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Rockman & Community => Fan Creations => Fan Games => Topic started by: The Legendary Rud on May 26, 2011, 10:39:00 PM

Title: Mega Man Perfect Harmony (4-player Cooperative Fan Game)
Post by: The Legendary Rud on May 26, 2011, 10:39:00 PM
Starting in october of 2010, I began work on a 4-player cooperative fangame by the name of Mega Man Perfect Harmony. This is an idea that I have been dreaming about my entire life, and have only just recently found a way to finally turn it into a reality. This is a spin off series that ties together the events of the three original series: Mega Man, Mega Man X, and Mega Man Zero. It takes place just before peace and harmony is finally restored at the very end of the original series, in the year 20XX.

[youtube]http://www.youtube.com/watch?v=imLZvaVr564[/youtube]

Created with game maker and using a barebones engine originally designed by Blyka64, I have taken this very basic engine design and expanded upon it tenfold to create an entirely new game. I have spent every single day devoting all of my free time and energy into creating this game as quickly and carefully as possible, with ideas and musical help from my friends. I posted on this forum earlier this year when the game was only a couple of months old, and listened to all of the criticism and feedback that you had given me. I have taken steps to resolve any issues, make any changes, and will continue to weigh out your ideas and explore options I might not have considered.

That said however, I am taking quite a few creative liberties with this title as well, as it is my own personal work of art. We have thought of ideas so far outside the box, that it is absolutely mind blowing to come to the realization that I am now actually capable of performing these monumental tasks. I am very excited about what is to come, because this has not only been my dream game for the past 20 years of my life, but more than likely, a dream come true for others as well.

So I am open to any and all comments, but please try to be positive, supportive, and most of all, helpful, as I am having a hard enough time already with this massive project. I will post more updates here and on my website rocksclan.com

[youtube]http://www.youtube.com/watch?v=SO4xkXT5ZPs&list=UUBB78vzUAO7xnzuUvSa2jvA&index=2&feature=plcp[/youtube]

(http://rocksclan.com/images/PH/2.jpg)
(http://rocksclan.com/images/PH/1.jpg)
(http://rocksclan.com/images/PH/3.jpg)



[youtube]http://www.youtube.com/watch?v=0J1wwBtAPjU[/youtube]

Subscribe to my channel (http://www.youtube.com/rudrocks) for future videos.


In the year 20XX, a virus infects all of the world's robots, making them go berserk. As Dr. Wily's conquest for control of the world rages on, Dr. Light develops a cure for this new virus. He entrusts the anti-virus to Mega Man, who must deliver it deep within Wily's fortress and upload it to the mainframe, so that peace and harmony can be restored.

Joined by Mega Man are many of his old allies and a number of his former enemies, uniting to protect Mega Man and ensure that the anti-virus is delivered safely. Some were rebuilt by Light, as the others team up against Wily as well, opposing his plan to turn the entire robot population into berserker drones. Dr. Cossack also joins the fray, creating new allies, and helping Dr. Light deep within the mountains to develop even greater Robot Masters to aid Mega Man's party on their quest.

In one of their greatest outings yet, an adventure awaits as our heroes press onward to victory!

(http://rocksclan.com/images/PH/charselect.jpg)(http://rocksclan.com/images/PH/cast.jpg)

--------------------------------------------------------------------------------

This took a lot of time thinking and considering which ones to pick and how to arrange the order of this character select screen, but this is more than likely how the final game will turn out! (Let's hope!) A lot could change however, so bare that in mind please as you read on. Currently, the only characters I have successfully put in the game are Rock, Blues, Forte, Enker, Punk, Metal, and Tornado. The rest will come in time, as I am still performing major surgery on the key functions of the game engine itself. As it stands now, it is a crazy cross between Mega Man and Contra, with elements from the curtain-fire bullet hell vert shooter genre, RPG elements, and other ideas borrowed from here and there, such as street fighter-esque moves. There are several different types of enemy bullets in the game too, normal ones no longer knock the character back, instead now you just take the hit and blink for a second. Bigger and more powerful bullets vary in knockback and damage now.

Anyway, only the top row of the character select screen is available at the start of the game, and you must unlock the rest by collecting screws or performing secret tasks. The top row consists of very straight forward characters, with the exception of Forte. Most of them play very simply and shoot in a horizontal line like Rock, and while Roll, Fire and Ice may seem pretty good at first, once you unlock more characters however these three really dont seem that great anymore :P But the really cool thing about all of this is is the potential of the three main characters, Rock, Blues and Forte, for their abilities far surpass ANY of the other character once you've unlocked everything they have.

----------------------

Classic Rock starts out with no slide, no buster, just straight shot like in mm9. He eventually unlocks slide, charge shot, saber, saber moves, dash, wall climb, armor, and all of the enemies weapons. We have also been talking about an idea for this ultimate black armor that only Rock and Blues can unlock, that gives them even more moves

Blues starts out a bit faster than Rock, with a slide, charge shot, saber, and saber moves. He also takes double damage, but can unlock all of the same abilities Rock can from the shop, and more! He unlocks more zero-esque moves like double jump and the spinning air slash. Also, another difference between him and Rock, is that while Rock can unlock several different levels of charge shot (charge1-5), blues instead has his tiers knocked down a notch, to where his normal shot is a medium charge bullet, and his medium charge is a large charge shot (meaning he only has charge1 now :D) It makes him and rock more like an akuma to ryu comparison, he later on deals and recieves double damage.


Forte starts out with dash, double jump, and 8-directional fire. He later unlocks a constant medium shot (like i just explained with blues, lets call this bullet2 for the sake of it), triple jump, wall climb, and the ability to fly. He is the best character at the start of the game, and only becomes even more powerful.

Taking after her brother, Roll has finally decided that she too should become a fighting robot to fight alongside and ensure the safety of her two brothers. She starts out with the bullet2 attack i previously mentioned, but she can only fire it straight forward and can not perform charge attack with her buster. She is also unable to unlock anything else, and is meant to be a very basic character, that plays much like what I'm currently dubbing 'Classic Rock' from MM1, 2, 9 and 10. To compensate for her lacking so much compared to the others characters, she may also have the ability to summon Eddie(Fliptop), or maybe the ability to heal Rock and Blues, or maybe even the ability to summon Rush and Maiden (a second female dog aid character that we created, Maiden looks like a pink rush with floppy ears, entering in and out of the stage firing bullet hell and dropping health to assist the team.)

Fire and Ice will play pretty much like they do from mega man powered up, with Fire Man taking less damage from Fire attacks, and Ice Man taking more damage, and vice versa for Ice attacks.

I'd also like to point out that you can unlock in the shop a 'fifth' player, and use the mouse as Beat, who can block bullets, pick up items, and gain more abilities.

----------------------

The second row is the easiest and cheapest to unlock, it consists of some pretty powerful characters from the classic series 2-6.

----------------------

Metal is pretty basic, he is like a slightly faster Rock, that can jump higher and shoot 8-directional metal blades (and I'm pretty sure we all know how kick ass those are)

Quick is super fast, with an 8-directional dash that makes him even faster.

Shadow is kind of like a cross between Metal and Quick, and fires two stars at once.

Skull has an 8-directional single shot bullet, and his second attack summons a skull shield around him to block enemy bullets.

Napalm has enhanced defense, can dash across the ground with his tread feet, and fire off heavy explosive attacks.

Yamato can hold out his spinning spear to deflect bullets, and fire a spread shot of 3 projectiles.

----------------------

The next row is a little more expensive and harder to unlock, and consists of even more powerful characters.

----------------------

Tornado takes double damage like blues, but he can move quickly, summon tornadoes from the ground, double jump or air dash, bounce off of enemies heads while in this state, and has a saber that passes through enemies to deal rapid damage.

Splash plays a lot like Rock, only she can jump very high, and either shoot a trident straight forward or straight down. So she can kind of play a killer air game, as her tridents pass through enemies. Once she enters the water, her legs turn back into a mermaid body, and she is able to swim around in 8 directions.

Magma has enhance defense, and a triple shot fire attack that he can charge up to do even more damage.

Thrash is an original character we created, he is slow, can jump high with enhanced defense and melee attacks only. He can also charge his fist to release an even bigger melee attack.

Djent (pronounced 'jent') is an original character we created that plays like a cross between Rock, Forte, Bill Rizer, and Soldat. :D He get's an 8-directional shot, a rapid succession upward and downward melee attack that he can use to combo enemies, and can also later on unlock halo-ish looking armor that gives him enhanced defense.

Breakdown is an 'original' character that will play very similar to Vava (Vile) from MMX. Depending on how much I get done within this time restraint I've given myself (only one year) Breakdown might actually be a character I have to exclude and save for the sequel, replacing with another character. This is due to the fact that he is such a complex character that I'd prefer to either have down perfectly, or not include him at all.

----------------------

The final bottom row consists of some of the most powerful playable characters in the entire game: The Mega Man Killers, and more of our original characters, The Mega Man Helpers. The 6 of them dont take knockback from getting damaged (unless its by something really big) and can simply keep moving through enemies and projectiles as theyre getting hit are/or flashing. This factor alone makes the 6 of them pretty incredible, as you wont get pushed off of ledges by enemy fire or damage.

There is also a story behind the Helpers. Dr. Light and Dr. Cossack are working deligently on the three of them far away on the tops of Mt. Malmsteen, just beyond the MacAlpine forest. These areas are part of 3 bonus stages that are available just outside of Lights Lab, which you can visit at any time in the game.

The three Mega Man Helpers are not available until you defeat 4 of the 8 bosses, as well as perform certain other tasks, on top of also paying a #*@k ton of screws. The 6 Killers and Helpers can also level up by defeating enemies to unlock even more abilities.

----------------------


Enker can move quickly, deflect enemy bullets with his spinning spear, and draw in enemy fire to release different leveled charge attacks.

Punk has enhanced defense, a single shot 8 directional metal blade, and an attack that allows him to do a sonic-esque move in 8 directions and pass through anything.

Ballade can shoot ballade crackers in 8 directions, and if touching the ground can lay mines. His secondary attack shoots two missiles out, and he can also switch to another form that makes him slower with enhanced defense.

Riff is an original character created by Omniblade. He is extremely fast, a strictly melee only character, with attacks similar to sabin's pummel from final fantasy 6. He can also perform a lightning fast rapid succession 8-directional dash that passes through anything (think pikachu from smash bros). And he can also charge up his fist to release a giant melee attack like Thrash.

Clef is a female prototype robot, with design and moves similar to Zero and Strider. She is a very dangerous and powerful melee-only robot that can move extremely fast to cover lots of ground, and possibly the ability of an 8 directional dash attack (similar to Marth's final smash)

Vai is Dr. Light's greatest accomplishment, modeled after Wily's design for bass and competing to create the world's most powerful robot master, the combined brilliance of Light and Cossack has given birth to an ultimate weapon. He is sworn to protect Rock, and would even give his life to defend him. He can hold down the fire button to shoot an 8-directional attack, that simultaneously charges an even more powerful attack that, once released, looks very similar to the ultimate pink charge attack from MMX1. So to play Vai correctly, you are constantly holding down and letting go of the button just right to deal tons of damage and projectiles. He later on also unlocks the ability to fly.


(http://rocksclan.com/images/PH/stageselect.png)(http://rocksclan.com/images/PH/phantom0.png)(http://rocksclan.com/images/PH/riffclefvai.jpg)

(http://rocksclan.com/images/PH/a.png)(http://rocksclan.com/images/PH/b.png)(http://rocksclan.com/images/PH/c.png)

(http://rocksclan.com/images/PH/d.png)(http://rocksclan.com/images/PH/e.png)(http://rocksclan.com/images/PH/z.png)

(http://rocksclan.com/images/PH/h.png)(http://rocksclan.com/images/PH/f.png)(http://rocksclan.com/images/PH/g.png)



(http://rocksclan.com/images/PH/enker1.jpg)(http://rocksclan.com/images/PH/enker2.jpg)(http://rocksclan.com/images/PH/enker3.jpg)

Enker's standard attack deflects enemy bullets,
and his other attack draws them in to charge a single blast
that he can fire back at any time.


(http://rocksclan.com/images/PH/phantom1.png)(http://rocksclan.com/images/PH/phantom2.png)(http://rocksclan.com/images/PH/phantom3.png)

(http://rocksclan.com/images/PH/speed1.png)(http://rocksclan.com/images/PH/quake1.png)(http://rocksclan.com/images/PH/quake2.png)

(http://rocksclan.com/images/PH/stratus1.jpg)(http://rocksclan.com/images/PH/tornado1.jpg)(http://rocksclan.com/images/PH/tornado2.jpg)

(http://rocksclan.com/images/PH/tornado3.jpg)(http://rocksclan.com/images/PH/tornado4.jpg)



(http://rocksclan.com/images/PH/djent1.jpg)(http://rocksclan.com/images/PH/djent2.jpg)

Djent is an original character we created that can fire in omnidirections using the mouse.

(http://rocksclan.com/images/PH/21.png)

In the shop you can purchase all of Rock, Blues, and Forte's abilities, such as charged shot, slide, saber, dash, wall climb, double jump, and armor. The Mega Man Killers and Mega Man Helpers unlock their potential by gaining experience and leveling up from killing enemies.

(http://rocksclan.com/images/PH/dm1.jpg)

A glimpse at Deathmatch mode.

/////////Comparison///////////

I listened to the feedback, there wont be any style mixing at all. The entire game will be in 8-bit, but there will be other effects options that you can turn on in the game if you choose (possibly even a metal mode, which turns the game's normally 8-bit music into real live guitar covers). I also managed to make the screen bigger than it previously was, so that you can see more of what is going on.

Here are a few before and after comparison of the older and newer versions of the game.

(http://rocksclan.com/images/PH/3.png)(http://rocksclan.com/images/PH/after1.png)


(http://rocksclan.com/images/ph1.jpg)(http://rocksclan.com/images/PH/after2.png)
 



//////Older very early screenshots///////


(http://rocksclan.com/images/ph0.jpg)(http://rocksclan.com/images/ph1.jpg)(http://rocksclan.com/images/ph2.jpg)


(http://rocksclan.com/images/PH/7.png)(http://rocksclan.com/images/PH/8.png)(http://rocksclan.com/images/PH/9.png)

(http://rocksclan.com/images/PH/10.png)(http://rocksclan.com/images/PH/11.png)(http://rocksclan.com/images/PH/12.png)


---------------------------------------------------------

F.A.Q. and current drawbacks.

Release date is set on my birthday, 11-11-11 (but it might change depending on how quickly I can accomplish this)

Regrettably there will not be an online multiplayer (unless I find a way)

There will not be a split screen, there will be a button that you can press if you are off the screen you warp back to Rock.

As it is right now, you can respawn on Rock at the cost of a little bit of his life, but I'm more than likely going to change this to a respawn bar.

No you can not play as X or Zero in this game. Rock will in time play very similarly to X, and the same goes for Blues to Zero. (plus, theres also Clef :D)

Though it might not have been as high of a priority as it should have been before, it is now my mission to make this game as close and accurate to the original as I possibly can. But admittedly, there are still a few issues here and there that I may just have to leave unresolved. I regret to inform you of these things, but hopefully you will see them like I do, as minor trifles. I do feel obligated to inform you of these things however, as this game is so incredible enough as it is that I might as well explain it's flaws:

Controller support may not be an option, HOWEVER, there are programs like Xpadder and Joy2key that make it extremely easy to bind keys to joypads. I suggest going to ebay and ordering Ps2 to usb adapter so that you can use playstation controllers, or you can even use your 360 controllers along with these programs.

Another minor flaw is that there are no screen transitions, it instantly cuts from area to area. Again, not too big of an issue, but one I thought I'd address anyway.

--------------------------------------------------------


Like us on Wikia, Facebook, Myspace:

http://megaman.wikia.com/wiki/Mega_Man_Perfect_Harmony

http://www.facebook.com/pages/Mega-Man-Perfect-Harmony/174530555890370

http://www.myspace.com/megamanperfectharmony

There are already plans for sequels, and with any luck we'll see a Perfect Harmony 2 release on 12-12-12. (That is if capcom or anyone else doesn't hit me with a cease and desist order XD)

I'm also hard at work designing many other retro 4-player cooperative fan games,
including Zelda, Metroid, Castlevania, Contra, and Mario.
For more updates check out our website
rocksclan.com

^RUD
Title: Re: Mega Man Perfect Harmony (4-player Cooperative Fan Game)
Post by: Archer on May 26, 2011, 10:47:54 PM
tl;dr

I am impressed by the sheer size of your post though, even if I didn't read it.
Title: Re: Mega Man Perfect Harmony (4-player Cooperative Fan Game)
Post by: Acid on May 26, 2011, 10:50:28 PM
Hats off, that's a pretty major project.
I'm curious how it's gonna turn our. With the multiplayer part and all.
What about the music? In the Youtube vid you used Adon's theme. Will the final game have 8-bit versions of other Capcom themes or will it have an all new soundtrack? If there are some track done yet, can I listen to them somewhere?

The only issue I have is something rather minor:

Some sprites look kinda out of place. For example Breakdown he's pretty detailed for an 8-bit MM sprite. A bit too detailed.
But as I said, it's a merely visual concern and nothing big.
Title: Re: Mega Man Perfect Harmony (4-player Cooperative Fan Game)
Post by: The Legendary Rud on May 26, 2011, 11:03:34 PM
You can check out the sound track here (http://rocksclan.com/?p=2411), but keep in mind these are early crappier versions. I'll upload the updated versions, along with the newer tracks as soon as I can.

We created the music for the Introduction, Main Title, the main 8 stages, the boss fight, the shop, and the wily stages. Other than that, I am hand picking the absolute best 8-bit tracks from all of the previous games, as well as 8-bit covers of other amazing songs. The soundtrack should  be the best of any mega man game almost guaranteed lmao I cant speak for our songs, but there will even be little easter eggs like an airman stage that plays 8-bit 'cant defeat airman', or maybe even a no constancy stage with the 8-bit capcomxnamco theme.

I may just as well start asking permission for use of other talented artists masterpeices. But to be honest, I'd rather our first game to be mostly our own score, but then any help for part 2 and on will feature other musicians work.

There might also be a game mode under options that turns on metal guitar remixes of all of the songs as you play the game :D


And as for breakdown, as well as the style mixing, I wasnt going to let it bother me too much before, but since it seems to bother everyone else so much, I will try my best to make sure it looks 100% 8-bit. This is all still very early, Breakdown might be the only character on that list that doesnt make it into the game because it'll take so much time to design him, and recolor all of his sprites.

I'd also like to take the time to point out, that even though I'm handling a majority of this project by myself, I am also borrowing from other spriters and rippers out there, who I will try to contact and mention every single one in the credits.
Title: Re: Mega Man Perfect Harmony (4-player Cooperative Fan Game)
Post by: Acid on May 26, 2011, 11:09:15 PM
Can't listen to the tracks. It says they're not available in my country. :C

Well for Breakdown, it wasn't implying you should take him out or something. Just that there's a notable visual difference between him and the other sprites. In the end it's just more details to animate and thus more work for you. It shouldn't affect gameplay all that much so it's just a secondary concern. Really.
Title: Re: Mega Man Perfect Harmony (4-player Cooperative Fan Game)
Post by: The Legendary Rud on June 01, 2011, 05:00:19 AM
@laura
Thank you. I am not a very friendly or talkative person, but this is what I really care about. I hope that my explanation was thorough enough for you to get a better understanding of where this is headed :D

@acid
The only reason breakdown might be excluded is because of all of the extra coding and gameplay feature's he needs to have to be perfect. It might be so much additional work that I'll have to save him for the sequel, which will work out great because I plan on introducing the ride armor in part two as well.

Posted on: May 26, 2011, 23:10:28
Click here (http://www.youtube.com/watch?v=0J1wwBtAPjU) to watch the new teaser.
Title: Re: Mega Man Perfect Harmony (4-player Cooperative Fan Game)
Post by: SonicZH on June 01, 2011, 08:20:02 AM
Looks hard to program, seems like a lot of work.
Anyway, I notice that the dash sprites have the legs shifted to the back instead of the head aligned in front, i am sure the animation will be better if the leg is fixed instead of the leg. Just a feedback =)
Title: Re: Mega Man Perfect Harmony (4-player Cooperative Fan Game)
Post by: The Legendary Rud on June 01, 2011, 06:34:02 PM
Yeah, it's taken me several months straight of really quick and intense work X_x plus I work in a warehouse, so I'm both mentally and physically exhausted every single day.

But thanks for the feedback, I appreciate any help at all. I hadnt noticed the legs yet, so thanks for bringing it to my attention, I'll fix it soon enough. You might notice a lot of little things might be off axis a little bit here and there, but it's only because I'm going as fast as I possibly can to complete the game. I'm trying to avoid any and all mistakes of course, but my plan also is to slowly make all the adjustments I missed, write down all the little fixes and bugs as I push forward, and then later on go back and make all of the final adjustments.

I saw your game too btw, nicely done! keep up the good work, and best of luck to both of us!
Title: Re: Mega Man Perfect Harmony (4-player Cooperative Fan Game)
Post by: Acid on June 01, 2011, 07:24:20 PM
You know, once this game is finished and tested and wrapped up and everything,

I wouldn't mind picking three buddies and give it a go. And possibly stream that. I however, cannot stream.
Title: Who is your favorite classic Mega Man character?
Post by: The Legendary Rud on June 04, 2011, 10:13:59 PM
[youtube]http://www.youtube.com/watch?v=AvGV2Qm98-M[/youtube]

Posted on: June 04, 2011, 22:12:45
[youtube]http://www.youtube.com/watch?v=AvGV2Qm98-M[/youtube]

My new favorite is Tornado Man :D
Title: Re: Who is your favorite classic Mega Man character?
Post by: Tri Hex on June 05, 2011, 12:41:03 AM
Megaman and Protoman   8D
Title: Re: Who is your favorite classic Mega Man character?
Post by: Acid on June 05, 2011, 01:09:51 AM
Megaman and Protoman   8D

Solid answer!
Title: Re: Who is your favorite classic Mega Man character?
Post by: VixyNyan on June 05, 2011, 01:23:57 AM
*put any girl/genderbend character here*
Title: Re: Who is your favorite classic Mega Man character?
Post by: ViperAcidZX on June 05, 2011, 01:28:49 AM
Rock, Roll, and Blues.
Title: Re: Who is your favorite classic Mega Man character?
Post by: irgpie on June 05, 2011, 01:33:54 AM
All I need is Sheep Man
Title: Re: Who is your favorite classic Mega Man character?
Post by: The Legendary Rud on June 05, 2011, 01:46:18 AM
lmao Sheep Man!! good one
Title: Re: Who is your favorite classic Mega Man character?
Post by: Archer on June 05, 2011, 07:48:43 AM
I don't have one, I think they're all pretty dull.

I do have some that I dislike, however.
Title: Re: Who is your favorite classic Mega Man character?
Post by: Krystal on June 05, 2011, 07:59:38 AM
Is it that hard to guess?





<----- this guy
Title: Re: Who is your favorite classic Mega Man character?
Post by: Archer on June 05, 2011, 08:03:26 AM
Is it that hard to guess?

<----- this guy

I would have guessed Crystalman myself...
Title: Re: Who is your favorite classic Mega Man character?
Post by: Blackhook on June 05, 2011, 09:26:18 AM
I am sure glad this isn't an advertisment topic for Megaman Perfect Harmony
Title: Re: Who is your favorite classic Mega Man character?
Post by: Reaperoid on June 05, 2011, 12:12:42 PM
Needs more Reggae.

/thread
Title: Re: Mega Man Perfect Harmony (4-player Cooperative Fan Game)
Post by: VulcanoMan on June 05, 2011, 01:19:52 PM
[youtube]http://www.youtube.com/watch?v=AvGV2Qm98-M[/youtube]
Holy [tornado blow], this is AWESOME!!!
That video just wants me to play it. NOW.
Title: Re: Who is your favorite classic Mega Man character?
Post by: zuschzero on June 05, 2011, 03:01:23 PM
These characters stands out for me:

Mega Man, Rush, Fireman, Elecman, Quickman, Shadowman, Dr. Cossack, Toadman, Brightman, Pharaohman, Ringman, Flameman, Knightman, Centaurman, Concreteman
Title: Re: Who is your favorite classic Mega Man character?
Post by: Hypershell on June 05, 2011, 04:46:17 PM
Rush, hands-down.
Title: Re: Who is your favorite classic Mega Man character?
Post by: Slash Man on June 05, 2011, 05:13:48 PM
Prolly Slash Man. Though up until Mega Man 7, they were all pretty loveable.
Title: Re: Who is your favorite classic Mega Man character?
Post by: The Legendary Rud on June 05, 2011, 05:46:33 PM
It's more of a poll topic ;D
Tornado Man is my new favorite, I wanted to know what everyone else thinks, as I might include their favorite as a playable character in the next game.

Posted on: June 05, 2011, 23:32:46
Rock has always been me though, I have an on going joke from since i was little that I AM Rock XD
(its a part of my dissociative identity.)

I like the comments so far though, I'm thinking part 1 will have three 9 bosses (Tornado, Splash, and Magma) and part 2 and on will feature three 10 bosses (Sheep, Blade, and ____?)

I'm also liking the idea of Pharaoh Man, he's always been pretty cool and would be easy enough to add in.
Title: Re: Mega Man Perfect Harmony (4-player Cooperative Fan Game)
Post by: VixyNyan on June 05, 2011, 07:26:49 PM
Rush, hands-down.

And Tango~ <3
Title: Re: Mega Man Perfect Harmony (4-player Cooperative Fan Game)
Post by: Protoman Blues on June 05, 2011, 07:50:06 PM
Blues & Disco PharaohMan, who's picture I do not have cause I'm not at home.
Title: Re: Mega Man Perfect Harmony (4-player Cooperative Fan Game)
Post by: The Legendary Rud on June 05, 2011, 08:01:47 PM
lol Disco Pharoa Man.

Tango! Good answer :D I have a big surprise in store for him XD

Also, I have a request for anyone who can help me out. I've pretty much stockpiled all sorts of sprite sheets and tilesets from all over the internet, but if anyone has any fan made sprite sheets of old bosses or favorites that are descent, or even anything 8-bit and Mega Man related, thatd be swell! :D

Title: Re: Mega Man Perfect Harmony (4-player Cooperative Fan Game)
Post by: The Legendary Rud on June 05, 2011, 11:44:47 PM
well, any of them really. What I mean to say is that some of the sprite sheets for bosses dont have a running animation because they didnt actually run in the game. I was wondering if anyone out there made a complete spritesheet for whichever characters, including things like running and climbing animations.

Ive seen it done before for characters like Enker, Punk and Ballade, and even Sun God. I forget what the guys name was but i'll be sure to look him up and contact and credit him for his work.
Title: Re: Mega Man Perfect Harmony (4-player Cooperative Fan Game)
Post by: Roan on June 06, 2011, 12:17:50 AM
I don't know what do you think about it... but the Genesis Unit, would be cool. Buster Rod G, Mega Water S and Hyper Storm K... but Buster Rod G, would rock!  owob

And for the strong guys would be cool to have Sunstar (leader of Stardroids), Ra Thor (the powerful robot created by Wily) and Apollo (leader of Constellation Droids).

But hey man, that Vai guy looks awesome. He really seems to be powerful like you said it should be.
Title: Re: Mega Man Perfect Harmony (4-player Cooperative Fan Game)
Post by: The Legendary Rud on June 06, 2011, 02:49:50 AM
Thanks! His name is a pun of Steve Vai, who is a musical prodigy :D and his design is kind of a pun of this music video (http://www.youtube.com/watch?v=Bt6r5A6_sVA) (so epic T_T)

In fact, ALL of the names of the new guys are musical puns, to stay true to the series :D There are even locations in the game called Mount Malmsteen (Yngwie Malmsteen) and MacAlpine Forest (Tony MacAlpine), who are both Guitar Gods.


I was going to save even more powerful characters like Dio, Sun God and so on for the sequels, but I had completely forgotten about Apollo and the zodiac guys! Craziness! And Ra Thor looks pretty brutal too, a design very simliar to his has been popping in and out of my mind lately, maybe it's a sign?

found a sprite sheet already, its so-so. If anyone wants to try to touch this up some more, the credit also belongs to Blackhook and iamekingman.


(http://www.deviantart.com/download/210254856/ra_thor_8_bit_walking_sprites_by_iamekingman-d3h6hoo.png)

and here is a video which I believe is a mod of the 8-bit RM7 remake

[youtube]http://www.youtube.com/watch?v=K3_N-iV-WUA[/youtube]
Title: Re: Mega Man Perfect Harmony (4-player Cooperative Fan Game)
Post by: Roan on June 06, 2011, 04:47:13 AM
That's cool man! I liked those new guys, they're cool!  owob

And for someone who wants to do Ra Thor sprite, these are the original sprites from the game, so you can base your sprite on this (i'm not a spriter, so i don't know if you guys need to see gameplay, of whatever, but i'm just trying to help with more stuffs):

(http://img823.imageshack.us/img823/6879/sarratontsheet.gif) (http://imageshack.us/photo/my-images/823/sarratontsheet.gif/)

Oh man, other char that you could use in the sequels, is King from Rockman and Bass. I think he is very cool! And yeah man, Apollo and Luna (the leaders of Constellation Droids), i think they seem to be cool.

Other char that you could see is Quint and Rockman Shadow.

And don't forget the Buster Rod G. xd

Ah! One char that looks like the real fit for the final battle of Megaman Classic, is Wily using his armor from Megaman Soccer. Blackhook made this sprite sheet in 8 bit style. (Credits to Blackhook) Look:

(http://img19.imageshack.us/img19/3221/wilyball.png) (http://imageshack.us/photo/my-images/19/wilyball.png/)

Ok, these are just ideas... i won't be boring you.
Title: Re: Mega Man Perfect Harmony (4-player Cooperative Fan Game)
Post by: The Legendary Rud on June 06, 2011, 05:52:17 AM
Damn dude, you're right! That wily looks cool too, definitely going to use that somewhere! and all of those ideas are pretty awesome, and those are your only two posts here so far XD I'm new to this forum too

So who/what is Buster Rod G? and yeah I was going to save Quint for the sequels, he's going to be like a Dan character XD I'm even going to give him that lunging kick attack dan has :D

But now that I see that Rockman Shadow is an original robot that Wily discarded in favor of turning Mega Man into Quint, maybe RMShadow can be an even better version of Quint? Also, another idea, Quint could be introduced in part 2, and RMShadow could make his debut in part 3.




Posted on: June 06, 2011, 11:47:37
Oh damn! It looks like Buster Rod G is based off of Son Goku from journey to the west! Will definitely consider him. Also, another character worth considering is a Phoenix-esque character, as the phoenix symbolizes death and rebirth, which is kind of a theme for this particular series. Both of these designs are also characters within the Zero series, which also matches what I'm going for.
Title: Re: Mega Man Perfect Harmony (4-player Cooperative Fan Game)
Post by: Roan on June 06, 2011, 06:09:07 AM
Yeah, i'm new here. xD I created the accout just to give ideas. So here i am... and i saw that you are new here too. Only 19 posts.

Good man. Oh a char that to sprite should not be so difficult i guess is Fan from Rockman Strategy. The worst is that i have no idea of what kind of moves he has... look one sprite from Kuribu The King:

(http://img37.imageshack.us/img37/4882/fan8bits.png) (http://imageshack.us/photo/my-images/37/fan8bits.png/)

Yes man, Buster Rod G, and the other two members of Genesis Unit are based on the three chars of Jorney To The West. They are few known because they are chars that only has apeared once, and to face them was a little bit hard. (sorry for my English, i'm from Brazil and the native language here is Portuguese)

Here some videos of Buster Rod:
First Battle:
[youtube]S2D9cppmZEE[/youtube]

Second Battle:
[youtube]o8lLMCZ1Tug&feature=related[/youtube]

And i liked the ideas man, i guess the game will be great! But you're going need to hurry, to release the first game at 11-11-11. People always say that build the game itself, is the worst part.
Title: Re: Mega Man Perfect Harmony (4-player Cooperative Fan Game)
Post by: Flame on June 06, 2011, 06:40:40 AM
Grenade Man and Burner Man for me. Just cant get enough of em.
Title: Re: Mega Man Perfect Harmony (4-player Cooperative Fan Game)
Post by: The Legendary Rud on June 06, 2011, 07:12:42 AM
I am hurrying, all of my free time is devoted to this project, I dont eat sleep or play games anymore lol only Perfect Harmony T_T

but, on the plus side, I just added 3 characters in one day! Fire, Ice, and Roll :D
Title: Re: Mega Man Perfect Harmony (4-player Cooperative Fan Game)
Post by: Karasai♪ on June 06, 2011, 08:10:47 PM
Hey hey hey whoa whoa whoa

I AM the creator of that RM7fc mod. and if you want the sprites, I could give them to you  8D
Title: Re: Mega Man Perfect Harmony (4-player Cooperative Fan Game)
Post by: The Legendary Rud on June 06, 2011, 10:52:15 PM
I appreciate it! Which sprites were you talking about? Was Ra Thor really already in the RM7fc remake? And I can already access a lot of the content in the RM7fc remake, in fact I've borrowed bits from here and there already, hope you dont mind XD

And if you really did make that game, hats off man!! That is easily one of my favorite fan games out there, because it turns two of the not-so-great classic Mega Man titles into two of the greatest ones!! Congratulations! Keep up the good work!
Title: Re: Mega Man Perfect Harmony (4-player Cooperative Fan Game)
Post by: Roan on June 07, 2011, 12:06:53 AM
Hey Rud, i guess Karasai said about the sprites of Ra Thor. Ra Thor was not in the Rockman 7 FC, and nether in Rockman 8 FC - last version: beta 2.91 (that have 2 extra bosses, Oilman and Timeman, in place of Woodman and Cutman from the Saturn version), and won't be in the upcoming Rockman and Forte FC (that will have 3 extra bosses, Buster Rod G, Mega Water S. and Hyper Storm M. - Genesis Unit)

Hey Karasai, the mod was cool! Did you used Blackhook's sprites too? I once used the Squidgy617 sprites of Ra Thor in a mod too, to make Ra Thor playable like Megaman. xD

Rud only one more idea for you to think... there are a lot of rumors about what happened to the classic chars and Zero. One Wily was the one who created Zero, the robot perfect that was even more powerful than Bass and King. Even more powerful than Megaman... Some say that Zero destroid the classic robots, other say that he never woke up till Sigma find him. Some say that he strugle one last battle against the robots in a final challenge, before be turned off. Capcom don't say what happened in the end of Megaman Classic, so anything is possible.
Title: Re: Mega Man Perfect Harmony (4-player Cooperative Fan Game)
Post by: The Legendary Rud on June 07, 2011, 01:46:23 AM
Oh I have an entire saga planned out already, and an epic story that unfolds over the course of four games! But rest assured! The fourth chapter ends with a final battle against Omega (Zero).

As for Ra Thor and all of the other characters you just mentioned, they will more than likely be introduced in the sequels. Throughout the saga there will be characters that are killed off as well, so in part 3 and 4 you lose a few but gain a few more.
Title: Re: Mega Man Perfect Harmony (4-player Cooperative Fan Game)
Post by: Roan on June 07, 2011, 02:34:45 AM
Oh man that's really cool! I like that kind of plot in histories. I'll be awesome, really man!

And one question, you said that you putted in the game Ice, Fire and Roll, how about they? Are they cool in the game?

Oh man, look this what i found: http://www23.atwiki.jp/rockmanforte/?page=%E3%81%8A%E3%81%BE%E3%81%91%E3%83%89%E3%83%83%E3%83%88%E7%B5%B5 (http://http://www23.atwiki.jp/rockmanforte/?page=%E3%81%8A%E3%81%BE%E3%81%91%E3%83%89%E3%83%83%E3%83%88%E7%B5%B5) Genesis Unit

The earlier sprites of  Unit Genesis from the same team that made Rockman 7 FC, that are doing the Rockman 8 FC http://http://demake.web.fc2.com/ (http://http://demake.web.fc2.com/), and that will do Rockman & Bass FC once they finish the 8 FC - and some say that after the 8 FC, they're planning on doing the Megaman World V FC \o/
Title: Re: Mega Man Perfect Harmony (4-player Cooperative Fan Game)
Post by: Karasai♪ on June 07, 2011, 02:40:04 AM
Yes, im awful, I used Blackhook's sprites  ;O;

Title: Re: Mega Man Perfect Harmony (4-player Cooperative Fan Game)
Post by: Flame on June 07, 2011, 03:04:22 AM
Quote
Rud only one more idea for you to think... there are a lot of rumors about what happened to the classic chars and Zero. One Wily was the one who created Zero, the robot perfect that was even more powerful than Bass and King. Even more powerful than Megaman... Some say that Zero destroid the classic robots, other say that he never woke up till Sigma find him. Some say that he strugle one last battle against the robots in a final challenge, before be turned off. Capcom don't say what happened in the end of Megaman Classic, so anything is possible.

Inafune already debunked the cataclysm a while ago before he left.
Title: Re: Mega Man Perfect Harmony (4-player Cooperative Fan Game)
Post by: Mirby on June 07, 2011, 04:38:40 AM
He said that it wasn't in Zero's character to do that.

As such, the cataclysm theory is false.

Here's an appropriate picture.
(http://img205.imageshack.us/img205/9647/inafunepunch.png)
Title: Re: Mega Man Perfect Harmony (4-player Cooperative Fan Game)
Post by: The Legendary Rud on June 07, 2011, 07:47:55 PM
There will be a final showdown against Zero, but it will not be the reason the main cast dies. I'm debating spoiling it here and now... but itll be so much more epic to witness it in the game for the first time!! XD

I guess I'll put it this way, aside from one of the main themes of this series being death and rebirth, another would be that history repeats itself.
Title: Re: Mega Man Perfect Harmony (4-player Cooperative Fan Game)
Post by: Karasai♪ on June 07, 2011, 08:38:07 PM
You should include Ra Thor with that final battle because they're "brothers"  8D

Zero - New Wily Number 00
Ra Thor - New Wily Number 01
Title: Re: Mega Man Perfect Harmony (4-player Cooperative Fan Game)
Post by: Zan on June 07, 2011, 08:54:28 PM
Zero is Dr. Wily Number Infinity.
Title: Re: Mega Man Perfect Harmony (4-player Cooperative Fan Game)
Post by: Roan on June 08, 2011, 02:10:33 AM
Check this man...  *o* One sprite of Apollo. The ONLY sprite of Apollo made by a fan, there isn't even a sprite sheet made, the only one you can find is from the game itself. Once again, Blackhook made this:

(http://img854.imageshack.us/img854/2364/appolo.png) (http://imageshack.us/photo/my-images/854/appolo.png/)
Title: Re: Mega Man Perfect Harmony (4-player Cooperative Fan Game)
Post by: The Legendary Rud on June 10, 2011, 04:32:14 AM
(http://img72.imageshack.us/img72/6838/apollo.gif)

Here's another.
Title: Re: Mega Man Perfect Harmony (4-player Cooperative Fan Game)
Post by: The Legendary Rud on June 16, 2011, 04:18:17 AM


Posted on: June 11, 2011, 06:20:00
[youtube]http://www.youtube.com/watch?v=SO4xkXT5ZPs&list=UUBB78vzUAO7xnzuUvSa2jvA&index=2&feature=plcp[/youtube]
Title: Re: Mega Man Perfect Harmony (4-player Cooperative Fan Game)
Post by: MegaManGamer123 on July 06, 2011, 10:11:30 AM
You did a amazing job on this , i never knew how to really use game maker i mean like writing the scripts for movements , backgrounds , weapons , bosses , enemies , etc.
Title: Re: Mega Man Perfect Harmony (4-player Cooperative Fan Game)
Post by: The Legendary Rud on August 19, 2011, 08:03:50 AM
Thanks! I try really hard all of the time!

Here's another teaser of 4-player gameplay!


[youtube]http://www.youtube.com/watch?v=imLZvaVr564[/youtube]
Title: Re: Mega Man Perfect Harmony (4-player Cooperative Fan Game)
Post by: MegaManGamer123 on August 27, 2011, 01:36:18 AM
cool , im very impressed , and how you incorporated the z saber was genius 
Title: Re: Mega Man Perfect Harmony (4-player Cooperative Fan Game)
Post by: chimera_king on September 20, 2011, 04:34:47 PM
Will it have online support like over the net play?
Title: Re: Mega Man Perfect Harmony (4-player Cooperative Fan Game)
Post by: HertzDevil on September 21, 2011, 01:34:59 PM
And then I found this at your website:
[spoiler]MegaHertz – Chiptune Musician
Keeevvviiinnn – Chiptune Musician
rushjet1 – Chiptune Musician
coatlesscarl – Chiptune Musician[/spoiler]
WHO IS MEGAHERTZ
Title: Re: Mega Man Perfect Harmony (4-player Cooperative Fan Game)
Post by: The Legendary Rud on October 31, 2011, 08:15:42 AM
lmao I AM SO SORRY ABOUT THAT!!
Brain fart XD
I fixed it, my apologies man!
Title: Re: Mega Man Perfect Harmony (4-player Cooperative Fan Game)
Post by: The Legendary Rud on November 12, 2011, 12:11:38 AM
The demo is finished!! (http://rocksclan.com/?p=3041)
:D
Title: Re: Mega Man Perfect Harmony (4-player Cooperative Fan Game)
Post by: MegaManGamer123 on November 12, 2011, 03:00:17 AM
awesome can't wait , just try it now its really good
Title: Re: Mega Man Perfect Harmony (4-player Cooperative Fan Game)
Post by: SonicZH on November 12, 2011, 08:45:57 AM
just wondering since capcom is fine with fangames, are they fine with donations too?
Title: Re: Mega Man Perfect Harmony (4-player Cooperative Fan Game)
Post by: The Legendary Rud on November 12, 2011, 09:40:04 AM
I don't know, I don't really ask for donations, but donations would be nice XD
However, there are bands and other things out there like The Protomen that make money off of their franchise...From what I understand they are lenient when it comes to this sort of thing, but Nintendo and Sega will crack down pretty hard..


Let me know what you think of the demo everyone! I worked very hard on it all year T_T
Title: Re: Mega Man Perfect Harmony (4-player Cooperative Fan Game)
Post by: SonicZH on November 12, 2011, 07:33:03 PM
I am having exams next week so i could not comment a lot on your game, i have tried it a few times, single player, i tried the heat man stage and the stage with the sword popping out from the ground, i like the sword idea, seems cool too. But for both stage i could not reach the boss, there is no check point? its very hard when i play alone even though i played normal. I will try easy mode next time. But i did complete a lot of megaman games, so i thought the normal mode is a little too hard.

the sword thing kills, the lava kills... usually during hit stun, spikes and stuff do not kill megaman.
which stage should i start off with.

Also, from programming point of view, i think you should disable enemies outside of the players range...
Title: Re: Mega Man Perfect Harmony (4-player Cooperative Fan Game)
Post by: kuja killer on November 12, 2011, 10:24:25 PM
I WAS going to try this out...but im not interested anymore cause it completely [tornado fang]'d up my comp after the logo finished loading...it sent my monitor screen without ANY warning into a super tiny resolution like 400x600 or something i dont know....instead of loading your game...i heard the music but i couldn't see the program or anything...i tried pressing all the F buttons to "switch mode" like your readme says...but wouldnt work since the program wasn't in focus when it totally screwed with me as i was trying to look really quick at the readme text since it was taking a long time to load...i couldn't manage to get back to to normal resolution cause [parasitic bomb] was so damn big (or small or whatever).

I HATE is sooooo damn freaking much when people do that [parasitic bomb] with fan games, it's what makes me perfer rom hacks over fan games cause they always do stupid [parasitic bomb] like this. No offense to you sorry for sounding mean.

I had to unplug the monitor from this laptop...and force the laptop off by holding down the power button...then turn it back and thank GOD i was back in 1024x768 when i plugged the monitor back into my laptop....
I thought i was going to end up stuck in it forever

sorry but i deleted this game instantly right away. >_<
Just a suggestion though...you should consider having your game start off in "windowed mode"....not automatically force people's computers into some horrible resolution like that. :(

I dont know why i even bother continuing to try fan games like these ...i seriously gotta quit...this isn't the first time someone's done something just like this before to a fan game...
Title: Re: Mega Man Perfect Harmony (4-player Cooperative Fan Game)
Post by: The Legendary Rud on November 13, 2011, 12:42:45 AM
I thought about starting out windowed, but then tested it out on a lot of computers without any problems. Sorry about your computer, any one else have any problems?

http://rocksclan.com/

I added a windowed version for anyone experiencing this, my apologies.
I will be sure to start it in windowed mode from the beginning in the final release.
Title: Re: Mega Man Perfect Harmony (4-player Cooperative Fan Game)
Post by: SonicZH on November 13, 2011, 09:48:03 PM
[spoiler]
more comments
saw the extras, mario,contra,doom,castlevania
what else is there
what is the secret lab for
is there anything unlocked if i buy all the stuff in shop?
willy stage is too hard
single player mode need something... more checkpoint?
heatman stage is a bit unreasonable even with the extra life respawning each time
game is a bit addictive, love the extra characters
manage to beat the 8 stages because bass is good.
used metal man, skull man, and the thunder guy too.
metalman feels better than the one in megaman day in lime light.
game feels inconsistent in terms of design and appearance, but on the whole quite fun.
music is ok. game is buggy during stage transition, buttons are no longer held, may impose bug forcing character to move and die sometimes.
more comments after my exams on 29 this month =)
[/spoiler]
Title: Re: Mega Man Perfect Harmony (4-player Cooperative Fan Game)
Post by: Hiryu on December 02, 2011, 11:10:44 PM
Things that I think should change:

- Is there a reason why the game needs a super tiny window size? If you can, I think it would be nice to change it so it works in a normal resolution.

- I think the game needs more health drops if you're going to continue with this amount of difficulty. Or, not quite as many enemies on screen. I mean, you're not going to have 4 players every time you play the game.

-The character abilities. Megaman has a double health bar, and a plasma cannon. That's terrible compared to the others. Right now considering the amount of enemies, I would rather the other characters have an extra health bar than triple jump, more powerful shots, etc. Otherwise, it seems Megaman has to be the leader since he has more energy, and that's no fun for the other characters because they have a lot of good abilities. It's not fair for him to take on all the enemies.

- If Megaman dies, you have to restart. It should be where if everyone dies, you have to restart. Let the other people have a chance. It's frustrating to have Megaman fall down a pit while there are 3 perfectly good players still alive.

- Have an option to bring back people that have died. Games that offer co-op like NSMBWii have this option.

- Add joystick/other input support. No one is going to crowd around the keyboard when there's 3 other people around you. Have you even thought about how difficult it's going to be to do that on one screen as well? Unless of course you add...

- Online multiplayer support?

- Speaking of input, adding an option to change the keys would be a good idea. I find that most games use your right hand to move and left hand to perform actions, since the arrow keys are on your right. Your game has it backwards.

I had issues using my 360 controller: The game doesn't allow me to jump sometimes. Has anyone else had this problem?

Demo gameplay issues aside, I liked the soundtrack.
Title: Re: Mega Man Perfect Harmony (4-player Cooperative Fan Game)
Post by: The Legendary Rud on March 09, 2012, 10:23:22 PM
I am addressing each and every one of these issues. There is another beta release coming out on 6-6-12, and it will have an early Online Free For All mode.

I am going over the entire demo to polish it, as I was frantically rushing to get it done within one years time. It consumes a great deal of time and energy to get all of these things done.

I'm also trying to make it more accurate to the original, it's slowly getting there, by the time the final release is out it should be a lot more in tune with how the original nes games play.

Also, Single Player mode now removes a great deal of the enemies no matter which difficulty you select. This means in the future you can go back and play the 11-11-11 demo for a challenge XD There is also a cheat code that gives you everything in the game that I will be removing in future releases, but I will let you know how to do that in the future so that when you do go back and play the 11-11-11 demo you can play it just for fun.

Mega Man may start out as the weakest character, but once you purchase all of his upgrades, he becomes the best. I will also work on the way the multiplayer functionality works over time, you will see this begin to evolve into something different altogether.

There is also a possibility of Online Cooperative mode, but this will also take a very, very long time to complete. The Free For all mode this June is extremely fun, but it will be very bare bones. I will add more and more to this over time as well. The online server I'm going to host will also be 40 dollars a month out of my pocket, so that's even more time and energy I'm investing into this project at my expense.

Oh and the last thing, joystick support will be available before the final release, but it might not be available this upcoming June release. Thank you very much for your feedback! It does help, and I will address every problem as best as I can.
Title: Re: Mega Man Perfect Harmony (4-player Cooperative Fan Game)
Post by: Hiryu on March 10, 2012, 06:02:51 PM
Thank you for all of your hard work, I will be looking forward to the second beta on June.
Title: Re: Mega Man Perfect Harmony (4-player Cooperative Fan Game)
Post by: Yllisos Zanon on March 11, 2012, 10:17:37 PM
When can we expect a video of the bosses?  You don't have to reveal their names, I just want to see what they look like.  I know you have Smoke Man and Speed Man in one or two of your videos.
Title: Re: Mega Man Perfect Harmony (4-player Cooperative Fan Game)
Post by: The Legendary Rud on March 27, 2012, 09:18:17 PM
There is a new demo release on 5-15-12!!

I'll have a video up soon. I've made a lot of changes, fixed a lot of things people complained about.
So, if you don't notice many differences at first, they are subtle, major changes that are there!
Including: Many, many bug fixes, better screen walking transitions, stage changes, less enemies and health in single player, accurate player speed and gravity changes all to match the original NES game, and additional abilities for several different characters.

(http://sphotos.xx.fbcdn.net/hphotos-snc7/407780_331739193502838_174530555890370_1373519_803994607_n.jpg)

No additional bosses yet unfortunately, but the existing ones have been tweaked up and I might start on another one very soon! Hopefully we will see at least 4 bosses in version 0.2!
Also, another major change is the more you play as Blues (Protoman) and Forte(Bass), the more their abilities level up!

Title: Re: Mega Man Perfect Harmony (4-player Cooperative Fan Game)
Post by: The Legendary Rud on March 27, 2012, 09:25:21 PM
We are also working on Online Free For All

It was coming along VERY NICELY, a very fun game, but we might not see it until a 12-12-12 release!
I'll keep you posted.


[youtube]http://www.youtube.com/watch?v=m4snLPdfHo8&list=UUBB78vzUAO7xnzuUvSa2jvA&index=4&feature=plcp[/youtube]

[youtube]http://www.youtube.com/watch?v=v1GaQwSlvs4&list=UUBB78vzUAO7xnzuUvSa2jvA&index=3&feature=plcp[/youtube]
Title: Re: Mega Man Perfect Harmony (4-player Cooperative Fan Game)
Post by: The Legendary Rud on April 06, 2012, 10:18:47 PM
[youtube]http://www.youtube.com/watch?v=LBzp26FEidM&list=UUBB78vzUAO7xnzuUvSa2jvA&index=1&feature=plcp[/youtube]
Title: Re: Mega Man Perfect Harmony (4-player Cooperative Fan Game)
Post by: kokocipher on April 12, 2012, 01:43:40 AM


Posted on: June 11, 2011, 06:20:00
[youtube]http://www.youtube.com/watch?v=SO4xkXT5ZPs&list=UUBB78vzUAO7xnzuUvSa2jvA&index=2&feature=plcp[/youtube]

At first I thought the intro loop was really annoying, but then the melody kicked in :O, and my socks were knocked off =\/
Title: Re: Mega Man Perfect Harmony (4-player Cooperative Fan Game)
Post by: fifthindependent on May 02, 2012, 07:48:50 PM
Wow this looks really ambitious.  It also looks like a bullet hell version of Mega Man which I think needs toned down especially since people complained of the difficulty.  Or at least tone it down more and more the fewer there are players.  I've already partly integrated online co-op mode in my MMR fan game, but I'm not even bothering with making it offline due to the problems that presents, which I read your game initially solely had offline co-op.

Can't you just stretch the window size rather than forcing people to go into full screen mode and potentially having problems like kuja killer mentioned.

I would like to try this out, but I want to wait until you address the things I mentioned.
Title: Re: Mega Man Perfect Harmony (4-player Cooperative Fan Game)
Post by: The Legendary Rud on May 06, 2012, 06:22:53 AM
Thank you for the kind words! The new beta will be out on 5-15-12 and it will include a TON of fixes including a majority of the ones previously mentioned. The single player campaign has been tremendously polished up with fewer enemies and chaos, and the overall game has been tweaked to be very close to the original series now since that was everyone's biggest complaint.

I appreciate the comments and positive feeback, they motivate me a lot! I will check out your game soon and I wish you good luck on your endeavors!

[youtube]http://www.youtube.com/watch?v=wNNdTQj8J4w[/youtube]
Title: Re: Mega Man Perfect Harmony (4-player Cooperative Fan Game)
Post by: The Legendary Rud on May 15, 2012, 07:15:48 PM
The new beta is out today!

You can grab it here!

http://rocksclan.com/?p=3360 (http://rocksclan.com/?p=3360)


Things this beta includes:
-A solid single player campaign with less enemies.
-Major differences between Easy, Normal, and Hard.
-An unlockable Extreme mode that turns up the game settings.
-Tons of bug fixes.
-Tons of gameplay tweaks and balances to make it accurate and closer to the original game series.
-A new introduction sequence.
-New waypoints and other changes to the games levels designs.
-Tornado Man is available from the start of the game and has a rising blade attack.
-New abilities for certain characters.
-Blues and Forte unlock new abilities by actually performing the attacks.
-X and Zero can be alternate skins for Rock and Blues.
Title: Mega Man Perfect Harmony v0.4 Review
Post by: Joseph Collins on August 31, 2012, 04:34:53 PM
Warning: The opinions expressed in this review are solely those of the writer.  Though complaints are legitimate, they may expressed in a way which may be considered biased or just plain unfair.  This is not the intention, intention being to express an opinion and critique the product being reviewed.  Please keep this in mind while reading the review.

[spoiler]
So…  In order to stave off overbearing boredom, I recently downloaded a copy of a fan game called “Mega Man Perfect Harmony,” despite the fact the characters all use their Japanese names (“Rockman,” “Blues,” “Dr.  Right,” etc.).  This game can be played by up to four players at once.  Yes, you read right.  A four-player co-op Rockman game.  Despite that, however, I’m not going to link to the website.  If you want to find the game, you can Google it easily enough.  But I warn you…  the website a freaking horrible mess that tends to make even good computers hang.  It’s stupid.  There’s no reason for it to do that!  But I digress…

The game’s story goes as follows: Dr.  Wily infects the world with a virus (Mega Man 10) that causes all the robots in the world to go crazy-go-nuts, so Megaman Rockman has to stop it with an anti-virus developed by Dr.  Light Right.  Unfortunately, the spread of the virus is so large that Rockman can’t possibly stop it alone, so he enlists the help of Protoman Blues.  (Rockman 10 again.) Bass Forte also decides to help to prove to Wily once and for all who the strongest robot is (Rockman & Forte).  Tornadoman also decides to tag along, as does Roll wearing a Blues suit (Bob & George).
Some of Rock’s other friends and even enemies decide to lend a hand as well.  (unlockable characters) And of course, Dr.  Cossack also decides to join the party by creating a bunch of brand new robots (fan characters?) just for this specific mission.  And on top of that, there’s hidden, super-secret characters here or there, which can’t be selected conventionally.

The game plays like your average Rockman game: Select a stage, run to the side, shoot, run more, shoot more, get to the end boss, beat the end boss, go to the next stage.  Instead of getting weapons from the Robot Masters, however, you get abilities — usually for one character or another.  Beating one boss, for example, unlocks a poodle for Roll.  (Think of the poodle as a girly version of Rush.  Because that’s basically what it is.)
There’s also an item shop where you can cash in Bolts/Screws found in-game.  The items you can purchase unlock additional moves and abilities for…  well, mostly Rock and Blues.  Who desperately need the additional moves.  I’m not really sure why they need Z-Sabers, though…  but it’s not my game.  Yes, Rock and Blues use Z-Sabers in this game.  They also gain the ability to dash (or rather, slide), which makes travel a bit faster.  (It serves no purpose otherwise.)

Now, with all this awesomeness, you’d think the game would be every Rockman fan’s ultimate fantasy come true.  Right?  Unfortunately, you’d be pretty far off on that one.  Even as of version 0.4, the game is riddled with bugs and quirks that make the game utterly unenjoyable, if not unplayable.
A minor one rears its ugly head right from the start.  Maybe it’s just a bug that appears in Windows Vista, but every time I’ve started the game up, this happens (http://media.tumblr.com/tumblr_m9hd5w8eWe1r17r0e.png); the game nestles itself under the Taskbar and reduces the screen resolution to 320 x 240 pixels.  Why is it that the game can’t be run in a window?  Even running the game at 320 x 240 in a window (http://media.tumblr.com/tumblr_m9hd66F2Dq1r17r0e.png) would be a major step up from the current arrangement, which screws up any open windows you have open.  (Though personally, I’d like to run it at double (http://media.tumblr.com/tumblr_m9hd6fXdHE1r17r0e.png) or triple (http://media.tumblr.com/tumblr_m9hd6nk43o1r17r0e.png) the size in a window.  That would be nice.)
Another problem I’m experiencing is with the game engine itself.  There are so many things wrong with the game engine right now…  which is extremely hard to believe, considering it was designed by Blyka (http://blyka.legends-station.com/?page=home), the man who created both SuperDanny games as well as numerous other (somewhat less) awesome fan games.  The SuperDanny 2 engine in particular was flawless!  Whereas this?  This is…  flawed.  (Please Note: Blyka has nothing to do with this game directly.  He just provided a bare-bones version of one of his game engines for the game and nothing more!)
The physics on most of the characters seems rather screwy.  Being the absolute total data nerd I am, I know that Rockman and related characters have jumped at exactly 48 pixels in height since the very first game.  Characters in this game, however, tend to jump much higher.  Maybe it’s just how the game was designed, but that tends to throw me off now and then.
The physics engine also doesn’t seem to work for certain objects.  Stacked rocks, for example, have a habit of sinking into the ground when hit.  I know this isn’t supposed to happen, but it is.  And it’s very annoying.  Apache Joes (Speedman’s stage) also do the same thing if you charge at them, though I think it may be intentional in this case, as they don’t really fly lower otherwise…
Screen transitions are also horrendously bad.  Even in the original version of SuperDanny, the screen transitions were somewhat close to the official Capcom Rockman games.  In SuperDanny 2, they got even better!  Here?  They just do random fades and wipes wherever the screen stops.  Often times, the player doesn’t even end up where they logically should, coming from the previous screen.  And on that note, trying to jump down into another screen, rather than take a ladder, will most likely end in the player’s death, rather than the logical transition.  I remember the Famicom version of Rygar doing this exact same thing.  I was not amused then, and I’m not amused now.
Lastly, the collision detection needs some serious work.  Quite often, I ended up getting snagged by the side of platforms or cliffs.  Another favorite of mine is the fact Sniper Joe’s shields extend about 8 pixels outward from where they’re standing.  Oh, and when you hit an enemy with the Z-Saber, you’re not supposed to take damage as well!  Yet, you do.  And on that topic, it’s also possible to cancel your damage invulnerability by simply moving around, thus causing you to take damage from the same attack over and over and over again!  It’s all very annoying and should not happen.

Changing gears a bit, I mentioned this game can be played cooperatively with up to four players.  Well, the game was definitely designed with four players in mind, but not in a clever way, like having the players work together to open a door or make a totem pole to reach a really high ladder.  No, this game just has a lot of enemies.  A lot of enemies.  And a vast majority of them fire so many bullets, or waves of bullets, that it’s literally impossible to dodge them!  Granted, the Z-Saber can erase bullets, but that really doesn’t help if you’re playing as a character who doesn’t have one, now does it?
There are also quite a number of areas which require characters who can dash, or who need to be able to double-jump.  Again, there’s a couple of characters who don’t come equipped with, or can’t gain access to, these abilities.  Very, very poor planning on Rud’s part, if I do say so.  Of course, all these problems go away if you find the not-so-hidden secret Zero clone character.  Who runs at double speed.  And has an air-dash.  And can double jump.  But has no long-range weaponry.

You may notice that I haven’t really said one good thing about this game so far.  Well, that’s because my standards for Rockman fangames have been set rather…  high.  Games like SuperDanny 2, Rokko-Chan, and Mega Man’s Christmas Carol 2 make games like this look like something an over-enthusiastic fan whipped up in Click & Create (http://www.youtube.com/watch?v=27B5nKow5Cs) using the default engines.
I will admit, the variety of characters is kind of nice, but some of the unlockable characters, and especially the super secret characters, are either completely useless or utterly ruin the game.  And of course, there’s the whole question of “Who gets to be Blues” if you’re playing with two or more players…  It’d be nice if there were a way to change characters without losing all your lives, too.
I also want to commend the game designer for adding net-play.  It’s rather hit-or-miss at the moment, but it apparently gets the job done.

I’m not really sure what this game is trying to be.  I’m not sure the game knows what it’s trying to be, in fact!  But as of right now, it just seems like a decent, but severely flawed attempt to make a truly unique Rockman fangame.  Sure, it stands out from the crowd due to its four-player co-op mode, but that’s about all that sets it apart from any of the dozens of other fangames out there, and it doesn’t even do that particularly well.
[/spoiler]
Note: The review has been placed under a Spoiler tag due to the length.
Title: Re: Mega Man Perfect Harmony (4-player Cooperative Fan Game)
Post by: The Legendary Rud on December 04, 2012, 10:07:44 AM
Okay..
And did you write this review? Because it sure seems incredibly biased to me. You fail to mention any of the great things, focusing solely on your complaints. But it's cool, to each his own, but its not a great review.

Also, it's a beta. ._.

And to be clear, I know exactly what I am doing! XD
Title: Re: Mega Man Perfect Harmony (4-player Cooperative Fan Game)
Post by: Rin on December 04, 2012, 10:16:48 AM
Okay..
And did you write this review? Because it sure seems incredibly biased to me. You fail to mention any of the great things, focusing solely on your complaints. But it's cool, to each his own, but its not a great review.
Please tell me all those great things he falied to mention, and then you might persuade me to play this. Because from Joseph's review, it just seems pretty bad, even if it is a beta. But yeah, do tell.
Title: Re: Mega Man Perfect Harmony (4-player Cooperative Fan Game)
Post by: Joseph Collins on December 04, 2012, 12:38:16 PM
Yes, I did write that review.  Every single word of it.  And the typos, too!  I also did bring up some good points in my review:
- It has Roll (albeit in a "Blues Suit") as a playable character.  And Megaman.  And Protoman and Bass.  That's all pretty cool -- particularly the first part.
- Some of the unlockable characters (whom I will probably never unlock) are also nifty.
- It also runs very well on my old Compaq Presario F700 laptop, which is surprising, given it's a Game Maker 7 (?) game.

Unfortunately, the smooth 30 FPS display and being able to play as some of my absolute favorite characters, completely with their usual abilities, is not enough to help me ignore the following facts:
- The physics are completely off, not only for all characters (possibly by-design a'la Rokko-Chan, possibly by-mistake like 90% of the fan games out there), but for any active object.
- Solo-play is almost impossible without cheating or using the over-powered "hidden" character, who in-turn would probably unbalance multiplayer.
- The extras simply aren't worth the effort and the power-ups are fairly worthless.
- Item distribution is completely out-of-whack (only certain spawned enemies drop power-ups, and not all the time, either)
- The difficulty settings only add artificial difficulty instead of a balanced challenge (most people go this route, though, so...).
- And finally, there is absolutely no way whatsoever to get the game to play in any kind of "windowed" mode.  Granted that fullscreen 320 x 240 is doable, it's certainly not ideal.

Now, if there's some amount of positives I missed, I'd also like to be enlightened.  But I, for one, simply did not find the game enjoyable.  Then again, the game wasn't meant to be played by a single player (despite the option being there), so what I do know?  8D
Title: Re: Mega Man Perfect Harmony (4-player Cooperative Fan Game)
Post by: The Legendary Rud on December 04, 2012, 05:25:34 PM
Play the game and form your own opinion. Most of these complaints however are simply due to the fact that the game is still half finished. For instance, the over powered secret character was only made available from the start in this particular version because it was just now added in and I wanted everyone to try it out.
Title: Re: Mega Man Perfect Harmony (4-player Cooperative Fan Game)
Post by: Joseph Collins on December 04, 2012, 06:13:33 PM
How many people are working on this project, again?  If it's just you, I'll give you the benefit of the doubt and assume that real life is severely hindering production, as is the case with most fan games.  And, in fact, would commend you for making something this complex all by yourself (aside from the skeleton provided by Blyka).  But if you have an actual team of people, each dedicated to one or two tasks...
Still, I'd think getting the physics engine as perfect as possible would be something of a priority before releasing the game for public evaluation.  I can't fault you for working on stages, enemies, bosses, and so-forth, though.  ACE Spark is about as random in his own projects.
Though the physics engine was his #1 priority before everything else...

Also, I appreciate the fact that you're handling my sometimes-less-than-tactful criticism maturely.  It shows me that you're a pretty okay guy and not someone who thinks he's God's gift to the fandom.  :)
Title: Re: Mega Man Perfect Harmony (4-player Cooperative Fan Game)
Post by: The Legendary Rud on December 08, 2012, 11:00:35 PM

It's just me!! :< I had a couple of friends do a few of the background music tracks, but other than that I handle the entire thing myself, and it's actually over double the size of traditional Mega Man games, so my work is cut out for me. For awhile, I was working a really difficult physical labor job, rushing home and working on the game as fast as I could, and still made time for my wife. It was extremely difficult, I sacrificed a lot of time and even my physical health in order to finish the beta.

As for the physics, that's really tricky. I keep changing them for each release, and yet people still say they are off. ._. Right now, it as close to the original as it has ever been, I'll even match the screens up side by side and press the buttons at the same time and compare the two to make sure they are exact. Other than the max falling speed, it should be nearly identical now, and if not, I will try to have it perfect by the time the final release rolls around.

I did release it way too early for public evaluation though, and I have learned harsh lessons from that on how critical everyone can be. But there are those that absolutely love the game, and those that absolutely hate it, and that's okay with me, because I know I'm going to hear more from the haters than I will the fans. I also learned that I need to set better deadlines, I only gave myself one year to finish the beta and really really busted my ass every single day just to meet that deadline, only to have everyone blast it for being incomplete and half assed.

However, I have payed close attention to all of the complaints, and have been ebbing away at the list of things everyone finds wrong with the game. Certain things I cannot change however, because the changes were made to compliment the four player aspect in the first place. It's understandable that the game doesn't shine as much in single player mode, because I haven't quite focused solely on that just yet. In Perfect Harmony 2, I will try to give the stages and such a more Mega Man feel, PH1 is kind of like showing the world what I am capable of. Hopefully, when the sequels roll out and the game is more polished and has a more familiar feel, I can win over the hearts of the people that hate the series (but I wouldn't bet on it XD)

A lot of things are still in development and are subject to change, and some of them are big things like entire stages need an overhaul, as they were kind of thrown in there as a temporary placeholder. Also, I plan on creating 4 Perfect Harmony games, and the story involves the final days of the classic series and it's characters, bridging the gap between it and the X series.


I'm also working on porting the PH engine over to multiple platforms, and using it to create indie games for Ouya, Steam, and Smart Phones in order to receive payment for all of my hard work and effort.

http://www.facebook.com/pages/The-Dream-King/263377033709812 (http://www.facebook.com/pages/The-Dream-King/263377033709812)

http://www.facebook.com/aliceinslumberland1111 (http://www.facebook.com/aliceinslumberland1111)

http://www.facebook.com/pages/Shadow-of-Azrael/161277430571694 (http://www.facebook.com/pages/Shadow-of-Azrael/161277430571694)

http://www.facebook.com/pages/Mega-Man-Perfect-Harmony/174530555890370 (http://www.facebook.com/pages/Mega-Man-Perfect-Harmony/174530555890370)


Gaming was my life, I only do all of these things because it's what I was born to do. I don't even care much for the industry or even for pleasing everyone anymore, I do it because it needs to be done. I'm tired of waiting for a resurgence of excellent games and waiting on features they will never implement, because I just don't see it happening any time soon. My games are all extremely intense multiplayer games that aren't for everyone, but for the few who do enjoy them they are extremely addicting. XD

As for myself, I'm not really narcissistic. "The Legendary Rud" is just a joke, because I am very well known in many different circles and my immense skills are that of legend! XD I used to run online gaming servers and create custom maps, so I'm used to handling things as maturely as possible, as most people are extremely negative. People attack one another and are nasty to each other simply because they view the world as a nasty place that treats them the same way, but that doesn't justify these actions, it only perpetuates them. I avoid public forums because of this, because even the people that aren't so rotten compared to the rest tend to favor their own inner circle or ideas, and reject and mistreat anything foreign to them, by criticizing their views or preaching what they feel is right. It's true I am an outsider, but I have no stake in anything or anyone! XD But I do appreciate the kind words, and thank you for being polite as well!





Title: Re: Mega Man Perfect Harmony (4-player Cooperative Fan Game)
Post by: Joseph Collins on December 08, 2012, 11:45:38 PM
...  T_T  Well, now I genuinely feel like an ass.  I had you pegged all wrong, for some reason.  I really don't know why, but I honestly thought you were one of those guys who were like "My game is the greatest!"  But you're really not at all like that!  You're a very down-to-earth and open-minded guy who wants to make everybody happy without making himself too unhappy in the process.

Rud, I genuinely apologize for misjudging you.  You are a good guy and your reply shows that.  Thank you.

On the topic of the game, I'm a bit of a hardcore Rockman snob.  If even the slightest thing is off, I notice immediately.  Even in something like SuperDanny 2, that felt absolutely as smooth as playing any of the NES titles, I noticed things that were off.  But I also noticed things that were absolutely spot-on!  Unfortunately for the rest of the gaming community, SuperDanny 2 is pretty much the standard to which I hold all other fan games now.

Several things are wrong with Perfect Harmony right now, as far as authenticity goes. (It's still in beta, as you said.)  However, you were right.  As you said in the other post, all I did was harp on the stuff that was wrong, bad, or even just plain different from the usual formula.  I barely even said a paragraph on what you did right, and even then, I still had negative things to say.  To be perfectly fair, I think this game project has a lot of good ideas.  Four-player co-op seems like it could easily be a lot of fun!  And heck, it probably is, even in its current status.  Plus, being able to play as some of the fan-favorite characters is always a good thing.  You definitely tried to keep things pretty authentic, as far as how the characters controlled, and even added several unique features and functions to each character, most of which can be unlocked by simply playing the game. (Better charge shots, Forte's triple-jump, etc.)  The boss characters are also really unique, even for a Rockman game, and require considerably a fair bit more strategy than "run in and shoot them until they die".  And of course, a lot of the stages are pretty cool, though several of them could definitely use a bit of polish.

I think that you are very much on the right track so far.  The game seems to be about finished, but needs a lot of tinkering and re-balancing before it's ready for its big "v1.0" release.  Granted that you're not going to be able to please everyone, but if you can make a game that most everybody is happy to play, and something that you yourself are happy with, then I think you will do great things to bring a sense of... well... "perfect harmony" to the fan community.  :)
Title: Re: Mega Man Perfect Harmony (4-player Cooperative Fan Game)
Post by: The Legendary Rud on December 09, 2012, 12:50:34 AM
Hey thanks a lot, man! Don't worry about it at all, everyone's entitled to their own opinion, I just try hard to not take it personally and learn from my mistakes! I wish I could be a part of this community, but I can understand if I'm not entirely welcome, seeing as how I have already stepped on peoples toes. XD


I mean, you kind of have me pegged right the first time, I can be a huge jerk. But the whole narcissism thing is kind of an act you know?  I try to play it off like Bender does haha and I'll teeter back and forth on this, because when you are creating maps and running a server or creating worlds within games, you technically are a 'God', right?  But there's irony to all of this, I would joke about being "The Overmind" on the Rocks servers, only for certain members of my own community to mutiny and either chase off or convert all of the Rocks Clan badasses to the dark side. XD  The best part about that story is that they failed miserably, and within a month or two they killed my entire fan base of thousands of players off and now the games have died out completely. Serves them right!

But, if you would have me, then I could be a part of this community. I didn't mean to abandon my previous one or anything like that, it just kind of imploded after one of our best guys died and the next couple of assholes in line took over and ruined it. I already greatly appreciate the feedback, and even feel that I need to mention quite a few members names in the credits due to the responses, criticism, ideas and feedback I receive here.

But it's really good to hear positive things for a change! I appreciate it, it gives me energy and motivation! In fact, I'm going to work on it as much as I can right now! The negative ones seem to pull me down and make me feel not up to it anymore, as I'm not really getting much out of it when you weigh out the pros and cons. I just feel like sometimes nobody notices the good things about the game, you know? XD Are the faults really that glaring, still? I guess Mega Man fans are on another tier of fandom! I know I am at least...

You know what it must be, I underestimated the intelligence of the overall fan base and how quick they are to notice even the tiniest flaws. If that's the case, I encourage everyone to take another look at the game in a year or two! Hopefully it will be to your liking then! XD Or in the meantime, keep giving me feedback so that I can do whatever I can to fix it!

Thanks again!
Title: Re: Mega Man Perfect Harmony (4-player Cooperative Fan Game)
Post by: Zynk on December 09, 2012, 06:21:08 AM
Heys! I'm new here! May I ask if Roll will be playable? If so I recommend you use Roll's mobile phone sprites; please don't use what I see at your first post where Roll is in Megaman's body template. Anyways, I'll test play this game coz I love Megaman!  <3
Title: Re: Mega Man Perfect Harmony (4-player Cooperative Fan Game)
Post by: The Legendary Rud on December 13, 2012, 04:18:32 AM
New beta 0.5 is available today on 12-12-12!!

http://rocksclan.com/?p=3439 (http://rocksclan.com/?p=3439)

A new boss has been added, Flare Man! This is a minor update but it includes lots of fixes and game play tweaks such as stage, enemy, and playable character changes! But most importantly, it also includes a major screen resolution bug fix that prevented some people from booting the game and being able to play! Hopefully, now everyone can give it a shot now, sorry it took me over a year to iron out some of these major issues.

But if you had any difficulties playing in the past or qualms with some of the bugs, give the new beta a shot!
Thanks again for playing and for your feedback and support!

Take care everyone! Happy Holidays!

^R
Title: Re: Mega Man Perfect Harmony (4-player Cooperative Fan Game)
Post by: KamenRiderGekko on December 29, 2012, 02:46:03 PM
I just want to say that this is the best MM game I have ever played. And its not even finished yet. Please for the love of whatever, finish this game.

My only complaint would be that E-tanks should fill all characters health. And that the other characters seem a little boring compared to Rock, Blues, and Forte. Tornado man even has nice ability compared to the rest. Maybe just ad dashes or extra jumps for them to spice it up.

But yeah I love everything else, level design is really good for a fan game and I'm sure the final will be even better.
Title: Re: Mega Man Perfect Harmony (4-player Cooperative Fan Game)
Post by: The Legendary Rud on December 30, 2012, 01:01:34 AM
Thank you very much! I really appreciate the positive feedback, it motivates me and makes me work harder and faster! : D

I will work on spicing up the other characters, originally I had planned on having a massive list of 24 playables, but now I'm just focusing on getting the game done and whoever makes it makes it, and whoever doesn't I'll save for Perfect Harmony 2. This will also give me time to give some of the other minor playables more features to make them stand out.

But as of right now, if you press the Secondary Fire + Up, most of them have alternate moves now! I'm not sure if you noticed that, but it helps give them all their own variety! (I might change it later to where the Secondary Fire + Up moves are unlockable, but for now they are available from the start).
Title: Re: Mega Man Perfect Harmony (4-player Cooperative Fan Game)
Post by: Oedi on January 18, 2013, 12:21:04 PM
Hi! 
I Love your MMPH game!!!!!!  My friend and i play it multiplayer he lives 3 cities away so you can see we love it  :D but when will this game get an online mp mode?  Is there a way to pick an other guy then Rock as player one? When will this game get an online mp mode?
Bug: in dr.wily's world there is a ladder after the first part You can't climb it well you have to slide and jump through the wall then you can get to the next part.... on normal difficulty the big stone in quake man is to fast for some players!?
sry for my bad english.
Hope you will finish this game you will make my dreams come true^^
Title: Re: Mega Man Perfect Harmony (4-player Cooperative Fan Game)
Post by: The Legendary Rud on April 25, 2013, 07:04:35 PM
I'm launching my Kickstarter fundraiser campaign (http://www.kickstarter.com/projects/825994460/the-dream-king) today for my newest game The Dream King (http://www.kickstarter.com/projects/825994460/the-dream-king)!

You can find all of the information here, but it basically uses the engine from Mega Man Perfect Harmony to create a 4-Player "Metroid-vania" Independent Game!

I really need your help to get this project off of the ground, and would appreciate anything! I'm sorry if this post is inappropriate or breaks the rules!

Thank you so much!

(http://rocksclan.com/DK/new_screenshots_012.png)
Title: Re: Mega Man Perfect Harmony (4-player Cooperative Fan Game)
Post by: thefallenalchemist on August 22, 2013, 11:06:10 PM
Nick's been busy with TDK, so I'm going to go ahead and update you on the recently released 6.0 Beta for Megaman Perfect Harmony!

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

Download: http://rocksclan.com (http://rocksclan.com)

Lightningman Stage:

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

Fireman Run:

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

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