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Messages - Servadac

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Fan Games / Re: Mega Man 42
« on: October 22, 2013, 06:14:07 PM »
Bumping because of new trailer. Re: the above gentleman I plan on releasing a redux version of the game with better tile sprites at some point. Don't have time to do it for this release because of various reasons but I'm aware of it.

[youtube]http://www.youtube.com/watch?v=9pVDYACccyo[/youtube]

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This feels like a dream I'm going to wake up from. I've never even considered backing something on Kickstarter, but I didn't hesitate one second for this one. Inafune is a [tornado fang]ing hero. I read this yesterday but thought it was a joke. And the composer from the first Megaman, my fav of all the series??  owo

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Fan Games / Re: A Mega Man NES style Fan Game
« on: August 25, 2013, 02:31:43 PM »
Just wanted to chime in after beating the game that the stage length was not a problem for me. And this comes from a guy who likes very short stages in MM games like in the commercial games. Overly long stages was a slight concern in MM Rock Force and a real issue in MMU to compare with two other recent fan games.

Out of these three games MM Revolution was the one I enjoyed the most playing through. Level design was good and the physics worked. I also liked that the Mega Arm from Rockman World 5 makes charging the shot an actual decision since it gives it a downside. The stage graphics didn't bother me that much, but perhaps the enemy sprites could use some work. For example, the fish enemy is viewed straight from the side, when most MM enemies' sprites have a 45 degree angle to them so you see both their eyes.

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Fan Games / Re: Megaman X : Eclipse
« on: August 25, 2013, 10:32:04 AM »
Played the demo and I have some comments, at least up to the point where I stopped playing. I like the music, I have no problems with it. It's hard for me to tell if the stage sprites are ripped or just very similar to the ones in an existing X-game. And I'm not sure that's a good thing. The SNES X-games reuse a lot of enemies but perhaps it would be fun with a new enemy or a few of them. The first part of the stage up to the mid boss does seem a bit bland, but I have no idea how to change it. Making platforming challenging is much harder when you can cling to walls and airdash.

The miniboss you can quite easily avoid if you just stay under him, maybe that's intended? Also X getting knocked down when he crashes into the wall seems very random. And a very small nitpick: the light part on the shoulder pad thingies should be round if you want to convey with the shading that they are round.

And now we get to the part with the sinking lava and spike ceiling. I'm sorry but that was the uninstall.exe moment for me. Instakill things just are NOT fun for the player. MMU and Mega Man games made by Inticreates might make it seem otherwise but yeah. At the very least make the damage invincibility so that you survive touching lava.

On my end I had no slowdowns whatsoever, but GM games are notorious for causing slowdowns depending on a host of different aspects, programming etc.

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It's fascinating when people complain about things that they get for free. Not only that but that other people have put endless hours into creating for them. Nobody is forcing you to play fan games, if you think they are all the same you can play something else.

I think you kind of answered your own question with your first post. Capcom stayed with more or less the same formula for 10 games, it would be strange if fan games that are made specifically to emulate that formula would stray from it and "do something different". Even in the spinoff series like X, Zero and ZX, the core gameplay is still the same. It's also a very wide generalization to say that all NES-style fan games are the same but with a different "skin". If you take the time to play them you should be able to notice that they are quite different from one another, and that almost all do add at least something new while staying true to the formula.

I'm a fan game creator and I want to make a game that recreates the memory of playing the Mega Man games as a kid, and I think that goes for everyone who is into creating these games. Adding something like RPG-elements into a Mega Man game seems very out of place, and if a fan game did that I would be put off and probably wouldn't play that game. Which is my opinion but that's what this boils down to, personal preference.

The problem with making an X fan game is that you have to put so much time and effort into the graphics and other elements of the game, that it's not really worth it. I'm speaking for myself here and I know there are X fan games out there, but at that point I really think you should be making an original game instead so you can sell it and get something back for your time and effort. Personally I prefer the classic series, but it's also convenient that 8-bit sprites are much easier and take less time to do than their 16-bit counterparts.

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Fan Games / Re: Mega Man 42
« on: July 05, 2013, 06:17:10 PM »
Heys!  :D Its nice you have Roll in there! I'll just nit-pick on the screenies of her. On the 'Player Select Character', Roll has a red chest armor but her player sprite has none.

Yeah, I gave this some thought as well. I think her sprite would look kinda weird with the chest armor and it's nicer to keep it in line with Megaman's sprite. Also the Robot Masters look different from the concept art as well, obviously you just can't draw that many details when you only have 32x32 to work with.

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Fan Games / Re: Mega Man 42
« on: June 30, 2013, 10:36:22 PM »
It's nice to see a new game posted in here that's actually almost done.

You said in the blog that you've fixed things up a bit since the video was made, but I didn't see anything wrong with it aside from a few things needing polish. Off the top of my mind, the physics on the bed platforms was the only thing I really thought could use some, maybe cap your terminal velocity if you can.

Overall, well done.

Thanks for your comment. If you look closely at the video you can see the Megaman sprite glitch out a few times, that's mostly what I've fixed and also the physics engine a bit. I assumed Megaman couldn't make a four-tile gap jump but apparently he can so I fixed that. Regarding the bed it's kind of supposed to make the character hard to control but I can see if maybe I can make a cap.

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Fan Games / Mega Man 42 - Released!
« on: June 30, 2013, 12:23:46 AM »
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