N-Mario on December 17, 2012, 05:03:31 AM
Hmm..... I think Plant Man was an only exception. If that's the only robot master to have more than the limited colors.

Come to think of it, I think Mega Man's whole body was 3 colors, 1 sprite, and Mega Man's head was another 3 colors, and a separate layer sprite. So I guess Plan Man's sprite colors are pretty much designed the same way as Mega Man's colors are designed? Though that doesn't really explain the color count for this game though. It only explains how Plant Man's colors worked as separate layer on the NES.

I guess what I'm saying is, I wonder how much thought they put in to the color limits on these sprites. If they considered the options of how other sprites worked in the NES engine, or if they just worked on the sprites without considering any limits.


EDIT: Does anyone else besids me wish there was a 25th anniversary live stream event like they had that one year?
Title: Re: Megaman vs Street Fighter Fangame
Post by: Solar on December 17, 2012, 09:14:14 AM
Better question: who's betting they'll release it at midnight tonight?

Eh, 2AM is close enough to them I guess. (http://www.capcom-unity.com/mega_man)

Oh, and hey, Ben, didn't think I'd see you around here again.
Title: Re: Megaman vs Street Fighter Fangame
Post by: Joseph Collins on December 17, 2012, 09:45:30 AM
So, I just beat the game.  It was incredibly short.  And disappointing.

Was Capcom financially backing this?  I forget.

I'm never trusting Capcom again.

[spoiler]I'm lying like a rug.  I'm actually still downloading it.  The site is freaking overloaded or somethin'.[/spoiler]
Title: Re: Megaman vs Street Fighter Fangame
Post by: lizardcommando on December 17, 2012, 11:39:40 AM
I'm stuck on the final stage where you have to re-fight the "robot masters" again. This game is a bit unforgiving. You don't even get the big health capsules when you defeat the bosses again . At least you keep your E-Tanks when you lose all your lives and continue.

[spoiler]Nevermind, it turns out you can get a big weapon and health energy pellet when you shoot those spinning orb things floating above the hands.[/spoiler]

With that said though, I liked it. It's not too bad, just a bit difficult. The weapons are cool. I like the Yoga Flame and Optic Laser. I hope some of these weapons (or their concepts) make a return in an official Mega Man game. I really like the music too. Apparently, there's going to be a free release of the soundtrack some time tomorrow.
Title: Re: Megaman vs Street Fighter Fangame
Post by: Mirby on December 17, 2012, 11:56:45 AM
I can't even get that far.

I think my computer's too weak or something, but once I get to the stage select screen the only thing I can do is hit enter. I can't move anywhere. Also the music gets skippy and restarts a lot. :|
Title: Re: Megaman vs Street Fighter Fangame
Post by: Align on December 17, 2012, 03:09:37 PM
Mirror (US version though, dunno if that's important):
http://www.mediafire.com/?w66z66h65r9bb79
Title: Re: Megaman vs Street Fighter Fangame
Post by: Mr. Haxwell on December 17, 2012, 03:41:01 PM
I'm glad to say that I've cleared this game. I have never been more frustrated with the Vega boss battle. I can't seem to figure out, HOW THE [Tornado Fang] DO YOU DODGE HIS F.B. ATTACK, IF HE HOMES IN AT THE SAME SPEED AS YOUR SLIDE! O:<.

But now the question is, was there really a secret boss? And I am assuming it requires you to not continue if all lives are lost.

I seem to ran into a few glitches, where the Boss battle, Victory and Ending themes were not playing. Anyone encounter these?
Title: Re: Megaman vs Street Fighter Fangame
Post by: SonicZH on December 17, 2012, 04:18:02 PM
Let me know about the glitches here, also, please down load from capcom web even tho its slow. They are judging the game base on response there...
Title: Re: Megaman vs Street Fighter Fangame
Post by: N-Mario on December 17, 2012, 06:51:07 PM
Anyone know how to change the controls? I am NOT comfortable with the current set up. I am used tot he keyboards arrow keys. I need to be able to configure the controls. :-/
Title: Re: Megaman vs Street Fighter Fangame
Post by: lizardcommando on December 17, 2012, 07:18:18 PM
Press F2 in the weapon select screen. The default controls are really uncomfortable, so I switched it to a similar control scheme I used for Rokko-Chan and Rockman 7 FC.

Also, this is apparently the recommended boss order:

[spoiler]Ryu>Chun-Li>C.Viper>Dhalism>Blanka>Rose>Rolento>Urien[/spoiler]

Also, more spoilers on the final bosses:

[spoiler]Balrog = Pit, Vega = Lightning Kick, M. Bison = Hadouken[/spoiler]
Title: Re: Megaman vs Street Fighter Fangame
Post by: Splash on December 17, 2012, 08:03:54 PM
E-Tanks don't respawn EVEN after continue :(
Also, this game supports gamepads.
Title: Re: Megaman vs Street Fighter Fangame
Post by: lizardcommando on December 17, 2012, 08:12:22 PM
They don't? That's odd, when I continued from C. Viper's stage after losing all my lives, I was able to keep all my E-Tanks.

Oh! You meant when the E-Tanks don't respawn in the stage after losing all your lives? Oh. I thought you meant the ones in your inventory. Yeah, that does suck. :(

I just beat the game a few minutes ago. I already said my thoughts in my first post here.
Title: Re: Megaman vs Street Fighter Fangame
Post by: Joseph Collins on December 17, 2012, 08:32:49 PM
I really have beaten this game now.  Here's my spoiler-free rundown:[spoiler=Spoiler-free, but clipped for size.]
- The physics felt spot-on.
- It didn't seem like some of the "Street Fighters" had weaknesses at all.
- Most of the weapons were pretty useless, aside from Dhalsim's and C. Viper's. (Those two weapons were a bit redundant...)
- Most of the bosses were push-overs, even using the buster-only.  Some were easier to buster-only.
- The charge shot is nigh-useless at times, a'la Rockman 7.  Too much start-up time.
- Ryu.  Has.  Far too many invincibility frames of animation. (If I remember right, he can only "dodge" projectiles on the start-up of his Tatsumakisenpuu Kyakuu or Shoryuken.  In this game, he was completely invincible during his Tatsumakisenpuu Kyakuu.)
- The Boss Rush stage was more brutal than I would have liked to admit (even after I figured out how to regain health).
- The lack of a "password" option really hurts the replayability of this title.  At least for me, anyway.[/spoiler]
All and all, it was a fun two hours spent.  I didn't find the secret boss, but I have theories as to how to access it. (One-credit finish?  8 consecutive perfects?  Defeat the Final Stage 1 boss?)

I might play this again some time.

Edit: You know what?  I changed my mind.  It's still a fun game, but the fortress stages were extremely lazy and annoying.  The fortress bosses weren't much of a challenge, either.  I was pretty disappointed by those stages.  But the rest of the game was pretty good.  I give it a definite 4 out of 7 -- it's not the best Rockman game, but it's by-far not the worst.  Official, or fan-made.

Let me know about the glitches here, also, please down load from capcom web even tho its slow. They are judging the game base on response there...
[spoiler=Spoiler-free, but clipped for size.]- Holding start on Rock's portrait in the Stage Select screen will endlessly play the "error" sound.
- If you hold Down and press Jump repeatedly, Rock will throw out dust clouds like crazy.  However, this will not make Rock slide forever.
- The Neo Rock Buster charge shot does about 6 damage to most minor enemies rather than 3. (Intentional?)
- Large Energy Capsules restore about 8 energy.  They should restore 10.
- As Splash said, E-Tanks do not respawn after you continue. (Intentional?)
- Rock does not teleport in from the top of the screen if you continue from a checkpoint.
- Projectiles reflected from Ryu (using Urien's weapon) can sometimes fly backwards, under the right conditions. (They work just the same, though.)
- Dhalsim will sometimes face the wrong way while using his Super Move.
- Blanka and C. Viper will, on rare occasion, forget where they are in their boss rooms and "cling" to a corner until Rock moves away from said corner.  This is especially strange for C. Viper, as she does it during her Super Move.
- It is impossible to get a "Perfect" on a boss if you have less than 32 units of health, even if the boss never hits you. (Intentional?)
- If you die in the Boss Rush stage, the background of the teleporter room resets to normal. (It's supposed to change after five bosses.)  After you beat another boss, though, it changes to the second background again.
- On rare occasion, the game won't pause while recovering energy. (This only happened to me during the Boss Rush stage, however.)
Cannot slide through boss doors.
Pausing loses charge.
Cannot fire small shots while charge shot is on screen.
Cannot charge until charge shot has left screen.
[/spoiler]
Title: Re: Megaman vs Street Fighter Fangame
Post by: Splash on December 17, 2012, 08:50:06 PM
Also, after you defeat Blanka, screen shows "Tropical Hazzard" with two Z :)
Title: Re: Megaman vs Street Fighter Fangame
Post by: Ninja Lou on December 17, 2012, 09:32:36 PM
Beat it, this game was alot of fun =)
Title: Re: Megaman vs Street Fighter Fangame
Post by: Protoman Blues on December 17, 2012, 09:36:45 PM
I think you're lying!
Title: Re: Megaman vs Street Fighter Fangame
Post by: Acid on December 17, 2012, 10:07:03 PM
I think you're lying!

You think it's not fun??
Title: Re: Megaman vs Street Fighter Fangame
Post by: Protoman Blues on December 17, 2012, 10:08:45 PM
No, I think it's fun. I think he's lying that he beat it!
Title: Re: Megaman vs Street Fighter Fangame
Post by: Zan on December 17, 2012, 11:56:02 PM
Just beat it after being stuck on the boss rush for an hour.

I liked most of the bossfights and the unique stage concepts this brought to the table.

For the most part, the game just needs a new coat of pixel paint. And a more responsive elevator system in C.Viper's stage.
Title: Re: Megaman vs Street Fighter Fangame
Post by: Karasai♪ on December 18, 2012, 12:46:06 AM
I dont know if its just me, but this game is pretty damn easy, maybe its just because im familiar with all their attack moves....
Title: Re: Megaman vs Street Fighter Fangame
Post by: Zan on December 18, 2012, 01:29:50 AM
It is pretty easy going throughout the main eight stages. It's just that when you have to beat all those bosses in a row, you kind of realize that the special weapons aren't as strong as you might expect.
Title: Re: Megaman vs Street Fighter Fangame
Post by: Joseph Collins on December 18, 2012, 02:41:01 AM
And a more responsive elevator system in C.Viper's stage.
I got squished by that damn elevator system more times than I care to admit. (Which is to say, "once times".)  I also got squished by those platforms in Urien's stage, too. (Again, "once times".)

Deadly, deadly surprises.  Eaugh.
Title: Re: Megaman vs Street Fighter Fangame
Post by: N-Mario on December 18, 2012, 03:29:43 AM
I'm unimpressed that Megam an does not use the hadoken animation to throw fireballs, but instead his mega buster. :P

Also, the win music after defeating a boss is too quiet.


Also, vega = Cheapest boss before a final boss.  Hes too fast and too cheap. I gave up after 5 tries. I don't remember him being that unfair. :P

No password, no save function = fail.
Title: Re: Megaman vs Street Fighter Fangame
Post by: Superjustinbros on December 18, 2012, 03:53:43 AM
I do have to say, I think the Street Fighter characters could've looked less like edits of Mega Man especially with the face, like how Bass was done in RM7FC.

Shocked to hear there's no way of saving, especially after the days of 9 and 10.
Title: Re: Megaman vs Street Fighter Fangame
Post by: Flame on December 18, 2012, 04:13:43 AM
Yeeeah the lack of a save or password feature is my biggest complaint. I mean, this is a concept that goes all the way back to Mega Man 2...

And the stages, well, while they are ok, look pretty plain and kind of boring visually. There just isn't much going on.
Title: Re: Megaman vs Street Fighter Fangame
Post by: Solar on December 18, 2012, 04:20:11 AM
Only played 3 stages so far, but while speaking of the stages visually, that ladder at the end of the laser area in Viper's stage REALLY needs to stand out more. It took me a moment to recognize that it was there and it was that moment that killed me =/
Title: Re: Megaman vs Street Fighter Fangame
Post by: Fxeni on December 18, 2012, 04:24:46 AM
The level design wasn't as good as I had hoped it would be. There was some good ideas in there, but it just didn't feel solid. Like the music though.
Title: Re: Megaman vs Street Fighter Fangame
Post by: GameSaver on December 18, 2012, 04:27:16 AM
Once you get the Hadouken weapon you can do the standard quarter circle forward motion anytime without needing to select the weapon or use weapon energy, not sure if anyone knows.
Title: Re: Megaman vs Street Fighter Fangame
Post by: Joseph Collins on December 18, 2012, 04:46:52 AM
o_o  No.  No, I didn't know that.  Does Rock actually throw the damn thing if you do that?  Or does he still just shoot it?
Title: Re: Megaman vs Street Fighter Fangame
Post by: Mirby on December 18, 2012, 05:31:46 AM
Hey.

I can't even get past the stage select screen.

So I'm glad y'all are enjoying it because I can't ;A;
Title: Re: Megaman vs Street Fighter Fangame
Post by: Karasai♪ on December 18, 2012, 05:43:56 AM
Move to a character with WASD, then press start

Then press start again to get to the pause menu, press F2 and customize the buttons.

I love how some themes have Robot Masters mashed up in them, like Dhalism has Snake Man and Ryu has Flash Man. Surprisingly fitting i must say.
Title: Re: Megaman vs Street Fighter Fangame
Post by: Flame on December 18, 2012, 05:51:48 AM
The level design wasn't as good as I had hoped it would be. There was some good ideas in there, but it just didn't feel solid. Like the music though.
Music is definitely pretty solid.
Title: Re: Megaman vs Street Fighter Fangame
Post by: HokutoNoBen on December 18, 2012, 06:12:38 AM
So, my thoughts? After finally tinkering with it enough so that this Game Maker-based executable would run alright on my system...it's...ok, at best. You can definitely tell that the Boss Battles where were the majority of the development time went, because the level design isn't much to write home about.

In this era where the likes of MegaMari, RKS, Rokkochan and other, a bit more ambitious fan-projects exist or are in development, the only thing that this game has to its credit is its somewhat interesting gimmick relating to Megaman getting some nice "(re)vengeance" on the SF squad that's been getting more than their fair share in the last few years (often at his expense). Once the novelty wears off, I don't think there's much here that would give me impetus to try multiple playthroughs.

But eh, such is life. I've been trying to get some of my fellow MM pals to give the game a shot for themselves, but the one thing about Game Maker-based games, as I'm sure a good deal of us know by now, is that compatibility is not necessarily guaranteed!  8D
Title: Re: Megaman vs Street Fighter Fangame
Post by: Mirby on December 18, 2012, 06:27:38 AM
Move to a character with WASD, then press start
see here's the thing about that

WASD don't want to work for me. At all. Sure I can type them, but in-game? Nope.

Completely and utterly unresponsive.

I'm not so stupid that I don't look at readme files before playing games.
Title: Re: Megaman vs Street Fighter Fangame
Post by: Treleus on December 18, 2012, 02:53:26 PM
[spoiler]God I hate Vega.[/spoiler]

Pretty cool game, SonicZH. I enjoyed it. The fact that it kicked my ass here and there authenticates it as a Mega Man game to me. Also, I love the easter eggs.

[spoiler]1) At select screen, move cursor to Ryu, then hit Right, Right, Right, and Left to remove Mega Man's helment.
2) In any stage, hit Pause, then hit Up, Down, Down, Down to play Guile's theme[/spoiler]
Title: Re: Megaman vs Street Fighter Fangame
Post by: Splash on December 18, 2012, 03:03:07 PM
[youtube]http://www.youtube.com/watch?v=mJMN0o4Ep-A[/youtube]
1:12:31
I used Mine Sweeper on Urien and then I paused the game.
When I unpaused it, Urien died.
So, it's basically the variation of MM1 Pause Trick?
Title: Re: Megaman vs Street Fighter Fangame
Post by: SonicZH on December 18, 2012, 03:38:41 PM
Thanks for the feedback. Only works on urien if it did, urien weakness is programmed specifically such that the explosion would damage him during the flash.
ADDED:But I made the same mistake as the old capcom for that. Should that bug stay?

And yea, I would improve on the controllers and stuff.
As for vega, I would need more feedback. Personally, within the team, we would like him to be hard. Just that bison is currently too easy currently.
His AI was to highlight the fact how irritating he was in SF2.

I'm happy to get the feedbacks on the difficulty and controller issues.
Thanks for commenting and letting me know your thoughts. I would take note if there is ever a chance to update the game.
I would also be fixing some of the trolling Etank issues. But as of now I would be focusing on controllers and Escape issue.
Vega might be tweaked such that there is some recovery after dive punch.

Yep I agree that bosses are better than the stages
 actually more time was spend on stages. Bosses are faster and easier for me.
I am just weaker at stage design. But I would work on that next time.

If there is a next time.


Thanks again for all the feedbacks, I love comments, positive or negative.  :)
I love the servebots icon here too...
Title: Re: Megaman vs Street Fighter Fangame
Post by: Splash on December 18, 2012, 03:59:56 PM
Also, change "Tropical Hazzard" sign :) Because, as it was mentioned in January, Hazard only has one Z.
Title: Re: Megaman vs Street Fighter Fangame
Post by: OBJECTION MAN on December 18, 2012, 05:35:50 PM
What exactly did Capcom do for the project, other than put it on their website?
Title: Re: Megaman vs Street Fighter Fangame
Post by: Flame on December 18, 2012, 06:07:58 PM
Kinda curious there myself...
Title: Re: Megaman vs Street Fighter Fangame
Post by: Joseph Collins on December 18, 2012, 06:34:50 PM
I'm kind of curious why everyone finds Fortress Boss 2 Vega (well, it's already been said...) so hard.  I beat him in, like, two tries.
[spoiler=Vega Tips]- Stay away from him the whole fight.
- Don't bother climbing the fence.  It won't help. (Or at least it didn't with me.)
- When he climbs the fence, slide away in the opposite direction as quickly as possible.  He will usually miss with his leaping attack.
- Try and knock his claw off if you can. (Rapid-fire shots or a couple charged shots seems to do it.)  This will lessen his reach, even if only for a few moments.
- When he does his Super Move, just get into the opposite corner and just wait it out.  He will miss.  His rose petals also don't hurt you, so don't worry about that.[/spoiler]
You know, there's one thing I didn't try.  I wonder if punching in "Down, R, Up, L, Y, B" on the title screen does anything?
Title: Re: Megaman vs Street Fighter Fangame
Post by: Protoman Blues on December 18, 2012, 07:18:39 PM
Soundtrack is now available! (http://rivalrivalrival.bandcamp.com/album/street-fighter-x-mega-man-ost)
Title: Re: Megaman vs Street Fighter Fangame
Post by: Joseph Collins on December 18, 2012, 07:21:19 PM
Be warned.  There are spoilers in the soundtrack listing!
Title: Re: Megaman vs Street Fighter Fangame
Post by: Cherrykorock on December 19, 2012, 12:55:39 AM
This was a really good game I say. It feels almost like a megaman game should. The only issues I had were probably my PC not being very powerful. Some of the levels played slowly while others played fine. The levels were really easy but the boss fights were fun and intense! Far more interesting than they usually are! You guys did an excellent job!! <3
Title: Re: Megaman vs Street Fighter Fangame
Post by: Karasai♪ on December 19, 2012, 01:42:13 AM
C. Viper's stage is unforgivable
Title: Re: Megaman vs Street Fighter Fangame
Post by: Zan on December 19, 2012, 02:18:32 AM
One thing to realize with the elevators is that they are controlled with up and down. Trying to raise them by jumping just leads to weirdness.
Title: Re: Megaman vs Street Fighter Fangame
Post by: Flame on December 19, 2012, 02:22:19 AM
It's TOO weird. They should be either entirely player controlled, (they don't go up and down on their own) or entirely game controlled. (you cant control them)
Title: Re: Megaman vs Street Fighter Fangame
Post by: VixyNyan on December 19, 2012, 02:22:53 AM
Does the game slow down for anyone else after playing for a while? O^O
Title: Re: Megaman vs Street Fighter Fangame
Post by: Joseph Collins on December 19, 2012, 03:13:55 AM
Not I.  Which is weird, considering this computer is running Windows Vista 32-bit with 768 MB of RAM and a 2.0 GHz dual-core CPU.  That tells me the game was pretty thoroughly optimized before it was released.  ^_^  Oh, but I did experience something pretty weird.

I picked Rolento's stage first and the game was running fine throughout his stage.  But when I got to the boss himself?  The game locked up for about 20 seconds.  The odd part?  It only did it once, and only for that boss.  It never did it again all throughout my two-hour session.

Also, the lack of password/save system is deliberate (http://www.rockman-corner.com/2012/12/sfxmms-missing-save-system-is.html), huh?  40 minutes, huh??  If you say so.  XP
Title: Re: Megaman vs Street Fighter Fangame
Post by: Karasai♪ on December 19, 2012, 03:15:51 AM
Please tell me people are also having trouble on the "oh my god run like hell and climb the ladder in sonic speed" laser part

please

Also, the lack of password/save system is deliberate (http://www.rockman-corner.com/2012/12/sfxmms-missing-save-system-is.html), huh?  40 minutes, huh??  If you say so.  XP

inb4peoplebashingcapcom
Title: Re: Megaman vs Street Fighter Fangame
Post by: N-Mario on December 19, 2012, 03:58:21 AM
Speaking of elevators, there's one point of the stage where you can get a 1-up, but it's near impossible to get back on the elevator because it leaves, goes back up too quickly. Is that supposed to be some sort of trolling technique?
Title: Re: Megaman vs Street Fighter Fangame
Post by: Solar on December 19, 2012, 04:08:39 AM
In Viper's? Just wait for it to come back down.
Title: Re: Megaman vs Street Fighter Fangame
Post by: Joseph Collins on December 19, 2012, 04:26:36 AM
Please tell me people are also having trouble on the "oh my god run like hell and climb the ladder in sonic speed" laser part
Nope.  I got it in two tries.  And I didn't die the first time around because of the "can't see the ladder" thing, strangely.  I think I was trying to Lightning Kick things that shouldn't ought'a be Lightning Kicked (IE, the barrier things), missed a couple times, and bam!  Once I started using the Buster, though, it was all good. ♪

Urien's stage kicked my ass a few times, though.  And the Rush Jet part of Rose's stage was just annoying.  Those Fool cards have so much health.  DX
Title: Re: Megaman vs Street Fighter Fangame
Post by: Solar on December 19, 2012, 04:42:36 AM
I've only died 3 times there. The first was the already mentioned hard to see ladder, the other two was because that [tornado fang]ing giant thing on the ceiling shot me while I was climbing the ladder trying to gtfo that screen >__>
Title: Re: Megaman vs Street Fighter Fangame
Post by: Joseph Collins on December 19, 2012, 05:28:43 AM
What?  You mean the giant [tornado fang]ing S.I.N. Screw Bomber?  :D
Title: Re: Megaman vs Street Fighter Fangame
Post by: kuja killer on December 19, 2012, 11:45:37 AM
I never experienced any slowdown whatsoever on my 6 hour playthrough. It seemed totally perfect the entire time for me... except that it made this laptop go up to 190 degree's Fareignth only on a couple specific levels. :( Usually would average at 170F for all the other levels..

But it never lagged, crashed, slowed down or anything.

I had to play through the whole game 2 times over because i got stuck at the 8 boss rush area with no e tanks... and that one at the start of the level never re-spawns after game overs..

So after 50 game overs of trying and trying to do the boss rush without E tanks, and 2 lives... i gave up and restarted all over to collect them from the levels.. and not use them until then.

I used only 1 for the Boss Rush, and 4 more on that final boss fight, so i barely beat it.

i seriously did not have any idea that you could get energy refills by shootin the floating balls in the background... which someone mentioned in this thread a couple pages back. I never even thought to try such a thing like that.. darn - oh well
Title: Re: Megaman vs Street Fighter Fangame
Post by: Mr. Haxwell on December 19, 2012, 12:00:11 PM
I used only 1 for the Boss Rush, and 4 more on that final boss fight, so i barely beat it.
I didn't need an E tank for Bison, but I'll assume you were up against [spoiler]Akuma[/spoiler]

At least the game was forgiving at the final boss fight, where you can continue right before the final battle, instead of going through the boss rush again.
Title: Re: Megaman vs Street Fighter Fangame
Post by: Da Dood on December 19, 2012, 09:38:08 PM
I finished the game yesterday and really liked it. Congrats to Sonic and Capcom. <3

Best thing about this game: The boss fights. Animating all the SF characters in 8-bit perfectly must have taken a ton of work, and their powers (patterns in general) were incredibly well done. So much fun to fight them. Ryu, Blanka and Urien were my favorite boss fights the first time through.

Worst thing about this game: I was hoping for more unique platform gimmicks. Most stages are all about the enemy placement, with little of the weird platforming stuff from recent Mega Man games (like the grabbers/teleporters in Galaxy Man's stage). This isn't a huge deal, though, at least the stages are fun to play, and not obnoxious like say Mega Man X7.

Awesome work!
Title: Re: Megaman vs Street Fighter Fangame
Post by: Karasai♪ on December 19, 2012, 10:51:19 PM
I [tornado fang]ing hated that teleporting enemy in Dhalism's stage
Title: Re: Megaman vs Street Fighter Fangame
Post by: Duke87 on December 20, 2012, 02:55:58 AM
Tried it out today.

Seems like a lot of fun. Well done, difficulty is right where it should be... but the lack of the ability to save or password really turns me off to it since finding a block of time large enough to beat it will prove difficult.

I have no doubt the game can be finished fairly quickly once you've played it enough to get the patterns of stuff down, but in the initial "I'm blindly experimenting and dying a lot in the process" phase, getting anywhere takes time and a full playthrough in one sitting will be half a day gone. There was a time where I could easily devote half a day at a time to playing video games, but that's tough nowadays...

So yeah, needs save feature. Seriously.
Title: Re: Megaman vs Street Fighter Fangame
Post by: SonicZH on December 20, 2012, 07:42:22 AM
Anyway does anyone have tips on implementing the keyboard in game maker, working on it =P
Title: Re: Megaman vs Street Fighter Fangame
Post by: Joseph Collins on December 20, 2012, 07:51:57 AM
I just remembered something.  Something rather important.

Does anybody know... how the [parasitic bomb] do you retrieve the E-Tanks that are stuck in the ground?!  I seriously could not figure it out.  I tried all the weapons, but I likely didn't try them in all conceivable ways and just grah.
Title: Re: Megaman vs Street Fighter Fangame
Post by: SonicZH on December 20, 2012, 08:50:33 AM
That is a e tank glitch will be working on that too.
for now, i will work on etank glitch, controllers, escape, may be password =P
I would appreciate if someone could let me know more about controller coding. I know about supperdanny's example. Wanted to study more sources if anyone got more tips for that.
Title: Re: Megaman vs Street Fighter Fangame
Post by: Joseph Collins on December 20, 2012, 08:59:15 AM
That is a e tank glitch will be working on that too.
See, what you should have said was, "It's a secret. ;)"
But seriously, I appreciate the fact you're willing to admit something got screwed up somewhere and that otherwise easy-to-reach E-Tanks are actually not supposed to be jammed in the ground.
Title: Re: Megaman vs Street Fighter Fangame
Post by: Da Dood on December 20, 2012, 11:01:39 AM
I hope you can solve the controller coding thing, Sonic. Unfortunately I don't know much about that stuff, and I had no problems with the controls (the game recognized my controller and inputs instantly), but it's definitely something that would make people happy, judging by player impressions in other boards.

Never seen that E-Tank glitch, personally.
Title: Re: Megaman vs Street Fighter Fangame
Post by: Mirby on December 20, 2012, 11:02:29 AM
Yeah I'd still like to play this. :\
Title: Re: Megaman vs Street Fighter Fangame
Post by: SonicZH on December 20, 2012, 03:58:29 PM
no haha, i dont usually lie about stuff. but anyhow, yea I must add that a lot of people here are also as good if not better , i just got lucky my theme fits both anniversary. I don't think capcom will do this kind of thing very often. Its probably due to the 2 anniversay plus me appearing in person and the megaman fan issues. I am a fan myself too and do wish to see legends someday. I don't think even myself can make another fan game for them unless I join them officially in some way or another. For those whom actually want to ask me for advice on how to get to them. But as capcom said in most interview, its probably never but they will not give a definite no, its all case by case. My only advice would be talking to them in person and having a game that suit their needs in someway or another. I must add the chances are very very low, i went up to them many times just trying my luck all the way, since I am already out of the tournament in EVO2012.
E-mail probably will not work as they might have filters.

the below is the interview. I know some guys here can easily be better than myself, not highlighting my game or work, just want you guys to know how exactly it happen and how i know it.
[youtube]http://www.youtube.com/watch?v=3AOeWjnARnY[/youtube]
Title: Re: Megaman vs Street Fighter Fangame
Post by: zuschzero on December 20, 2012, 06:46:20 PM
Perfect all 8 main fighters buster only:

http://www.youtube.com/watch?v=BF9FD96Baak
Title: Re: Megaman vs Street Fighter Fangame
Post by: SonicZH on December 21, 2012, 02:21:13 PM
Thanks for sharing. Did you do that in one play?
Anyway yea i figured the controllers stuff. =)
Title: Re: Megaman vs Street Fighter Fangame
Post by: zuschzero on December 21, 2012, 03:50:57 PM
Did you do that in one play?

No, Dhalsim alone took more than 120 tries!
Title: Re: Megaman vs Street Fighter Fangame
Post by: Karasai♪ on December 21, 2012, 11:42:52 PM
Holy [parasitic bomb] man any tips on Vega he's kicking my ass so bad.
Title: Re: Megaman vs Street Fighter Fangame
Post by: Joseph Collins on December 21, 2012, 11:54:41 PM
Why yes.  Yes, I do.
I'm kind of curious why everyone finds Fortress Boss 2 Vega (well, it's already been said...) so hard.  I beat him in, like, two tries.
[spoiler=Vega Tips]- Stay away from him the whole fight.
- Don't bother climbing the fence.  It won't help. (Or at least it didn't with me.)
- When he climbs the fence, slide away in the opposite direction as quickly as possible.  He will usually miss with his leaping attack.
- Try and knock his claw off if you can. (Rapid-fire shots or a couple charged shots seems to do it.)  This will lessen his reach, even if only for a few moments.
- When he does his Super Move, just get into the opposite corner and just wait it out.  He will miss.  His rose petals also don't hurt you, so don't worry about that.[/spoiler]
Title: Re: Megaman vs Street Fighter Fangame
Post by: Karasai♪ on December 22, 2012, 12:09:34 AM
Finally got that bastard. Took about 10 times though.

The cage did help me, whenever Vega does his leaping attack, quickly climb the fence as he's coming down at you. It misses all the time. (I'll upload a video showing it soon)

Now im stuck on the boss rematches, which reminds you that the bosses are complete assholes
Title: Re: Megaman vs Street Fighter Fangame
Post by: Reg on December 22, 2012, 07:55:14 AM
It isn't perfect, but I really do enjoy this game, SonicZH. Congrats on getting support from Capcom to make it an official title. Definitely a game I'll come back to. If this comes to WiiWare, PSN and XBLA, I'd pick it up in a heartbeat.

I got all the way up to the rematches. CRIPES Vega is annoying! I won by sheer luck! I know he's weak to L. Kick but with a spaz like this, why you even want to get anywhere near him?

I also have a hard time fighting C. Viper with L. Kick. She moves around way too quickly for me so I just took out the Buster and shot her. And that laser section in intense! I died the first time I went through there. I see so many YouTube videos of people going through there that don't slide! Must be the MM9-10 mindset. That said, C. Viper has one of my fav stages in the game.



Title: Re: Megaman vs Street Fighter Fangame
Post by: Karasai♪ on December 23, 2012, 12:49:44 AM
Here's my playthough, including Akuma.
http://www.youtube.com/playlist?list=PLrvDWBYYXj88e5Mla8pim-07O7Vk_tfAQ

There are a total of 11 episodes.
Title: Re: Megaman vs Street Fighter Fangame
Post by: Da Dood on December 23, 2012, 07:42:05 PM
Yeah, I would definitely buy this on WiiWare/PSN too.
Title: Re: Megaman vs Street Fighter Fangame
Post by: VixyNyan on December 23, 2012, 11:09:37 PM
Yeah, I would definitely buy this on WiiWare/XBLA/PSN/Steam/other platforms too.

Fixed~ ^^
Title: Re: Megaman vs Street Fighter Fangame
Post by: ViperAcidZX on December 24, 2012, 01:05:37 AM
Fixed~ ^^
What about Desura (http://www.desura.com/)?
Title: Re: Megaman vs Street Fighter Fangame
Post by: Gaia on January 04, 2013, 11:39:42 PM
Congrats on making it to Inc's webpage. (http://www.sprites-inc.co.uk/files/Classic/SFxMM/Misc/)
Title: Re: Megaman vs Street Fighter Fangame
Post by: Da Dood on January 19, 2013, 02:34:38 AM
I've played this game a few times now. Secret boss was really cool!

Congrats again, Sonic. :D Hopefully the patch will address some of the issues people are having and more people can play the game.

Posted on: January 10, 2013, 23:42:18
V2 is up with some welcome tweaks, password feature, plus a brand new boss.

http://www.capcom-unity.com/mega_man
Title: Re: Megaman vs Street Fighter Fangame
Post by: N-Mario on January 19, 2013, 08:39:34 AM
There's a critical error with the control setup when you go through with it from the title screen. It keeps repeating to the first step.
In other words, go to control config from the title options menu. Then every time I try to set up the key config, it goes, Up, Down, Left, then back to Up, Down, Left, then back to Up again.

Because of this, I had to close out the game a few times, and configured it through the pause menu screen during the game. :P
Title: Re: Megaman vs Street Fighter Fangame
Post by: Archer on January 19, 2013, 09:32:30 AM
V2 is up with some welcome tweaks, password feature, plus a brand new boss.

http://www.capcom-unity.com/mega_man

But does it fix the shitty level design?
Title: Re: Megaman vs Street Fighter Fangame
Post by: Da Dood on January 19, 2013, 12:51:04 PM
There's a critical error with the control setup when you go through with it from the title screen. It keeps repeating to the first step.
In other words, go to control config from the title options menu. Then every time I try to set up the key config, it goes, Up, Down, Left, then back to Up, Down, Left, then back to Up again.

I had the same problem. By the end of the config, there were keys doing the same command. I had to delete the key config file and start over.

Still, in my case it was kinda my fault for skipping the second option accidentally. I wanted the gamepad, which was super easy to config.
Title: Re: Megaman vs Street Fighter Fangame
Post by: SonicZH on January 19, 2013, 07:22:19 PM
Sorry about the shitty level design and controls bug. I guess we were overly focused on the new boss, thanks for the feedback again =P let me know if anyone fight him...
Title: Re: Megaman vs Street Fighter Fangame
Post by: Gaia on January 19, 2013, 10:33:18 PM
And about that OTHER secret boss.. KEEP YOUR PROMISE!  :|

Make it like Mega Man 10's Special Stages with the Mega Man killers. Also on some of the bosses: Obvious Edit is Obvious. Compared to Mega Man, Ryu has that distinct head shape. If you can work it for bison, you can do the same for most (if all) of the world warriors. Remember that Inafune himself drew most of the original set of the world warriors.
Title: Re: Megaman vs Street Fighter Fangame
Post by: Da Dood on January 19, 2013, 11:02:00 PM
Sonic, can you give us a hint about unlocking the secret boss...? Is it something hardcore (like... beating Akuma with a Perfect) or is it something silly (like... walking left in the final stage)?
Title: Re: Megaman vs Street Fighter Fangame
Post by: Zan on January 20, 2013, 01:00:12 AM
Stumbled onto this:
[youtube]aM5NViZawjw[/youtube]

It's certainly more reachable than Akuma.

Too bad passwords don't store perfects.
Title: Re: Megaman vs Street Fighter Fangame
Post by: Da Dood on January 20, 2013, 01:25:54 AM
Thanks, Zan. Yeah, it's not too bad. I'll give it a try later tonight.
Title: Re: Megaman vs Street Fighter Fangame
Post by: Align on January 20, 2013, 01:27:30 PM
Well, you can get a Perfect by chugging an E-tank just before dealing the final blow, unless that was fixed in v2?
Title: Re: Megaman vs Street Fighter Fangame
Post by: Zan on January 20, 2013, 01:50:30 PM
It still works. It's just that you have to play the whole game in one go, from start to finish, if you hope to face Akuma.
Title: Re: Megaman vs Street Fighter Fangame
Post by: Karasai♪ on January 20, 2013, 06:09:08 PM
Why would anyone want to hope to face Akuma

He was a tough [tornado fang]er in Street Fighter and he's a tough [tornado fang]er here

Im never fighting him again

jesus
Title: Re: Megaman vs Street Fighter Fangame
Post by: Protoman Blues on March 03, 2013, 08:08:59 PM
Just saw that this hit 1 million downloads. Congrats again, SonixZH!
Title: Re: Megaman vs Street Fighter Fangame
Post by: Mirby on March 03, 2013, 09:03:04 PM
I also gotta give a shoutout to my buddy A_Rival who did the music, even if he's never been here before. That's 1 million downloads of something he made the music to. :D
Title: Re: Megaman vs Street Fighter Fangame
Post by: Protoman Blues on March 03, 2013, 09:34:17 PM
A_Rival did a great job with the music. I do so love the Ryu theme. One of my favorite versions of his theme I've ever heard.