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Rockman & Community => Fan Creations => Fan Games => Topic started by: Yoku Man on February 29, 2012, 03:48:30 AM

Title: Mega Man Starbound - Galaxy's Champion
Post by: Yoku Man on February 29, 2012, 03:48:30 AM
Here is my proposal for my upcoming fangame project. - StarsimsUniverse.

The Inspiration.

What was the inspiration? The amazing, game changing Mega Man V for Gameboy! A totally new approach to a Mega Man game; no robot masters, a new and dangerous threat from outerspace, a tougher game, a special "Super Gameboy" pallete that made it stand out from the previous games and a totally new and original soundtrack that kicked ass! The story was alot darker too and the stakes were higher, you finally felt as if Mega Man had met his match.

Years later, I discovered there had been plans to re-release the Gameboy Mega Man games in a collection for the GBA. "Mega Man Mania" would have been a remastered collection with new GBA colour graphics and improved physics for all the games. All of the Gameboy games have become a sort of lost gem, totally under appreciated in video game history. Re-releasing them in the GBA Collection may have given them the recognition they finally deserved, but alas, the collection was cancelled, apparently due to losing the source code to the most important game in the collection: Mega Man V!

I dearly wanted to treat the fans to what they missed out on. A fangame engine that featured all the cool things promised in the "Mega Man Mania" Collection. An authentic Gameboy experience that featured the true platforming physics, feel and sounds of the original games... Not many fangames had tried to take the Gameboy approach yet, so I thought it'd be a unique project to try out. I also wanted to explore the cool storyline introduced in Mega Man V. What if not all the Stardroids were destroyed? Where did they come from? This was the beginning of my project to create a spiritual successor to Mega Man V...

But to begin with I'd need to make the engine, to make a sort of template game before I even attempted my sequel idea... Step right up NMario, my good friend!

The Template.

Mega Man World!

NMario was delighted to try out my vision. Using his old Multimedia Fusion 2 Engine as a guide, we began to remake a fangame from scratch using the Gameboy physics, gimmicks and rules as closely as we can.

I wanted this to be the most authentic engine for a fangame ever. I trully wanted MM World to feel like a Gameboy Mega Man game. It has the first four robot masters and it'll have 2 Wily castle stages, just like the original "Mega Man: Dr Wily's Revenge." But not only that, I wanted authentic Gameboy stereo music and the original Gameboy sound fx.

NMario then had the awesome idea of multiple pallete settings. What if we display it with GBA colours by default and also added the options to play in "Super Gameboy" and B/W "Gameboy" style? That was an awesome idea that would make this fangame project even more unique. Also adding the GBA border would help to sell the idea of it being GBA inspired. (Plus that would help with fans capturing their Lets Plays in widescreen format)

By having this template game of NMario's (with its own unique story and characters) we would have a practice game for what would later come down the line. With the game finished we could also then make it free for fans to use to make their own games, using "Mega Man World" as a starting point.

Creating Mega Man World is a logical first step. Not often do fangame makers focus on creating their engine first before making their desired fangame, they usually make their fangame from scratch developing the engine as they go.

For Mega Man World, I wanted to make use of existing materials from the old Mega Man games and simply recreate levels, this would help to sell the accuracy of the engine. If we make MM World right, then it would make "Mega Man Starbound" so much easier down the line, as most of the coding would all be complete (Plus the fans would have a free fangame engine for them to make their own games with as well!). All that would need doing was coming up with plot, new sprites, new sound fx and new gameboy style music.

The Pitch.

Because of the current development of "Mega Man World" my true fangame idea is still in the pre-production stages, with plot and concepts. As of now I have a lot of jumbled ideas mixed up in the my head regarding story, concepts, abilities, weapons and bosses, etc. So far there are only a few sketches and ideas from me and my fans from the various community forums. They too have contributed to the ongoing plot development and overall premise of the game.

Mega Man Starbound - Galaxy's Champion!

What I am proposing is a new type of fangame, done in the style of the unreleased Game Boy Advance "Mega Man Mania" Collection. The concept of the game will be very similar in style to Mega Man V (Rockman World 5) for Gameboy. It will include the physics, the fancy vibrant Gameboy Advance colour pallete, an all-new awesome original soundtrack (similar in style to its predecessor, Mega Man V), and an epic space saga storyline that could potentially span across multiple sequels and expand the Mega Man series and mythos into a whole new direction.

There will also be an expansion to the traditional gameplay elements, new gimmicks: such as collectable items, upgrades, roleplay elements, mazes, puzzles, interactive terrain, weather, gravity, and more.

Bosses.


Character Designs.

(http://i10.photobucket.com/albums/a111/Evil_being/terra22.png) (http://i10.photobucket.com/albums/a111/Evil_being/rigel.png) (http://i10.photobucket.com/albums/a111/Evil_being/rigel-1.png)

Rigel.

(http://img832.imageshack.us/img832/7738/zrmconstellations.jpg) (http://img585.imageshack.us/img585/5481/siriusr.jpg)

Orion, Arkturus, Lupus and Sirius.

Enemies.

(http://i168.photobucket.com/albums/u190/dimension_w/GB-Mega-Man-Project/MegaMania_Returning_Enemies.png)
Title: Re: Untitled Mega Man Gameboy Style Fangame
Post by: Mirby on February 29, 2012, 04:09:53 AM
Sounds awesome, man! :3
Title: Re: Untitled Mega Man Gameboy Style Fangame
Post by: RetroRespecter on February 29, 2012, 04:28:25 AM
My suggestions for robot masters and their weapons are as follows:
Title: Re: Untitled Mega Man Gameboy Style Fangame
Post by: N-Mario on February 29, 2012, 04:55:31 AM
Quite honestly, I rather want the colors that were going to be used in MegaMan Mania for the GB Advance. I suggested to him we could do a color option thing. That way players can have the option to use GBA Colors, or Super GB Colors, or Black & White GB Colors. Maybe we could work on some sort of filter system like that was used on Super Mario CrossOver 2.0 :)
Title: Re: Untitled Mega Man Gameboy Style Fangame
Post by: Yoku Man on February 29, 2012, 05:09:48 AM
Quite honestly, I rather want the colors that were going to be used in MegaMan Mania for the GB Advance. I suggested to him we could do a color option thing. That way players can have the option to use GBA Colors, or Super GB Colors, or Black & White GB Colors. Maybe we could work on some sort of filter system like that was used on Super Mario CrossOver 2.0 :)

Sounds cool. If its possible. Got any screenies of Mega Man Mania, to show some examples of how it'd look? Mega Man Mania was planning on using the same sized screen as the gameboy games, right? We wouldn't have to alter anything that would rid it of the Gameboy feel?
Title: Re: Untitled Mega Man Gameboy Style Fangame
Post by: Flame on February 29, 2012, 05:49:30 AM
http://forums.lostlevels.org/viewtopic.php?t=1718

check these
Title: Re: Untitled Mega Man Gameboy Style Fangame
Post by: N-Mario on February 29, 2012, 06:13:08 AM
http://forums.lostlevels.org/viewtopic.php?t=1718

check these
Yea, basically what is shown there. It would not effect the game play at all. You will still have the GB game size settings & everything. The only difference would be choosing to have colors, or no color setting. Cosmetics really help in game development as well as its own sound tracks. Take advantage of what you can do now, and don't limit yourself too much. :)
Title: Re: Untitled Mega Man Gameboy Style Fangame
Post by: Sebamkfan on February 29, 2012, 03:31:40 PM
I once had 2 ideas for stardroids, they were called "Iris" and "Ceres", but I'm not sure what you are going for!
Title: Re: Untitled Mega Man Gameboy Style Fangame
Post by: Yoku Man on February 29, 2012, 04:15:29 PM
I've updated the first post with some new "Mega Mania" style Mega Man sprites. He looks cute with the blue outlines. :)
Title: Re: Untitled Mega Man Gameboy Style Fangame
Post by: RetroRespecter on February 29, 2012, 04:31:35 PM
I got an idea for the story! Listen to this:

In the year 20XX, the world was peaceful and quite, and rightly so. Mega Man had once again beat back the forces of evil, restoring peace to the world. Suddenly, the moon began to flash in different colors. The world knew that it was in danger again. In Light Labs Dr. Thomas Light was investigating this phenomena through his telescope and discovered something horrific. The Stardroids are back and stronger than ever before.

Dr. Light: Mega Man, it seems that the Stardroids are back in force. We thought them gone for good, but it seems that they have pull the proverbial wool over our eyes. They have begun attacking several space platforms already. We cannot allow them to gain a foothold on our solar system! Take Rush, Beat, and Tango with you and stop their nefarious deeds.

Mega Man: You got it, Dr. Light. Rush, Beat, Tango, let's go!
Title: Re: Untitled Mega Mania Style Fangame
Post by: Flame on February 29, 2012, 10:48:54 PM
why is the megaman mania color style so appealing? I prefer it over the NES coloring. dunno why.
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yoku Man on February 29, 2012, 11:18:44 PM
why is the megaman mania color style so appealing? I prefer it over the NES coloring. dunno why.

Yeh I love the colour style too. Its almost cuter in a way.

Anyway, here is another mock up of how a cutscene could look in the fangame.

(http://i168.photobucket.com/albums/u190/dimension_w/GB-Mega-Man-Project/MMVI_MegaMania_Cutscene2.png)
Title: Re: Untitled Mega Mania Style Fangame
Post by: RockEsper on February 29, 2012, 11:52:42 PM
Lookin' good, lookin' good.

If I may make a suggestion. I feel this would be the perfect opportunity to actually make Tango more prominent. Maybe he could have some assists besides dishing out damage.

To expand on this, maybe Rush and Tango could both have two assists, and both of Rush's work off of his own single gauge, while Tango's work off of his own? This is a bit wilder than what I just suggested above, so I get if this would be overlooked. It is a bit complicated. Think it's a pretty nifty idea though.
Title: Re: Untitled Mega Mania Style Fangame
Post by: Blackhook on March 01, 2012, 03:50:01 PM
 I think I adore thee good sir.
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yoku Man on March 01, 2012, 05:51:20 PM
Thank you all for your support and kind words so far. I aim to please and I am eager to try this style. Its never been attempted before and I hope it'll stand out as memorable. This artistic style will make it a unique fangame, similar in vain as to how The Zelda games nowadays always try to change their visual style with each passing game.

Here's a few more experimental mockups of some cutscenes. I really wanna have as many cutscenes as is possible in this game. I love it when we see more close up footage of the Blue Bomber. He does look hellava cute in these shots from MMIV.

(http://i168.photobucket.com/albums/u190/dimension_w/GB-Mega-Man-Project/MMVI_MegaMania_Cutscene_Example1.png)
(http://i168.photobucket.com/albums/u190/dimension_w/GB-Mega-Man-Project/MMVI_MegaMania_Cutscene_Example2.png)(http://i168.photobucket.com/albums/u190/dimension_w/GB-Mega-Man-Project/MMVI_MegaMania_Cutscene_Example3.png)
Title: Re: Untitled Mega Mania Style Fangame
Post by: RetroRespecter on March 01, 2012, 07:19:46 PM
One question, though: Is Mega Mania the final color scheme for this project?
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yllisos Zanon on March 01, 2012, 10:37:18 PM
Looking good so far.  I agree with blue outlines for Mega Man. 

As for ideas, I think about the word mania.  To me it means "a alot of something', what can this game have a lot of.  I'm thinking, add Robot Masters to every level, to act as mid-bosses.  Perhaps the same thing for the final levels.

Examples:
mid boss= Napalm Man
main boss= Mars Man

mid boss= Bubble Man
main boss= Neptune Man

Also, I have always wanted in a game.  While riding on Rush Jet, Mega Man in a Tango suit, using slash attacks of any close range enemies.

It makes sense to me to have Duo in this game.
Title: Re: Untitled Mega Mania Style Fangame
Post by: RockEsper on March 02, 2012, 01:28:03 AM
Here's a suggestion that some may view as "out there". Some may view as ridiculous. Some may view as blasphemy.

What if....

...there were more than eight primary robot masters...?
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yoku Man on March 02, 2012, 05:06:32 AM
One question, though: Is Mega Mania the final color scheme for this project?

Maybe. Depends on if NMario is able to include an option for multiple colour schemes. Such as Classic Gameboy or Super Gameboy colours.

Nice ideas guys, remember to keep them coming, the input is welcome while I piece together everything in my head regarding story and concept. Later I'll be posting a little list of game references that I think will relate to this fangame. It'll also be ncie to have this list in one place so I can reference it easily when designing the plot and so forth.
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yllisos Zanon on March 02, 2012, 05:31:59 AM
As a follow up to my own post, I have a better idea...

mid-boss = main boss
Solar Man = Mercury Man
Star Man = Jupiter Man
Gravity Man = Neptune Man
Gemini Man = Pluto Man
Centaur Man = Uranus Man
Astro Man = Mars Man
Galaxy Man = Venus Man
Ring Man = Saturn Man

Get the rest of the Space theme robots in there. 
Title: Re: Untitled Mega Mania Style Fangame
Post by: N-Mario on March 02, 2012, 05:33:09 AM
Maybe. Depends on if NMario is able to include an option for multiple colour schemes. Such as Classic Gameboy or Super Gameboy colours.

Nice ideas guys, remember to keep them coming, the input is welcome while I piece together everything in my head regarding story and concept. Later I'll be posting a little list of game references that I think will relate to this fangame. It'll also be ncie to have this list in one place so I can reference it easily when designing the plot and so forth.

Yea it's a possibility, just that I'm not 100% certain how I am going to tackle this though. But yea, the original plan is to have multiple color scheme option for players who want a variety. :-/

Also, I'm no C++ or C# programmer, so most of it's probably going to be done through Multimedia Fusion 2 if I am up for it. Although I original had my own ideas. But if StarsimsUniverse provides me with everything including resources of the robots/stardroids, stages, enemies, etc, than I can definitely be motivated to doing it. :)

One of the things I mentioned in my interview online is that if there's enough support from fans & motivation, I can make it work. :)
Title: Re: Untitled Mega Mania Style Fangame
Post by: Mirby on March 02, 2012, 07:44:40 PM
As a follow up to my own post, I have a better idea...

mid-boss = main boss
Solar Man = Mercury Man
Star Man = Jupiter Man
Gravity Man = Neptune Man
Gemini Man = Pluto Man
Centaur Man = Uranus Man
Astro Man = Mars Man
Galaxy Man = Venus Man
Ring Man = Saturn Man

Get the rest of the Space theme robots in there. 

Except that he's gonna use Stardroids again, not the classic RMs. He said this above.
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yllisos Zanon on March 02, 2012, 09:12:35 PM
Yes he did, the eight main bosses are the star droids.  The mid-bosses don't have to be robot masters directly, they could be Doc Bot fights.  I can already see Astro Doc Bot fight in my head.

In Mega Man 10, there were those, Museum Weapons for the first Fortress stage.  Is it possible for those things to become regular enemies for the stages.

I still feel that Duo is long overdue on being playable in 8-bit games.  One can only imagine how he would look, in a Gameboy Color setting?

-----------------edit-------------
I am sure, that someone has already thought of it.  But for Tango, Mega Man needs a suit from him.  The suit allows Mega Man to cling to walls, and bounce around the screen.  Close Range Slash attacks of course.  Rush of course, gives the power armor, granting some flight and the Mega Arm.

Since Mega Man could swim, MM8, perhaps in Neptune Mans level.  Didn't someone on these boards make swimming sprites of Mega Man, I remember  seeing them.
Title: Re: Untitled Mega Mania Style Fangame
Post by: KudosForce on March 02, 2012, 09:41:59 PM
If I may, I have one simple suggestion for StarSims, so I won't waste anyone's time for long.

Since you're set on using Stardroids again, how about using brand-new ones based on the constellations or even some of the planets' moons? That would easily make them as memorable as and distinct from the previous set in MMV. Using the same set as last time would be fairly redundant and lazy, even by GB standards, imo (and those games recycle RMs from the NES entries).
Title: Re: Untitled Mega Mania Style Fangame
Post by: Mirby on March 02, 2012, 10:05:35 PM
If I may, I have one simple suggestion for StarSims, so I won't waste anyone's time for long.

Since you're set on using Stardroids again, how about using brand-new ones based on the constellations or even some of the planets' moons? That would easily make them as memorable as and distinct from the previous set in MMV. Using the same set as last time would be fairly redundant and lazy, even by GB standards, imo (and those games recycle RMs from the NES entries).

That sounds like a good idea.

I mean, you could even use some of the dwarf planets for names.

Those being:
Ceres
Haumea
Makemake
Eris
Orcus
Quaoar
Sedna
Vesta

See? Eight dwarf planets (omitting Pluto because we already have a Pluto Stardroid and replacing it with Vesta which isn't officially a dwarf planet but is called a potential one)
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yoku Man on March 02, 2012, 10:54:07 PM
Thank you for the boss suggestions guys. But to be clear, these new Stardroids won't be locals lol. Mega Man will be whisked off to a far distant corner of the universe for this adventure.

Perhaps you guys can help come up with some planetary names that don't actually belong in our solar system. Its actually a plot point that I'll make clearer in a later post, one idea is that the original stardroids may have been "assigned" the names of the planets they would conquer. So perhaps one Stardroid that comes to mind could be "Gliese"?
Title: Re: Untitled Mega Mania Style Fangame
Post by: Mirby on March 02, 2012, 11:05:12 PM
Well *technically* Sedna isn't part of the solar system proper, as its orbit is far outside it. :P

Formalhaut
Pictoris
Leonis

Yeah I've got nothing else really; most extrasolar planet names involve the star's name, and thus the name of the constellation the star is in.
Title: Re: Untitled Mega Mania Style Fangame
Post by: KudosForce on March 02, 2012, 11:18:23 PM
Er...wouldn't that complicate things? Most people wouldn't casually know the names of such planets. In this case, you'd have to use constellations instead (as those are very distant).

So, unless there's somebody who's an astronomy buff here...you won't get much results, I'm afraid. But hey, I won't judge. Whatever floats your boat.
Title: Re: Untitled Mega Mania Style Fangame
Post by: Mirby on March 02, 2012, 11:33:51 PM
I'm an astronomy buff, hence my previous comment.

Constellations would be the best option due to the naming schemes of most extrasolar planets (the ones that don't have names that look like license plate numbers).

The other option would be to name them after particularly well-known stars such as Betelgeuse, Arcturus, Deneb, etc.
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yoku Man on March 03, 2012, 12:19:45 AM
Constellations and Star names would be acceptable. As then it has relevance to Sunstar, possibly named as this solar systems doomsday weapon.

Thats another idea I have is perhaps Sunstar isn't the only doomsday weapon that was created. Wily once mentioned that his Nova Weapon would destroy Mega Man. Perhaps Sunstar is but one of many Nova Doomsday weapons. I'm been pondering the name of Nova as a villain. Perhaps Nova is some great evil who created the evil energy or is the source of the evil energy and also perhaps Ra Moon was his Super Computer. The Stardroids could be droids constructed by Nova as Lieutenants in his great evil army.
Title: Re: Untitled Mega Mania Style Fangame
Post by: Mirby on March 03, 2012, 12:33:02 AM
I think star names would be the most acceptable route, especially for the Sunstar relevance.

Also reference what the names mean if you can. For instance, Deneb should be a bird since it means something like "tail" in Arabic, and comes from a phrase meaning "tail of the hen". Arcturus could be a bear or something, due to its name originating in an ancient Greek word meaning "guardian of the bear." So on and so forth.
Title: Re: Untitled Mega Mania Style Fangame
Post by: Flame on March 03, 2012, 01:37:53 AM
Problem with that is how many extrasolar planets have long complex names that extend beyond 1 word, and sometimes multiple planets share a name, like the Upsilon Andromedae series of planets, or even the Giliese planets. Some dont even have a name other than a serial number.

Why not constellations? that still falls under "Star Droids" even more literally than before. You could even make some of the Star Force bosses as classic style robots. And it would be an interesting follow up. the first stardroids were named after planets, the next after constellations
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yoku Man on March 03, 2012, 01:47:58 AM
Problem with that is how many extrasolar planets have long complex names that extend beyond 1 word, and sometimes multiple planets share a name, like the Upsilon Andromedae series of planets, or even the Giliese planets. Some dont even have a name other than a serial number.

Why not constellations? that still falls under "Star Droids" even more literally than before. You could even make some of the Star Force bosses as classic style robots. And it would be an interesting follow up. the first stardroids were named after planets, the next after constellations

Sounds reasonable. Post as many names as you can guys and I'll pick the best ones. While you guys are doing that I'm currently busy adding a few more sprites for Mega Man that I missed that are vital to the Gameboy games, such as his charging frames and his Mega Arm. NMario mentioned he would be willing and able to start the engine if he had material to work with, so I'm getting started. ;)
Title: Re: Untitled Mega Mania Style Fangame
Post by: Flame on March 03, 2012, 03:33:43 AM
well theres a list of Modern AND former constellations on Wikipedia
http://en.wikipedia.org/wiki/List_of_constellations

many of them sound cool,

my personal 8 choices being

Andromeda,
Aquarius,
Aries,
Hydra,
Orion,
Phoenix,
Scorpio,
Lupus

You COULD also follow the Zodiac, but those are 12, and Star Force already did most of them, so I dont know bout that.

I would think that the important part about choosing constellation names is being able to build on them. EG design a robot master around their theme. Lupus for example, is the wolf. So you could have a wolf themed boss. Aries is the god of war, so maybe something with a lot of weapons and [parasitic bomb]. Aquarius, water themed, etc.

Title: Re: Untitled Mega Mania Style Fangame
Post by: Mirby on March 03, 2012, 03:52:20 AM
But if it's a constellation, it loses the link with Sunstar that other star names have. Eh.

Arcturus
Antares
Betelgeuse
Deneb
Polaris
Rigel
Sirius
Spica
Vega

...those are all i can think of off the top of my head...
Title: Re: Untitled Mega Mania Style Fangame
Post by: KudosForce on March 03, 2012, 04:08:05 AM
Gotta say that I agree with that last suggestion, since such a naming scheme would serve as a book end of sorts.

That and having Vega would serve as a neat nod to Star Force.

I apologize for not taking you into account earlier, by the way. I feel a tad ashamed.
Title: Re: Untitled Mega Mania Style Fangame
Post by: Mirby on March 03, 2012, 04:12:42 AM
Don't worry about it.

Also, Spica is the name of the mall in SF3, so with this naming scheme there's bound to be a few SF references.
Title: Re: Untitled Mega Mania Style Fangame
Post by: Flame on March 03, 2012, 04:21:43 AM
Dunno, I always felt that Sunstar being named after the Sun rather than just another planet, was what made him more special. Youve got the planets of the solar system, and then the robot named after the Sun itself, the most important part of a planetary system. Making them all named after stars kind of cheapens that effect IMO.

Also it has little variety. I mean how do you go about doing different themes for robots all named after a star? Stars are fire/light/heat. aside from that there isn't much you can do with it, without making them just that, only names which have no meaning outside of solely being for identification purposes.  At least with constellations, they come with themes already.

Thats not to say you cant have another star named bot(s) just that naming a Stardroid after a star just seems too special to use for all 8 bosses...
Title: Re: Untitled Mega Mania Style Fangame
Post by: Mirby on March 03, 2012, 04:54:19 AM
I already said how. Use the meanings of the names.

I think star names would be the most acceptable route, especially for the Sunstar relevance.

Also reference what the names mean if you can. For instance, Deneb should be a bird since it means something like "tail" in Arabic, and comes from a phrase meaning "tail of the hen". Arcturus could be a bear or something, due to its name originating in an ancient Greek word meaning "guardian of the bear." So on and so forth.

Also, constellations are groups of stars. If a Stardroid is named after a star, then wouldn't a constellation name fit more for a group of them. Add in Starsim's idea that Sunstar wasn't the only doomsday weapon, and you can have that link as well. Not to mention that maybe these Stardroids have lost some power over time; maybe Wily fixed Sunstar up so he'd be in better shape than his brethren.
Title: Re: Untitled Mega Mania Style Fangame
Post by: Flame on March 03, 2012, 05:12:08 AM
Well Star force didnt have a problem with naming characters after constellations. >3>

And those names are a bit deep... I mean, i tried to pic constellation names that are a bit more commonly known outside of the constellations, and whose meanings are already not too complicated to understand. How in the world do you propose the theme for a star like Betelgeuse? It's name itself has changed many times and is not a word, but derivative of other words.

EDIT:

Lets not clutter up the topic with an argument over naming systems... Lets agree to disagree on the matter and just let Starsims choose. >_> Weve both presented our ideas, lets leave it at that...
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yllisos Zanon on March 03, 2012, 06:49:03 AM
Honestly, if your aiming for Constellation Bots, Orion is a must.  It is defenitely recognized by most.

Orion
Sirius
Vega
Rigel

These four are the probably the most recognized names, four me if not most people.
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yoku Man on March 03, 2012, 06:59:30 PM
So far I'm taking quite a shine to:

- Aquarius (Holding a Vase of Flowing Water related to the winter solstace)
- Arcturus (Guardian of the Bear)
- Deneb ("tail of the hen" possible bird)
- Hydra (A many headed serpent)
- Lupus (Hybrid creature, half man, half lion or possible dog or wolf related)
- Orion (A Hunter, perhaps a bow weilding Stardroid)
- Polaris (The North Star) "The dogs tail"
- Rigel ("Left foot" of Orion, Foot of the great one, conquerer, perhaps a female Stardroid, Terra's sister?)
- Sirius ("Glowing, "Scorcher" Perhaps a fire based dog Stardroid)
- Vega ("Falling, "Landing" "the alighting vulture")

Important that the first two letters are all different so that their weapons can be distinguished on the Weapon Select Screen. Thats 9 names, I'm not sure which one to discard, unless I carry on the new tradition that Mega Man Unlimited is using, and have 9 bosses. :P I think naming them after stars is fine as they are STAR Droids. Perhaps these ones were assigned to these star sectors, whilst the 8 sent to our Solar System in MMV were only given assignments to each of our planets.

No need to worry about the Stardroids being given names of stars.  Perhaps the Nova Weapons (Like Sunstar) can be named after TYPES of stars, rather than names we've given stars. E.g. Sunstar, Darkstar, Neutronstar, etc. I think that only one more of these legendary weapons will be featured in this fangame. Mega Man will come to learn that Nova has spread these doomsday weapons across the universe to destroy all non robotic life. By the end of the game Mega Man could destroy one of them and leave the story open for a sequel where he goes forth to find the others.
Title: Re: Untitled Mega Mania Style Fangame
Post by: Mirby on March 03, 2012, 08:40:41 PM
I'd drop Aquarius, personally. I mean, that way none of them share a first letter, making it even easier to distinguish weapons.

But yeah, that sounds great; I think the Nova Weapon for this one should be named either Darkstar or Neutronstar, to give a feeling that they're even more powerful than Sunstar was.
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yllisos Zanon on March 03, 2012, 09:03:48 PM
I can see Aquarius being a fortress boss, really. 

If you don't decide to have the main villain having star in his name, my next suggestion.  Wyrme, short term for 'Worm Hole'.
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yoku Man on March 03, 2012, 09:06:46 PM
I can see Aquarius being a fortress boss, really. 

If you don't decide to have the main villain having star in his name, my next suggestion.  Wyrme, short term for 'Worm Hole'.

Wyrme sounds like a nice name for a regular enemy actually lol.
Title: Re: Untitled Mega Mania Style Fangame
Post by: Flame on March 04, 2012, 12:43:40 AM
If you must drop a name, then I would go for Deneb. Dunno. Just dont like it.

Quote
- Polaris (The North Star)
Soooo.... It's gonna be a martial arts bot that makes heads explode?
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yoku Man on March 04, 2012, 03:54:30 AM
I've updated the first post with a final full sprite sheet of Mega Man, includes more angles and poses and all the different charge shot colour frames too.
Next I'll be doing a sprite sheet of Helmetless Mega Man and then Rock. Then it'll be onto others like Proto Man, Roll, Rush, Wily etc.
Title: Re: Untitled Mega Mania Style Fangame
Post by: N-Mario on March 04, 2012, 04:59:10 AM
I've updated the first post with a final full sprite sheet of Mega Man, includes more angles and poses and all the different charge shot colour frames too.
Next I'll be doing a sprite sheet of Helmetless Mega Man and then Rock. Then it'll be onto others like Proto Man, Roll, Rush, Wily etc.

I really don't get the idea of using more angles. Are we going for a RockMan 8-bit Death-Match style play, where you can shoot and jump in more than 1 direction?

Also, I don't see why you needed to include the other color swatches for the other frames. It just makes it more confusing than the sheet needs to be. :-/
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yoku Man on March 04, 2012, 07:22:52 AM
I really don't get the idea of using more angles. Are we going for a RockMan 8-bit Death-Match style play, where you can shoot and jump in more than 1 direction?

Also, I don't see why you needed to include the other color swatches for the other frames. It just makes it more confusing than the sheet needs to be. :-/

It's all there just incase it's ever needed. Who knows where the development of this game will lead? I included multiple angles incase anything new like the spinning platforms ftom Mega Man 5 or something similar is later devised. The charging frames are also important for reference as I examined the gameboy charging effect not all of Mega Mans colours swap, they get jumbled up. I don't think all of these sprites will end up being used, some new ones may end up having ro be added. This is all merely for reference and also to provide the first ever Mega Mania full sprite sheet. None exists with Mega Man in this style, it may have uses beyond our fangame.
Title: Re: Untitled Mega Mania Style Fangame
Post by: N-Mario on March 04, 2012, 08:45:32 AM
It's all there just incase it's ever needed. Who knows where the development of this game will lead? I included multiple angles incase anything new like the spinning platforms ftom Mega Man 5 or something similar is later devised. The charging frames are also important for reference as I examined the gameboy charging effect not all of Mega Mans colours swap, they get jumbled up. I don't think all of these sprites will end up being used, some new ones may end up having ro be added. This is all merely for reference and also to provide the first ever Mega Mania full sprite sheet. None exists with Mega Man in this style, it may have uses beyond our fangame.

For the spinning platforms ala MM5, you only need the standing spinning animation. We won't need any other angles for running, jumping or shooting. If I programmed them, I would just use the default running animation if the player tries to run on these things.

For the color cycling effect for a sprite sheet, all you need is the standing animation to show which colors get cycled. or at least a palette index tile to show which colors get rotated (like what some of my small examples show). :)

Everything else there is unnecessary, IMHO. I know it's a reference fro you, but at least you should condense it a bit to look less confusing. :-/
Title: Re: Untitled Mega Mania Style Fangame
Post by: Flame on March 04, 2012, 06:47:26 PM
Since you mentioned references to SAR and 8, might we see Duo again?
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yllisos Zanon on March 04, 2012, 10:45:38 PM
I forgot about Rockman Strategy.  The main bosses are called Constellation Droids, it has the zodiac signs for the main bosses along with Apollo and Luna.  So for the title name for this group of bots, Martienauts.

Also, curious question.  Are there gonna be any water theme levels, so Mega Man can swim?
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yoku Man on March 05, 2012, 01:15:10 AM
Absolutely no idea. Its too early to say. We aren't in the level designing stage yet. As of now I would assume he'd swim like normal in this fangame, just jump higher in water. But we'll see how things turn out. Who knows? Maybe if there is a few space themed stages (as its set in outer space) a water stage may become redundant, but swimming in water may be a good way to add a new gimmick to a redundant stage.

We'll just have to wait and see.
Title: Re: Untitled Mega Mania Style Fangame
Post by: N-Mario on March 05, 2012, 07:04:09 AM
I honestly don't think MegaMan being able to swim is a good idea. It was only good in MM8 because there were areas where it would be required. Also, there were more graphics to work with, not limited to 8-bit work. But IMO, I don't really see 8-Bit MegaMan swimming.

Anyway Stars, have you given any thought when you would like to start on this project? Sounds like you're still getting ideas and story down first. I thought of what we can do is, if you want to work together with me on this, we could do a live stream thing and coordinate your plans and my coding or something. Just know that I'm going to be limited to working with MMF2, cause I don't know much on C programming. I wish I knew it though, I bet there would be less limits. But I guess my mind is also limited to what I know about programming. :-/

If not, then I could always work on my own thing until you are ready. Apparently I have the week off of work (as of this message) until the weekend, and I want to try to get started on something and get off my lazy bottom. I may be doing some more stream tests though to see how it looks when I go to code a game in MMF2 while streaming.  XD

well we don't have to. It's just a thought I had. I read somewhere that if a game is in early WIP stages, it should remain kept a secret until further development has been done (like how businesses usually are). Which is probably what Phil did with this game after he transferred over to C++ with his Co-Worker.  But since this is your game, it's entirely up to you how we want to work together. :)
Title: Re: Untitled Mega Mania Style Fangame
Post by: Mirby on March 05, 2012, 10:29:15 AM
You know, the only time anything close to swimming worked in 8-bit MM was Rush Marine. Just sayin'.
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yoku Man on March 05, 2012, 02:10:56 PM
You know, the only time anything close to swimming worked in 8-bit MM was Rush Marine. Just sayin'.

Perhaps Rush Marine can still be used. Mega Man V did have a shmup style stage when you flew to the Wily Death Star. Perhaps any water stage could be like that but underwater.

I thought of what we can do is, if you want to work together with me on this, we could do a live stream thing and coordinate your plans and my coding or something. Just know that I'm going to be limited to working with MMF2, cause I don't know much on C programming. I wish I knew it though, I bet there would be less limits. But I guess my mind is also limited to what I know about programming. :-/

If not, then I could always work on my own thing until you are ready. Apparently I have the week off of work (as of this message) until the weekend, and I want to try to get started on something and get off my lazy bottom. I may be doing some more stream tests though to see how it looks when I go to code a game in MMF2 while streaming.  XD

Thats a great idea, I'm up for that. No need to keep the stream a secret yet cos I guess this early we'd just be working on the engine and some example test stages, nothing spoilerish. To start we could define the screen resolutions, title screen, select screen, boss intro screen and do a test level. I think a perfect template level could be Wily's Spaceship Stage 1 from Mega Man IV. We could include the same old tileset, music, etc. Just to see how authentic we can get the engine to the original Gameboy style. (But of course with the Mega Mania pallete)

[youtube]AoUjpBuqSXQ[/youtube]
Title: Re: Untitled Mega Mania Style Fangame
Post by: KudosForce on March 05, 2012, 07:59:57 PM
That sounds like a neat concept, but the only problem is how to get it back.

As such, allow me to suggest this: when you defeat said enemy that stole MM's helmet, it can drop an item shaped like a 1-UP, but without the face. Once you pick it up, MM will get his helmet back.

So, what do you think?
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yoku Man on March 05, 2012, 08:15:56 PM
Well in MM9 and MM10, after you die it automatically comes back, and when you go to the shop you can buy a new one. Those are the best ways to get the helmet back. Its designed to be a nuisance, some players won't wanna forfeit a life to get the helmet back so will risk the extra challenge to carry on through the level with double damage until they can return to the shop and get a new helm. The only difference here is, the choice to go helmetless in 9 and 10 was something you paid for. You paid for the challenge, here its given anyway whether you like it or not.
Title: Re: Untitled Mega Mania Style Fangame
Post by: KudosForce on March 05, 2012, 08:25:20 PM
Well, that's fair enough, then.

With that said, it's nice to hear you guys will take the low-profile route.  owob It's best to adopt that strategy rather than post frequent updates and be pestered for the 10 000th time.

Good luck with your endeavor! I'm curious to see the results of this project.
Title: Re: Untitled Mega Mania Style Fangame
Post by: Cherrykorock on March 05, 2012, 10:20:19 PM
I doubt you want the help, but if you want I can sketch up some concept art for the characters when you have them down. As in you know for sure you are going with those Stardriods. I really like the ideas in this project and would love to help in whatever way I can. And seeing as you have cutscenes in mind I could do some storyboards for you as well. Of course if you want any help in the art department that is. =P

Regardless I can't wait to see this project. =]
Title: Re: Untitled Mega Mania Style Fangame
Post by: KoiDrake on March 05, 2012, 11:40:57 PM
From what I'm reading, you haven't even decided on which bosses you are using, and the story still looks kinda sketchy, the border should be the last think you should be thinking about.
Title: Re: Untitled Mega Mania Style Fangame
Post by: KoiDrake on March 06, 2012, 01:54:27 AM
But you don't need the border with the Megaman drawing to do that, the blank border should be enough to test the coding.

It's like if NMario (using him as an example since he is helping you) asked for some custom tiles before he even started with his engine, he instead  used placeholder tiles on it, as the important part was the gameplay, the graphics should be fleshed out later.
Title: Re: Untitled Mega Mania Style Fangame
Post by: Night on March 06, 2012, 05:11:57 AM
(http://i828.photobucket.com/albums/zz210/kobunnight/Megaman/gbenginestuck.png)
I is stuck >w<
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yoku Man on March 08, 2012, 03:40:32 PM
Just a few more updates. Title card added, & new BG for the game engine frame. Yes, I made a new one myself. :-3

Though I've been wondering Stars. Was the original idea was to use the Super GB border size from MM V, the one with all the metools? I know you always wanted a border around the game, but I wasn't sure which one you wanted for the final concept. We're currently going with the GBA border idea, but as I remember earlier, you had some older concept pics with the Super GB size border, correct? Just wondering. :)

Also, it feels like the flash version has a completely different gravity measurement for some reason. You can jump up 3 tiles barely, but i the app, you can't really make it. Though I'm sure the movement still isn't accurate anyway, but it's getting close, me thinks. But I could be wrong.

Yeh lets stick with the GBA Border. Thats a nice little substitute you've made there! Bravo! I'm dumping the Super Gameboy border idea now because we're making a Mega Mania Style game now instead of a Super Gameboy style.

I've been studying the gameboy games some more and I think I'm wrong about the height. I think Mega Man is supposed to only be able to jump 2 tiles high and a bit. Yeah, actually, just tested it. Here ya go. I've tried it out and measured it exactly.

(http://i168.photobucket.com/albums/u190/dimension_w/GB-Mega-Man-Project/JumpHeight.png)

Mega Man jumps two tiles and his right foot measures 6 pixels high above tile 2, it you wanna get things perfect.

Anyway I've been putting together our template level of MMIV Wily Space Station, I should have something for you to put in today.
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yoku Man on March 11, 2012, 07:52:14 PM
Don't forget to merge your double posts. ;)

Pffft they were 16 hours apart, I'd hardly call that a double post. Anyway, I'm merging all my sprite sheets on the first page.

Next up will be Dr Light. Hmm What outline colour do you think he should have?
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yllisos Zanon on March 11, 2012, 10:13:40 PM
Both Dr. Light and Dr. Wily should have Dark Grey outlines.  If you do decide to put Duo in the game, he should have the same Dark Blue outline that Mega Man has.  If you end up deciding to use Bass and Treble, Bass should have the same Dark Grey the two Docs have.  While Treble has Dark Purple.  Tango would have Dark Green, Beat would have the same Dark Blue, Eddie would have the same Dark Red as Roll and Proto.

The more I see these sprites, the more I think of the MMX games, that were made for the Gameboy Color.
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yoku Man on March 11, 2012, 10:35:33 PM
Both Dr. Light and Dr. Wily should have Dark Grey outlines.  If you do decide to put Duo in the game, he should have the same Dark Blue outline that Mega Man has.  If you end up deciding to use Bass and Treble, Bass should have the same Dark Grey the two Docs have.  While Treble has Dark Purple.  Tango would have Dark Green, Beat would have the same Dark Blue, Eddie would have the same Dark Red as Roll and Proto.

The more I see these sprites, the more I think of the MMX games, that were made for the Gameboy Color.


Cool suggestions! I came to the same conclusion for Dr Light. I've added him to the first post in the thread. The grey outline suits him well. I'll keep the next sprite I do a surprise.

Oh, as for Duo, I'm beginning to think that his sprite from the Neo Geo Pocket Colour "Battle and Fighters" might not really fit for the gameboy games, the style is quite different, but I imagine it would be of similar size. So we may have to invent new sprites for him. Any volunteers or suggestions? Hmm are there sprites of him from RM8FC?
Title: Re: Untitled Mega Mania Style Fangame
Post by: Mirby on March 12, 2012, 04:01:38 AM
That OP is looking good, and I'm glad my suggestion of star names is being used. :3
Title: Re: Untitled Mega Mania Style Fangame
Post by: IQ-0 on March 12, 2012, 04:59:37 AM
I updated the Wily Stage MM4-1 in my thread but I'll update it here. As suggested by N-Mario I blended the moon into the bg and I also added twinkle to all the single pixel stars minus the black ones.

http://www.1ccgaming.com/mmgbcc/wilystagemm4gb_1.gif
Title: Re: Untitled Mega Mania Style Fangame
Post by: N-Mario on March 12, 2012, 05:27:47 AM
I started working on getting the3 color option working in the engine. it's not complete yet, but it's getting there. GB Black&White MegaMan's color works, as well as the B&W title & select screen. ;)
I still need to work on fixing the display bar at the bottom to be GB Black & White. When I get done with it, I'll post an update.

Also, I think Dr. Wily's outline is too light. I think it needs to be darker. I agree for a gray outline, just make it darker. Another note some of Dr. Wily's sprites have black pixels on his feet (top row). Shouldn't they be white, or the same color as his white?
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yllisos Zanon on March 12, 2012, 05:49:41 AM
I have an idea for Orion, color scheme wise at least.  Since Saturn Man was Brown in color, I can see him being Brown (Primary), Turquoise (Secondary), Dark Blue (Outline).  If I get a chance, I may drop an image in this thread on how I imagine the bosses. 

But, truthfully.  I cannot see Orion being in any other color scheme!? LOL
Title: Re: Untitled Mega Mania Style Fangame
Post by: IQ-0 on March 12, 2012, 05:53:05 AM
Quote
I'm definately gonna keep an eye on your thread. I bet you're gonna colourise all the Gameboy Mega Man games in the end?

Yes, eventually I'll have all the levels colored.

Quote
I wonder however if you'd ever want to help with designing orignal tilesets when we reach that stage of game development?

No problem and if you need music, I have my own band and can help with that too.

In fact, I'm currently brainstorming some tilesets to create for another unrelated group project in development codenamed Project V.N.A. including a strawberry themed level and its music theme is based off of the song Strawberry Letter 23 by Brothers Johnson. For that, the music is being worked on first and they contain musical easter eggs such as the Intro + Title (http://www.youtube.com/watch?v=hc15W3vg-U0) is based off of Back Dat Azz Up by Juvenile. Password (http://www.youtube.com/watch?NR=1&feature=endscreen&v=S5U2Bm7O5M4) is based off of I Wish by Skee-Lo and Stage Select (http://www.youtube.com/watch?v=fKYSvbr1zTA&feature=endscreen&NR=1) is based off of One Beer by MF Doom.

Quote
This will proove most useful for our engine.

You must've played Ghostbusters for the NES. Now go and rest your game creators :P
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yllisos Zanon on March 12, 2012, 06:22:27 AM
I have always enjoyed scripting, but I never had a chance to actually utilize this passion, especially for someone else.  But, here goes a little bit of it.

Mega Man: Who are you, why are you attacking Earth?

Orion: My oh my, we just met, yet the questions seem angry.

Mega Man: You didn't answer my questions.

Orion: Ask nicely, I might actually tell you.

Mega Man:  Who are you?

Orion: You may call me, Orion.

Mega Man: Why are you attacking Earth?

Orion: Orders, I always follow my masters wish.

Mega Man: Who is your master?

Orion:  Ha ha ha, like I'll tell you.  Now fight, or die in pieces.
Title: Re: Untitled Mega Mania Style Fangame
Post by: Cherrykorock on March 12, 2012, 07:40:19 AM
Will the stardriods be shaped similar in design to the Robot Masters i.e mostly humanoid in shape? Or will they be more like the Reploids in Megaman Zero? I ask because some of the designs I wonder about.
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yllisos Zanon on March 12, 2012, 07:51:20 AM
Will the stardriods be shaped similar in design to the Robot Masters i.e mostly humanoid in shape? Or will they be more like the Reploids in Megaman Zero? I ask because some of the designs I wonder about.

I personally find this a good question.

For the sake of a new breed of Robots, in general.
Title: Re: Untitled Mega Mania Style Fangame
Post by: N-Mario on March 12, 2012, 08:02:41 AM
Just putting up a post saying that the color on/off option in the game engine now works. I changed the BG color of stage 1 with a different color to show the difference of playing in color, and in GB black & white. :)

I still need to work out a couple of bugs and other things like improving the movement engine. But it's getting there. :-/
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yoku Man on March 12, 2012, 02:10:19 PM
Also, I think Dr. Wily's outline is too light. I think it needs to be darker. I agree for a gray outline, just make it darker. Another note some of Dr. Wily's sprites have black pixels on his feet (top row). Shouldn't they be white, or the same color as his white?

Sorry NMario but i'm gonna keep the lighter grey outline. We need consistency. Dr Light has the same primary colour as Wily so they must have the same colour outline. But thanks for the keen spot with the missing white pixels. Its fixed.

Just putting up a post saying that the color on/off option in the game engine now works. I changed the BG color of stage 1 with a different color to show the difference of playing in color, and in GB black & white. :)
I still need to work out a couple of bugs and other things like improving the movement engine. But it's getting there. :-/

Looking awesome! This has to be one of the coolest features for this fangame, its what'll help make it unique. When people start LP'ing the game, it will always be a surprise as to what style they'll play it in. I also think that in the long run we may end up having several borders too, borders that will change depending on what level you are. So not only will we need new sprites for the Stardroids, but some nice pixel art of them to go in the border.

I have always enjoyed scripting, but I never had a chance to actually utilize this passion, especially for someone else.  But, here goes a little bit of it.

Sorry Yllisos, but I don't think any of the Regular Stardroids will have speaking parts. This script may be possible elsewhere though but I doubt Mega Man would ever face Orion anywhere else but in his stage. Thought is appreciated though. I'd rather wait till I've perfected the plot before I ask for any script ideas from you guys. Just be patient and you'll soon get your chance everyone.

Yes, eventually I'll have all the levels colored.
No problem and if you need music, I have my own band and can help with that too.

If you can work with Gameboy instruments, I'm all for the help! I'm definately going to ask for Kevvviiinnn's help too. He's getting back into the Mega Man mood and he's yet to try Gameboy style music. I think he may like the challenge. I'm personally thinking of attempting the Title Song first, two ideas that come to mind is an homage to MMV's style of music and perhaps a little ref to Sakura's Theme, like in the Trailer to Mega Mania.

Will the stardroids be shaped similar in design to the Robot Masters i.e mostly humanoid in shape? Or will they be more like the Reploids in Megaman Zero? I ask because some of the designs I wonder about.

This is designed to be a direct sequel to Mega Man V, so for consistencies sake, these new Stardroids are going to look very similar in style to the humanoid Stardroids from the last game. Just think of Pluto or Uranus, they were still humanoid yet still had animal features. So keep that in mind for Stardroids like: Arcturus (Bear), Vega (Vulture) or Hydra (Serpent).
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yoku Man on March 12, 2012, 09:01:23 PM
Here guys, with permission from Availation on deviantart, I've borrowed his Duo sprite and reduced it down to NES 8 Bit colours. What do you guys think? I wanna see if you fellows like it before I continue with the full sheet and do it GBA style.

(http://i168.photobucket.com/albums/u190/dimension_w/GB-Mega-Man-Project/Duo_8Bit1.png)
Title: Re: Untitled Mega Mania Style Fangame
Post by: N-Mario on March 12, 2012, 11:16:17 PM
I have updated the game engine a bit. The X and Y Movement is getting more accurate to the GB Megaman game starting with MM IV.


For those who want to make a tile set for us, make a note how the SNES GBA color reference the differences.

(http://gcnmario.free.fr/smw_snes-gba_color.png)
Left - SNES Colors
Right - GBA Colors.

Some of the colors get a difference of 48. While the green shade (and some other shades) gets a difference of 32.

The lowest shade increase/decrease amount should be about 16. Because 48 - 32 = 16.

The highest color shade for each R G B is 248. Where the white shade stays at RGB 248 for both screens.
Title: Re: Untitled Mega Mania Style Fangame
Post by: KoiDrake on March 12, 2012, 11:19:48 PM
Here guys, with permission from Availation on deviantart, I've borrowed his Duo sprite and reduced it down to NES 8 Bit colours. What do you guys think? I wanna see if you fellows like it before I continue with the full sheet and do it GBA style.

(http://i168.photobucket.com/albums/u190/dimension_w/GB-Mega-Man-Project/Duo_8Bit1.png)
From first sight it seems to be a bit too detailed, maybe if you posted it side-to-side with the other chracters and on the original size it'll be easier to tell if that's the case.

The engine seems to be advancing smoothly, I'm liking what I've seen so far.
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yoku Man on March 12, 2012, 11:45:06 PM
From first sight it seems to be a bit too detailed, maybe if you posted it side-to-side with the other chracters and on the original size it'll be easier to tell if that's the case.

Here you go, here are some side-by-side comparisons with other characters, and even with other versions of Duo in existence.

(http://i168.photobucket.com/albums/u190/dimension_w/GB-Mega-Man-Project/Duo_Comparisons.png)
Title: Re: Untitled Mega Mania Style Fangame
Post by: KoiDrake on March 13, 2012, 12:46:17 AM
I like the right one, left one seems to be a bit too bright. Not sure about Light's pants, the blue there looks weird, I would color them the same way as Wily's (just gray)
As for Duo, he looks kinda out of place, like he is missing that "chibi" style the rest of the characters have. The RM8FC would fit more, but I would touch it up to make it look more beefy, looks a bit skiny right now :P

Just my personal opinions...
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yoku Man on March 13, 2012, 01:24:27 AM
I like the right one, left one seems to be a bit too bright. Not sure about Light's pants, the blue there looks weird, I would color them the same way as Wily's (just gray)
As for Duo, he looks kinda out of place, like he is missing that "chibi" style the rest of the characters have. The RM8FC would fit more, but I would touch it up to make it look more beefy, looks a bit skiny right now :P

Just my personal opinions...

So looks like we may have to come up with something original then for Duo. I'll update the first post with the new outlined Doctors.
Title: Re: Untitled Mega Mania Style Fangame
Post by: N-Mario on March 13, 2012, 01:45:51 AM
I kind of think the NeoGeo Pocket version of Duo would fit. After all, the NeoGeo MegaMan & ProtoMan are sort of a re-touched up version of their NES sprites, correct? If not, we could touch up Duo's Neo Geo Pocket sprite to work with the style we are going for. ;)

Also, this is just a thought for the engine itself. For an example game, we could use 1 robot master from each GB game. for example. Elec Man MMI, Air Man MMII, Top Man MMIII (or MMII part 2), Drill Man MMIV. Or would you rather prefer original robot masters for the engine? I can come up with 4 new robot masters, but since we already have colorized maps of some of the levels already, just thought I point that out.

And of course Stars would still have his own game, with the stardroids, Duo, and all that he has planned. I just needed something to work with for the base of operations. :)
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yoku Man on March 13, 2012, 04:20:03 AM
I kind of think the NeoGeo Pocket version of Duo would fit. After all, the NeoGeo MegaMan & ProtoMan are sort of a re-touched up version of their NES sprites, correct? If not, we could touch up Duo's Neo Geo Pocket sprite to work with the style we are going for. ;)

Also, this is just a thought for the engine itself. For an example game, we could use 1 robot master from each GB game. for example. Elec Man MMI, Air Man MMII, Top Man MMIII (or MMII part 2), Drill Man MMIV. Or would you rather prefer original robot masters for the engine? I can come up with 4 new robot masters, but since we already have colorized maps of some of the levels already, just thought I point that out.

And of course Stars would still have his own game, with the stardroids, Duo, and all that he has planned. I just needed something to work with for the base of operations. :)

We'll need a good sprite artist to do Duo justice, to change him up to fit the NES/GB era style. He should still be taller than everyone else as thats what he always was, but I agree he needs to somehow lose detail so that he fits in among the other basic looking chibi characters.

As for your idea for levels. Cool! Go with it, yeh use Elec Man, Air Man, Top Man and Drill Man. Templates are templates and it'll be nice examples of what the engine can do and how accurate it can try to be to the original levels. But of course I'd recommend we improve upon MMII's abominations and put in some better sprites for the enemies in that level. I think the Pipi and the Lightning Lords could be borrowed from MMI anyway. And we could just make a GB version of Air Man's NES sprite as apposed to the monstrosity that was his GB form.

Can't wait to play Air Man's stage with GOOD platform physics too, would also finally be able to Jump and Shoot into the boss door lol!
Title: Re: Untitled Mega Mania Style Fangame
Post by: N-Mario on March 13, 2012, 04:48:07 AM
We'll need a good sprite artist to do Duo justice, to change him up to fit the NES/GB era style. He should still be taller than everyone else as thats what he always was, but I agree he needs to somehow lose detail so that he fits in among the other basic looking chibi characters.

As for your idea for levels. Cool! Go with it, yeh use Elec Man, Air Man, Top Man and Drill Man. Templates are templates and it'll be nice examples of what the engine can do and how accurate it can try to be to the original levels. But of course I'd recommend we improve upon MMII's abominations and put in some better sprites for the enemies in that level. I think the Pipi and the Lightning Lords could be borrowed from MMI anyway. And we could just make a GB version of Air Man's NES sprite as apposed to the monstrosity that was his GB form.

Can't wait to play Air Man's stage with GOOD platform physics too, would also finally be able to Jump and Shoot into the boss door lol!

Those were just some ideas. I could go with either Ice Man, Cut Man, or Fire Man instead of Elec man. But case in point, yea. ;)

So you suggest we use NES sprites of robot masters for the engine, change their color to the GB style, while MM has is own GB sprites? Considering there actually was a screen of Air Man MMII with the Mega Man Mania palette using the GB sprite. I'm just sayin, putting it out there. :-/
Title: Re: Untitled Mega Mania Style Fangame
Post by: Flame on March 13, 2012, 06:34:01 AM
IMO some kind of mix between the Duo on the left and the neo geo one would be best IMO. personally, i think the neo geo one itself would be good if it was touched up a bit. (his head is too small compared to the other characters, and hes just too small in general) the RM8FC Duo looks pretty bad IMO.
Title: Re: Untitled Mega Mania Style Fangame
Post by: N-Mario on March 13, 2012, 07:26:45 AM
Did a few more updates to the game engine.

Began to add sound. Oddly enough, some sounds get cut off under flash, but it seems to be fine in application version. I'll have a look at it later.
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yoku Man on March 13, 2012, 03:02:06 PM
Those were just some ideas. I could go with either Ice Man, Cut Man, or Fire Man instead of Elec man. But case in point, yea. ;)

So you suggest we use NES sprites of robot masters for the engine, change their color to the GB style, while MM has is own GB sprites? Considering there actually was a screen of Air Man MMII with the Mega Man Mania palette using the GB sprite. I'm just sayin, putting it out there. :-/

I personally wanna see Elec Man stage so we can code GB baby Yoku Blocks!

Concerning Air Man stage... Inafune himself apologised for MMII. It was never properly constructed, if Inafune had his way they would have had proper NES style sprites for the enemies in that game. But I suppose if we're striving for authenticity, we'll keep the original GB sprites then. But I've always wondered how a MMII level would favour with improved sprites and physics.

Did a few more updates to the game engine.

Began to add sound. Oddly enough, some sounds get cut off under flash, but it seems to be fine in application version. I'll have a look at it later.

Sounding good, the exe version that is. Weird why some sounds cut off only in the flash version.

Looks like the engine is coming together at a steady pace. Keep up the good work NMario! I'll continue with other sprites for now, still need to finish, Beat, Eddie, Rush, Tango, Bass, Treble, Reggae and Auto. All your regulars that are destined to be in the game. Will be awesome to see GB versions of Auto and Bass.
Title: Re: Untitled Mega Mania Style Fangame
Post by: OBJECTION MAN on March 13, 2012, 04:23:19 PM
I'll admit this is pretty interesting. Are you planning on remaking MMI-V, and adding a new game, or just the new game? I can't seem to tell with your posts.

The other topic I'd like to bring up is stylizing and color use. I would imagine the ports here, in the real version of the game that got canned, are using GBA color formats. For instance, Mars in the screen shot we have thanks to Flame's link, seems to be using a [parasitic bomb] ton of colors. Under normal GBC standards (flicker issues, it could actually display that many colors easily, but not the amount of sprites needed to do that all together), which I presumed the game would have followed, that is just too much to not cause flicker hell. It is evident by this and a few other examples, that this is a re-code from the GB originals into GBA format.

This gives you a lot of freedom while remaining authentic to the original. A little about GBA color format;

16 palettes, each of 16 colors (15 + 1 transparent), for sprites
16 palettes, each of 16 colors (15 + 1 transparent), for backgrounds

This wealth of palettes is also what allows the colored outlines. I would reconsider the contrast of some of these palettes though. The GBA was developed under with the intention of washed out colors to support it's somewhat darker screen. I wouldn't take the colors just 'as is' for this. In fact, under normal GBA operation, they wouldn't look as washed out as emulation does. This is why there is a "real colors" option in emulators like VBA. There is no reason to force the same washed out look here. At the same time, there is no reason to strictly adhere to the NES palette set, or any other either. Be vibrant, and deep. Select good colors to complement the style. I'd recommend starting with a little more contrast, especially on megaman. His dark blue should be a little bit darker. Think of it in the same way the darker Dr Wily grey is preferred over the lighter.

I noticed some games were still in GBC 'colorized' format too. This makes me wonder how much additional sprite work would have been done if the game was not cancelled? Another curious note along these lines; Megaman's buster has a white shine to it, not light blue, when firing as seen in the screen shots from Flame's link. I personally see this as a mistake, or the cause of unfinished work. It looks weird being the only white highlight.

The backgrounds are looking very much as if they're following a 4 color per tile rule (assuming not transparent, where the 4th would the darkest color), with a few exceptions. I spot some tiles with 5 colors, adding a detail or two. This looks fine, I'd say continue that trend. It complements the higher color sprites, but if you go too overboard Megaman will begin to look out of place.

Take the examples of the final state of the project with a grain of salt. It seems unfinished at best, but do leave hints to the style they want to give.

These are things to consider as you develop the style for this game.
Title: Re: Untitled Mega Mania Style Fangame
Post by: N-Mario on March 13, 2012, 09:14:58 PM
Updated the engine.

-Re-recorded the sounds, adjusting the volume lower.
-Added robot master portraits for stage select screen. Added music for this frame.
-Fixed jump max height. Originally while MM's gravity was almost exact with the GB megaman, my MM was jumping a few pixels up too high. Now they both jump up the same # of pixels for the max height.
-Fixed some of the sounds for the flash build.
-Added a GB style boot up screen.
-Added a disclaimer screen.

Though the robot masters may be temporary. But I think Elec Man may stay in favor for StarsimsUniverse. Ring Man might stay. Not sure about the other two at the moment.
Title: Re: Untitled Mega Mania Style Fangame
Post by: IQ-0 on March 14, 2012, 08:58:11 AM
Elecman stage is completed for your Yoku block pleasures. If you want plan on adding any fanning physics I'll try to animate the fans too.

http://www.1ccgaming.com/mmgbcc/elecmanmm1gb.png - As said in the other thread, I followed the NES example and changed the bg a bit towards the end of the stage.
Title: Re: Untitled Mega Mania Style Fangame
Post by: OBJECTION MAN on March 14, 2012, 04:44:10 PM
Alright then;

Color adjusted Megaman:
(http://img94.imageshack.us/img94/8914/yokummmmegamanobjmancol.gif)
http://img94.imageshack.us/img94/8914/yokummmmegamanobjmancol.gif

Elecman Stage color adjust:
(http://img40.imageshack.us/img40/4484/elecmanstageobjmancolor.gif)
http://img40.imageshack.us/img40/4484/elecmanstageobjmancolor.gif

Duo sprites? Based on Power Battles & Fighters
(http://img11.imageshack.us/img11/1603/pbfduoobjmanedits2.gif)
http://img11.imageshack.us/img11/1603/pbfduoobjmanedits2.gif

Mock screen shots to show how it all fits:
(http://img829.imageshack.us/img829/2453/mockscreen1.png)

(http://img401.imageshack.us/img401/4807/mockscreen2.png)

(http://img256.imageshack.us/img256/2576/mockscreen3.png)

(http://img441.imageshack.us/img441/19/mockscreen4.png)
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yoku Man on March 14, 2012, 05:33:07 PM
Interesting, interesting. Though I think the Cyan is too close to being green now. Though the Elec Man stage edit is intruiging. Have you compared this to how Elec Man's stage is shown in the trailer by chance?

I think that Duo could work but I think he needs an additional colour for his outlines. You need to consider we're basing the sprites off the gameboy, in those games Mega man was given extra outlines so that his skin wouldn't clash with his helmet, they were the same grey colour. This is something to consider when designing new sprites. Not only do we have to colour them in GBA style but we need to consider how their grayscale version would look.

So far the sprites I've edited already have existing Gameboy sprites, and I've made sure to use them so any additional pixels Capcom added, remain on them. Try to do Duo in Greyscale now, it'll help you identify where to put the black lines (which will eventually become the new darker outline for the GBA sprite.)
Title: Re: Untitled Mega Mania Style Fangame
Post by: N-Mario on March 14, 2012, 05:39:38 PM
Alright then;

Color adjusted Megaman:
(http://img94.imageshack.us/img94/8914/yokummmmegamanobjmancol.gif)
http://img94.imageshack.us/img94/8914/yokummmmegamanobjmancol.gif

Elecman Stage color adjust:
(http://img40.imageshack.us/img40/4484/elecmanstageobjmancolor.gif)
http://img40.imageshack.us/img40/4484/elecmanstageobjmancolor.gif

Duo sprites? Based on Power Battles & Fighters
(http://img11.imageshack.us/img11/1603/pbfduoobjmanedits2.gif)
http://img11.imageshack.us/img11/1603/pbfduoobjmanedits2.gif

Mock screen shots to show how it all fits:
(http://img829.imageshack.us/img829/2453/mockscreen1.png)

(http://img401.imageshack.us/img401/4807/mockscreen2.png)

(http://img256.imageshack.us/img256/2576/mockscreen3.png)

(http://img441.imageshack.us/img441/19/mockscreen4.png)

Yea I don't know why we needed another color adjusted megaman as we already had one. Unless these colors are based on how the GBA colors work or something. But still, it looks too much green than the small screen shots & videos we've seen from the lost game. :-/

BTW, nice try at your hand at a color Elec Man stage. Although I think the sky is a bit too much. I kind of like IQ-0's colors better. ;)
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yoku Man on March 14, 2012, 06:08:16 PM
But don't be discouraged by our disagreements this time. Keep up the good work Objection Man! We will need to continuously have upcoming sprites and tilesets scrutinized, I'm sure some will need changing at some point. Just unfortunately its seems those last ones weren't convincing enough ;)
Title: Re: Untitled Mega Mania Style Fangame
Post by: OBJECTION MAN on March 14, 2012, 06:39:58 PM
Yes, the Duo one's aren't that great. Just a quick one shot, a possible starting point. I'll get to those later though.

Elecman stage:
I don't have much of a problem with the green as a color selection, since it's a nice complement to orange in this case, but for the purposes of an electrical stage it felt off. I chose purple, since blue was taken by the sky. The sky could be reduced back to the darker version if need be. I did change the fans though too, and the ladders. As far as the original goes, I believe a re-examination of the selective highlighting is needed. The green flooring and the ladders needed a touch up there the most. I can go over the concept of selective highlighting if requested.

EDIT: insert into this portion;
Have you compared this to how Elec Man's stage is shown in the trailer by chance?
The trailer didn't, but the screen shots Flame linked to did. They used blue, my original thought as the orange compliment, but since the sky was also, I chose purple.

Megaman:
It was made a little too intense, my apologizes. It was in an effort to keep the popping saturated feel, while retaining Megaman's traditional coloring. Not noticeable as much in NES emulators, for their use of default inaccurate palettes; Megaman has always had a notably teal lighter color, also present in also MM7 and MM8 especially which don't have the same color distortions when rendering their images. This was a mistake to turn it so high though.

Either way... Not sure exactly what I was thinking, now that I review things there wasn't much of a difference otherwise. However in an effort to compensate for GBA contrast differences, ie devs making the game desaturated and bright, here is a contrast adjusted version, with a reverted light color back toward blue more. The main focus here would be the face, has much less bleeding with the white of the eye. Also the outline had been contrasted just enough to take the edge off of the color bleeding between dark armor color and outline.

However, in addition, the palette for the image was a mess, including multiple shades of the same colors, for instance 4 different face colors spread across the sprites. I solidified it into a simple cohesive palette. There was also an unused color shown in the bottom left color table after solidifying, so it was also removed.

(http://img713.imageshack.us/img713/8914/yokummmmegamanobjmancol.gif)
http://img713.imageshack.us/img713/8914/yokummmmegamanobjmancol.gif

I sound like an idiot after all that. I'm not quite sure what possessed me to put the green that high. The hyper saturation is a very weird style for sure. Certainly sleep deprivation has taken it's toll...

As an additional topic, the shading and coloring differences between NES Megaman and GB Megaman, and how their respective games and original designs have changed and diverged because of the GameBoy palette limitations is something I'll want to get into. The Duo in grey scale is a perfect opportunity to really display why they did what they did, and why the GB colorization project had to go so high color as it did. Really interesting stuff, I've had a few discussions with Zan on the topic before too. I'll tackle it when I have a bit more time though, since its pretty in depth.
Title: Re: Untitled Mega Mania Style Fangame
Post by: N-Mario on March 15, 2012, 01:41:20 AM
Well, they do still need some serious work. We still need to set up the pattern routine, fix possible errors (getting stuck when they appear on you) and everything. :-/

From what you can tell, I already went ahead and put a section of Elec Man's stage in the game. Thanks IQ-0 for the colorized maps. :)
Title: Re: Untitled Mega Mania Style Fangame
Post by: VixyNyan on March 15, 2012, 04:00:16 AM
I don't see how this is a milestone?

(http://i.imgur.com/grdcF.png)

But officially, they're called Shutsugen Blocks, which means disappearing blocks or vanishing blocks. XD
Title: Re: Untitled Mega Mania Style Fangame
Post by: N-Mario on March 15, 2012, 04:06:13 AM
(http://i.imgur.com/grdcF.png)

But officially, they're called Shutsugen Blocks, which means disappearing blocks or vanishing blocks. XD

So Yoku Man's Japanese, or alternative name could be Shutsugen Man?  o~O


In all seriousness, I think most of us knew what they are called anyway. ^_^
Title: Re: Untitled Mega Mania Style Fangame
Post by: IQ-0 on March 15, 2012, 04:20:56 AM
As far as me using green for the flooring, besides it being a complement to orange, there is a color called electric green thus where I got the idea to use that color.
Title: Re: Untitled Mega Mania Style Fangame
Post by: N-Mario on March 15, 2012, 07:13:58 AM
- Just fixed a couple of errors with the yoku block. The block itself is now an invisible collision box. The actual graphic in the game is now just a whole sprite with the shadow overlay. (Originally I had the shadow separate from the yoku block. This is not the case any more)

- Also fixed the player getting stuck in the yoku block if it appears right on him.

- Elec Man stage theme song added. :)
(Although I'm not fond of the way how the mid-looping code works. I've always had trouble with looping stage theme songs from the middle correctly in MMF2. Oh well.)
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yoku Man on March 15, 2012, 01:34:18 PM
Looping seemed fine to me in the application version I just checked. Yet to try the Flash version. Seemed seemless to me. Bravo! And its in awesome stereo too! I advise you folks to put on headphones and hear Elec Man's gameboy theme in all its stereo glory.

So far I'm really impressed with this first room of the engine, especially in the B/W version, its indistinguishable from the original Gameboy game as regards feel, look and physics.
Title: Re: Untitled Mega Mania Style Fangame
Post by: OBJECTION MAN on March 15, 2012, 02:00:24 PM
I noticed the buster shot lost some of it's color definition. I fixed that, and also colored the effects with a yellow color set.

As far as the Mega-Arm goes, if you're using it, what coloring should be done. In some way, the fist is large for the non 'energy ball' sprite. Makes me wonder if it itself is suppose to be a shaped energy glowing arm, which would make it yellow. Or, perhaps its just larger to justify the larger hit box, though, it flashes so fast between that and the 'energy ball' sprite, that it shouldn't matter. With that in mind, I colored a few variations.

Also, I'd mark the blue buster shot in the official cancelled title as a 'work in progress' coloring. It just doesn't make much sense. I believe it's some weird hold over in progress coloring based on Megaman's palette itself. Given this, I made a new coloring.

(http://img855.imageshack.us/img855/8914/yokummmmegamanobjmancol.gif)
http://img855.imageshack.us/img855/8914/yokummmmegamanobjmancol.gif
Title: Re: Untitled Mega Mania Style Fangame
Post by: VixyNyan on March 15, 2012, 05:24:41 PM
A common MMF2 issue (any game that involves shooting and jumping), when you press left and right like crazy while shooting and shooting, sometimes the bullets shoots backwards instead of in front of you. XD

Fix that whenever you feel like it. ;3
Title: Re: Untitled Mega Mania Style Fangame
Post by: N-Mario on March 15, 2012, 05:55:10 PM
I noticed the buster shot lost some of it's color definition. I fixed that, and also colored the effects with a yellow color set.

As far as the Mega-Arm goes, if you're using it, what coloring should be done. In some way, the fist is large for the non 'energy ball' sprite. Makes me wonder if it itself is suppose to be a shaped energy glowing arm, which would make it yellow. Or, perhaps its just larger to justify the larger hit box, though, it flashes so fast between that and the 'energy ball' sprite, that it shouldn't matter. With that in mind, I colored a few variations.

Also, I'd mark the blue buster shot in the official cancelled title as a 'work in progress' coloring. It just doesn't make much sense. I believe it's some weird hold over in progress coloring based on Megaman's palette itself. Given this, I made a new coloring.

(http://img855.imageshack.us/img855/8914/yokummmmegamanobjmancol.gif)
http://img855.imageshack.us/img855/8914/yokummmmegamanobjmancol.gif

Actually, the bullets were light blue, as shown in some of the Mega Man Mania screens.
http://www.gamefaqs.com/gba/919406-mega-man-mania/images/gs_screen-2
http://www.gamefaqs.com/gba/920888-mega-man-anniversary-collection/images/gs_screen-9

Hmm..... Some of the earlier screen shots MegaMan was shooting yellow bullets. o_O
http://www.gamefaqs.com/gba/919406-mega-man-mania/images/screen-7
http://www.gamefaqs.com/gba/919406-mega-man-mania/images/screen-13
http://www.gamefaqs.com/gba/919406-mega-man-mania/images/screen-14

So I wonder if they got changed to blue when they clanged it to Anniversary Collection.


A common MMF2 issue (any game that involves shooting and jumping), when you press left and right like crazy while shooting and shooting, sometimes the bullets shoots backwards instead of in front of you. XD

Fix that whenever you feel like it. ;3

Hmm.... I don't know if I ever noticed that. If it happens in my game I'll see what I can do.
Title: Re: Untitled Mega Mania Style Fangame
Post by: Flame on March 15, 2012, 06:44:10 PM
Or maybe it is a graphical bug or wip color based on Rock's pallet?
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yoku Man on March 15, 2012, 07:33:21 PM
With permission from NMario, I've added a link, in the first post, to his Live Broadcast Channel on Twitch TV. It is there that he and I have been spending most of our time developing the engine. He broadcasts so I can view his progress and properly direct him as to what I want. Would be cool to get fans inputs on his progress as he works too.

He's streaming now as I post this message!

http://www.twitch.tv/nmario84
Title: Re: Untitled Mega Mania Style Fangame
Post by: N-Mario on March 15, 2012, 09:27:03 PM
Okay. I think I've fixed the bullet issue now, from what me and Starsims tested. :)

Also changed the color of the bullet to yellow.
Title: Re: Untitled Mega Mania Style Fangame
Post by: OBJECTION MAN on March 15, 2012, 09:38:58 PM
Actually, the bullets were light blue, as shown in some of the Mega Man Mania screens.

Yeah. I know. I said that in my post, and gave my thoughts on why already. I know I can be long winded but please read the things I say at least.

Recap: Blue bullets don't make sense, probably a bug or work in progress thing.
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yoku Man on March 15, 2012, 10:28:01 PM
After the rest of the Shutsugen Blocks are done, from what I hear, next on the agenda for the engine will be ladders, then sliding. (Then I assume Screen transitions) With those vital components added, we should be able to test and navigate entire levels we then put into the engine.

Then Coming soon: Air Man, Top Man and Ring Man stages.
Title: Re: Untitled Mega Mania Style Fangame
Post by: Flame on March 15, 2012, 10:58:46 PM
TBH, I thought it was odd that they were blue, but rolled with it anyway since it looked interesting at any rate.
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yoku Man on March 15, 2012, 11:20:35 PM
TBH, I thought it was odd that they were blue, but rolled with it anyway since it looked interesting at any rate.

But now... Look! They're Lemons!! Egoraptor will be pleased! Tee hee!

It was a tough decision but I decided on yellow in the end. Merely the roll of the dice for me, as both colours seemed suitable.
Title: Re: Untitled Mega Mania Style Fangame
Post by: VixyNyan on March 16, 2012, 12:31:43 AM
You can still call them Yoku blocks. It's a preferred fan-name, either that or just simply call them disappearing blocks (English). ^^;
Title: Re: Untitled Mega Mania Style Fangame
Post by: N-Mario on March 16, 2012, 03:56:49 AM
But now... Look! They're Lemons!! Egoraptor will be pleased! Tee hee!

Is it just me, or has someone been playing too much Portal 2? Or is this of another case? o_O
Cause in the middle of the that game, it pretty much makes good use of lemons. ^_^
Title: Re: Untitled Mega Mania Style Fangame
Post by: VixyNyan on March 16, 2012, 04:02:11 AM
http://www.youtube.com/watch?v=8FpigqfcvlM#t=8m48s
Title: Re: Untitled Mega Mania Style Fangame
Post by: Mirby on March 16, 2012, 04:45:18 AM
But now... Look! They're Lemons!! Egoraptor will be pleased! Tee hee!

It was a tough decision but I decided on yellow in the end. Merely the roll of the dice for me, as both colours seemed suitable.

RIDIN' ON CA-owait that's X

anyways it all looks great so far. nice work.

but is there any way to reset to the title in the engine?
Title: Re: Untitled Mega Mania Style Fangame
Post by: N-Mario on March 16, 2012, 05:07:13 AM
RIDIN' ON CA-owait that's X

anyways it all looks great so far. nice work.

but is there any way to reset to the title in the engine?

F2 (I think) resets the entire application. But I can make it reset to the tile, or to the stage select screen if necessary. :)


http://www.youtube.com/watch?v=8FpigqfcvlM#t=8m48s

Oooh  FFFF Me I completely forgot about this. I remember watching it from before! I donno why I didn't think about this. XD


Updates:
- Fixed some conditions to the fan to only work at a certain height (I forgot this, as originally if someone placed a fan too high, the player would still keep moving backwards).
- F3 now jumps to the title screen.
- F5 now jumps to stage select screen.
- Fixed a couple of other known errors, & one of the global objects went off sync for some reason. This happened to me before in one of my other previous works.
Title: Re: Untitled Mega Mania Style Fangame
Post by: IQ-0 on March 16, 2012, 07:48:50 AM
http://www.1ccgaming.com/mmgbcc/ringmanmm4gb.png

Ringman taken care off and for those wondering where I got the color idea from:
http://www.gamefaqs.com/gba/919406-mega-man-mania/images/screen-11

The spikes color was inspired by Battletoads level 4.

Title: Re: Untitled Mega Mania Style Fangame
Post by: OBJECTION MAN on March 16, 2012, 02:09:33 PM
The blue blocks getting a black as it's darkest shade, looks really weird since the empty vastness of space, is a lighter blue color. I'd say lighten up the blue black's black color. That seems to be how the screen shot shows it anyway. Yellow beam ending bits could use some contrast too.

Otherwise looks really nice. Too bad they won't actually be used in the long run.
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yoku Man on March 16, 2012, 05:57:08 PM
Yellow beam ending bits could use some contrast too.
Otherwise looks really nice. Too bad they won't actually be used in the long run.

Don't worry they will be used. In the end, the engine will become a seperate entity. We'll just copy the engine and work from those templates to make the new Fangame. The engine will remain so that fans can make their own fanagmes from it too. It'll be fully playable with the 4 robot master stages NMario is coding and show off all the features that the 5 gameboy games had.
Title: Re: Untitled Mega Mania Style Fangame
Post by: OBJECTION MAN on March 16, 2012, 07:02:07 PM
Will you be using the Mega Arm as the default weapon? I really liked that in V.
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yoku Man on March 16, 2012, 07:08:40 PM
Will you be using the Mega Arm as the default weapon? I really liked that in V.

Yep, Mega Man is facing the Stardroids again, so he'll definately be needing that effective weapon against them.
Title: Re: Untitled Mega Mania Style Fangame
Post by: N-Mario on March 17, 2012, 12:23:38 AM
All 4 Yoku Blocks fully functional in the first area of Elec Mans stage. :)
They may have some very minor issues later when the stage is almost done. Though we should be able to handle it when we come across that bridge later.

(My old examples & how-tos I've done in the past really do come in handy.) ^_^
Title: Re: Untitled Mega Mania Style Fangame
Post by: IQ-0 on March 18, 2012, 06:59:11 AM
fixed Ringman stage:

Darkened yellow blocks. Changed spike color to that of the ladder. Replaced the black with the blue mentioned. The original file is still visible by adding a 2 at the end of the file name. You can change the gate color and Wily logo color if you want in the end. I color those to match Megaman's color when he obtains that weapon.
Title: Re: Untitled Mega Mania Style Fangame
Post by: N-Mario on March 18, 2012, 07:56:46 AM
fixed Ringman stage:

Darkened yellow blocks. Changed spike color to that of the ladder. Replaced the black with the blue mentioned. The original file is still visible by adding a 2 at the end of the file name. You can change the gate color and Wily logo color if you want in the end. I color those to match Megaman's color when he obtains that weapon.

The yellow tiles still look too bright IMO. Try this:
Darkest Shade - R120, G80 B0
Light Shade 1 - R160 G120 B0
Light Shade 2 - R240 G200 B0

You can mess around with those colors, but it's something I was going for. :)  

Also, in the NES version, the bars were either Rainbow (for the one side), or brown & black (the other side). Do you think we could apply those here? Or do you think they look better white in color?

If you don't want to mess with it any more, I can work on it when I go to use it in my game. I already gave the fans blowing in Elec Man stage some color. I can probably do the same for Ring Man's stage. :)


Anyways, made a small, minor update to the game. Made an option on the title screen to go to the engine frame instead of getting there on stage select screen.
Title: Re: Untitled Mega Mania Style Fangame
Post by: IQ-0 on March 18, 2012, 08:42:57 AM
The solid I kept white due to the fact that rainbow is 20-30 frames to cycle throw all colors plus it's too small to do it like that. What I can do instead is make an animation to make it 4 frames and make it red, orange, yellow, green cycle. The broken one I can make brown as the black was part of the background thus it'll appear brown/bluish (bgcolor) one I can do no problem and I'll also use the colors for the yellow blocks you gave me.
Title: Re: Untitled Mega Mania Style Fangame
Post by: Cherrykorock on March 19, 2012, 04:40:44 AM
I was bored and made this. IF you want it, possible Rigel design?

[spoiler](http://i10.photobucket.com/albums/a111/Evil_being/terra22.png)[/spoiler]
Title: Re: Untitled Mega Mania Style Fangame
Post by: IQ-0 on March 19, 2012, 05:04:46 AM
Updated Ringman again and created an animated version. I think it'll be faster on MMF2 instead of the browser which seems slow. It was fast on the program I used to animate. Replace png with gif to see the animated version.
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yllisos Zanon on March 19, 2012, 07:01:24 PM
(http://s13.postimage.org/t1ydve6sz/Megamania.jpg) (http://postimage.org/image/t1ydve6sz/)


Crossed fingers, but, here is how I see some of the bosses.  If you like any of the designs, please make a simple vote in your post.  I may have added a few extra colors that aren't in the game, but you get the idea.  I will make sheets to any bosses that make the cut.  2 of the bosses are not created yet.

edit-----

Sorry about the jpeg, but since this is a beta version.  C&C is needed.
Title: Re: Untitled Mega Mania Style Fangame
Post by: N-Mario on March 19, 2012, 07:20:26 PM
(http://s13.postimage.org/t1ydve6sz/Megamania.jpg) (http://postimage.org/image/t1ydve6sz/)


Crossed fingers, but, here is how I see some of the bosses.  If you like any of the designs, please make a simple vote in your post.  I may have added a few extra colors that aren't in the game, but you get the idea.  I will make sheets to any bosses that make the cut.  2 of the bosses are not created yet.

edit-----

Sorry about the jpeg, but since this is a beta version.  C&C is needed.

Mettragon looks hideous. Though I still see the base is from the Octopus miniboss from Wave Man's stage.

Interesting works there. :)
Title: Re: Untitled Mega Mania Style Fangame
Post by: KudosForce on March 19, 2012, 10:11:02 PM
Personally, I think it'd be preferable if there was no "frankenspriting" or editing involved. That just seems like, well...taking the easy way out in a non-professional way. :\
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yoku Man on March 19, 2012, 11:07:04 PM
Personally, I think it'd be preferable if there was no "frankenspriting" or editing involved. That just seems like, well...taking the easy way out in a non-professional way. :\

I agree. I want some totally original sprites.

But at least this is the start of things. You tried, and thats what matters. Keep the ideas coming everyone.

Crossed fingers, but, here is how I see some of the bosses.  If you like any of the designs, please make a simple vote in your post.  I may have added a few extra colors that aren't in the game, but you get the idea.  I will make sheets to any bosses that make the cut.  2 of the bosses are not created yet.

Some nice ideas there, but they're too animalistic. Look for example at Pluto. He was still human looking, everyone should still have humanoid faces, even Uranus was human looking, he just looked bulky and happened to have bulls horns.

On the plus side, I like the colours you used for Duo in the corner. Perhaps with some changes to his head that may become an acceptable sprite to use for his Gameboy appearance.

I was bored and made this. IF you want it, possible Rigel design?

[spoiler](http://i10.photobucket.com/albums/a111/Evil_being/terra22.png)[/spoiler]

I recommend we start with designs and sketches like with Invader_Rocks picture. We need to start small with hypothetical sketches and work our way up from there. Thats a good start for Rigel. But perhaps she's looking a tad too generic and reploid-esque (kinda like what people are describing Quake Woman as being, in the Archie comic previews)

One small trait and detail I imagine she'd share with her brother, Terra, is that mass of hair he had ;)

EDIT: However on further consideration, she does have an intruiging look about her. But maybe she looks a little too friendly. I ponder if she should be the type of Stardroid who has a reputation for being beautiful but deadly. Using her looks to get what she desires.

PS. I've added Rush, Mega Man's trusty canine companion to the first post!
Title: Re: Untitled Mega Mania Style Fangame
Post by: Cherrykorock on March 20, 2012, 02:21:44 AM
Well I actually have a lot of ideas on at least some of the bosses, would you like some roughs? And yes I actually thought she looked too friendly myself then said w/e it'll need a redesign regardless XD. And yeah beautiful but deadly is what I had in mind with her. Like I've stated I would love to help out. =]
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yoku Man on March 20, 2012, 02:24:41 AM
Well I actually have a lot of ideas on at least some of the bosses, would you like some roughs? And yes I actually thought she looked too friendly myself then said w/e it'll need a redesign regardless XD. And yeah beautiful but deadly is what I had in mind with her. Like I've stated I would love to help out. =]

Keep them coming. That was a cool sketch. Will be intruiging to see how the characters evolve from their early drafts to the final look.
Title: Re: Untitled Mega Mania Style Fangame
Post by: Cherrykorock on March 20, 2012, 02:26:04 AM
Keep them coming. That was a cool sketch. Will be intruiging to see how the characters evolve from their early drafts to the final look.
=] You've got it! And I agree, can't wait to see what they look like in game. <3 Now to find my tablet!
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yllisos Zanon on March 20, 2012, 04:33:01 AM
I'll keep that in mind, the main idea I have for Vega.  He is somewhat similiar to Sword Man.  Two halves, you can only damage him when both parts are attached.  The legs will either dive down in a swooping design, or try to crash down on top of Mega Man.  The only time the upper half comes down, is to attach itself to the lower half.
Title: Re: Untitled Mega Mania Style Fangame
Post by: Blackhook on March 20, 2012, 09:26:42 AM
Personally, I think it'd be preferable if there was no "frankenspriting" or editing involved. That just seems like, well...taking the easy way out in a non-professional way. :\
Did somebody call?
Quote
I'll keep that in mind, the main idea I have for Vega.  He is somewhat similiar to Sword Man.  Two halves, you can only damage him when both parts are attached.  The legs will either dive down in a swooping design, or try to crash down on top of Mega Man.  The only time the upper half comes down, is to attach itself to the lower half.
So..he's like Compasman?
Title: Re: Untitled Mega Mania Style Fangame
Post by: Splash on March 20, 2012, 03:06:24 PM
Quote
- Hydra (A many-headed Serpent)
Once I drew my robot masters and one of them was Hydra Man.
(http://th09.deviantart.net/fs71/PRE/i/2010/124/0/0/Hydra_Man_by_QuickMaster_EXE.jpg)
If you like it, you can use this RM to create own Stardroid.
P.S. Too many heads, as you can see
Title: Re: Untitled Mega Mania Style Fangame
Post by: N-Mario on March 21, 2012, 06:57:02 AM
Small Update:
- Added graphics for ladders & possible small platforms in the engine stage.
- Added 'One HP' in the options menu for those who want the IWBTG challenge later on.
- Some other fixes like adding walls to prevent going off screen from the left or right.
Title: Re: Untitled Mega Mania Style Fangame
Post by: KoiDrake on March 21, 2012, 08:50:53 PM
I tried my hand on a few ideas of the bosses, but only got to brainstorm 3 of them.
(http://img832.imageshack.us/img832/7738/zrmconstellations.jpg) (http://img832.imageshack.us/img832/7738/zrmconstellations.jpg)
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yoku Man on March 21, 2012, 08:59:02 PM
Awesome! These are the kind of useful experimental sketches we would like to see! Hypothetical looks, weapon theories and the likes. I like how you have subtle animal features like with Lupus having a similar look to Pluto. Arcturus looks intruiging too, nice to see his look has ramifications for his possible attacks. Heh and as for Orion, he's cool looking too. Do I dare take the bow idea? MegaPhilX already had that kind of bow arm for Rainbow Man in MM Unlimited, but I don't think he'd mind if we made it as an homage.

Well who knows? We may improve on some of these designs or keep them as they are, we'll just have to keep the sketches coming and see how things develop.
Title: Re: Untitled Mega Mania Style Fangame
Post by: KoiDrake on March 21, 2012, 09:05:02 PM
Orion turned out kinda lame imo, as if his only gimmick is that he has a bow :\.

I was gonna try to give him a club, since the constellation depicts him with one too, but having both things in one was too much for an RM. I might try with just the club next time, that's how they did it in Saint Seiya after all :D
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yoku Man on March 21, 2012, 09:43:19 PM
Here are the other Stardroids for easy reference guys. Have this at hand for getting the style and look of the new Stardroids similar in vain to their predecessors. You have to imagine that these new guys are related to them, would have similar armour, helms and so forth.

(http://i168.photobucket.com/albums/u190/dimension_w/GB-Mega-Man-Project/MMV_Stardroids2.png)
Title: Re: Untitled Mega Mania Style Fangame
Post by: RetroRespecter on March 22, 2012, 12:21:25 AM
Now that you mention it, the Stardroids armor and "cellular makeup" looks far different from Dr. Wily's robot masters.
Title: Re: Untitled Mega Mania Style Fangame
Post by: Flame on March 22, 2012, 12:48:43 AM
I just thought of something.

Theres 2 lupine Stardroids here. Lupus, and Sirius.

Title: Re: Untitled Mega Mania Style Fangame
Post by: Yoku Man on March 22, 2012, 01:13:18 AM
I just thought of something.
Theres 2 lupine Stardroids here. Lupus, and Sirius.

I think Sirius can still be used if he's designed over his fire motif rather than the lupine side of his legend. And he can still be a dog style Stardroid while Lupus is a Lion as KoiDrake sketched.
Title: Re: Untitled Mega Mania Style Fangame
Post by: Flame on March 22, 2012, 02:47:51 AM
But Lupus means "Wolf". I dont think a Lion would be quite right. Would be like, well, calling a Lion a Dog or vice versa.

 Sirius  could definitely be designed based on the fire aspect, the term Sirus meaning Glowing, or scorcher.
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yoku Man on March 22, 2012, 03:12:55 AM
But Lupus means "Wolf". I dont think a Lion would be quite right. Would be like, well, calling a Lion a Dog or vice versa.

 Sirius  could definitely be designed based on the fire aspect, the term Sirus meaning Glowing, or scorcher.

I guess the Lion part was reffering to the fact that the Lupus constellation was named after the Mad Dog of Babylonion legend (a strange hybrid creature with a head and torso of a man, but with the legs and tail of a Lion) In this case, KoiDrake gave him the head of a Lion instead of a tail.

Perhaps Lupus' design could be given to Sirius. That way he could also have a fire attack or be able to set himself on fire and keep the Lion Mame design.
Title: Re: Untitled Mega Mania Style Fangame
Post by: Flame on March 22, 2012, 03:17:07 AM
That actually sounds amazing. then we could have a lion themed guy and a wolf themed guy. I think it could be amusing to have him have a rivalry with Pluto (cat vs dog)
Title: Re: Untitled Mega Mania Style Fangame
Post by: Mirby on March 22, 2012, 03:35:26 AM
Orion turned out kinda lame imo, as if his only gimmick is that he has a bow :\.

I was gonna try to give him a club, since the constellation depicts him with one too, but having both things in one was too much for an RM. I might try with just the club next time, that's how they did it in Saint Seiya after all :D

What if the arrows... ARE clubs? D:
Title: Re: Untitled Mega Mania Style Fangame
Post by: KoiDrake on March 22, 2012, 04:22:12 AM
But Lupus means "Wolf". I dont think a Lion would be quite right. Would be like, well, calling a Lion a Dog or vice versa.

 Sirius  could definitely be designed based on the fire aspect, the term Sirus meaning Glowing, or scorcher.
Yup, as starsims said, I based Lupus on the Babylonian legend. Just a personal opinion, but I find felines to be more versatile than dogs when it comes to designing RMs, as the only thing that comes to mind with dogs is the bitting. If this were a MMX game that'd be a whole different story.

I didn't wanted to be too literal with the constellations descriptions either. I made Lupus a human with lion traits instead of a centaur type because it would look more like a RM, it would set it apart of Centaurman (the only unique trait this poor dude has) it would relate it with Pluto (which it's a stardroid, so is all good), and lastly because it would give more liberties for the attacks.

Arcturus is another example of not being too literal on the design, a "guardian of the bear" doesn't really say anything, so instead I took some traits of a bear (without making a bear robot master) and interpreted the guardian part as a bulky character.

If I had to tackle Sirius design, I would forget about the dog description and focus on the scorching/brightest-star-on-the-night thing and make it a fire/light type RM, probably a Pharaohman/Sunstar mixture.
What if the arrows... ARE clubs? D:
I was REALLY close of doing that actually, that would be hilarious XD
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yllisos Zanon on March 22, 2012, 07:28:31 AM
The Deneb sprite I made, is 100% scratch.  But I have edited it a little more, so it would look a little less animal looking.  

I like the three designs Koidrake came up with, I will try my best to scratch sprite those.  In fact, I really like his Arcturus design.  It'll be the hardest to do.  Lupus, I might change a few things about him, so he looks more werewolf-ish.  Werewolves have claws as well.  I like the idea of having a dog based droid, cause there hasn't been one in the original series.  

Also, before I made this post, I created the Orion sprite, based on Koidrakes sketch.  One thing I want to mention about Orion, compared to MegaPhilXs Rainbow Man, with their bows.  I have noticed that Rainbow Mans bow arm has the handles on top and bottom of the arm.  I tried to make Orions bow arm, with the handles on the sides of the arm.

I have also kept most of the design for Vega, I will change his face and wings.
----------edit--------------

100% scratched sprites this time.
(http://s17.postimage.org/s7ghano0b/Mega_Man_Mania.jpg) (http://postimage.org/image/s7ghano0b/)
I have sprited Koidrakes versions, again this is still in Beta stasis.  Arcturus was a pain to create, but there it is.  I still have no idea how to approach Rigel. 
Title: Re: Untitled Mega Mania Style Fangame
Post by: Blackhook on March 22, 2012, 11:15:19 PM
I have a design for Hydra. Might post it tommorow
Title: Re: Untitled Mega Mania Style Fangame
Post by: Flame on March 23, 2012, 01:13:04 AM
Gonna take a shot at Aquarius. Ill post it later maybe.

EDIT:
I dunno if you will even use Aquarius, given you want different first letters for the bosses, and I dont recall if you ever mentioned which 8 names you would keep, but I made a quick Aquarius anyway.

(http://i887.photobucket.com/albums/ac71/Flame-G102/Aquarius.jpg)

Note the vase shaped buster.

I was inspired by Wave man and Splash Woman for the design here, and figured those wave things that Splash has would look good on him, give him a more detailed, more regal look, along with the trident on the helmet and the gold trimmings. The lighter blue wave effects I simply thought would look nice.
Title: Re: Untitled Mega Mania Style Fangame
Post by: N-Mario on March 23, 2012, 10:03:56 PM
I feel like I'm losing motivation, and slipping away from work on the game engine when it comes to technical difficulties. :-/

For the record, I always find setting up a basic custom platform movement somewhat easy. But when it comes to more complicated things, like ladders, it's a different story.
I don't even know how I want to set up the code/engine for ladders. Seems like there are many ways of developing it. I got the graphics for them in, but I have to decide how to set them up.

One way I could do is is a line collision data always on the player, and just detection checks if this line is over ladder objects. Though I have to place a lot of ladder objects where a graphic of the ladder is palced.

The old way I did it on the old game engine was invisible lines on ladders, and an invisible platform top. The top detector would move down if the gravity was reversed. Not my best method of doing things. :-/

A different way I heard was to make two invisible objects. One at the bottom, and one the top. For this method, use a condition check if the player is between these two objects. I heard this would save on # of objects on frame. The possibility of having different size ladders depending on the distance between these two objects. But what I'm thinking is how this would work for me determining where the player would stand. The player wouldn't be overlapping anything to detect where the ladders were. Just a distance check. So what happens if it checks at the wrong positions?

Long story short, I just don't know how I'm going to tackle this. @_@
Title: Re: Untitled Mega Mania Style Fangame
Post by: Mirby on March 24, 2012, 12:03:43 AM
Gonna take a shot at Aquarius. Ill post it later maybe.

EDIT:
I dunno if you will even use Aquarius, given you want different first letters for the bosses, and I dont recall if you ever mentioned which 8 names you would keep, but I made a quick Aquarius anyway.

(http://i887.photobucket.com/albums/ac71/Flame-G102/Aquarius.jpg)

Note the vase shaped buster.

I was inspired by Wave man and Splash Woman for the design here, and figured those wave things that Splash has would look good on him, give him a more detailed, more regal look, along with the trident on the helmet and the gold trimmings. The lighter blue wave effects I simply thought would look nice.

The names of the bosses he's using are in the first post now, Flame.
Title: Re: Untitled Mega Mania Style Fangame
Post by: Flame on March 24, 2012, 12:10:57 AM
I feel stupid, I totally missed that like, twice.

Oh well.
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yoku Man on March 24, 2012, 12:49:00 AM
That design can still be used for another Stardroid. I like it! It has similarites to Neptune and Star Man.
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yllisos Zanon on March 24, 2012, 07:42:37 AM

(http://s15.postimage.org/id3cjcu3b/Mega_Man_Mania.jpg) (http://postimage.org/image/id3cjcu3b/)


I have added Auto sheet, Duo blinking and talking.  Along with a few Met enemies, new types that is.  Plus a question, is Duo going to be active in the game, or just talking?

Title: Re: Untitled Mega Mania Style Fangame
Post by: Flame on March 24, 2012, 08:31:57 AM
That design can still be used for another Stardroid. I like it! It has similarites to Neptune and Star Man.
Oh. well. Go for it.
Title: Re: Untitled Mega Mania Style Fangame
Post by: KoiDrake on March 25, 2012, 04:32:24 AM
I made a sprite attempt of Arcturus, since that one was the one of the 3 I made with the less chances to handle the details in this size. I'm not sure about the color scheme, so I left it in b&w.
(http://i224.photobucket.com/albums/dd274/NiRV87/asd.png)
A spriter would do a better job than me though...
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yllisos Zanon on March 25, 2012, 08:49:58 AM
Bah humbug... LOL.

It is usually the head that gives numerous people issues, I'll see what I can do about the head. By the way, that head is custom. 

Plus, Koidrake, I like your sprite of Arcturus, I just feel that it is a tad short.  The legs seem to throw him, off balance.  Other than that, great job.  Better than mine.

If I can get some feedback on the other bosses, I'll see what I can do.  As far as Vega goes, no, he is not like Compass Man from, Challenger from the Future.  I can literally, see his legs being his primary attack source.  Next update I make, I'll try to map out his attack pattern.
Title: Re: Untitled Mega Mania Style Fangame
Post by: Blackhook on March 25, 2012, 11:34:02 AM
So yeah, here is my design suggestion for Hydra
[spoiler](http://img337.imageshack.us/img337/7428/scan0001mq.jpg)[/spoiler]
Quick sketch just to show my idea. Basically, I've tried to implement the idea of multiple heads in a different way
Title: Re: Untitled Mega Mania Style Fangame
Post by: Mirby on March 25, 2012, 12:06:15 PM
Kinda reminds me of a Digimon... :P

I do like the design though, and the way you've implemented the heads is a great idea.
Title: Re: Untitled Mega Mania Style Fangame
Post by: RetroRespecter on March 25, 2012, 07:45:01 PM
Ahem, anyway, to avoid any risk of a thread killer with NMario's depressing post... Here's Reggae!! First post updated!

(http://i168.photobucket.com/albums/u190/dimension_w/GB-Mega-Man-Project/MegaMania_Reggae_FullSprites2.png)

Only Bass, Treble, Auto and Duo left to do a full sprite sheet of. Then the rest will be all the original enemies and bosses.
Who is Reggae? I have never heard of him.
Title: Re: Untitled Mega Mania Style Fangame
Post by: N-Mario on March 25, 2012, 08:21:30 PM
Who is Reggae? I have never heard of him.

Reggae appears in Rockboard, if memory serves.

You also see his head if you get a password error in MegaMan 7.

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


Also, looks like Stars fixed his outline to black. :)
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yoku Man on March 25, 2012, 09:06:05 PM
Reggae appears in Rockboard, if memory serves.
You also see his head if you get a password error in MegaMan 7.
http://megaman.wikia.com/wiki/Reggae
Also, looks like Stars fixed his outline to black. :)

He's also in the shop when you play as Bass, in Mega Man 10. And yeh I chose black in the end, cos its his primary colour, and Elec Man too had a black outline in the Mega Mania screenies.
Title: Re: Untitled Mega Mania Style Fangame
Post by: fifthindependent on March 26, 2012, 10:57:33 AM
(http://s15.postimage.org/id3cjcu3b/Mega_Man_Mania.jpg) (http://postimage.org/image/id3cjcu3b/)


I have added Auto sheet, Duo blinking and talking.  Along with a few Met enemies, new types that is.  Plus a question, is Duo going to be active in the game, or just talking?



I really like the designs of these, hopefully they can be pulled off.
Title: Re: Untitled Mega Mania Style Fangame
Post by: Karasai♪ on March 27, 2012, 02:10:46 AM
Vega needs to have a Vulture design
Title: Re: Untitled Mega Mania Style Fangame
Post by: N-Mario on March 27, 2012, 03:27:27 AM
this is another work in progress border for Dr.Lights lab scene. Could use some input. ;)
(http://gcnmario.free.fr/drlightbg.gif)


Game Engine Update:
- Minor color update on the MegaMan sprite on the title screen.
- Added a WIP of the Dr.Light lab scene before the robot masters.
(The screen is supposed to fade in and out here, as it's normal on the application.exe version. However, it's not working correctly on the flash version ATM. I'm currently asking for help over on the CT forums on the issue.)
Title: Re: Untitled Mega Mania Style Fangame
Post by: Flame on March 27, 2012, 06:05:37 AM
I know it's a wip, but the difference between  the more gray outlined light and the other one really stands out.
Title: Re: Untitled Mega Mania Style Fangame
Post by: OBJECTION MAN on March 27, 2012, 06:31:02 AM
Support Staff

(http://img823.imageshack.us/img823/8071/mmmframe.png)

Thoughts on borders:

Possibility 1:
Borders start as a small set, and getting some achievements unlocks more. You select the one you want from the options menu. EX: "Buy all shop items." unlocks the above Support Staff border.

Possibility 2:
Dynamic borders. When in the shop, the border changes to that automatically. Thus all stages have borders for the boss of the stage. Wily stages and a few other special ones exempt of course. You should also have the option to chose a single static one too if you want.

Just some thoughts.
Title: Re: Untitled Mega Mania Style Fangame
Post by: Mirby on March 27, 2012, 07:33:18 AM
I like both ideas. Why not implement both? Have a static or dynamic borders option in the menu, and if it's set to static, another menu opens up to choose the border you want.
Title: Re: Untitled Mega Mania Style Fangame
Post by: N-Mario on March 27, 2012, 07:42:56 AM
Support Staff

(http://img823.imageshack.us/img823/8071/mmmframe.png)

Thoughts on borders:

Possibility 1:
Borders start as a small set, and getting some achievements unlocks more. You select the one you want from the options menu. EX: "Buy all shop items." unlocks the above Support Staff border.

Possibility 2:
Dynamic borders. When in the shop, the border changes to that automatically. Thus all stages have borders for the boss of the stage. Wily stages and a few other special ones exempt of course. You should also have the option to chose a single static one too if you want.

Just some thoughts.

Currently going with Idea 2, where borders are different depending on the stage. The engine stage has a plain, gray border, Light's lab has the Dr.Light BG, so forth. So we can do it this way. It's just that the borders need to be made first. That is all. :)

I also like the unlocking borders idea. Though you could buy them via P-Chips or something. Or instead of unlocking via achievements, unlock them by beating the game, or beating certain bosses. Though achievements can still be done at some point in time. :)

I'll go ahead and update with the new border adding the extra characters. I really like it. :)
Title: Re: Untitled Mega Mania Style Fangame
Post by: fifthindependent on March 27, 2012, 11:54:18 AM
I second... or I guess third possibility 2.  Achievements are peezy easy to program in MMF2 if you're just storing it on the player's machine as long as you account for them being in the game before hand.
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yoku Man on March 27, 2012, 02:29:04 PM
Support Staff

(http://img823.imageshack.us/img823/8071/mmmframe.png)

Impressive border. Perhaps this can pave the way for more custom made borders. Everyone interested is free to make their own for submission into the game. I'm sure that when the designs for all the Stardroids are finalised, we'll be adding pixel art of them to the borders too.
Title: Re: Untitled Mega Mania Style Fangame
Post by: VixyNyan on March 27, 2012, 05:05:04 PM
Just make sure to not add perfectionist (1HP) achievements, and it'll be balanced enough for all gamers. ^^

100% collections or minimalist are fine with me. And random ones, like cameo appearances or series-based joke achievements. XD
Title: Re: Untitled Mega Mania Style Fangame
Post by: N-Mario on March 27, 2012, 08:30:47 PM
I've changed the MegaMan logo on the top left of the borders. What I did was use the MM9 font, draw the outline, and use a couple of shades in the letters.
(http://gcnmario.free.fr/mm-logo.gif)

It's not much, but it seems to fit the borders right. :)
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yllisos Zanon on March 27, 2012, 10:14:49 PM

(http://s7.postimage.org/6mxlf7t0n/Mega_Man_Mania.jpg) (http://postimage.org/image/6mxlf7t0n/)

I have added the other Hydra option, put it next to mine.  Cause my guy could still be considered a stage enemy, or mid-boss.  Fixed Duo's head, some more.  Plus I have added basic attack patterns for Vega, along with my own border for what ever.
Title: Re: Untitled Mega Mania Style Fangame
Post by: OBJECTION MAN on March 27, 2012, 10:35:07 PM
Thanks.

Would it be possible to allow loading a custom border from a file too? Even if a small feature, it can go a long way in terms of player enjoyment. It shouldn't be too hard, with the active picture object, and using the Sub-Frame object over top of that. I hope I got the names of those objects right; it's been forever since I've worked in MMF1.5.
Title: Re: Untitled Mega Mania Style Fangame
Post by: N-Mario on March 28, 2012, 02:17:32 AM
Thanks.

Would it be possible to allow loading a custom border from a file too? Even if a small feature, it can go a long way in terms of player enjoyment. It shouldn't be too hard, with the active picture object, and using the Sub-Frame object over top of that. I hope I got the names of those objects right; it's been forever since I've worked in MMF1.5.

I haven't had any experience with this. But if someone gave me an example MFA I can look at, I can probably reproduce it. That's not a bad idea, really. :)

Update:
- Solid blue border updated to add the 'Mega Man' title on them, with a few additional sprites.
- Fade in & fade out white transitions added to disclaimer screen, title screen, options screen, stage select screen, and game engine frames.
Title: Re: Untitled Mega Mania Style Fangame
Post by: N-Mario on March 29, 2012, 12:07:16 AM
Ha any one recorded Baiis8bit version of Air Man GB stage theme? I can't find it online any more. I was going to use it for the engine. :-/

There's another version of Air Man GB theme in 8bit, but it's not a good as his.

UPDATE:
- Air Man stage added to game. (The stage is there, but it's not fully programmed yet. I still need to work on screen transitions, make the demon blocks work correctly, moving cloud platforms and everything.)
- Air Man stage clouds properly in front layer now.
Title: Re: Untitled Mega Mania Style Fangame
Post by: fifthindependent on March 29, 2012, 11:56:35 AM
I actually made an 8bit version of Air Man's theme in the music.it file of my game.  While it's not an NSF, I did record the waveforms from dummy NSF files I made that played a single note of each instrument for the IT file.  If you open it with OpenMPT you can modify it to your liking.  It's not a perfect transcription however.  Air Man's theme is sequence #74.  What file format are you using for the music in your game?
Title: Re: Untitled Mega Mania Style Fangame
Post by: N-Mario on March 29, 2012, 06:53:53 PM
I actually made an 8bit version of Air Man's theme in the music.it file of my game.  While it's not an NSF, I did record the waveforms from dummy NSF files I made that played a single note of each instrument for the IT file.  If you open it with OpenMPT you can modify it to your liking.  It's not a perfect transcription however.  Air Man's theme is sequence #74.  What file format are you using for the music in your game?

No...... It's not it either. But thanks though. I think I'm just going ahead and PM xxBaixx (or baiis8bit) himself, since its his remix I'm looking for. ;)
Title: Re: Untitled Mega Mania Style Fangame
Post by: Splash on March 29, 2012, 08:10:53 PM
I noticed Mars's head cannon.
Title: Re: Untitled Mega Mania Style Fangame
Post by: KudosForce on March 29, 2012, 11:37:09 PM
That's neat, but why a Doc Robot? As far as I know, the New!Stardroids have nothing to do with Dr. Wily or his skull motif.
Title: Re: Untitled Mega Mania Style Fangame
Post by: Night on March 30, 2012, 02:20:36 AM
It's rather complex, I guess? ^^;

Nice work!
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yoku Man on March 30, 2012, 02:56:10 AM
Its a first draft, theres room for improvement and less detail.

Oh, and theres an easy explanation for why a Doc Robot would show up.... Ra Moon.
Title: Re: Untitled Mega Mania Style Fangame
Post by: RetroRespecter on March 30, 2012, 05:23:42 AM
What is Ra Moon anyway?
Title: Re: Untitled Mega Mania Style Fangame
Post by: N-Mario on March 30, 2012, 05:53:12 AM
Minor update on air man stage:
Red demon head floors are now working correctly. They're not 100% done, but the way they appear in the game is coded.
Just a small note. In the official game they just 'pop up' appear. But in the game engine, I added a semi-transparency fading effect to them. :)

@ RetroRespecter:
For info about Ra Moon.
http://megaman.wikia.com/wiki/Ra_Moon
I think he's some kind of ancient creature in the Super Adventure RockMan game. I'm not entirely sure, I never played those games outside of Japan. I really wished they would bring those games over here though. :-/
Title: Re: Untitled Mega Mania Style Fangame
Post by: IQ-0 on March 30, 2012, 06:09:03 AM
Was this the track you was talking about for Airman?

http://www.1ccgaming.com/WSAeroStage.mp3

Offtopic: I take it you still sleep with a nightlight?  bVd
Title: Re: Untitled Mega Mania Style Fangame
Post by: N-Mario on March 30, 2012, 07:00:09 AM
Was this the track you was talking about for Airman?

http://www.1ccgaming.com/WSAeroStage.mp3

Offtopic: I take it you still sleep with a nightlight?  bVd

That one by Yuu?
Actually..... I have this remix in my media archive. It's probably one of the best rock remixes. I actually thought about using this for a trailer I may do when the game is more developed. :)

Too bad I can't use it in game. It doesn't match the quality of the GB music used in MMIII or MMIV, or MMV. And I'm not going to use the ear [twin slasher] version from the actual game. It needs a definite improvement, just looking for a specific one.   :-/
Title: Re: Untitled Mega Mania Style Fangame
Post by: Flame on March 30, 2012, 08:01:12 AM
What is Ra Moon anyway?

Ancient Alien Supercomputer.
Title: Re: Untitled Mega Mania Style Fangame
Post by: KudosForce on March 30, 2012, 02:02:32 PM
Its a first draft, theres room for improvement and less detail.

Oh, and theres an easy explanation for why a Doc Robot would show up.... Ra Moon.

Hmm, fair enough.

However, as for how Ra Moon even managed to somehow acquire data for designing a similar robot...I'd, er, think you need to  think this one all the way through (http://tvtropes.org/pmwiki/pmwiki.php/Main/VoodooShark). -u-'
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yoku Man on March 30, 2012, 02:24:36 PM
Hmm, fair enough.

However, as for how Ra Moon even managed to somehow acquire data for designing a similar robot...I'd, er, think you need to  think this one all the way through (http://tvtropes.org/pmwiki/pmwiki.php/Main/VoodooShark). -u-'

In Super Adventure Rockman, Ra Moon copied all the data from Dr Wily's laptop to recreate all his MM2 and MM3 robot masters. Its quite possible he copied Doc Robots data then as well. Well, thats the explanation I'll be using in my fanon. :)

Being a super computer he only needs a microsecond to recreate robots too, he can make them in a flash. Hense why he's a SUPER Computer. Ra Moon would naturally be pissed at his previous defeat by Mega Man, and even more pissed after learning his Stardroids had come looking for him and been defeated by Mega Man as well! So this would be a means to exact revenge by siccing the 8 original stardroids against him again through Doc Robot M - 359.
Title: Re: Untitled Mega Mania Style Fangame
Post by: RetroRespecter on March 30, 2012, 04:08:51 PM
If that is the case, why not use Ra Moon to recreate the original 8 Stardroids and Terra himself?
Title: Re: Untitled Mega Mania Style Fangame
Post by: KudosForce on March 30, 2012, 07:26:26 PM
In Super Adventure Rockman, Ra Moon copied all the data from Dr Wily's laptop to recreate all his MM2 and MM3 robot masters. Its quite possible he copied Doc Robots data then as well. Well, thats the explanation I'll be using in my fanon. :)

Being a super computer he only needs a microsecond to recreate robots too, he can make them in a flash. Hense why he's a SUPER Computer. Ra Moon would naturally be pissed at his previous defeat by Mega Man, and even more pissed after learning his Stardroids had come looking for him and been defeated by Mega Man as well! So this would be a means to exact revenge by siccing the 8 original stardroids against him again through Doc Robot M - 359.

Ahh, I see. That seems sensible enough (although using SAR's events means that people died in this continuity, [spoiler]i.e. military transportation having been blown up[/spoiler] which I find rather dubious '>.>).

In that case, i'll be looking forward to see how the boss fight goes.

If that is the case, why not use Ra Moon to recreate the original 8 Stardroids and Terra himself?

Simple, really; Considering that the original Stardroids have failed already, it's likely Ra Moon now considers them too ineffective to stop Mega Man on their own.
Title: Re: Untitled Mega Mania Style Fangame
Post by: fifthindependent on March 31, 2012, 06:42:36 AM
I thought the Doc robot up above was a combination of sorts of some of the original Stardroids + Doc robot.  I was thinking this sort of contradicts creating a Doc robot though because Doc robot failed 8 different times so why would an amalgam Doc robot of failures fare any better?  Also, while I like the design a lot, Doc robot wouldn't need parts of other robot masters to copy them as was seen in Mega Man 3, unless this one is a different version or something.

I could be wrong with all that, but those are just my thoughts.
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yoku Man on April 01, 2012, 01:17:16 AM
Now that most of the main character sprites have been done, I'm heading back to researching the potential storyline of my fangame. I've created a new heading in the first post called "Relevant Story Points", where I explore the previous Mega Man games that have made reference to anything related to outerspace, and the hinted alien influences that dwell in this vastly unexplored territory of Mega Man Canon.

There are a surprising amount of references in the games that hint at alien civilizations, hidden foes, ancient artifacts, all that have the potential at expanding the Mega Man Universe as a whole and I want my fangame to explore that potential aspect and combine all that we've discovered so far into one coherant plot.

Check out the first post, I'll be updating it regularly as I research more of the games and their references to outerspace characters and themes. Feel free to help too if I miss any plot points from other games that may have relevance to this fangame.
Title: Re: Untitled Mega Mania Style Fangame
Post by: Cherrykorock on April 01, 2012, 12:45:31 PM
Alright I know this might sound either really dumb or really lame but I had an idea, what if Megaman could fire a charge shot from his fist after he launched it? I mean I know full well he was given the fist so that he had a fighting chance but still. I think it would be a cool upgrade. =]

Also due to lack of time progress on my sketches is slow, I may have one or two sometime tommorrow afternoon. Maybe. Sorry I have been taking so long but I do work 48 hours a week now XD.
Title: Re: Untitled Mega Mania Style Fangame
Post by: RetroRespecter on April 01, 2012, 08:32:25 PM
I just thought of a name for your Mega Mania-styled fangame (actually there are a few):
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yoku Man on April 01, 2012, 08:49:34 PM
Alright I know this might sound either really dumb or really lame but I had an idea, what if Megaman could fire a charge shot from his fist after he launched it? I mean I know full well he was given the fist so that he had a fighting chance but still. I think it would be a cool upgrade. =]

Sounds cool, yeh could be something you get in the shop, similar to the CL Power Up that allows you to grab and attack the enemy over and over, or the MH Power Up that allows you to grab an item from far away.

This one could shoot out like the regular Mega Arm and then shoot a Charge Shot after it recoils.

I just thought of a name for your Mega Mania-styled fangame (actually there are a few):
  • Mega Man VI: Return of Ra Moon
  • Mega Man VI: Vengeance of the Stardroids
  • Mega Man VI: Ra Moon Rising
  • Mega Man VI (Since the GB and GBA are discontinued)

I was gonna go with Mega Man: Starbound.

But I hear there is a game called Starbound coming out soon.  I dunno if I'll keep the VI or not, it is a sequel to V, but a fangame having a numeric seems kinda corny and typical. We learned that the hard way with Mega Man 10. Who knows, they may decide to continue the gameboy games on 3DS, you never know!

I think I'll do the smart thing, like a good writer should do, and wait till the game is finished before deciding on a name. The themes, the story and the characters will inspire one once I've developed it more.
Title: Re: Untitled Mega Mania Style Fangame
Post by: N-Mario on April 01, 2012, 09:13:05 PM
In all honesty, fan games should have their own sub titles like MegaMan Starbound, while the official games stick with the numbers. ;)
Title: Re: Untitled Mega Mania Style Fangame
Post by: KudosForce on April 01, 2012, 09:42:33 PM
In all honesty, fan games should have their own sub titles like MegaMan Starbound, while the official games stick with the numbers. ;)

That didn't stop the Mother 4 crew...
Title: Re: Untitled Mega Mania Style Fangame
Post by: RetroRespecter on April 01, 2012, 11:45:27 PM
May I suggest something for a cutscene?

Ahem...

Dr. Light: Mega Man, I have some upsetting and urgent news. I have discovered through the telescopic view on the Moon that the Stardroids have returned in force. They seem to be looking for something on the Moon itself. That means that it cannot be good for anyone. You must stop them before they achieve their goals. I have fitted you again with the Mega Arm because it is the only offense against the Stardroids' defense and Auto has set up shop in the Right Labs Space Station. If you find any Bolts, sends them Auto's way and he will surely upgrade you and your companions. Hurry, Mega Man! Time is of the essence!
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yoku Man on April 03, 2012, 06:11:40 PM
I've coloured the select few enemies I wish to return in my fangame. These are the few that could mix with the themes of the Constellation Stardroids and also remind the player that these are alien robot enemies, part of the Stardroids growing army. So you would be fighting some familiar foes among the new ones.

(http://i168.photobucket.com/albums/u190/dimension_w/GB-Mega-Man-Project/MegaMania_Returning_Enemies.png)
Title: Re: Untitled Mega Mania Style Fangame
Post by: IQ-0 on April 03, 2012, 09:42:18 PM
I'm working on Shadowman. I had started it and messed up.
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yoku Man on April 04, 2012, 02:20:32 AM
May I suggest something for a cutscene?

Ahem...

Dr. Light: Mega Man, I have some upsetting and urgent news. I have discovered through the telescopic view on the Moon that the Stardroids have returned in force. They seem to be looking for something on the Moon itself. That means that it cannot be good for anyone. You must stop them before they achieve their goals. I have fitted you again with the Mega Arm because it is the only offense against the Stardroids' defense and Auto has set up shop in the Right Labs Space Station. If you find any Bolts, sends them Auto's way and he will surely upgrade you and your companions. Hurry, Mega Man! Time is of the essence!

Due to the nature of the story. Mega Man will be cut off from his family after the intro level. He'll be on the other side of the universe, with no means of contacting Dr Light. So he won't be able to get help from Auto and his shop either.

I'm planning on Mega Man making new friends and allies. They will be the ones giving the advice and equipment to Mega Man as he progresses. They'll have their own shop, the same deal as with Dr Lights lab in IV and V.

What I haven't decided yet is how exactly he gets trapped there and how the Moon is involved. I just know I liked your idea about it flashing in different colours and it peeking the interest of Dr Light, asking Mega Man to go investigate.
Title: Re: Untitled Mega Mania Style Fangame
Post by: KudosForce on April 04, 2012, 03:10:17 AM
What I haven't decided yet is how exactly he gets trapped there and how the Moon is involved. I just know I liked your idea about it flashing in different colours and it peeking the interest of Dr Light, asking Mega Man to go investigate.

Well then, I have a suggestion that may interest you, regarding that particular element of the plot.

How about having a dimensional portal placed near the dark side of the moon, which the Constellation Stardroids use to travel through for their possible invasion, like the one seen in Interstella 5555 (http://www.youtube.com/watch?v=mjli3hj0ZkM&ob=av2e (http://www.youtube.com/watch?v=mjli3hj0ZkM&ob=av2e))? It could work as a homage to that, too.  
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yoku Man on April 04, 2012, 04:10:29 AM
Well then, I have a suggestion that may interest you, regarding that particular element of the plot.

How about having a dimensional portal placed near the dark side of the moon, which the Constellation Stardroids use to travel through for their possible invasion, like the one seen in Interstella 5555 (http://www.youtube.com/watch?v=mjli3hj0ZkM&ob=av2e (http://www.youtube.com/watch?v=mjli3hj0ZkM&ob=av2e))? It could work as a homage to that, too.  

I was contemplating some sort of portal. But perhaps this is how the goodguys call for help from Mega Man. Perhaps the moon changing colours is the way their technology can create portals and give out distress calls or something.

This time the Stardroids aren't after just Earth, but they have been reawakened to finish their true purpose, to destroy the entire universe, and perhaps the people that Mega Man befriends are the ones who beckon him through the portal to their side of the universe. They would have heard of his previous victory over the Stardroids and wish for his assistance in defeating this new invasion in their sector of the universe.

There are no characters yet, I haven't thought that far ahead, but I'm thinking of making some new alien races, perhaps a kind of united planetary organisation, whoever Duo works for, as an intergalactic police officer.

Posted on: April 04, 2012, 01:45:40 AM
Funny enough, there is one character that has potential in this story. I invented her quite a long time ago for another project. Her name was Duet, and quite simply she was going to be a love interest for Mega Man. I kind of lost interest in that fangame idea after Rokko Chan came out (as she turned out to be an exact clone of how I imagined Duet). But now that I put two and two together, Duo and Duet...

Perhaps there could be a connection. I could totally redesign the character of Duet to fit this story and still make use of the name. Always fun to have musical puns for characters in the Mega Man Universe.

I was thinking about a leader: an empress or princess. Duet could be that character.
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yoku Man on April 04, 2012, 08:22:57 PM
For anyone who is interested, I have the sounds ripped.
http://gcnmario.free.fr/mm-gb-sounds.zip
Most of the .WAV are recorded sounds from the game unaltered, with the other sound channels disabled. So if you want to use them as .WAV you're going to need to fix them.
The .OGG files are all fixed, ready for use in the game. Though I saved the 'meow' fixed version for both OGG and WAV for those who prefer the wav version.

There are a few sounds labeled -1channel after the name in some of these. I didn't realize some of the sounds use 2 sound channels of the 4 channels used in GB games when I started recording them. The yoku block sound effect is more noticeable with this one.

Not sure its every single one in existance, but it's the ones that we'll probably be using for fan games and such.

I think there are still a few sounds missing. Off the top of my head, there is still the charge shot blast sound (used for Mega Buster and Mega Arm), the boss door sound effect, the wily saucer sound effect.... I'm sure theres still more. I think I'll replay IV and V and see what else is needed.
Title: Re: Untitled Mega Mania Style Fangame
Post by: N-Mario on April 04, 2012, 08:37:32 PM
Yea I forgot to get the charge blast sound. X_X
I'll record it and then update the archive. Like I said, it's not every sound recorded there in MM GB existence. Just the ones I have recorded by far. XD
Title: Re: Untitled Mega Mania Style Fangame
Post by: KudosForce on April 04, 2012, 10:56:20 PM
Funny enough, there is one character that has potential in this story. I invented her quite a long time ago for another project. Her name was Duet, and quite simply she was going to be a love interest for Mega Man. I kind of lost interest in that fangame idea after Rokko Chan came out (as she turned out to be an exact clone of how I imagined Duet). But now that I put two and two together, Duo and Duet...

Perhaps there could be a connection. I could totally redesign the character of Duet to fit this story and still make use of the name. Always fun to have musical puns for characters in the Mega Man Universe.

I was thinking about a leader: an empress or princess. Duet could be that character.

Nice to see that you've repurposed her. Before this happened, I thought she was going to be a Mary Sue.
Title: Re: Untitled Mega Mania Style Fangame
Post by: N-Mario on April 04, 2012, 11:11:20 PM
Okay I have updated the sound archive with more sound effects ripped. :)
Title: Re: Untitled Mega Mania Style Fangame
Post by: RetroRespecter on April 05, 2012, 12:17:26 AM
Can you guys give the game's full story? It better help with the cutscenes. I don't want to risk getting it wrong again.
Title: Re: Untitled Mega Mania Style Fangame
Post by: VixyNyan on April 05, 2012, 03:20:39 AM
The ending should be a surprise tho (not to be revealed yet). And have some kind of twist. XD
Title: Re: Untitled Mega Mania Style Fangame
Post by: KudosForce on April 05, 2012, 04:04:43 AM
*reads spoilers*

...

Er, okay, I'm not sure about following this project anymore.  '>.>

*quietly slinks away*
Title: Re: Untitled Mega Mania Style Fangame
Post by: N-Mario on April 05, 2012, 05:15:26 AM
Yea stories for video games should not be revealed online until the game is out. ESP. the ending. ;)

Anyway, I updated the sound archive with ProtoMan's whistle, bouncing (from the MM-III GB wily mid boss), and big enemy stomping. :)
Title: Re: Untitled Mega Mania Style Fangame
Post by: Splash on April 05, 2012, 02:06:02 PM
*Read spoiler*
[spoiler]Will MegaMan have chargable rapid-fire eight-direction buster? 8D[/spoiler]
Title: Re: Untitled Mega Mania Style Fangame
Post by: fifthindependent on April 05, 2012, 04:57:25 PM
[spoiler]Yeah... I don't know if I like the fact that Bass dies here.  I know he probably has to die at some point since he's MIA in the X series, but yeah.   X(  I'mma still follow this game however.[/spoiler]
Title: Re: Untitled Mega Mania Style Fangame
Post by: RetroRespecter on April 05, 2012, 05:03:52 PM
Who is Nova?
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yoku Man on April 06, 2012, 02:36:01 AM
*Read spoiler*
[spoiler]Will MegaMan have chargable rapid-fire eight-direction buster? 8D[/spoiler]

[spoiler]He'll have something quite similar along those lines, yep. ;)[/spoiler]

[spoiler]Yeah... I don't know if I like the fact that Bass dies here.  I know he probably has to die at some point since he's MIA in the X series, but yeah.   X(  I'mma still follow this game however.[/spoiler]

[spoiler]I'm contemplating the possibility of doing a similar move like the Transformers Movie did with Megatron. Unicron transformed him into Galvatron. I think after Bass is destroyed, his remains may be recovered and he'll be transformed into a new greater foe. Someone who be open to return at the end of the story.[/spoiler]

Who is Nova?

Nova, quite simply is this fangames new arch enemy of Mega Man. The greatest evil Mega Man will ever face, the source of the Evil Energy that Duo has been hunting for many years. He is also the creator of Ra Moon and the Stardroids. He appears to have the gift of foresight and seems to hold some huge grudge against organic life.
He also created Sunstar and has also made several other doomsday weapons and placed them in strategic points in the universe as part of some master plan to eradicate all life.
Other than that I have no other idea who he is at present, no designs and concepts except what I just described.
Title: Re: Untitled Mega Mania Style Fangame
Post by: Karasai♪ on April 06, 2012, 03:00:33 AM
[spoiler]Bass noooooooooooooooooo

You should at least have it where Bass is so injured that it'll kill him and he ends up sacrificing himself for Mega Man

"I told you Mega Man, I'll be the one to defeat you...."

and then he explodes or fights Nova and dies[/spoiler]
Title: Re: Untitled Mega Mania Style Fangame
Post by: RetroRespecter on April 06, 2012, 03:06:52 AM
Wait a second! Something has come up...

After the defeat of the first wave of Stardroids, the 3 antagonists (Nova, Ra Moon, and Rigel) should be debating on whether Mega Man is considered a true threat to their master plans for universal destruction. However, during the dialect the alarms go off all over wherever they are holed up. Rigel turns off the alarms and all three check the viewscreen. It shows that Mega Man has breached their headquarters. Rigel is sent to intercept and she guarantees that Mega Man will not pass her in one piece.

[spoiler]May I suggest that they be shown as shadow? There is no point in showing what they really look like this early, does it?[/spoiler]
Title: Re: Untitled Mega Mania Style Fangame
Post by: Cherrykorock on April 06, 2012, 07:38:59 AM
Rigel design mark 2.
She doesnt look as friendly.
The actual drawing/lines/shading is awful but it's just a 30 mins thing i did to see if you guys like this design any more?

(http://i10.photobucket.com/albums/a111/Evil_being/rigel.png)
(http://i10.photobucket.com/albums/a111/Evil_being/terra22.png)

compare
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yoku Man on April 06, 2012, 05:27:33 PM
Interesting article at The Mega Man Network:

http://www.themmnetwork.com/2012/04/06/editorial-the-game-that-changed-the-classic-series/

Seems to support the reasons and potential for why I'm making this fangame. The Gameboy games physics do hold a certain charm.

Rigel design mark 2.
She doesnt look as friendly.
The actual drawing/lines/shading is awful but it's just a 30 mins thing i did to see if you guys like this design any more?
(http://i10.photobucket.com/albums/a111/Evil_being/rigel.png)(http://i10.photobucket.com/albums/a111/Evil_being/terra22.png)

Hard to judge. Hmm, I like both now. Try giving her the armour of the first original sketch. I liked the detail on the breast plate and such. And perhaps include the Stardroid logo somewhere, and perhaps Ra Moons symbol too. We should start including those on all sketches of the Stardroids.

(here's the symbol for ref: http://megaman.wikia.com/wiki/Ra_Moon)

Keep at it, we'll decide after a few more different designs and maybe we'll merge them too if need be.

Hmm now that I think about it.... Is it me or do the colours remind me of Sigma? lol
Title: Re: Untitled Mega Mania Style Fangame
Post by: RetroRespecter on April 06, 2012, 05:48:31 PM
Interesting article at The Mega Man Network:

http://www.themmnetwork.com/2012/04/06/editorial-the-game-that-changed-the-classic-series/

Seems to support the reasons and potential for why I'm making this fangame. The Gameboy games physics do hold a certain charm.
Rigel design mark 2.
She doesnt look as friendly.
The actual drawing/lines/shading is awful but it's just a 30 mins thing i did to see if you guys like this design any more?

(http://i10.photobucket.com/albums/a111/Evil_being/rigel.png)
(http://i10.photobucket.com/albums/a111/Evil_being/terra22.png)

compare
Hard to judge. Hmm, I like both now. Try giving her the armour of the first original sketch. I liked the detail on the breast plate and such. And perhaps include the Stardroid logo somewhere, and perhaps Ra Moons symbol too. We should start including those on all sketches of the Stardroids.

(here's the symbol for ref: http://megaman.wikia.com/wiki/Ra_Moon)

Keep at it, we'll decide after a few more different designs and maybe we'll merge them too if need be.

Hmm now that I think about it.... Is it me or do the colours remind me of Sigma? lol
Except Sigma never had blue hair to begin with... 8)
Title: Re: Untitled Mega Mania Style Fangame
Post by: KoiDrake on April 06, 2012, 08:31:48 PM
She looks kinda generic for me :\
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yllisos Zanon on April 06, 2012, 09:41:53 PM
Rigel, sounds more manly then feminine.  That's just me though.  As for the sketches, the black and white pic, I like the hair style better, along with the shoulder pads and boots.  The face, arms and torso look good in the color pic.

I will try to come up with some scratch sprite enemies, I will try my best to redesign, Mettragon.
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yoku Man on April 06, 2012, 11:21:56 PM
Perhaps Rigel can have a couple of clues that hint at her relation to Terra. Like, the jewel headband he wore, and similar armour. I'd recommend one particular design could have Terra's style of mad hairdo, just to see how it'd look on her.
Title: Re: Untitled Mega Mania Style Fangame
Post by: Flame on April 07, 2012, 12:00:38 AM
[spoiler]dunno if I fancy a classic cast character dying like that specifically a main character like Bass- seems very out of character for the classic series.[/spoiler]
Title: Re: Untitled Mega Mania Style Fangame
Post by: RetroRespecter on April 07, 2012, 12:12:09 AM
Rigel, from those sketches, has wild hair to begin with. How can one make it even more wild?
Title: Re: Untitled Mega Mania Style Fangame
Post by: Cherrykorock on April 07, 2012, 09:25:38 AM
@Yoku: Sure I'll try to add those hints as best as I can without making it look like female Terra. Whioch is the only real reason I avoided doing such as of now.

@Yillios: I plan on mergin the designs. With some tweaks.

@Koi: I'm trying but it's hard creating a unique humanoid robot that translates well to 8-bit sprites. XD
Title: Re: Untitled Mega Mania Style Fangame
Post by: KoiDrake on April 07, 2012, 10:02:41 AM
Yeah, totally understandable. But you are still in the starting stage of designing the character, so you shouldn't worry much about how it'll look in 8bit and worry about how he/she will be, personality, possible attacks, a general look and whatever that could help. I find it easier to make it  detailed (obviously not too much, but enough to make it look like an actual robot master) and when you start with the sprite you just clean out the unnecesary details.

Anyway, sorry for the long absence, been busy with a lot of things (and still am :P) but I felt like doodling SOMETHING and decided to make my own take of Sirius.

Only added a bunch of possible attacks, but the orbs could be used for more stuff, like laying it someplace else and shooting bullets from it, reflecting Sirius own bullets, using one orb to absorb Mega's bullets and the other to shoot them back, anything works. The charged attack could work differently too, I just did that one to make some potential charged attack like Pharaoh's :P

(http://img585.imageshack.us/img585/5481/siriusr.jpg)

I gave him a slight Egyptian look because wikipedia says it's related to them (by basing their calendar to it somehow, and it seems that it is related to Osiris too), the name sounds egyptian to me, the "scorching/brightest star" reminded of Pharaohman's weapon (the bigass sun you can charge and shoot) and the urban myth that egyptian learned everything from some aliens that came to Earth.

And Yllisos, I can't find the actual post, but I remember the crit you gave me from that attempt of the 8bit Arcturus, and yeah, you are right, it did looked umbalanced, so I made a quick fix of it too. The palette isn't definitive.
(http://img585.imageshack.us/img585/9210/arcturus.png)
Title: Re: Untitled Mega Mania Style Fangame
Post by: Cherrykorock on April 07, 2012, 12:24:03 PM
Yeah, totally understandable. But you are still in the starting stage of designing the character, so you shouldn't worry much about how it'll look in 8bit and worry about how he/she will be, personality, possible attacks, a general look and whatever that could help. I find it easier to make it  detailed (obviously not too much, but enough to make it look like an actual robot master) and when you start with the sprite you just clean out the unnecesary details.

True enough. I mean I guess when I try againa later tomorrow ill keep it in mind. As for personality I think I know how she will be and her attacks I know for sure. I just havent done those sketches yet. XD

Title: Re: Untitled Mega Mania Style Fangame
Post by: Yoku Man on April 07, 2012, 03:08:57 PM
Thanks again for the awesome sketches! Keep them coming. As time draws on the characters will come to life and the project will advance to the next stage. This is an exciting time. These are some cool concepts.

Btw, I've updated the first post with the concept art so you guys can easily keep up-to-date on where all the sketches are.

Posted on: April 07, 2012, 12:57:06 PM
Wait a second! Something has come up...

After the defeat of the first wave of Stardroids, the 3 antagonists (Nova, Ra Moon, and Rigel) should be debating on whether Mega Man is considered a true threat to their master plans for universal destruction. However, during the dialect the alarms go off all over wherever they are holed up. Rigel turns off the alarms and all three check the viewscreen. It shows that Mega Man has breached their headquarters. Rigel is sent to intercept and she guarantees that Mega Man will not pass her in one piece.

[spoiler]May I suggest that they be shown as shadow? There is no point in showing what they really look like this early, does it?[/spoiler]

[spoiler]Heh, do I sense a reference to to Mega Man X2? That would be a cool little homage. Something to think about. It may be a bit impracticle to do a silhouette of Ra Moon, however, he's huge in comparison to Rigel. And god only knows what Nova looks like![/spoiler]

Good News! I finally added the non-ear [twin slasher] version of Air Man's GB stage music in the game, thanks to Joseph Collins (on YT). :)
Interestingly enough, this is STILL the official version, not a remix. The only thing he changed in the song is the pitch of the instruments. It actually sounds pretty good in the fan game now. :)

I also changed the confirm sound effect to the correct version. :)

Awesome! I'll be sure to thank my old friend Joseph Collins for that! It does sound much better, it even sounds like some of the notes could fit in the proper MMV style of music. Some of the notes even remind me of the Crystal sound effect. Which can't be a bad thing. ;)
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yllisos Zanon on April 07, 2012, 10:04:53 PM
I have to be quite honest, the name Rigel.  Doesn't seem fitting for a female, with that said I have a suggestion. 

Auriga= the charioteer, star formation of a pointed helmet. 

Just saying, it is its own constellation, and not a single star of another constellations foot.

Also, Koidrake, I'll see what I can do to sprite that Sirius. 

I am currently sprite sheeting, Vega.
Title: Re: Untitled Mega Mania Style Fangame
Post by: IQ-0 on April 08, 2012, 11:12:14 AM
Got Shadowman done feel free to change that blue color. I used the pallete given by NES but the way the tiles were, the colors may make your eyes bleed.

http://www.1ccgaming.com/mmgbcc/shadowmanmm3gb.gif - Better to save this as animation is slow on the browser.

Switch gif with png for the still shot. I also got the x1 version on the comp if you want that too.

Title: Re: Untitled Mega Mania Style Fangame
Post by: N-Mario on April 11, 2012, 08:33:49 AM
Mega Man World - Dr Wily's Gimmick Level Part 1 (http://i168.photobucket.com/albums/u190/dimension_w/GB-Mega-Man-Project/MegaMan_Gimmick_Level.png)
(http://i168.photobucket.com/albums/u190/dimension_w/GB-Mega-Man-Project/MegaMan_Gimmick_Level.png)

Making the second part now... do you think I should also add gimmicks from the NES and MM9 and 10 games too?



You're the man, Star! :)


BTW, I won't be spending much time on the game this weekend. I'm currently at the beach, spending time with my folks, doing easter stuff, hanging out, etc. (which is why I'm not hanging out on twitch.tv now). Though I'm coming back home sometime Tuesday. So we'll see what I can do with these stages when I get back home. ;)

Also, my birthday is coming up soon. Monday, next week to be honest. So progress might be even slower than usual this month. We'll see. XD

Posted on: April 08, 2012, 03:11:55 PM



Just doing some random music testing. I took Joseph Collins's advice on what he did to fix the music in MMII GB. I did the same thing he did with Air Man's stage, except I tested it with the title theme. I changed the pitch of the sound lower, then reverted the speed of the song back after. I donno if the title theme sounds any better honestly.

http://gcnmario.free.fr/mmii-gb_title.zip
Title: Re: Untitled Mega Mania Style Fangame
Post by: KoiDrake on April 11, 2012, 11:55:14 PM
I have to be quite honest, the name Rigel.  Doesn't seem fitting for a female, with that said I have a suggestion. 

Auriga= the charioteer, star formation of a pointed helmet. 

Just saying, it is its own constellation, and not a single star of another constellations foot.

Also, Koidrake, I'll see what I can do to sprite that Sirius.
I like this suggestion actually, Rigel is part of Orion's constellation anyway :I. There isn't anything to work with that constellation either, I honestly don't know where that "Terra's sister" part came from. Plus, Auriga from SF was pretty cool too!

I wouldn't bother sheeting the characters yet, unless you don't mind reworking it if/after a better design comes up, these stuff aren't definitive. The base sprites are another thing, it's a good thing to start seeing all the characters as they'll show ingame, and tweak any part from the design to make it easier to sprite it.
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yoku Man on April 12, 2012, 01:24:16 AM
I like this suggestion actually, Rigel is part of Orion's constellation anyway :I. There isn't anything to work with that constellation either, I honestly don't know where that "Terra's sister" part came from. Plus, Auriga from SF was pretty cool too!

I wouldn't bother sheeting the characters yet, unless you don't mind reworking it if/after a better design comes up, these stuff aren't definitive. The base sprites are another thing, it's a good thing to start seeing all the characters as they'll show ingame, and tweak any part from the design to make it easier to sprite it.

The idea of Rigel being Terra's sister stems from all the mythical lore surrounding the name. All the characters that Rigel was named after were always female. I have one counter argument to keep the name Rigel, I'm beginning to really like it. Rigel does seem neither Male nor Female, and plus remember Venus? She was the goddess of love, and yet the name was given to a male Stardroid. I think it can work both ways ;)

Yeh and the sprites should evolve as much as the sketches do. I will of course decide on what versions I like the look of and we'll go from there, tweaking as needed, till they're perfect.
Title: Re: Untitled Mega Mania Style Fangame
Post by: RetroRespecter on April 12, 2012, 02:47:08 AM
If you guys are planning for Mega Man to fight Rigel again then here something that might help...

Rigel: Surprised to see me again, "Blue Hero"?

Mega Man: Rigel?!

Rigel: Did you honestly think you could destroy me that easily? I am one of the Prime Stardroids. That means my power is rivaled only to that of my brother, Terra.

Mega Man: Did I hear that right? Did you say that Terra is your brother?

Rigel: Of course! I wouldn't be leading the next generation of Stardroids if I wasn't, would I? But enough about me, let's talk about why you're here.

Mega Man: My new friends and allies have told me everything. I won't let you or your masters/allies commit universal genocide!

Rigel: Well I won't let you succeed in saving this faulted universe! Get ready, Mega Man! Your infernal interference ends now!


NOTE: I added the "Blue Hero" bit as a cruel tease to Mega Man.

Title: Re: Untitled Mega Mania Style Fangame
Post by: KoiDrake on April 12, 2012, 03:07:47 AM
The idea of Rigel being Terra's sister stems from all the mythical lore surrounding the name. All the characters that Rigel was named after were always female. I have one counter argument to keep the name Rigel, I'm beginning to really like it. Rigel does seem neither Male nor Female, and plus remember Venus? She was the goddess of love, and yet the name was given to a male Stardroid. I think it can work both ways ;)

Yeh and the sprites should evolve as much as the sketches do. I will of course decide on what versions I like the look of and we'll go from there, tweaking as needed, till they're perfect.
Ok, fair enough on the name and good point with Venus, I am taking liberties with the designs too afterall :P

Its just that by making her Terra's sister you're giving her too much protagonist in comparison to the other Stardroids, which considering that the constellation isn't that important (it's a PORTION of Orion after all) then it's not really justified. Plus, having family relations on space machines of destruction sounds kinda weird :I

If you guys are planning for Mega Man to fight Rigel again then here something that might help...

Rigel: Surprised to see me again, "Blue Hero"?

Mega Man: Rigel?!

Rigel: Did you honestly think you could destroy me that easily? I am one of the Prime Stardroids. That means my power is rivaled only to that of my brother, Terra.

Mega Man: Did I hear that right? Did you say that Terra is your brother?

Rigel: Of course! I wouldn't be leading the next generation of Stardroids if I wasn't, would I? But enough about me, let's talk about why you're here.

Mega Man: My new friends and allies have told me everything. I won't let you or your masters/allies commit universal genocide!

Rigel: Well I won't let you succeed in saving this faulted universe! Get ready, Mega Man! Your infernal interference ends now!


NOTE: I added the "Blue Hero" bit as a cruel tease to Mega Man.


Expanding on what I said: Terra being the leader of the Stardroids makes so much sense there isn't even any point to explain why they did that. But for Rigel there is no explanation to make that relation. It's not only an insignificant constellation, but a PART of another Stardroids from this game. I agree that we can take liberties for the characters design-wise, but the hierarchy of leadership and relations with the previous Stardroids should make some sense.
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yoku Man on April 12, 2012, 03:48:52 AM
You give some fine points too.

Well, I will think about this and see what should be done. I still like the name that goes with the various sketches. Perhaps she can have another role in the game that we haven't come up with yet and get rid of her relation to Terra. Or perhaps that can still be the key to her character.

She doesn't necessarily have to be a part of the Stardroid Army.
Title: Re: Untitled Mega Mania Style Fangame
Post by: OBJECTION MAN on April 12, 2012, 06:16:26 AM
Depending on how well the enemies are acquainted with Megaman, the title of "Blue Hero" or some other variation may actually be an interesting way they refer to him. Perhaps they aren't all familiar with his actual name, or the ranks of these Stardroids are more familiar with calling him that.

As an example, in Mobile Suit Gundam; the carrier ship "White Base" is referred to by the Zeon officers as "the trojan horse" and they continued to use that title even after it's name was known out of familiarity.
Title: Re: Untitled Mega Mania Style Fangame
Post by: Mirby on April 12, 2012, 11:09:52 AM
Make it "Blue Bomber" just for that reference. :P
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yoku Man on April 12, 2012, 03:08:24 PM
I also think if he wasn't known to them, their first impressions would cause them to call him "boy" or something, to ridicule him. To them he'd just be a kid in a silly armoured suit. Heh, they'd totally be caught by surprise after they fight him.

Infact I've been pondering if I continue with the idea of the goodies having a representative like an empress, queen or princess, she too might be taken aback by the famous Mega Man they've summoned just being a child robot too. She might be degrading at first and call him "blue boy" or something. Throughout the game you earn her respect.
Title: Re: Untitled Mega Mania Style Fangame
Post by: Flame on April 12, 2012, 03:58:04 PM
the goodies? You mean Mega Man's side?
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yoku Man on April 12, 2012, 04:07:49 PM
the goodies? You mean Mega Man's side?

Yep.

I also wonder if we should make better use of the origin of that nickname "Blue Bomber". It comes from the old toy game "Rock 'Em Sock 'Em Robots" and the Blue Bomber's opponent was called the "Red Rocker". In the videogame version, there were also ""Yellow Yahoo", "Brown Bully", "Orange Oppressor", "Silver Stretcher", "Purple Pyro", "Green Grappler", "Pink Pummeller", and the "Black Bruiser".

I've pondered if perhaps at the end, Mega Man may join a team of defenders against the evil energy and becomes the new leader, in Duos place. And those could be some of the nicknames for the other characters. It would also give expansion that I've been looking for in the Mega Man Universe. I definately want to have my game open up for a potential sequel and possibly more playable characters and such.
Title: Re: Untitled Mega Mania Style Fangame
Post by: RetroRespecter on April 12, 2012, 04:32:21 PM
You give some fine points too.

Well, I will think about this and see what should be done. I still like the name that goes with the various sketches. Perhaps she can have another role in the game that we haven't come up with yet and get rid of her relation to Terra. Or perhaps that can still be the key to her character.

She doesn't necessarily have to be a part of the Stardroid Army.
Wait! Rigel should be Terra's sister.
Title: Re: Untitled Mega Mania Style Fangame
Post by: RetroRespecter on April 13, 2012, 05:34:38 AM
Mega Man is sliding now?
Title: Re: Untitled Mega Mania Style Fangame
Post by: N-Mario on April 13, 2012, 07:00:38 AM
Meh..... As I said it's little buggy, esp. in the game engine room. It needs lots of work. But at least it's there now. :P

Added screen shot. (http://gcnmario.free.fr/mm-slide.png) See previous post above.
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yllisos Zanon on April 13, 2012, 08:00:35 AM
(http://s18.postimage.org/tqemncdrp/Mega_Man_Mania.jpg) (http://postimage.org/image/tqemncdrp/)


What I have so far, I have added more frames for Duo, with a custom head.  I have also created Wyrme, a stage enemy or mid boss!?

Along with Koidrake sprites so far.  Also, the Border Design is not finished, still in beta process.

It's a start.----------------------

Almost forgot, I think Blackhook in these forums, has some decent Ra Thor sprites.  If he is willing that is.  -u-'
Title: Re: Untitled Mega Mania Style Fangame
Post by: N-Mario on April 13, 2012, 09:37:24 PM
Is there sprites for a big boss/miniboss teleport animation in GB style? I can't recall any of the minibosses teleporting on screen in the GB games. I think they just appeared. Though I could be wrong.
I was thinking about using it for a title intro in the engine where MegaMan teleports on the screen, blasts the screen, and then transitions to the title menu select screen. I'm just thinking of some ideas for the beginning of the title screen.
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yoku Man on April 13, 2012, 09:59:18 PM
Is there sprites for a big boss/miniboss teleport animation in GB style? I can't recall any of the minibosses teleporting on screen in the GB games. I think they just appeared. Though I could be wrong.
I was thinking about using it for a title intro in the engine where MegaMan teleports on the screen, blasts the screen, and then transitions to the title menu select screen. I'm just thinking of some ideas for the beginning of the title screen.

Unfortunately, I don't think there is. But it shouldn't be too hard to make a GB Pallete version of the NES Miniboss teleport animations. Considerinng the size differential, it should be perfect for a GB cutscene Mega Man.

Perhaps we should think about a Intro that goes before the Title too. Like how Mega Man V starts with some story and text. We could think of something that is not the norm for a story and just make things self aware. Like it could just have something like "In the year 20XX, NMario created an engine named Mega Man World...." And it can go on to explain its purpose and such.
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yllisos Zanon on April 14, 2012, 06:38:08 AM
Is there sprites for a big boss/miniboss teleport animation in GB style? I can't recall any of the minibosses teleporting on screen in the GB games. I think they just appeared. Though I could be wrong.
I was thinking about using it for a title intro in the engine where MegaMan teleports on the screen, blasts the screen, and then transitions to the title menu select screen. I'm just thinking of some ideas for the beginning of the title screen.

Yes there is, go to Sprites Inc. there is only one section that has them.  Go to the MegaMan 4 enemies section, scroll down till you get to the mid-bosses.  The Mid-bosses, Hippo, Whale and Snail have large teleporting.  For the GB, no there are not. 
Title: Re: Untitled Mega Mania Style Fangame
Post by: N-Mario on April 14, 2012, 08:07:19 AM
Done, and uploaded.
 
Actually I think I got the NES large teleport sprite for use on a sprite sheet some time ago. I just used that and recolored it to Mega Man's color, and added a bit more dark outlining.

Actually Starsim, I think instead of a story intro like your idea, I might start an intro with a silly Dr. Wily segment or something, and maybe expand on whats going on. From there, I'll probably just frame transition to the title intro or something.
I still have to fix the font for the text typing though. X_X
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yllisos Zanon on April 14, 2012, 08:48:23 AM
I need to know if the head of Duo looks good enough, before I start making a better sheet.
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yoku Man on April 14, 2012, 03:01:09 PM
Done, and uploaded.
Actually I think I got the NES large teleport sprite for use on a sprite sheet some time ago. I just used that and recolored it to Mega Man's color, and added a bit more dark outlining.
Actually Starsim, I think instead of a story intro like your idea, I might start an intro with a silly Dr. Wily segment or something, and maybe expand on whats going on. From there, I'll probably just frame transition to the title intro or something.
I still have to fix the font for the text typing though. X_X

Awesome use of sound effects and nicely animated. Can't wait to see what you have planned for the Intro.

I need to know if the head of Duo looks good enough, before I start making a better sheet.

It's hard to say. I'm still not 100% convinced its good enough. Something about that version seems off. Keep trying different styles of heads till I see one I like. Then you can go from there and sprite the rest of Duo's frames.
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yllisos Zanon on April 19, 2012, 09:20:56 AM

(http://s15.postimage.org/vhrxk3flj/Mega_Man_Mania.jpg) (http://postimage.org/image/vhrxk3flj/)

I have changed Duos head, along with the first frame (scratch) of his meteor form.  Plus, I have checked out all of the sprites of Duo in each of the games, he has been in.  I changed his ear, because of it.

The Border is finished. 

I hope Blackhook doesn't mind, but I like his Ra Thor sprites a lot. I changed his colors a tad. 

I also added a new enemy/block.  The only safe spot, is on top.
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yoku Man on April 19, 2012, 07:50:05 PM
After looking at this new head. I guess I am beginning to understand what it is I prefer. I think I liked the previous head, but the face is wrong somehow. Maybe its how the eyes and mouth look. Maybe he won't need to have lips and speak during his cutscenes. Mega Man never did. (Although strangely Dr Light and Auto did in MM10)

I think If Ra Thor does show up, I dunno, I'd prefer a different sprite to Blackhooks. It looks a little squashed. Ra Thor was quite thin and tall in SAR.

Sorry about all this negative commentary lately. I just want the best possible look. And its hard to convey what that is. But I really appreciate everyones help so far. Thats the whole point of sketches and rough designs so we can keep trying and trying till we get it right.

Keep up the good work everyone. I'm loving how all these designs are evolving.
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yllisos Zanon on April 19, 2012, 09:52:45 PM
The thing I didn't like about the last head, after long thoughts and pondering.  His head was to square looking.  Now that you mentioned it, his eyes and mouth do look a little weird.  His eyes are a little small, his mouth may not be needed at all.

So you want Ra Thor to be a little taller than, I'll see what I can do.

Plus, that is what C&C is for, the best advice anyone can give or receive, is criticism. 
Title: Re: Untitled Mega Mania Style Fangame
Post by: Karasai♪ on April 20, 2012, 12:54:38 AM
oh god ra thor?

this game gets better and better
Title: Re: Untitled Mega Mania Style Fangame
Post by: Blackhook on April 20, 2012, 03:40:58 PM
My criticism sense was tingling! I heard somebody doesn't like my sprite? That's impossible!
Joking aside, I don't remember Ra Thor being much thinner/taller than the RMs in SAR. Though My sprite really isn't anything special.
Title: Re: Untitled Mega Mania Style Fangame
Post by: Cherrykorock on April 21, 2012, 07:27:20 AM
Well here is try numero tres.

I added a little more flair, kinda? Did what I could to keep a little bit of the earlier sketches without conforming to either one too heavily. I believe Star was saying something about a princess in an earlier post? Maybe Rigel is her? Perhaps she acts in a role akin to Blues in Rockman 3? You're not initially sure whether she is good or bad. Also I don't know why but I always seem to come back to blades/melee with her attack style.

Confused?
My first idea is maybe she's the Princess and is helping Rock.
Second one is you're not sure which side she affiliates with for a good part of the game like Blues' first appearance.

Anyways, hope you guys like this one more!

(http://i10.photobucket.com/albums/a111/Evil_being/rigel-1.png)
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yoku Man on April 21, 2012, 02:57:14 PM
She looks beautiful! Intriguing idea that she could be the princess. That adds even more depth into the story.
Several possibilities, she could be a double agent, secreted her way into Orions ranks as his number one soldier, or perhaps she was originally a stardroid and had a change of heart. She could still be a princess in both circumstances. Ruling originaply by force as a Stardroid or a beloved royal of the goodies who is taking on the oppressors single-handed. A brave woman.
Duet was the name I was going to name the Princess, but perhaps that could be her real name. It goes well with her role too, a duet requires two, and she has two identities.

As for her latest design. I LOVE IT. I think we've nailed our first final desihn for one of our original characters. Duet/Rigel has that regal warrior look about her and still looks Stardroid-like with the armour.
I'll post a follow up reply once thedesign has sunk in more. She's growing on me. Perhaps a nice high quality colour may be next.
Title: Re: Untitled Mega Mania Style Fangame
Post by: MC Jimmy on April 24, 2012, 11:24:03 AM
Skimmed through the topic. This looks pretty neato.
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yoku Man on April 24, 2012, 02:44:26 PM
Skimmed through the topic. This looks pretty neato.

Yep! Thanks for showing an interest Jimmy. I'm hoping to make this an exceptional fangame, unlike any previous one before it. Like an artist always tries to achieve, he will make his work of art stand out with its own style and look. As far as I'm aware, no one has tried to do the Gameboy Advance style of fangame yet. I think its looks cool and cute with the vibrant colours and outlines.

I also think the limitations of the gameboy canvas and physics will make for extra challenge for the game too. I will put to good use the strengths of the "well respected" Mega Man V game and expand it from there, and if its a success I'm hoping to do sequels too.

Btw, folks, still in the process of finishing the Dr Wily Gimmick stage. It'll be in two parts, because of how big it is becoming. I'm incorporating as many gimmicks from all the Mega Man games into the level as I can so that everything can be coded into the engine. There will be anything that a fan could want easily accessible to be recreated in their own game... for convenience of course. No need to thank me. :P
Title: Re: Untitled Mega Mania Style Fangame
Post by: N-Mario on April 24, 2012, 08:04:22 PM
I'm actually quite anxious as to how your gimmick level is turning out. I wonder how much difficult it will be to go through the level. :)
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yoku Man on April 24, 2012, 08:54:40 PM
I'm actually quite anxious as to how your gimmick level is turning out. I wonder how much difficult it will be to go through the level. :)

I'm hoping for it to be as challenging as a regular stage. It won't be as long as believed if you keep to a designated path. The stages are designed to have replay value, so you can take another path next time to try out alternate gimmicks. Just think of it as a regular Mega Man 6 Stage.
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yllisos Zanon on April 29, 2012, 10:54:00 PM

(http://s18.postimage.org/aqtjy2q2d/Mega_Man_Mania.jpg) (http://postimage.org/image/aqtjy2q2d/)


What I have so far, Rigel based on the picture from before.  Ra Thor, side by side comparison to Blackhooks and mine.  Auto with another customed face.  Mouthless this time, I also made his eyes a tad bigger.

Wyrme with a different color scheme, I am opened for color choices for him.

Also, does everyone like the color scheme I have chose for the bosses?
Title: Re: Untitled Mega Mania Style Fangame
Post by: Zan on April 30, 2012, 02:54:45 PM
Quote
I tried to stick with the NES limited colors. MegaMan uses 2 sets of palettes (one for the body, the other for the head part), the new colors used for Dr. Wily would use a 2nd set.

The use of a 2nd palette is all fine and dandy , just remember how it's all very situational. By adding more palettes specifically for one character, you sacrifice them on another, unless they share their palettes. You just got to consider at all times "what else will be on screen?".
Title: Re: Untitled Mega Mania Style Fangame
Post by: OBJECTION MAN on May 01, 2012, 06:26:28 PM
The use of a 2nd palette is all fine and dandy , just remember how it's all very situational. By adding more palettes specifically for one character, you sacrifice them on another, unless they share their palettes. You just got to consider at all times "what else will be on screen?".

Which would be more true for an NES game than a GBA game. Recall that Megaman Mania was a GBA title, using all of the GBA processing power, going over the NES and GB color limits. In fact, the Wily here would be using one single 16 color sprite palette (out of a total of 16 sprite palettes).

They really took advantage of this for some of the original bosses, that have more 'shading' then the NES port overs. MMV especially, check out the Megaman Mania screen shots earlier in this thread.
Title: Re: Untitled Mega Mania Style Fangame
Post by: fifthindependent on May 02, 2012, 01:14:13 PM
What I'm showing here is when you move, the collision box and the player aren't 'sync' together. There seems to be a slight delay of the sort.
doing some testing, I was kind of able to fix this. However after doing so, when you move forward, either the player or the screen kind of moves a bit shaky. This was an issue from before thought to be 'fixed' now, so I don't know what else to do. :(

I don't think it's really a problem.  In MMR the collision boxes and sprites themselves have this problem, although the player can't see it, and no one has complained about it after a month of the game being available for download.

If you really want the problem alleviated, did you try using a fastloop to set the position of the player sprite?  What I did was set the player sprite's position to the collision box instead and had all the movement attached to the collision box and I scroll the screen based on the collision box rather than the player sprite.

Do you mind if I add you on MSN Messenger?  I can perhaps help you out with things a little since I use MMF2 as well.

Also, as for the Wily sprite, I think the NES did it that way because of the sprite palette limit on the NES as others mentioned.  Although, you aren't working with NES limits.  ;)  The sprites in the sheet however wouldn't be possible on the NES, unless you used an additional palette for them, because sprites on the NES can only have 3 colors per palette plus an additional transparency color.
Title: Re: Untitled Mega Mania Style Fangame
Post by: MC Jimmy on May 02, 2012, 02:47:44 PM
What are you using for the engine? If you are coding it from scratch then that's up to you to figure it out, but if you are using some engine then maybe you gotta look at all the variables that could cause it.
Title: Re: Untitled Mega Mania Style Fangame
Post by: N-Mario on May 02, 2012, 06:44:05 PM
Also, as for the Wily sprite, I think the NES did it that way because of the sprite palette limit on the NES as others mentioned.  Although, you aren't working with NES limits.  ;)  The sprites in the sheet however wouldn't be possible on the NES, unless you used an additional palette for them, because sprites on the NES can only have 3 colors per palette plus an additional transparency color.

Actually as I said, MegaMan has 2 sets of palettes that use 3 colors, making 6 total (minus transparency). So yea you would need to add additional palette for Dr.Wily, which was the point. I don't know what they did for Dr.Light, as his legs being blue. Maybe he has 2 sets of colors like MegaMan, with 2 unused colors I don't know. :-/

So yea I was just making a theory for the NES. Since we are not limited to that anyway.


Also, yea you can add me on msn messenger if you want. I'm also on AIM, ICQ if helps.
Title: Re: Untitled Mega Mania Style Fangame
Post by: fifthindependent on May 02, 2012, 07:07:10 PM
Yeah I know, I was just throwing that out there.  I added you on MSN.  If I didn't show up, add me as well.
Title: Re: Untitled Mega Mania Style Fangame
Post by: N-Mario on May 02, 2012, 08:45:06 PM
Yeah I know, I was just throwing that out there.  I added you on MSN.  If I didn't show up, add me as well.

If you PM me your email alias and whatnot (Ill send you mine), I'll figure something out. :)
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yoku Man on May 03, 2012, 02:38:11 AM
The day is finally here! (Phew that was a lot of hard work, putting it all together like a jigsaw!) I present to you Dr Wily's Gimmick Level Parts 1 and 2!

Nearly every single gimmick from all the gameboy/nes/wii games all in these two levels. All ready to be coded so that when you make your own fangame with the Mega man World Engine, the coding for any gimmick imaginable will already be there!

http://i168.photobucket.com/albums/u190/dimension_w/GB-Mega-Man-Project/Dr_Wily_Gimmick_Stage_1.png
(http://i168.photobucket.com/albums/u190/dimension_w/GB-Mega-Man-Project/Dr_Wily_Gimmick_Stage_1.png)

http://i168.photobucket.com/albums/u190/dimension_w/GB-Mega-Man-Project/Dr_Wily_Gimmick_Stage_2.png
(http://i168.photobucket.com/albums/u190/dimension_w/GB-Mega-Man-Project/Dr_Wily_Gimmick_Stage_2.png)
Title: Re: Untitled Mega Mania Style Fangame
Post by: N-Mario on May 03, 2012, 02:59:09 AM
OH MY *****ING S*** BALLS UP THE BALLS!!!!!


This will definitely have some replay value!  8D
Title: Re: Untitled Mega Mania Style Fangame
Post by: Splash on May 03, 2012, 06:28:40 AM
Got inspired by MM10's Wily Stage 1?
About the your "Gimmick Level".
It's fantastic! Not only it has replay value, but it has even nostalgic value!
Edit:
However, I don't like transition from "Collapsing Room" to "No Gravity" room, because you put transition at the end of "No Gravity" room, so it becoming pointless.
Title: Re: Untitled Mega Mania Style Fangame
Post by: N-Mario on May 03, 2012, 07:14:39 AM
Got inspired by MM10's Wily Stage 1?
About the your "Gimmick Level".
It's fantastic! Not only it has replay value, but it has even nostalgic value!
Edit:
However, I don't like transition from "Collapsing Room" to "No Gravity" room, because you put transition at the end of "No Gravity" room, so it becoming pointless.

Actually I think that's supposed to look like a map trick. If my brain is working correctly as Starsims wants this to work, I think that room is actually supposed to fall down to the bottom of the 'no gravity' room. That is why it looks like its transitions to the end of the room, because that room hasn't fallen down yet.

This is what I mean:
(http://gcnmario.free.fr/mm-rooms.gif)

Also, is it just me, or is there way too much purple in the background? I would think most of those stage obstacles would have their own color scheme. :-/



Just some notes about the engine:
Also, I think I know why there's going to be a 'jerky', or 'unsmooth' movement in the engine. It's because theoretically it is impossible to move lower than 1 pixel per time frame in any programming software, even though there is such a thing as sub-pixel Movement. I did a self test in my engine, changed the x velocity to 1, and it was actually moving pretty smoothly. Even though that's not the accurate speed of MegaMan at the actual 1x size. Changing the x velocity back to 0.9 still works, just that it's going to feel a bit jerky due to the sub-pixel movement.

Since I was originally working on an NES style game where he moves slightly faster than 1 pixel, we didn't have this kind of issue. But now since we're basing the engine on the GB game physics, he needs to be slower.

In theory, could resize the entire game engine to work with x2 size sprites from the start to maybe help fix any issue with movement, except that the file size may differ because of the amount of graphics used.


Just putting it out there. :-/
Title: Re: Untitled Mega Mania Style Fangame
Post by: fifthindependent on May 03, 2012, 10:28:14 AM
I'm impressed you managed to cram every gimmick imaginable from the series into two levels.  This will be very helpful indeed for people who want to make Mega Man fan games.
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yoku Man on May 03, 2012, 06:20:33 PM
Just some notes about the engine:
Also, I think I know why there's going to be a 'jerky', or 'unsmooth' movement in the engine. It's because theoretically it is impossible to move lower than 1 pixel per time frame in any programming software, even though there is such a thing as sub-pixel Movement. I did a self test in my engine, changed the x velocity to 1, and it was actually moving pretty smoothly. Even though that's not the accurate speed of MegaMan at the actual 1x size. Changing the x velocity back to 0.9 still works, just that it's going to feel a bit jerky due to the sub-pixel movement.
Since I was originally working on an NES style game where he moves slightly faster than 1 pixel, we didn't have this kind of issue. But now since we're basing the engine on the GB game physics, he needs to be slower.
In theory, could resize the entire game engine to work with x2 size sprites from the start to maybe help fix any issue with movement, except that the file size may differ because of the amount of graphics used.
Just putting it out there. :-/

Heh intruiging discovery there NMario. Who'd have thought the limitations of the gameboy physics would end up being a hinderance for a PC Fangame engine years later. I guess the programmers of MMF didn't ever think someone would want a player to move slower than 1 pixel x velocity! I personally think the wobbly hitbox for Mega Man is forgivable seeing as the player will never get to see it.

Also, is it just me, or is there way too much purple in the background? I would think most of those stage obstacles would have their own color scheme. :-/

I've been extremely careful with the purple in the tileset. I've set myself the limits that the original tileset had in the MM10 special stage for Enker. But It could use some swapping of colours if you want more variety. Even things like the Sheep Man dissapearing blocks have the set colours that make up the Enker Tileset, borrowed from colours found in the space scene in the windows.

I hope this can inspire you more NMario. Would like to get back into the thick of the level building in the engine. But of course we need to get the sliding and transitions working so we can explore the levels.
Title: Re: Untitled Mega Mania Style Fangame
Post by: N-Mario on May 03, 2012, 06:51:09 PM
I hope this can inspire you more NMario. Would like to get back into the thick of the level building in the engine. But of course we need to get the sliding and transitions working so we can explore the levels.

As much as I'd love to work on this, it's going to be tough to pull off. I really wish game design was much easier, esp. if one is doing accurate physics, and every one of those stage gimmicks possible. Not to mention MM's 25th is coming up, and I have said I did want to make something to show my support.

I really hate to say this, but maybe if I was paid on the job to design a game, it would help me work faster. Either that or keep streaming the work for people who love spoilers. XD
Though I think it may have to do that I'm also waiting for Phil's fan game.
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yoku Man on May 03, 2012, 07:02:41 PM
As much as I'd love to work on this, it's going to be tough to pull off. I really wish game design was much easier, esp. if one is doing accurate physics, and every one of those stage gimmicks possible. Not to mention MM's 25th is coming up, and I have said I did want to make something to show my support.

As was my original intention for this fangame. Without the engine it'll never see the light of day. I'm hoping at some point Capcom will officially announce the logo for the 25th Anniversary and the pic to go with it. The one found hidden in the coding of MML3 is still not confirmed as the final version.

I hope to make the game before the anniversary so I can show my support too.

It will be tough. But you have my support and I'll find as many people as possible (including fifthindependent if he's still willing) to help with finishing this engine. I'd recommend you stream and I could help advertise it so you get more viewers and recognition for your fine work.

Many of the fans waiting for this game will be deeply gratified with your dedication. Including me.

And you know... If paying is needed, I may even consider it. I'm that enthusiastic to make this.
Title: Re: Untitled Mega Mania Style Fangame
Post by: RetroRespecter on May 03, 2012, 09:12:01 PM
 8) owob >0< owo 0v0 :cookie: <3
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yoku Man on May 03, 2012, 09:54:20 PM
8) owob >0< owo 0v0 :cookie: <3

Heh, well we have Retrorespecter's support and respect! Well I streamed today and discussed more with NMario. We're gonna try and be more professional with this to make things more enthusiastic and keep to a schedule. NMario is free on Mondays, Wednesdays and Fridays so we'll be chatting in his channel occasionally and we'll probably go through an agenda and list of things to do on that day. He may even stream some footage too if he's in the mood or if its required.

I think the more we do, the more I can nag the poor guy I can show him we can get this engine done! You deserve more credit NMario, I have faith in you. :)

Make note in your diaries guys, especially you folks who frequent this thread and contribute to the fangame!

Mondays, Wednesdays and Fridays at http://www.twitch.tv/nmario84

These days may change however, I'll keep you guys updated here in the forum if anything does. I'd like everyone to visit his channel and give your love to the guy who is sweating so much to make this for us!

Bravo NMario! Keep up the good work mate!
Title: Re: Untitled Mega Mania Style Fangame
Post by: RetroRespecter on May 04, 2012, 01:45:26 AM
Title: Re: Untitled Mega Mania Style Fangame
Post by: Karasai♪ on May 04, 2012, 03:24:36 AM
The day is finally here! (Phew that was a lot of hard work, putting it all together like a jigsaw!) I present to you Dr Wily's Gimmick Level Parts 1 and 2!

Nearly every single gimmick from all the gameboy/nes/wii games all in these two levels. All ready to be coded so that when you make your own fangame with the Mega man World Engine, the coding for any gimmick imaginable will already be there!

http://i168.photobucket.com/albums/u190/dimension_w/GB-Mega-Man-Project/Dr_Wily_Gimmick_Stage_1.png
(http://i168.photobucket.com/albums/u190/dimension_w/GB-Mega-Man-Project/Dr_Wily_Gimmick_Stage_1.png)

http://i168.photobucket.com/albums/u190/dimension_w/GB-Mega-Man-Project/Dr_Wily_Gimmick_Stage_2.png
(http://i168.photobucket.com/albums/u190/dimension_w/GB-Mega-Man-Project/Dr_Wily_Gimmick_Stage_2.png)

if you're going to have a stage like this give us unlimited lives/continues   X(
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yoku Man on May 04, 2012, 03:54:16 AM
if you're going to have a stage like this give us unlimited lives/continues   X(

You know, considering this is an engine, and its not really meant to be a proper playable game (just a template on how to construct a typical Mega Man gameboy game) maybe I might suggest infinite lives and energy as an option, to NMario; kind of like a Debug feature.

Also, more ideas have been forming in my head lately; such as adding more RPG features like Upgrades, Collectables, Mazes, Puzzles, Shops, etc. The whole Gimmick stage itself looks like it may have become a nice example of how to construct a typical level for the actual fangame.

RPG's usually have replay value, with lots of exploring, kinda also like the "Metroidvania" style of games of late. (Also what Mega Man X: Corrupted is going for) If we can pull that gimmick level off correctly then that'll be encouraging for when I finally start designing levels for the fangame itself.

There are many other ideas for replay value I may include, such as: changing weather, interactive terrain, enemies that change strategies, all things that will require revisiting or upgrading to better handle new situations. The formost thing in my game is I want Mega Man to struggle with this adventure, to fight to grow stronger and learn from mistakes and evolve. Even simple enemies will give him a challenge at the beginning.
Title: Re: Untitled Mega Mania Style Fangame
Post by: N-Mario on May 04, 2012, 05:30:49 AM
The Debug keys will most likely stay as a feature for the engine. I'm not sure about infinite lives. But there will be plenty of ways to get lives. There will be the Dr.Light shop. Items placed around the stages here and there. So lives shouldn't be a problem. Giving infinite lives is just a bit over doing it honestly. :P

For the record, I'm not a big fan of all the RPG elements. It's just lot more time consuming for the player, just having to farm to get the necessary upgrades. I thought this was a bit annoying in Zelda II. But that's just me. If it's a Mega Man game, it's got to feel like a Mega Man game by keeping it as simple as possible.


As for the money, I was kind of joking about that, since it's hard for me to keep up the work as it is. I really can't take anyone's money since this is going to be a fan game. Capcom owns all the rights to Mega Man and all, we can't do anything about that. Unless I actually started working at Capcom, maybe, but that's still not likely. XD
Though I could technically do the payment thing if the game concept was entirely original, all the characters & graphics are new. But that's probably not going to happen for a real long time.

We could start a 100,000 Strong for MegaMan Mania to help support us with this. XD
Naww.... Never mind I'm just kidding.
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yllisos Zanon on May 04, 2012, 07:45:20 AM

(http://s16.postimage.org/i2k49nsbl/Mega_Man_Mania.jpg) (http://postimage.org/image/i2k49nsbl/)

Color Scheme Experiments, what colors would each boss look good with?  Some feedback on colors along with, any C&C on the scratch enemies. 

Also, I really like this Duo head.  It seems more suitable for him.  That is if NMario or Starsims say other wise.
Title: Re: Untitled Mega Mania Style Fangame
Post by: MagVanisher on May 04, 2012, 08:27:29 AM
The day is finally here! (Phew that was a lot of hard work, putting it all together like a jigsaw!) I present to you Dr Wily's Gimmick Level Parts 1 and 2!

Nearly every single gimmick from all the gameboy/nes/wii games all in these two levels. All ready to be coded so that when you make your own fangame with the Mega man World Engine, the coding for any gimmick imaginable will already be there!

http://i168.photobucket.com/albums/u190/dimension_w/GB-Mega-Man-Project/Dr_Wily_Gimmick_Stage_1.png
(http://i168.photobucket.com/albums/u190/dimension_w/GB-Mega-Man-Project/Dr_Wily_Gimmick_Stage_1.png)

http://i168.photobucket.com/albums/u190/dimension_w/GB-Mega-Man-Project/Dr_Wily_Gimmick_Stage_2.png
(http://i168.photobucket.com/albums/u190/dimension_w/GB-Mega-Man-Project/Dr_Wily_Gimmick_Stage_2.png)

This one looks great... But it would be nice if you or N-Mario include some gimmick from 7, 8, and & Forte.
Title: Re: Untitled Mega Mania Style Fangame
Post by: MagVanisher on May 04, 2012, 09:57:17 PM
Say, Mr. Starsims... Is there any plans to include a single boss from Megaman and Bass on the Gimmick Stage?
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yllisos Zanon on May 04, 2012, 10:42:09 PM

(http://s7.postimage.org/sl7dv30g7/Mega_Man_Mania.jpg) (http://postimage.org/image/sl7dv30g7/)


I'll see what I can do, with Slash and Frost.  As for this new pic, I added Gravity and Centaur.  Done with colors accordingly.

Title: Re: Untitled Mega Mania Style Fangame
Post by: N-Mario on May 05, 2012, 12:28:07 AM
I was thinking, since we already have megaman 9 and megaman 10 in 8bit, it would be just as easy to skip MM7 and MM8. We could use a Robot Master from MM5, MM6, then MM9 and MM10 instead to save any trouble. Although personally I was going to try my hand at 4 new robot masters for the next set after the first 4. But for the sake of the engine, I suppose we could work with the robot masters that we have.


BTW, started working on the game again. Only thing I managed to added by far is a working Pause Menu pop-up screen.
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yllisos Zanon on May 05, 2012, 06:47:46 AM
Just to make a note about it, the Centaur I did, has the current colors from other characters.  I didn't want to make any more colors, considering this is a GB based game.  Sticking to the color limitations.
Title: Re: Untitled Mega Mania Style Fangame
Post by: N-Mario on May 05, 2012, 08:58:11 AM
Don't forget MegaMan Mania was a GBA game. More colors to work with. Even Ring Man's sprite had more colors than his NES counterpart.


Sliding is 95% finished. Missing slide smoke effect, and other fixes/adjustments that may be needed later on. :)
FYI, sliding doesn't work on Elec Man stage now. This is intentional, as there was no sliding in MM1. It's just to show how I just disabled it in certain stages. I can re-enable sliding on ElecMan Stage if necessary. I just wanted to be a bit accurate of the game's time. XD
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yoku Man on May 05, 2012, 03:42:05 PM
Don't forget MegaMan Mania was a GBA game. More colors to work with. Even Ring Man's sprite had more colors than his NES counterpart.


Sliding is 95% finished. Missing slide smoke effect, and other fixes/adjustments that may be needed later on. :)
FYI, sliding doesn't work on Elec Man stage now. This is intentional, as there was no sliding in MM1. It's just to show how I just disabled it in certain stages. I can re-enable sliding on ElecMan Stage if necessary. I just wanted to be a bit accurate of the game's time. XD

Oh, thats fine. A cool feature actually. And kudos for the hard work you did yesterday. Glitch busting is a real pain but I think you pulled through, especially with that last minute thing with the camera, in the long run I think that'll really help when you finish sliding and move onto transitions.

Posted on: May 05, 2012, 01:06:11 PM
Say, Mr. Starsims... Is there any plans to include a single boss from Megaman and Bass on the Gimmick Stage?

Well The Gimmick Stage is huge enough as it is. I don't wanna add anymore to NMario's plate than need be. But who knows? Perhaps anything else that won't fit in the Gimmick Stage we can add as little extra features to the seperate engine stage.
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yllisos Zanon on May 05, 2012, 09:16:33 PM

(http://s14.postimage.org/7z20isni5/Mega_Man_Mania.jpg) (http://postimage.org/image/7z20isni5/)

Centaur Man got changed a little, I like Yoku Mans faded green better, so I had him keep the faded green.  I gave Gravity Man a Dark Purple outline instead.

As far as Duo goes, the bottom half has the original square like head.  But I gave him bigger eyes, and made him mouthless.

I feel that the Sirius that I made, is of right size. 
Title: Re: Untitled Mega Mania Style Fangame
Post by: KoiDrake on May 05, 2012, 10:20:48 PM
Dunno, to me Sirius looks kinda small now that I see it. He head in particual is really small in comparison to what you usually see in the Megaman games. I might give that character a try later on, right now I'm extremely busy to do anything fun.

That stage looks really fun btw!
Title: Re: Untitled Mega Mania Style Fangame
Post by: MagVanisher on May 06, 2012, 01:54:04 PM
Um, Mr. N-Mario... Are you still working on the climbing script for your engine?
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yoku Man on May 08, 2012, 01:33:12 AM
Um, Mr. N-Mario... Are you still working on the climbing script for your engine?

Climbing will be coded soon. But I can now officially say for NMario, that he's finally completed 100% coding for sliding. All the nuances and rules that go with sliding are now in effect, including the ability to slide over 1 tiled gaps.

Next, its onto Screen Transitions. I think he wants to perfect anything transition related first, before he codes climbing. (Including upward screen transitioning, which can only be achieved with: ladders, reverse gravity, vertical moving platforms/bubbles, etc)
Title: Re: Untitled Mega Mania Style Fangame
Post by: MagVanisher on May 09, 2012, 11:04:02 AM
There's a bit of a slowdown on Elec Man Stage, especially on the clouds background... Could you please fix it.
Title: Re: Untitled Mega Mania Style Fangame
Post by: N-Mario on May 09, 2012, 06:57:55 PM
There's a bit of a slowdown on Elec Man Stage, especially on the clouds background... Could you please fix it.

That might be something happening on your end. Me and Starsims did not notice anything there when we tested. Check to see if you have any other programs running.
Title: Re: Untitled Mega Mania Style Fangame
Post by: RetroRespecter on May 09, 2012, 07:37:51 PM
I am just glad to see that this is going on strong. I hope that you finish the Mega Man engine as well as the Mega Mania engine.
Title: Re: Untitled Mega Mania Style Fangame
Post by: fifthindependent on May 12, 2012, 06:29:07 PM
(http://gcnmario.free.fr/slidetest.gif)
I actually didn't think I was going to be able to pull this part off correctly without the script giving a fight. Seems like I was able to fix this with a couple of additional triggers. :D

I hadn't had this in MMR's movement engine for Rockman but I JUST now put it in because I was forced to.  It only took three lines of code so hopefully it was as simple for you as it was for me.
Title: Re: Untitled Mega Mania Style Fangame
Post by: kuja killer on May 12, 2012, 07:34:55 PM
Holy cow i was just laughing out loud so much trying to follow all the multi paths just for even the 1st level.
About the wily stage mockup image earlier..

That's the most freaking epic type of level i've ever seen for a megaman game...seriously. :P

I was even thinking just the 1st level is enough to be the size of the whole entire wily castle ... 4-in-1 :P

but there seriously has to be several "restart" points spread out in tons of places for such a gigantic humungous level size like this. :)
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yoku Man on May 13, 2012, 03:00:10 AM
Holy cow i was just laughing out loud so much trying to follow all the multi paths just for even the 1st level.
About the wily stage mockup image earlier..

That's the most freaking epic type of level i've ever seen for a megaman game...seriously. :P

I was even thinking just the 1st level is enough to be the size of the whole entire wily castle ... 4-in-1 :P

but there seriously has to be several "restart" points spread out in tons of places for such a gigantic humungous level size like this. :)

There will be, I'm sure. We'll figure it out somehow when we finally reach the point in the engine where we start coding the wilys stages. I imagine in stead of the usual 3 "restart" points in a typical Mega Man level (Beginning, Middle and Boss Door) I might include 5 instead, for two extra middle points depending on the route you take. Its also masterfully designed so you can't backtrack through an alternate path, so there won't be any restart point conflicts.
Title: Re: Untitled Mega Mania Style Fangame
Post by: IQ-0 on May 13, 2012, 03:41:12 AM
The game over screen should have the Total Distortion song. You are dead! Dead! Dead!
Title: Re: Untitled Mega Mania Style Fangame
Post by: N-Mario on May 13, 2012, 08:36:24 AM
I can probably start adding a 'Gamer over' screen now that I have added working death pit falls.


Anyway, I was working on the boss doors (They work really excellent, BTW) in Shaodw Man stage, and I noticed something really odd in the actual GB game. Not sure if this applies to all the stages, but the stage 'shrinks' by 1 pixel when you get to the final section at the first boss door. I can't explain it otherwise.
I ripped the first section of the final stage to get the background behind the doors, then got the second section after the first door, entered the last door before Shadow Man, and the pixels don't match up. It's so weird o_O
Title: Re: Untitled Mega Mania Style Fangame
Post by: Cherrykorock on May 13, 2012, 09:46:20 AM
Some more questions about the game.

In the first post you state you want an upgade system akin to one of Megaman X. Now by I assume you mean just the idea of getting stronger as your progress in general. My question for that is will it all be in the shop or will you also find upgrades throughot stages? Another question (which may seem like another dumb one) will Megaman get any armor upgrades like Megaman X with abilities? If so would you have his appearance in game change to reflect it? I mainly ask because I'm about to start doing the final clean quality pic of Rigel (who I'm still not certain of who she exactly is in story) and I was wondering if you'd need armor designs fo Mega.

I also wanted to say N-Mario I'm very impressed with the engine work you have done so far and I would like to thank you for all your work you are doing on this fan game! And Star I just want to sat thank you for letting me help with what little I can. I really like how this game is moving along and will help with what I can. <3

Posted on: May 13, 2012, 02:38:51 AM
I just had an idea, perhaps another silly one. Going off of the idea that Rigel/Duet could be a double agent working secretly to help the good guys, I was thinking. Perhaps at some point Mega gets captured and you play as Rigel wo has to break him out thus her finally revealing her agenda and blowing her cover? Like I said it is just an idea. I doubt N-Mario wants to think about programming another character! XDD
Title: Re: Untitled Mega Mania Style Fangame
Post by: MagVanisher on May 13, 2012, 11:59:49 AM
OFF-TOPIC:

Um, Mr. Starsims... After you've finished both Megaman Unlimited and this game, do you have any plans for another project?

Also, I was thinking of another Rockman World game. But this time, I might pitch of an idea of Rockman fighting against Rockman Killers with 10 new Robot Masters based on Music Genre theme (kinda like Enker, Punk, and Ballade) with one of them acting as the prototype of the Rockman Killers. Although I want Rockman Shadow as the prototype, but I want an original robot that fits with the theme.

Aside from 8 new masters, 3 previous Rockman Killers will return as well as Quint, based on the original but with designs from Rockman Shadow, for a total of 14 Robot Masters that Rockman must beat.

Although it's sound crazy, but please reconsider.
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yoku Man on May 13, 2012, 04:25:27 PM
I can probably start adding a 'Gamer over' screen now that I have added working death pit falls.

Yep, Gameover Screen is the next logical step. It can also be a hold over for the "End of Stage" Screen too, once you beat a boss. I guess its here we also need to decide if this engine will have passwords or a save system.

Anyway, I was working on the boss doors (They work really excellent, BTW) in Shadow Man stage, and I noticed something really odd in the actual GB game. Not sure if this applies to all the stages, but the stage 'shrinks' by 1 pixel when you get to the final section at the first boss door. I can't explain it otherwise. I ripped the first section of the final stage to get the background behind the doors, then got the second section after the first door, entered the last door before Shadow Man, and the pixels don't match up. It's so weird o_O

That is weird, you'll have to show me sometime soon whats happening. I think the only thing we can do is what we've been doing with the engine as a whole, improving on any original errors or setbacks that were in the original games. (i.e.  Crappy Mega Man II platform physics, Air Man cut-off clouds, inconvenient and out of place boss door in MM1 levels, Air Man stage music pitch lowered, size of the slide collision box compared with MMII and MMIII onwards.)

Some more questions about the game.
In the first post you state you want an upgrade system akin to one of Megaman X. Now by I assume you mean just the idea of getting stronger as your progress in general. My question for that is will it all be in the shop or will you also find upgrades throughout stages? Another question (which may seem like another dumb one) will Megaman get any armor upgrades like Megaman X with abilities? If so would you have his appearance in game change to reflect it? I mainly ask because I'm about to start doing the final clean quality pic of Rigel (who I'm still not certain of who she exactly is in story) and I was wondering if you'd need armor designs fo Mega.

Its not entirely clear yet how Mega Man will progress in power. I don't think we'd get the same sense of achievement and satisfaction if his greatest strengths and improvements are purchased at a shop. (Although there can still be room for some small enhancements there.) I think they should be incorporated into the plot, they'll definately be mandatory upgrades that allow you to progress as well, reach new areas that move the story along.

Thats partly why I made this thread too, to get your ideas about what exactly could be done and what should be done. NMario has raised concerns that it could turn out too much like an RPG, with all these upgrades, mazes, puzzles, etc. But I will definately not go overboard, I still want to keep the essence of a Mega Man game in there but with a new added challenge and replayability and longer lasting adventure, particularly for a handheld game.

As for any change in Mega Man's appearance? Thats a toughie. Armour upgrades. This is something I've been pondering. Does our favourite Blue Bomber really have to change who he is in appearance to truly improve himself? Do we dare make any alterations to that classic 8-bit sprite that screams cuteness? The upgrades could just be on the inside and not physically change how his armour looks... But.... I'm not totally against the decision either.
I guess this is the magic of designing. Try anyway, show me some designs and who knows? Maybe you'll sway me and the fans into considering Armour Upgrades to Mega Man's classic space suit. Thats one more thing to consider, another inspiration for this entire game was Mega Man's actual appearance! He always looked like a space ranger of sorts, with his space suit and helmet. Whatever you decide to try and design as an upgrade, try and keep his look as space ranger-ish as possible. One thing that has entered my mind is the image of Mega Man turning into a comet like Duo and able to shoot through space as he does. That could mean at some point a possible armour upgrade could grant him the Duo-like wings he has on his back.

I also wanted to say N-Mario I'm very impressed with the engine work you have done so far and I would like to thank you for all your work you are doing on this fan game! And Star I just want to say thank you for letting me help with what little I can. I really like how this game is moving along and will help with what I can.

Your welcome! The help is truly apreciated. I'm loving your contributions, keep them coming! The sketches are truly inspiring for me also and gives me faith to continue with my project. I knew that by my imagination alone this game could not be achieved. You and everyones help is whats also important to me. Lets truly make this a great team project! Lets do it for Mega Man's 25th Anniversary, show what the fans can trully do! I should thank NMario myself too, without his engine this game would not be possible and things are looking ultra sweet with the engine thusfar. Looks like my fangame is in good hands. A nice template to start from.

I just had an idea, perhaps another silly one. Going off of the idea that Rigel/Duet could be a double agent working secretly to help the good guys, I was thinking. Perhaps at some point Mega gets captured and you play as Rigel who has to break him out thus her finally revealing her agenda and blowing her cover? Like I said it is just an idea. I doubt N-Mario wants to think about programming another character! XDD

I had a similar idea. I think thankfully, due to the structure of how Mega Man games work, we could make tons of last minute alterations to the plot but still continue with the project as a whole without any major changes to graphics, structure and so on, remember throughout this whole thing, its still a Gameboy Mega Man Game. So it'll still have the First 4 Bosses, then some plot change and then the last 4 Bosses, then the final showdown. What goes on inbetween can be changed until we're completely satisfied with the story.

I like your suggestion, we'll see what direction it leads us in. Making Duet playable is... tempting too.  Which brings me onto the last question....

Um, Mr. Starsims... After you've finished both Megaman Unlimited and this game, do you have any plans for another project?

I am optimistic about the outcome of this current fangame. I'm very tempted to leave it on a cliffhanger or open-ended for a sequel. The idea of my fangame is to expand the Mega Man Universe and get the fans wanting more from this universe once its over. So depending on how successful this project is... I may infact do a sequel ;) A sequel that may expand on things that were introduced and add even more new unique features to the Mega Man structure. Perhaps more playable characters with different playstyles, like stealth, melee, etc, something that can push the rules Capcom have laid down in Mega Man's platform physics, to the very limit. Remember, Duo is a member of an intergalactic police force of sorts, you could say a party of galactic space rangers, that would be an awesome concept for a sequel, Mega Man and his team of space rangers, all playable, including Duet. But lets not distract ourselves.. lets focus on this game first ;)
Title: Re: Untitled Mega Mania Style Fangame
Post by: MagVanisher on May 13, 2012, 06:33:07 PM
@Yoku Man

Well, I could hope that Megaman Universe will be success to warrant a sequel! And maybe, you could bring up 12 Robot Masters to fight instead of the usual 8.
Title: Re: Untitled Mega Mania Style Fangame
Post by: MagVanisher on May 14, 2012, 10:40:53 AM
Good thing that the boss doors are working... Although Elec Man's doors isn't coded yet!

Plus, good job on the intro too!
Title: Re: Untitled Mega Mania Style Fangame
Post by: RetroRespecter on May 16, 2012, 04:02:03 AM
That's great news, you guys. This two man team is going places fast!
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yoku Man on May 17, 2012, 10:32:44 PM
I like the idea of using the looping mazes with boss doors. It somehow gives a little extra detail and realisation to the fact that these doors are tricking you into a maze. Its also quite magical too, heh, you're like "Hey wait a minute, I just passed through this door, how can the room have changed behind me!?" Heh it can disorientate the player even more than just your average looping maze transitions. ;)

I think therefore we could leave room for a looping maze right near the end of Wily Stage 2, one final obstacle before the boss gauntlet. You think your going through the boss gate with a Wily Logo above, but instead you have to go through a clever little looping maze. Maybe only about 5 rooms may be needed for said maze. The boss doors should be in the same positions in each room to help disorientate the player even more.
Title: Re: Untitled Mega Mania Style Fangame
Post by: N-Mario on May 18, 2012, 05:35:22 AM
I like the idea of using the looping mazes with boss doors. It somehow gives a little extra detail and realisation to the fact that these doors are tricking you into a maze. Its also quite magical too, heh, you're like "Hey wait a minute, I just passed through this door, how can the room have changed behind me!?" Heh it can disorientate the player even more than just your average looping maze transitions. ;)

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

Yea, I don't know if that was a map design fault, or a brilliant one for testing. But I did ran out of room for a 2nd floor area (it actually runs right into another later part of the map). So I didn't have a choice but to loop it back up to the top floor after entering the second door below. XD

I was thinking we can try to add some maze loop areas in between your whole Wily gimmick level, just to make it that much harder.


UPDATE 5/20:
 - If anyone is still reading this, or for anyone who is interested, I have started animating Shadow Man's stage. I also had to make a few pixel corrections on the stage unfortunately. So It's going to take some time. The first section is animated only. I'm still working on animating the rest of it.
Title: Re: Untitled Mega Mania Style Fangame
Post by: MagVanisher on May 20, 2012, 10:24:44 AM
Good luck to that, N-Mario. Still, I hope you could code for the ladders...

BTW, I would like to suggest on adding more Gameboy Color Filters other than monochrome and colored.

http://www.hardcoregaming101.net/gbdebate/gbcolours.htm
Title: Re: Untitled Mega Mania Style Fangame
Post by: N-Mario on May 20, 2012, 06:39:59 PM
Good luck to that, N-Mario. Still, I hope you could code for the ladders...

BTW, I would like to suggest on adding more Gameboy Color Filters other than monochrome and colored.

http://www.hardcoregaming101.net/gbdebate/gbcolours.htm

Technically, there are many ways I could do it, but I just don't think that's really necessary. Even the old MegaMan Mania Trailer showed more options other than Monochrome and color. There's also the Super GB style.

Though if people really want more options for colors, I'll see what I can do. Maybe I can look at some color filters to use in the script. But as I said, it's not really a requirement right now. I'd rather try to get the engine done first. ;)

To be honest, the game starts using colors. When you change to B&W, most of the objects change frame animation to the B&W version. This is due to the way the colors are fixed in the color version, & the B&W version of the stages. It's more noticeable on Elec Man's stage if you look at the ladders. The only thing that's actually using color replacement right now is MegaMan and his bullets. But when the engine gets more finished, I think the enemies and the bosses will use color replace too to filter into the B&W monochrome.


UPDATE 5/21:
 - Shadow Man's stage is fully animated now. I even fixed the 1 pixel error at the end of the boss room. :)

 - Doing some experiments and testing, I came across an area where the player fell into a 'nonexistent pit'. A point of a stage where a pit shouldn't exist, but he still falls anyway. I'm not sure where the problem is occurring exactly. I also got the screen 'wobble' at mid point of a stage some how when testing in Shadow man's area. So many errors to deal with. >_<
Title: Re: Untitled Mega Mania Style Fangame
Post by: RetroRespecter on May 22, 2012, 01:05:42 AM
Are you going to add the enemies and other things for the stages as well?
Title: Re: Untitled Mega Mania Style Fangame
Post by: N-Mario on May 22, 2012, 01:12:53 AM
Eventually yes. But first, I must perfect the engine, get out all the bugs/errors. I'm going to need to add the effects/animation for getting hit also. So I think that adding enemies & items should be the last thing to add on the list. ;)

Heck, there's probably a list of things that are required (like adding weapons, dialogue). But there's only so much I can do at a time. XD


EDIT:
 - Updated the title game intro. Starsims (Yoku Man) pointed about about the font looking weird on the application version. It was due to the way the 'sprite' of the font was being scaled to. I've fixed this so the titles are the actual size now.
Title: Re: Untitled Mega Mania Style Fangame
Post by: IQ-0 on May 22, 2012, 04:16:45 AM
One good suggestible color filter can be the spinach green filter for early GB.
Title: Re: Untitled Mega Mania Style Fangame
Post by: RetroRespecter on May 22, 2012, 04:57:23 AM
What about the spikes? On any Mega Man game (GBA, NES, or otherwise) if Mega Man even makes the slightest contact with spikes, he dies instantly. Will that be in your engine?
Title: Re: Untitled Mega Mania Style Fangame
Post by: N-Mario on May 22, 2012, 05:35:52 AM
What about the spikes? On any Mega Man game (GBA, NES, or otherwise) if Mega Man even makes the slightest contact with spikes, he dies instantly. Will that be in your engine?

Eventually yes. Why do you think that these things won't get done? They will get done sooner or later. Just like the ladders. They'll be working eventually. Just one thing at a time okay?
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yoku Man on May 22, 2012, 01:55:00 PM
What about the spikes? On any Mega Man game (GBA, NES, or otherwise) if Mega Man even makes the slightest contact with spikes, he dies instantly. Will that be in your engine?

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

Maybe I'll post a checklist, so the fans know what we're including and what is yet to be done.
Title: Re: Untitled Mega Mania Style Fangame
Post by: N-Mario on May 22, 2012, 08:03:41 PM
One observation I've made however, is that when NMario finally codes death spikes, their collisions should be halfway down the spike, rather than at its tip. Make sure you do that, mate.

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

Seriously? They don't act like regular floor tiles if your temporary flashing invincible? o_O
I was going to code it where at the start it gets placed like a regular 16x16 1 tile, then extends out by 1 pixel on all sides to to get destroyed by them........ Though doing some thinking, I don't think that would work well for slide tunnels that have spikes. I don't know, I'll see what I can do. :-/
Title: Re: Untitled Mega Mania Style Fangame
Post by: RetroRespecter on May 22, 2012, 08:23:29 PM
When will we see Ring Man's stage?
Title: Re: Untitled Mega Mania Style Fangame
Post by: MagVanisher on May 23, 2012, 04:17:45 PM
For Game Boy "filters", do you mean some sort of effect like this?

(http://gcnmario.free.fr/gb-filter.gif)

For this effect, all I did was place a huge 1 color square in front of the game screen, and made it semi-transparent. This way I won't have to worry about color swapping any objects or stages to a new color, just for a different Game Boy theme.
The Game Boy filter color can always be changed to something else. I'm just doing some random experimenting. :)

Nicely done with the filters! It looks like it's gone straight from the Game Boy.
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yoku Man on May 23, 2012, 07:35:24 PM
I've updated the thread with a checklist on my second post. Its on the first page here. (http://forum.rockmanpm.com/index.php?topic=6499.0;msg=333636)

This will prevent anymore tedious questions regarding when/if we're going to add something to the engine. This Checklist shows all we aim to add to the engine as a whole in the long run.  They have a strikethrough once a particular thing has been coded completely into the engine. I'll keep close tabs on NMario's progress and update this list accordingly. This will also give him an idea of what order to prioritise his coding into.
Title: Re: Untitled Mega Mania Style Fangame
Post by: Jadzxa on May 24, 2012, 06:07:00 AM
Cool updates to the system guys. Looking forward to seeing how this comes out. I've messed with the older build of things, but seeing what else can be done with this will be pretty cool. The GB filter thing looks nice.
Title: Re: Untitled Mega Mania Style Fangame
Post by: MagVanisher on May 24, 2012, 07:56:24 AM
There you go. :)

(http://gcnmario.free.fr/gb-filters.gif)

At the options screen,  just press Enter, or Shoot button to get to the GB Filter menu.
I tried to get different shades of green, dark blue, yellow, and some of the mix, as well as the option to change the alpha transparency of the filter. I wanted you to be able to choose which GB filter you like from the given choices. :)

So many filters to choose~! It's better than having none.

In the mean time, please look at this thread if you're interested. (I hope hijacking this thread for recruitment is allowed)

Rockman World: VS Killers/Megaman: The Hunter Numbers (http://forum.rockmanpm.com/index.php?topic=6565.0)
Title: Re: Untitled Mega Mania Style Fangame
Post by: KoiDrake on May 24, 2012, 08:08:50 AM
It is allowed, but those hijacks are generally rude and annoying. Everyone around here has probably seen that thread already, so there's no point in asking for recruitment on the same site, you'll get better results by asking somewhere else :\
Title: Re: Untitled Mega Mania Style Fangame
Post by: Mirby on May 24, 2012, 08:10:55 AM
It is allowed, but those hijacks are generally rude and annoying. Everyone around here has probably seen that thread already, so there's no point in asking for recruitment on the same site, you'll get better results by asking somewhere else :\

Yeah, this pretty much sums it up.

To be on-topic, that filter is nice, and I'm loving how the engine is developing. Keep it up, N-Mario!! :D
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yoku Man on May 24, 2012, 02:02:24 PM
It is allowed, but those hijacks are generally rude and annoying. Everyone around here has probably seen that thread already, so there's no point in asking for recruitment on the same site, you'll get better results by asking somewhere else :\

I think its cool that someone is already willing to make their first fangame from our engine. But its early days yet, especially here, anyone you attempt to recruit would be busy helping with this engine or with the design for the first as yet "untitled" fangame of mine. I'd recommend a little patience or try other forums forany interested parties who are free.
Title: Re: Untitled Mega Mania Style Fangame
Post by: N-Mario on May 25, 2012, 05:22:29 AM
On the topic of Palletes, I've been experimenting with potential Super Gameboy palletes if we still intend to use them in future, for the engine. I should only guess we will for completeness sake. Using other levels from MMV as reference I may have some potential colour schemes for various scenes and levels for the engine.

Here I took the pallete from MMV's Title Screen to change the Mega Man World Title.
(http://i168.photobucket.com/albums/u190/dimension_w/GB-Mega-Man-Project/MegaManWorldTitle_SuperGameboyPallete.png)

And I took the pallete from MMV's Dr Light's Lab to recolour the MMIV Lab we're using in Mega Man World.
(http://i168.photobucket.com/albums/u190/dimension_w/GB-Mega-Man-Project/DrLightsLab_SuperGameboyPallete.png)

And here I'm using the colour pallete used from Wily Spacestation 2 from MMV to recolour Elec Man's stage.
(http://i168.photobucket.com/albums/u190/dimension_w/GB-Mega-Man-Project/ElecMan_SuperGameboy_Pallete.png)

As time goes on I'll try to recolour the other 3 stages too.

lol wow.... just, WOW!  :O

Though I'm not sure I like the black outline of the clouds there. Thought they might be lighter around the edges or something like the original GB colors were. :-/

But in over all appearance, the Super GB style does looks kind of neat actually. I might consider using them if all the maps are done so like this to a point where I could just import or whatever I need to do to make it work. :)
Title: Re: Untitled Mega Mania Style Fangame
Post by: MagVanisher on May 25, 2012, 05:35:32 AM
Same here, N-Mario.

Although, I'm worried that having a monochrome, colored, or Super GB version of all assets might have a big flash file the site will be carrying.
Title: Re: Untitled Mega Mania Style Fangame
Post by: MagVanisher on May 25, 2012, 08:01:39 AM
Say, N-Mario. I would like to have a suggestion if you don't mind... How about adding color palettes from the Game Boy Color.

[spoiler](http://upload.wikimedia.org/wikipedia/en/1/18/GBC_keypad_palettes.png)[/spoiler]
Title: Re: Untitled Mega Mania Style Fangame
Post by: Mirby on May 25, 2012, 08:56:56 AM
I've been waiting for someone to suggest that, MagVanisher.

I'll totally play through this in INVERTED COLORS (>+B)
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yoku Man on May 25, 2012, 07:01:09 PM
Thats can work too if we want to differentiate it from Elec Man's stage. What do you think of my colour scheme for Ring Man's stage and the Gimmick stage? Look at my double post.
Title: Re: Untitled Mega Mania Style Fangame
Post by: MagVanisher on May 26, 2012, 09:36:24 AM
Really... So if I register on Sprites Inc. and let's say talk about my fangame, I will get banned?

BTW, done a great job on putting Super GB mode on your engine. Still, it has a slightly long load time when selecting a stage.
Title: Re: Untitled Mega Mania Style Fangame
Post by: N-Mario on May 26, 2012, 06:51:17 PM
No..... It has nothing to do with posting fan game to getting you banned. It has to do with the forums security bot. It 'thinks' that I spammed the forum with junk, so it banned me for that reason.


The load time for the Super GB is due to the color replace feature in MMF2. The same reason why my older engines made MegeMan slow down when he charges the mega buster. Right now I don't have any other way of doing it other than making it as a new frame for the object. Unfortunately I think that would upscale the file size of the game a bit more.
I think there might be an alternate way of color swapping objects faster. I just don't know how to do it right now. It might have something to do with HWA runtime, or setting the app to Direct X mode, I guess. I'd have to look at it more closer. I also seem to recall that the programmers at Clickteam either don't, or can't fix the slowdowns of color replace feature in MMF2, especially for the flash runtime.
Title: Re: Untitled Mega Mania Style Fangame
Post by: N-Mario on May 27, 2012, 07:03:26 PM
Also used these to post in the Sprites INC forums for you in your stead, NMario.

While you're at it, do you think you can PM AceSpark, or PinkiePie, (the admin) and tell him about the problem? I can't register a new account there because my AVG software program says it picking up a virus. I don't know if its a false positive or what. Though I suppose I can try to PM him from the old forum account, but I doubt it'll work since it's been locked. :P
Title: Re: Untitled Mega Mania Style Fangame
Post by: MagVanisher on May 28, 2012, 01:31:58 PM
I have a question regarding the game Yoku Man regarding the Weapon Archives, are you considering putting those Stardroids along with Robot Masters from 1 to 10?
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yoku Man on May 28, 2012, 01:59:44 PM
I have a question regarding the game Yoku Man regarding the Weapon Archives, are you considering putting those Stardroids along with Robot Masters from 1 to 10?

The Weapons Archive was a Wily invention so I'm afraid it won't be in my game. Anyway, just because you can do something doesn't mean you should. It seems like too much of a fan-thing to do, I want to try and include more original ideas rather than just repeat a fad that was cool in a previous game. But if anyone has a possibility of returning, for a cameo or something, it could possibly be the MMV Stardoids.
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yoku Man on May 28, 2012, 10:53:36 PM
I have compiled a list of Super GB colors that is used in Mega Man V. It should be everything from beginning to end. All the colors for the intros, stages, & endings as well as some colors used for the menus.

(http://gcnmario.free.fr/supergb-colors.gif)

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

Now thats what I call attention to detail! Kudos NMario! Do you think in the long run, when I start making my fangame, I should limit myself to those number of palletes too? I could theoretically use palletes from other super gameboy games, as you hinted.... Hmmm...
Title: Re: Untitled Mega Mania Style Fangame
Post by: IQ-0 on May 29, 2012, 09:13:42 AM
Good job on the recolor. The gold from earlier was more of a stand out tyoe of thing like with the pink spikes from earlier.
Title: Re: Untitled Mega Mania Style Fangame
Post by: MagVanisher on May 29, 2012, 11:52:21 AM
Nice recolor, N-Mario!

The ladders are no longer dull, but I feel sad that the gold color on the platform is now gone.
Title: Re: Untitled Mega Mania Style Fangame
Post by: N-Mario on May 29, 2012, 02:02:47 PM
Mmm..... I can still make it gold. It just won't be accurate to the way they looked from their NES counteparts (http://www.vgmaps.com/Atlas/NES/MegaManIV-RingMan.png).

Another thing that was lacking in the GB version of Ring Man stage are the hippos. Although they are present later in the game, just that they are absent specifically in Ring Man's stage. I was thinking that maybe I should add them back in, just to make the stage a little longer. What do you think?
Title: Re: Untitled Mega Mania Style Fangame
Post by: MagVanisher on May 29, 2012, 02:11:22 PM
I would like to see the hippo back on Ring Man's stage! Although implementing it on your engine might take some time.
Title: Re: Untitled Mega Mania Style Fangame
Post by: MagVanisher on May 30, 2012, 06:02:25 PM
Excellent, so theres no hinderance whatsoever, anymore? If people wanted, they could create any stage from the Gameboy games that had a 1 tiled gap at the end of a tunnel exit. That includes Stone Man's stage in MMIV and a Metal Man's Stage in MMII. I guess I can fix that wall in the Gimmick Stage where I recreated the tunnel room from Metal Man's stage.

Posted on: May 30, 2012, 01:31:12 PM
I've begun designing some Boss Gauntlet rooms. Its not definate if these guys will end up in the Boss Gauntlet teleporter rooms, but I've always liked the idea of also representing characters from MM5, MM6, MM7 and MM8. (Seeing as we have ones from 1,2,3 and 4)

Here are Centaur Man's and Frost Man's rooms. Coming soon is Star Man's and Slash Man's rooms.

(http://i168.photobucket.com/albums/u190/dimension_w/GB-Mega-Man-Project/MegaMania_CentaurMan_Map.png) (http://i168.photobucket.com/albums/u190/dimension_w/GB-Mega-Man-Project/MegaMania_FrostMan_Map.png)

I guess it also depends on how well their 8-bit sprites end up looking. I wonder how Yllisos Zanon is doing with those two sprites of Frost and Slash Man.

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

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

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

So in the end, if he still likes the idea, Star, Centaur, Slash and Frost will remain as just part of the Boss Gauntlet. With just their boss rooms.
Title: Re: Untitled Mega Mania Style Fangame
Post by: MagVanisher on May 30, 2012, 07:17:29 PM
Okay. But I have a question on the engine...

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

For the stage select, is it possible to have like 8 bosses or more to select instead of 4. In the current version of N-Mario's engine, he uses the Mega Man III-style stage select. I was wondering if he could implement the Mega Man IV-style stage select, with modifications to select up to 15 stages, if plausible.
Title: Re: Untitled Mega Mania Style Fangame
Post by: RetroRespecter on May 30, 2012, 08:07:53 PM
I'm sorry, but this engine is following the GB/SGB/GBA limitations.
Title: Re: Untitled Mega Mania Style Fangame
Post by: MagVanisher on May 30, 2012, 08:12:22 PM
I know, but I want the engine to expand further after N-Mario fixes everything and added from the list.

I don't want to be limited to just 8 bosses, y'know!
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yoku Man on May 30, 2012, 08:15:48 PM
Okay. But I have a question on the engine...

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

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

Thats where some of your own unique programming will have to differ from NMario's template. As far as I'm aware NMario only wants to use MMIII's stage select style, but theres no reason another can't be used with some alterations. I too am gonna use a different Stage Select for my fangame once the engine is done.
Title: Re: Untitled Mega Mania Style Fangame
Post by: MagVanisher on May 30, 2012, 08:36:26 PM
Thats where some of your own unique programming will have to differ from NMario's template. As far as I'm aware NMario only wants to use MMIII's stage select style, but theres no reason another can't be used with some alterations. I too am gonna use a different Stage Select for my fangame once the engine is done.

Okay, but the problem is that I'm not a programmer when it comes to handling Multimedia Fusion 2. Maybe someone who knows in-and-out on N-Mario's engine will help me out... I hope.
Title: Re: Untitled Mega Mania Style Fangame
Post by: N-Mario on May 30, 2012, 08:37:27 PM
Excellent, so theres no hinderance whatsoever, anymore? If people wanted, they could create any stage from the Gameboy games that had a 1 tiled gap at the end of a tunnel exit. That includes Stone Man's stage in MMIV and a Metal Man's Stage in MMII. I guess I can fix that wall in the Gimmick Stage where I recreated the tunnel room from Metal Man's stage.

Yea. It had to do with the slide detector object rather than the players collision mask. All I did was shrink the width of the back side of it by 1 pixel. Though I was a bit worried about this. I feared that if the player was still within a number of pixels of where the tunnel is, that the player would unintentionally get pushed backwards out of the wall. This was actually true when I cropped the slide detector too far backwards. The original intent was to make the slide detectors width the same as the player to prevent any backward pushing.


Okay. But I have a question on the engine...

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

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

You could theoretically make a stage select screen up to 8 robot masters. Just that you would need smaller graphics for them due to the GBA/GB screens size. Unless you resized the game engine's application window to the NES size, and modify the code to work in NES style. Or you can keep the GBA screen window, and remove the graphical frame border that MM Mania used (like our fan game). Then you may be able to fit 2 more robot masters on each left/right side. But that's just me thinking. After this game, I could fix the MM engine to still be GBA sized, just remove the border entirely as an example to show you what I mean.

I just made this in a few minutes.
(http://gcnmario.free.fr/mm-select.gif)
If you removed the frame border for your own fan game, and kept the GBA size, an example of a robot master stage select screen could be something like this. Of course the BG graphics can be changed.


Okay, but the problem is that I'm not a programmer when it comes to handling Multimedia Fusion 2. Maybe someone who knows in-and-out on N-Mario's engine will help me out... I hope.

MMF2 should be really easy to use by anyone. I could show a screen shot of what the script looks like of one of the objects behaviors. As long as you understand the basics of movement, collisions & everything, it's kind of like a director making a movie. Programmers get to direct what each object does, and how they should react to things in their environment.

If you want to learn programming, you could give WarioWare DIY for the DS a try. It's basically a game about making games. It teaches you about things like switches, animation, and you go through the tutorial of making a game. Although it is limited to tapping, and limited triggers, it's basically the same style of standard game design.  :)
Title: Re: Untitled Mega Mania Style Fangame
Post by: MagVanisher on May 31, 2012, 07:28:43 AM
@N-Mario

Okay, but supposedly I want 8 robots to be selected on a GB (not GBA) screen, is it plausible to have a "next page" effect when going to another set of 4 robots and vice versa? If not, maybe using the Mega Man IV-style stage select to be plausible on my game.

And although I don't have WarioWare DIY nor MMF2 to learn the basics of making games, I think I don't have the time to learn nor tinker your engine as well as the basics. So, I would like to let someone who knows MMF2 and your engine to figure it out instead.
Title: Re: Untitled Mega Mania Style Fangame
Post by: N-Mario on May 31, 2012, 08:20:41 AM
@N-Mario

Okay, but supposedly I want 8 robots to be selected on a GB (not GBA) screen, is it plausible to have a "next page" effect when going to another set of 4 robots and vice versa? If not, maybe using the Mega Man IV-style stage select to be plausible on my game.

And although I don't have WarioWare DIY nor MMF2 to learn the basics of making games, I think I don't have the time to learn nor tinker your engine as well as the basics. So, I would like to let someone who knows MMF2 and your engine to figure it out instead.

How are you even going to make your game if you don't even know programming? :-/

Anyway, this is what I'm talking about.
(http://gcnmario.free.fr/boss-select.gif)
Again, not really being serious about this. I'm just giving you the general idea. This picture still uses the GB size screen. The portraits are resized to fit all 8 of them on screen.

The other option is to do a completely alternate solution to this. Have 8 robot masters placed on a world map screen, like in MMV's stardroid stage selection screen. If you look at MMV's stage selection screen, you know what I mean. :)
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: Yllisos Zanon on May 31, 2012, 03:45:37 PM
I would like to help out with this project some more, but I have been extra busy with work.  Also busy in getting myself ready to move, from Texas to Kentucky.  I do have a question though.

What is still needed, sprite wise?  Bosses, enemies, I ask, cause I might have a little time to work on some enemies.  Perhaps Duo a little more.
Title: Re: Untitled Mega Mania Style Fangame
Post by: MagVanisher on May 31, 2012, 04:09:19 PM
How are you even going to make your game if you don't even know programming? :-/

Anyway, this is what I'm talking about.
(http://gcnmario.free.fr/boss-select.gif)
Again, not really being serious about this. I'm just giving you the general idea. This picture still uses the GB size screen. The portraits are resized to fit all 8 of them on screen.

The other option is to do a completely alternate solution to this. Have 8 robot masters placed on a world map screen, like in MMV's stardroid stage selection screen. If you look at MMV's stage selection screen, you know what I mean. :)

Sorry 'bout that but I can't do it. I'm not cut into programming stuff, even though MMF2 is easy. It's just that my will can't make a decent code.

Still, the MMV's stage selection screen is plausible. Although, the world map needs to move to incorporate 16 stages other than being static.
Title: Re: Untitled Mega Mania Style Fangame
Post by: Yoku Man on May 31, 2012, 04:23:57 PM
Sorry 'bout that but I can't do it. I'm not cut into programming stuff, even though MMF2 is easy. It's just that my will can't make a decent code.

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

You could originally scroll up and down from the Earth to Space in MMV (once you'd reached the halfway point in the game) so you could have 8 dots on earth and 8 in space. But even so it doesn't even have to be space themed, whatever you're going for would suffice, but the principle of the stage select remains the same (MMV style).
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: N-Mario on May 31, 2012, 09:57:52 PM
Just posting here saying that Ring Man stage map is fully added. It is playable at this point, but none of the gimmicks work yet.
Until I can script the ladders and the regenerating bars, there are temporary gravity changers mainly for exploring the map. :)

The two hippo screens are there. Again, just empty for right now. For the second hippo, I just decided to replace one of the rooms after the second ring mini-boss, rather than to extend it out. The room that I replaced was a bit too similar to the one near the beginning. ;)
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: Yoku Man on May 31, 2012, 11:19:46 PM
I would like to help out with this project some more, but I have been extra busy with work.  Also busy in getting myself ready to move, from Texas to Kentucky.  I do have a question though.

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

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


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

(http://i168.photobucket.com/albums/u190/dimension_w/GB-Mega-Man-Project/MegaMania_SlashMan_EditSprites.png)

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

(http://i168.photobucket.com/albums/u190/dimension_w/GB-Mega-Man-Project/MegaMania_FrostMan_EditSprites.png)

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

You up for trying these?
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: Yllisos Zanon on June 01, 2012, 09:32:00 PM
I nearly forgot about those, especially with how busy I have been.  But, I have managed to get started on those, I noticed a few dfferences between the sprites.  But, mostly, with Frost Man.  He is nearly accurate, besides the color, the packs on his back are different.  So it looks like Frost Man will be easier to do, compared to Slash Man. 
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: Yoku Man on June 02, 2012, 07:26:37 PM
Seems word is spreading about Mega Man World, Protodude's Rockman Corner has posted an article about the fangame/engine. He seems pretty excited about the project!

http://www.rockmancorner.com/2012/06/fan-game-breaths-new-life-into-mega-man.html
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: Mirby on June 02, 2012, 09:17:07 PM
Seems word is spreading about Mega Man World, Protodude's Rockman Corner has posted an article about the fangame/engine. He seems pretty excited about the project!

http://www.rockmancorner.com/2012/06/fan-game-breaths-new-life-into-mega-man.html
From there it went to GoNintendo.
http://gonintendo.com/?mode=viewstory&id=178415
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: Yllisos Zanon on June 03, 2012, 08:22:16 AM

(http://s17.postimage.org/y1x9ct157/mania.jpg) (http://postimage.org/image/y1x9ct157/)

Crossed fingers...

My update so far.  Frost Man got Color swapped, along with a few frames of the fixed pack.    Nothing with Slash yet.

The stages I think would work best, with corresponding Alienoid. <~optional name -u-'

Ignore the sprite sheets right now, except Air Man.  The Air Man from above is from the NES version, the sprite sheet, from GB version.  Which looks better!?

Star Man and Centaur with custom colors from the color pallete, earlier shown.  Playing around really.

I collected each Duo sprite, for comparison side by side.  Feed back, wouldn't hurt.
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: IQ-0 on June 03, 2012, 11:20:04 AM
I got another idea that's borrowed from the PC Megamans. How about having a button to commit seppuku? Press the button and Megaman explodes.
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: MagVanisher on June 03, 2012, 12:12:25 PM
I got another idea that's borrowed from the PC Megamans. How about having a button to commit seppuku? Press the button and Megaman explodes.

Good idea, unless there are stages that lead to dead-ends that is.
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: N-Mario on June 03, 2012, 07:26:51 PM
I got another idea that's borrowed from the PC Megamans. How about having a button to commit seppuku? Press the button and Megaman explodes.

A Keyboard/Joypad button? What would be the use other than for debugging purposes?  Unless a player intentionally got stuck in an area or something. :-/

There will be probably a time where I need to code player death exploding, maybe I can make use of it then. Except I was planning to save for the spikes.

We'll see.
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: IQ-0 on June 04, 2012, 06:03:29 AM
yeah, i guess it did sound silly.

In all honesty, they shoulda used the Select Button for that feature in Megaman 2 NES for when you run out of Crash Bombs or the offchance you run out of Bubble Lead and you'd be like "I'm [tornado fang]'d, so I'll kill myself now rather than wait to die anyway.
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: N-Mario on June 05, 2012, 01:03:40 AM
I have updated the exe version only for right now. I am doing some testing/experiments with the bridges. The text being displayed on the screen in Ring Man stage is only temporary. It can be removed by pressing the Space Bar.

This is actually taking longer than I expected. Though it mainly has to do with all the values used for the objects for the bridges. A lot of the glitching was happening because of the objects being generated off screen. I had to limit it to only when the bridge objects were on the screen (in other words, overlapping the screen object).
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: Yoku Man on June 05, 2012, 01:44:09 AM
An observation I've made while testing Ring Man stage on the original MMIV on Gameboy.
As your anim gif shows:
(http://gcnmario.free.fr/mm4-bridges.gif)

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

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

Suffice to say, the solution to this, once perfected would also be ideal for making sure you never get glitch pushed to the side by Yoku Blocks too!
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: Yoku Man on June 05, 2012, 03:08:08 PM
I think there is still a way to bypass your conditions. You've actually done it before with your previous engine. Remember these platforms?

(http://i168.photobucket.com/albums/u190/dimension_w/GB-Mega-Man-Project/Passable_Collision_Demo.png) (http://i168.photobucket.com/albums/u190/dimension_w/GB-Mega-Man-Project/Passable_Collision_Demo2.png)

You could originally pass through that collision line and only if your feet ever passed through it would you finally collide and stay ontop of the object. The same needs to be applied to the Bridge but perhaps add an extra line underneath. So instead of being able to pass through it from the bottom, you can only pass through it from the sides.
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: N-Mario on June 05, 2012, 04:50:43 PM
Looking at how it works in the game...... The player seems to stop moving forwards X speed when he's over the reforming bridge. But the Y speed still seems to be in effect.

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

I think a little more work is required. I think its an ugly bit of programming that needs to be sorted. Not very proffessional if Mega man gets glitchy pushed around in certain places. I think that if you perfect the type of collision tile, jumping up through platforms style, it'll prevent future collision pushes too. Gameboy fixed that with Yoku Blocks too, unlike on NES, they always pushed you aside if they appeared right where you were. But on gameboy, you can stand or jump through them if you're already in its path when it appears.
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: N-Mario on June 05, 2012, 05:32:27 PM
If memory serves, on Mega Man 9, there was a spot in Plug Man stage where you could stand below a yoku block, and not get pushed out. I wonder if there are any similar areas like that in previous NES MegaMan tiles where it shows he actually gets pushed out, just to compare.'
I want to say Heat Man stage had one somewhere. Though even then, their engine wasn't all that perfect. But I'm not sure about the later games like 4, 5, or 6, where the engine was more stable.
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: MagVanisher on June 05, 2012, 06:44:21 PM
Um, I would like to interrupt but where could I get the palette from the Mega Man Mania game?

Although I'm aware that Yoku Man's game will have the same palette as the unreleased game, but I want to use it too since I would like to use N-Mario's engine when it's completed.
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: N-Mario on June 05, 2012, 07:46:25 PM
Um, I would like to interrupt but where could I get the palette from the Mega Man Mania game?

MegaMan Mania was never 'officially' released at all, due to Capcom's lost source codes. So none of the colors we are using are official. They are merely guesses at what we see in the old screen shots and video trailers.

But if you want a look at the way I'm using, I'm starting my whites at 240,240,240, then I subtract either 40, 60, or 80 from 240 to get a desired effect. Although this is not true for the Super GB, or the GameBoy B&W colors. I think they actually subtract or add either 16 or 32 from each R G B color.

If you look at the screen shots of my engine in development, you'll see what I mean. ;)
Again, probably not accurate, but it does come out nice at the end. :)
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: MagVanisher on June 05, 2012, 09:31:53 PM
MegaMan Mania was never 'officially' released at all, due to Capcom's lost source codes. So none of the colors we are using are official. They are merely guesses at what we see in the old screen shots and video trailers.

But if you want a look at the way I'm using, I'm starting my whites at 240,240,240, then I subtract either 40, 60, or 80 from 240 to get a desired effect. Although this is not true for the Super GB, or the GameBoy B&W colors. I think they actually subtract or add either 16 or 32 from each R G B color.

If you look at the screen shots of my engine in development, you'll see what I mean. ;)
Again, probably not accurate, but it does come out nice at the end. :)

Okay. So even though my sprites have NES colors, I can create a filter using your color coordinates on top of my sprites to get that Mega Man Mania-effect?
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: MagVanisher on June 06, 2012, 08:49:03 AM
No filters or anything? Oh boy...

And I'm talking about editing the sprite colors using Photoshop, BTW.
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: Zan on June 06, 2012, 12:08:47 PM
When coloring the sprites, why would you use the GB helmet instead of the NES one? That outline is rather unsightly.
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: Yoku Man on June 06, 2012, 02:08:33 PM
When coloring the sprites, why would you use the GB helmet instead of the NES one? That outline is rather unsightly.

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

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

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

He's simply replacing the existing colours of the GBA pallete with the NES equivilant. No editing at all, just replacing one colour with another. If he tried to delete the black lines on his helm his whole outline would be the blue instead of black.
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: MagVanisher on June 06, 2012, 05:13:05 PM
I see, so there's no need to put some filters, eh... Then if that's the case, could you post the GBA palette so I can use it?
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: OBJECTION MAN on June 09, 2012, 04:43:47 AM
Question:

Why isn't the frame image in one frame, with a sub application box in the middle? Wouldn't that be a [parasitic bomb] ton easier and simplified than having it right in the frame in every stage?

Hell, the pause menu could be a separate sub application too if you wanted to get a little more elaborate.
Title: Re: NMario's Mega Man World Fangame/Engine (Now 100% more Eddie!)
Post by: N-Mario on June 09, 2012, 05:32:13 AM
Question:

Why isn't the frame image in one frame, with a sub application box in the middle? Wouldn't that be a [parasitic bomb] ton easier and simplified than having it right in the frame in every stage?

Hell, the pause menu could be a separate sub application too if you wanted to get a little more elaborate.

Are you referring to the frame border around the game screen? Because the frame border might change depending on the circumstance? For example, when the player reaches the boss, I might want to change the frame border to a different image? If the frame border was its own frame, It would be more difficult to determine which frame image I want to use? Just using my sense, I guess. :P



Also, I'm having some bit of trouble with multiple activated deforming/reforming bridges in Ring Man stage right now. It has to do with MMF2's handing of objects focus.  I think when you activate the first one, it seems okay. But when you activate another one at the same time the first bridge is active, some of the bridge 'tiles' of the second one get removed too early, apparently. ::)

I am currently doing some experiments & workarounds to see if I can fix the problem, but I have not had any luck yet. :P



UPDATE:

- Eddie is now in the game in Ring Man stage, as he was in the original NES version of his stage. He doesn't do much yet, as I haven't coded items. But he is animated to throw items, and teleports out of the stage afterwords, as usual.
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: Yoku Man on June 10, 2012, 10:52:00 PM
Awesome Edward!

Wait, did Eddie always do that dance if he stood around blinking for too long? Heh I bet its something new you added to make Eddie cuter. I think he did a bit of dancing in MM7 didn't he? Nice to see his NES/GB sprite is doing it now too. Don't forget to code a walking Eddie version too, down the road.
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: Night on June 10, 2012, 11:27:25 PM
Eddie doesn't show up for me.  :( It only shows him teleporting out after a while.
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: Yoku Man on June 11, 2012, 12:02:52 AM
Eddie doesn't show up for me.  :( It only shows him teleporting out after a while.

Are you getting that with just the Flash version? Or the App Version? or Both?
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: Night on June 11, 2012, 04:37:45 AM
Flash version ._.

Haven't tried the App yet...
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: N-Mario on June 11, 2012, 05:08:04 AM
Awesome Edward!

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

No he doesn't. That was kind of my idea to make him more lively. Not just keep standing still like a statue. ;)


I haven't had any issues with the exe version with him showing up incorrectly. I can take a look at the flash version. Though last I checked, I didn't see anything wrong. But I can check again.

EDIT: Yea I checked on the flash version, there were times where I saw him teleport out from one of the rooms I was in before you actually get to him. I can check the trigger conditionss I guess. :P

Also, I remember in one of the MegaMan games if the player glitched too far left or too far right off the screen, he came back on the other side of the screen. I think this was true for MegaMan 1. But in later games like MegaMan 4 in the auto scroll level, MegaMan just dies off. In this engine should I make Megaman just die if he glitches too far left/right off of the screen? Or just reposition him to the other side?
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: Raging-Banebou on June 11, 2012, 05:48:46 AM
Why not reposition him to the other side if he glitches too far left/right off of the screen?
Title: Re: NMario's Mega Man World Fangame/Engine (UPDATE 6/14)
Post by: N-Mario on June 11, 2012, 06:36:52 AM
Okay I believe that Eddie has been fixed now. I think the problem was that the script was putting him into the throw item out state when he gets close to the player, even off screen. So I limited to only make him do this when he's on the screen. :)


As of now, glitching too far left/right off the screen just repositions him, unless someone has a better idea. You can test this in Ring Man's stage in certain areas. :)


Ya know what would be a cool thing to do? I read somewhere there are GB colorizers floating around. Whether it's in game sprite replacement hacking, or emulators that lets you play GB games in full color via user palette files. (not limited to BG & sprite layers either, like VBA). I heard of some things like MasterBoy for PSP/DS that can do this. Maybe if we can alter some GB MegaMan games with full colors, I could start making a trailer for this fan game. Just to show how this fan game will look like, in terms of its current condition now. But I guess I'm just thinking too far ahead. I'd really like to do some sort of trailer sometime around December, for the 25th anniversary of the series. ;)
If not, then I suppose I could take regular snap shots of the B&W gameboy games, and just manually color those in my paint editing software, and have the trailer full of screen shots. That is if the game engine is not yet fully developed at the time. :P



UPDATE
- I have fixed the animation frames of the flashing stars and the spikes in Ring Man stage. They are now a little more accurate to the way they were flashing in the original GB version.
Originally in my game, the stars and spikes were flashing nearly at the same time with each other. This was incorrect comparing to the GB version. Now they should be correct.



UPDATE 6/12/12
 - The hippo mini-bosses are (partially) in now. They don't attack yet, but all you can do right now is shoot the pillars. Oh yea, the hippo's platforms don't fall down yet. It's still WIP, but they are in now.
- Also did some changes to the miniboss room screen faders. During some testing, I had some issues with them working on the same layer as the BG (separate from the layer that the player is on), which really broke Ring Man's stage in the flash build for some reason. But I managed to find the flaw, and change the code to use an alternative method. :)



UPDATE 6/14/12
- Special thanks to a friend named GoofyGamer who I met over on the CT community forum, we now have 100% working deforming/reforming bridges! Even the green ones work now, and in the opposite direction. :D
This one took a while, due to the way MMF2 handles object focus. The new method/script now makes them work independently without any others screwing up, as what my code has been doing before.
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: Splash on June 14, 2012, 09:46:28 PM
Include Met Shield as secret weapon, please?  8D
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: N-Mario on June 15, 2012, 04:50:10 AM
it's going to be more or less of a jewel satelite kind of system, but with mini metools If I make it the weapon u get after beating him. :P
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: OBJECTION MAN on June 15, 2012, 10:44:52 PM
Are the boxes something you can stand on? If so, they need selective highlighting added. If not, then they need to be de-contrasted.
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: KoiDrake on June 16, 2012, 12:47:11 AM
Hard to say exactly why, but the boxes don't look really Megaman-ish either.
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: Yoku Man on June 16, 2012, 01:37:15 AM
Remember folks, this thread is a joint community thread. I'd appreciate any help you give, opinions and such is welcome! Any of you folks wanna show me some cool possible alternatives for the crates looks? I was kinda proud that I managed to get that grainy look, but I also understand what you mean about not looking Mega Man-ish. Maybe wooden crates don't belong in the year 20XX, lol.
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: RetroRespecter on June 16, 2012, 01:41:40 AM
Can you at least try to make the wooden crates more Mega Man-like.
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: N-Mario on June 16, 2012, 03:53:37 AM
If nothing comes up at the end, I might as well using the tile set in wily stage 1 from mm4. But with a bit of my own little level desgin. We'll see.
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: Yoku Man on June 16, 2012, 04:00:50 AM
If nothing comes up at the end, I might as well using the tile set in wily stage 1 from mm4. But with a bit of my own little level design. We'll see.

I'm sure I'll have something by the time you get to the point where you can code the 5th mid-way stage into the engine. I assume you're going to finish the first 4 stages first? Add the enemies, special platforms, etc? I take it the Hippo may become the first coded enemy if you try out his missiles? Then you could put in Getting Hurt, Energy Depletion and Death Animation into the engine.
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: KoiDrake on June 16, 2012, 06:44:19 AM
Maybe wooden crates don't belong in the year 20XX, lol.
As funny as it sounds, I think that could be the reason actually XD. Besides some very few natural materials (like rocks or plants), the rest are metalic things most of the time. I think it would look better with making some metalic containers, or if you want to keep the wood boxes, make them look a bit more advanced...somehow.
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: MagVanisher on June 16, 2012, 09:05:41 AM
I have a suggestion, N-Mario and Yoku Man. Could you make the height of the dialogue box lower so that there's more space when you're on the shop while having the status bar.
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: Yoku Man on June 16, 2012, 03:30:45 PM
I have a suggestion, N-Mario and Yoku Man. Could you make the height of the dialogue box lower so that there's more space when you're on the shop while having the status bar.

Actually me and NMario debated this for quite a while. I managed to convince him to keep it as it is for consistency's sake, so we keep the shop accurate to the Gameboy games. But that doesn't mean you have to do the same for your fangames. The Dialogue Box is essentially part of the BG and can be moved to where ever you wish it, shrunk to whatever size you require. In the end its where you place the text that matters.
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: MagVanisher on June 16, 2012, 04:24:50 PM
Okay, so it's up to the position of the text...

Still, is it possible to remove the status bar when in shop mode.
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: Yoku Man on June 16, 2012, 05:23:42 PM
Okay, so it's up to the position of the text...

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

That might be trickier, as the status bar needs to be there because usually you can browse your pause menu while in the shop, to see what you might need to recharge or buy.
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: Gatuca on June 23, 2012, 07:34:59 PM
You Know what would be an Awesome Idea, that someone makes a Rockman World game based around the Robot Masters from the Fangames (or at the very least the ones that are legit or have chances or seeing the light of day).

[spoiler]Rockman World Idol Battles/Megaman Mania: The Super Villain Quad[/spoiler]
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: MagVanisher on June 23, 2012, 08:59:12 PM
Um, Yoku Man... Regarding Ra Thor (if you're planning to include him on your fangame), are you planning to include his weapon to Mega Man's arsenal as a secret item?
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: IQ-0 on June 25, 2012, 11:24:19 AM
You done Gamecube'd the controls.
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: N-Mario on June 26, 2012, 03:48:24 AM
You done Gamecube'd the controls.

Yeah I think so too...

For the record, they are like this in my old engines as well. Not sure if it was done by accident or on purpose. Maybe I just feel comfortable with the controls like that. If its an issue with everyone, I can probably reverse them as they are now before final release. XD
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: Cherrykorock on June 27, 2012, 05:03:14 PM
It took me longer than I thought and my scanner hates colors. But never theless here's my idea of Rock's upgraded armor. Nothing too drastic I hope.

(http://i10.photobucket.com/albums/a111/Evil_being/megaman-3.jpg)
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: Raging-Banebou on June 27, 2012, 07:02:44 PM
Heh, almost reminds me of X from the Mega Man X series judging by his upgraded armour's appearance.

Nevertheless, it looks pretty good, Cherrykorock. I especially like the details on it.
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: Yoku Man on June 27, 2012, 10:56:39 PM
Um, Yoku Man... Regarding Ra Thor (if you're planning to include him on your fangame), are you planning to include his weapon to Mega Man's arsenal as a secret item?

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

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

(http://i10.photobucket.com/albums/a111/Evil_being/megaman-3.jpg)

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

I have often pondered how would Mega Man look if his armour looked a bit like Duos in places. In the end I think I'll be calling his final armour upgrade the "Champion Armour" to go with the whole "Galaxy's Champion" working title I have at the moment. Theres hundreds of possibilities for armour, we could keep designing forever. But as long as it doesn't stray from Mega Man's original look, all the better. I think the biggest change we've seen of Mega Man's armour in the past was with his Rush Adaptor armours from MM6. Something similar to that would be cool for the Champion Armour.
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: OBJECTION MAN on June 28, 2012, 01:35:41 AM
You were expecting the scan to be something more like this?
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: N-Mario on June 28, 2012, 03:18:35 AM
Looks like a mix of the X clones in MegaMan Zero, and X himself. Except less body armor off of X.
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: RetroRespecter on June 28, 2012, 04:24:42 AM
Why would Mega Man need an upgradable suit anyway?
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: MagVanisher on June 28, 2012, 05:48:14 AM
Why would Mega Man need an upgradable suit anyway?

Me too! I mean, we already have X regarding the armor gimmick. And besides, it's gonna take a lot of sprite parts to build an armor unless you do the Xtreme approach where you show the complete armor set.
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: KoiDrake on June 28, 2012, 09:22:42 AM
It took me longer than I thought and my scanner hates colors. But never theless here's my idea of Rock's upgraded armor. Nothing too drastic I hope.

(http://i10.photobucket.com/albums/a111/Evil_being/megaman-3.jpg)
It will be really hard to translate those details into the sprite though. And as for the armor subject, I liked the ones from Megaman 6/7 a lot, so as long as they are treated that way, and not like the X series where you have to collect each piece (I don't think that would fit on an 8bit Megaman for some reason) then all is good.
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: Yoku Man on June 28, 2012, 04:09:42 PM
Why would Mega Man need an upgradable suit anyway?

Me too! I mean, we already have X regarding the armor gimmick. And besides, it's gonna take a lot of sprite parts to build an armor unless you do the Xtreme approach where you show the complete armor set.

It will be really hard to translate those details into the sprite though. And as for the armor subject, I liked the ones from Megaman 6/7 a lot, so as long as they are treated that way, and not like the X series where you have to collect each piece (I don't think that would fit on an 8bit Megaman for some reason) then all is good.

All good valid questions. Why would he even need an upgradable suit? Perhaps he doesn't. Thats why you're here folks to help discuss the potentials for the game. Remember I'm still brainstorming the specifics, nothing is finalised yet. I think if anything this armour will be a kind of reward/upgrade once you've proven yourself through most of the game. One thing Mega Man has never been able to do is fly. Rush Jet could provide that to an extent and he could rocket himself a little higher with the Rush Jet Adaptor. But he's never truly flown.

I'm currently liking the direction my brain is focusing on around Duo. To be Galaxy's Champion, Mega Man is going to have to end up with the same powers as Duo, the same resistance to the evil energy. The Champions Armour will grant him that once he's proven himself worthy of it. This will give him Duos strength and ability to fly.

I think ultimately, the simplest design is the greatest. We shouldn't try to move away from Mega Man's classic look. You do indeed need to consider how his sprite should look. I don't want to stray from altering the classic blue sprite too much.  We don't want any reminders of any other spin-offs. This is the classic Blue Bombers time to shine, no references to X or anything else would be welcome. We need to show some originality and respect here.

Which is why I agree what Koidrake says and stick to the type of armour look that 6/7 gave us. They seemed to only ever change the torso, shoulders, arms and back. The helmet and legs usually go untouched.

(http://images1.wikia.nocookie.net/__cb20100827034146/megaman/images/4/4d/JetMegaMan.jpg) (http://images1.wikia.nocookie.net/__cb20100827034312/megaman/images/8/86/PowerMegaMan.jpg) (http://images4.wikia.nocookie.net/__cb20080623221808/megaman/images/6/67/MegamanS7.jpg)

Take a look at the sprites for these power ups too, it shows how keeping his armour simple doesn't end up changing the classic look all that much. We need to think carefully about that when designing.

(http://images1.wikia.nocookie.net/__cb20091114194416/megaman/images/a/af/Jetmeg.png) (http://images3.wikia.nocookie.net/__cb20091114194361/megaman/images/a/a3/Powermeg.png) (http://i168.photobucket.com/albums/u190/dimension_w/GB-Mega-Man-Project/MegaMan_SuperAdaptor_RM7FC.png)

Posted on: June 28, 2012, 11:57:34 AM
Although art design has been my main focus so far for the game. I've also been considering the full potential of the soundtrack. I've done some research and discovered an awesome cartridge thats been made for the Gameboy, a custom made software called LSDJ. (Little Sound DJ) programmed by Johan Kotlinski. Its basically a four-track tracker that gives you access to the Gameboy's sound chip. People have made some awesome chip music with this software and I've managed to bring on board for this project two artists who are expert users of the program: AndaruGo and Saskrotch.

They both have YouTube Channels where they show off their talents, andaruGO even has a tutorial on how to use LSDJ:

http://www.youtube.com/user/andarugo
http://www.youtube.com/user/saskrotch

Here's some examples of the tunes they've done.

[youtube]Re_PxMPRUn0[/youtube] [youtube]S_M8KKBDb1Y[/youtube]
[youtube]AIjbyUS2MX4[/youtube]

So far Saskrotch has managed to tone down his remix of Bubble Man's stage and provide a usable version for "Mega Man World". Now I'm definately going to do a Bubble Man stage for the last 4 Robot Masters. Here's where you can hear the track: http://dl.dropbox.com/u/6320154/BubbleManLoop.wav
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: Cherrykorock on June 28, 2012, 05:59:11 PM
As Yoku said, these points are all valid. I mean I have about 3 other designs but, they are more complex than this one. I can try playing around with the idea of Megaman with a Duo like torso and such? And no I wasn't thinking about the sprite at all. Just trying a design to see a good direction to go in. =D That scan looks a bit better but the issue is the scanner I bought was 5$ and has a very low color resolution to begin with. XD
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: Kirby Pink on June 29, 2012, 09:45:24 AM
(http://img.photobucket.com/albums/v189/Werty2132/Custom%20Megaman/ArmorsSR.png)
(http://img.photobucket.com/albums/v189/Werty2132/Custom%20Megaman/AirArmor.gif)
(http://img.photobucket.com/albums/v189/Werty2132/Custom%20Megaman/AirBeat.gif)
(http://img.photobucket.com/albums/v189/Werty2132/Custom%20Megaman/3armor.gif)
(http://img.photobucket.com/albums/v189/Werty2132/Custom%20Megaman/DashTango.gif)
(http://img.photobucket.com/albums/v189/Werty2132/Custom%20Megaman/PowerRussh.gif)
(http://img.photobucket.com/albums/v189/Werty2132/Custom%20Megaman/Secondset.gif)

Some armors i made for my Custom MegaMan . Maybe something you can use?
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: Yoku Man on June 29, 2012, 07:21:55 PM
Interesting. Prooves that Mega Man can still look good if he at least had Duos wings attached to his back. I'll have to do some experiments with the sprite and then maybe we could design actual artwork from the resulting sprite?
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: Kirby Pink on June 29, 2012, 11:40:15 PM
Don´t see what´s wrong with em. Duo wings?  I don´t understand?
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: Yoku Man on June 30, 2012, 12:28:54 AM
Don´t see what´s wrong with em. Duo wings?  I don´t understand?

I was complimenting them. The Dash Tango suit has wings that reminded me of Duo's Wings. Made me ponder if I should design a suit with similar wings you have there.
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: KoiDrake on July 04, 2012, 06:38:55 AM
I still don't like that logo. Nevertheless, the pixel transition is pretty well done there. The "me" from Megaman are on another color, but that might be a small slip-up
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: Yoku Man on July 04, 2012, 03:47:33 PM
I still haven't had any thoughts as to if Mega Man should change color to the weapons when under GBA color mode. It would be correct as far as terms go from every game he's been in. But since the GB games never had color, maybe he should just stick to being blue, even under GBA color mode. Just wanted to point that out just in case you are wondering why I have Mega Man in red up there.

Yes thats a real head scratcher. Whether to keep him blue or not. Unfortunately none of the screenshots from the Anniversary Collection show him in any other colour. So theres no way to proove if they also were planning on making him technicolour. (Thats why I made Mega Man blue in the Rush sprite sheet)

I still don't like that logo. Nevertheless, the pixel transition is pretty well done there. The "me" from Megaman are on another color, but that might be a small slip-up

Its not a slip up, the picture is unfinished. I stopped at the second letter, pondering whether the picture as a whole was worth continuing. I think the letters and the numbers need polishing up a bit, rounded properly, maybe different colours and no outline. Then maybe it'll be worth finishing.
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: RetroRespecter on July 04, 2012, 05:11:48 PM
Give Mega Man his techicolor armor. It is his trademark after all.
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: N-Mario on July 04, 2012, 08:37:21 PM
Yea.... I'm thinking we may need to do the weapon color change later, mainly for the GBA color mode. Even though we can't do it for the GB/Super GB mode options, I think it's pretty much safe to say it's a given. Otherwise it would be like Mega Man using weapons like in Ruby Spears style.
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: Yllisos Zanon on July 05, 2012, 06:21:06 AM

(http://s11.postimage.org/wv3hlmaxr/mania.jpg) (http://postimage.org/image/wv3hlmaxr/)


Frost Man is finished, that I know of.  :P 
Took longer than expected, real life ordeals come first.

Slash Man is next, but won't be easy. 

As for the suit upgrades, that one image looks too much like X.  Too detailed perhaps.  My suggestion, how about the sky, land and sea themes?  Like Beat Sky, Rush Land and Tango Sea.  Can only be obtained at the shop.
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: MagVanisher on July 05, 2012, 12:32:53 PM
Doing some more testing. Did a quick test with Crash Man's GB frames.

http://gcnmario.free.fr/crashman-test.exe
or http://gcnmario.free.fr/crashman-test.html
Spacebar changes the # on the corner. Enter makes him jump & throw the bombs.

Basically, I was thinking of which explosion sound effect to use for the crash bombs. 0 is for the MMI GB explosions. and 1 is for the MMIII GB onward explosions. 2 Gives both explosion sound effect varations. Though the MMIII explosion sound effects may be global for everything else, with the multiple explosion animation, to me the MMI explosions sound better. But I guess it's a matter of opinion. So that's why I made this little thing. :)

I think I like the No. 2 Sound. It's more explosive than having either one of them.
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: IQ-0 on July 06, 2012, 02:22:45 AM
Nice Crash Test Dummy you made.
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: Kirby Pink on July 06, 2012, 02:31:47 AM
  Like Beat Sky, Rush Land and Tango Sea.  Can only be obtained at the shop.

Hm, sound better the other way around
Sky Beat
Land Rush
Sea Tango

I´ll see what i can come up with.
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: N-Mario on July 07, 2012, 08:46:12 PM
I like the metallic crates. Maybe remove the diagonal lines on the top & bottom parts of them.
Is it just me, or is one of the metool stamps have legs? I donno, something about the shape of the feet make it look that way. 

I think if we got rid of the wooden box/crates, i think it would look nice. :)
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: RetroRespecter on July 08, 2012, 05:01:44 AM
And what, N-Mario, is wrong with the wooden crates?
Title: Re: NMario's Mega Man World Fangame/Engine (UPDATE 7/10/12)
Post by: N-Mario on July 08, 2012, 05:42:50 AM
And what, N-Mario, is wrong with the wooden crates?

There's nothing wrong with it per-se, as far as graphics go. It's just that it doesn't seem to fit in the style of things in the year 20XX. Just using my common sense. Unless there is something similar that is used like that in an official MM game. To be honest, I am actually expecting the factory level to be really futuristic. Also, somewhere in the BG needs to be showing a metool getting built by machines. :-/

I can't remember where I found this image, but something like this.
(http://gcnmario.free.fr/MetFactory.gif)

Originally planned to have Metto Man from MM Universe as the main villain, like Terra from MMV. Something like how he and the metools rise up against MM for tormenting their kind for years.


POST UPDATE 7/10/12

Okay, so this is not my "Best" work. But at least I tried my hands on it.
(http://gcnmario.free.fr/25th-8bit.gif)

The font in the middle are different to be exact. It's really all that I could work with in such small sprite work. The 25th just comes from the games numbering fonts with added borders. So yea, it kind of imitates the original 25th logo, but to be more in the "sprite" style as I might call it.

As for the extra 'heads' above the logo, I was doing some size testing before I started on the logo's border.
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: KoiDrake on July 11, 2012, 04:14:49 AM
I've tried some metallic-looking crates this time and also experimented with some stamps. Do you think any of them look okay or should I stick with blank crates? Or do you think the metal crates still need some work?

(http://i168.photobucket.com/albums/u190/dimension_w/GB-Mega-Man-Project/Factory_Tileset_Early_Screenie2.png)
Yeah, I like 'em. They fit much better than the wooden crates too.
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: Yoku Man on July 16, 2012, 01:34:58 AM
I did some concept work of what Bubble Man's stage 'might' look like in GB Mania style. :)
(http://gcnmario.free.fr/bubbleman-gb-stage.gif)
I just took some parts from the NES stage, to make it fit into the GB resolution.

Very impressive concept screenie! I've been pondering whether to use the original NES tileset or not, because Mega Man: Dr Wily's Revenge, used totally new tilesets for the robot masters. It shouldn't be too hard to do as there are alot less tiles for Bubble Man stage as there are for the mid-level I'm doing. Once I'm done with the mid-level I'll definately do Bubble Man stage next. It will be very similar to the mock up screenie, though, with the sprinklers underwater and such.

Posted on: July 12, 2012, 02:53:01 PM
This may be off topic.. or maybe not..  I did some doodling today and ended up doing an 8-bit version of Mega Man from the Mega Man 8 Intro. Ended up shading him in B/W and adding effects like a Weapon Get scene and... who knows?... think, if animated, it might be workable for Mega Man World or Mega Man: Starbound - Galaxy's Champion?

(http://i168.photobucket.com/albums/u190/dimension_w/GB-Mega-Man-Project/MegaMan8Intro_WeaponGet_BW.png)

Update: Also did a coloured version.

(http://i168.photobucket.com/albums/u190/dimension_w/GB-Mega-Man-Project/MegaMan8Intro_WeaponGet.png)
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: N-Mario on July 16, 2012, 06:02:48 AM
Looks nice Yoku Man! :)

Also, this isn't much, but I got started coding again. Added an updated text on the title screen so you'll know when I update the game. :)

There is a new "water" section in the engine room. Except that I haven't added the water physics yet. But it's there. I'll have to do some more testting to get the water physics correct. :P
Look out for the new miniboss I added. Still needs work though. I might make it shoot fireballs or something later.
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: Yoku Man on July 16, 2012, 04:00:35 PM
Looks nice Yoku Man! :)

Also, this isn't much, but I got started coding again. Added an updated text on the title screen so you'll know when I update the game. :)

There is a new "water" section in the engine room. Except that I haven't added the water physics yet. But it's there. I'll have to do some more testting to get the water physics correct. :P
Look out for the new miniboss I added. Still needs work though. I might make it shoot fireballs or something later.

I like how you've incorporated the MM7 Gimmick where depending on how you kill the Mini-boss, a different path will open up. That'll proove useful in Starbound - Galaxy's Champion. Heh and I assume you're desperate to get the water physics done so we can start on Bubble Man's stage as soon as possible? The Bubble Man theme by Saskrotch is awesome isn't it? Inspirational!

Nice to see that your Mega-Gyotot mini-boss has ended up being the first shootable/killable enemy in the game. Seems fitting. Your engine and your favourite character. :) Did I notice you snuck in the MM1 bullet deflecting sound for him? lol

I'm continuing with the Met Tileset still. Then I'll start designing the actual level. I'll use Bubble Man's stage as encouragement to get it done faster. For I too wanna hurry up and start working on it.
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: Yoku Man on July 16, 2012, 07:32:20 PM
Yea I used the MM1 deflect sound. I have the other deflect sound used for MMIII-MMV ripped, but it just does not sound right. Should I use it anyway? I kind of wanted a deflect sound similar to the deflect sounds from the NES games. :\

I'd say keep it in that sub boss battle so that fans have a variety of deflection sounds to chose from. I know I'll be using the deflect sound from V (for consistencies sake).

What do you think about the round explosion animation? Every time I recorded it in the different MM GB games, some of the sprites were flashing like they usually do. It was kind of hard for me to determine where the frames of the explosion were at which frame # at times. I've constructed a sprite sheet of it of what it wold look like without any of the sprite flickering.
(http://gcnmario.free.fr/mm-explosion_gb.gif)
Interestingly enough, it seems it would have more animation frames than the MM9 rounded explosions.

I think the more frames the better, it'll look more spectacular, as explosions should be. Will be intruiging to see how any sprite flickering might affect it. Will that be hard to implement? I know that when robot masters die their explosion particles flicker for a bit too.
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: N-Mario on July 17, 2012, 07:42:02 PM
Colors are too light, or too dim. They need to be a tad bit brighter IMO. Otherwise it looks nice. :)
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: Yoku Man on July 17, 2012, 07:47:41 PM
Colors are too light, or too dim. They need to be a tad bit brighter IMO. Otherwise it looks nice. :)

Your welcome to alter the colours to what you prefer before you put it into the engine. Can't wait to see it implemented.
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: Yllisos Zanon on July 19, 2012, 11:02:57 PM
Yoku Man, does that Frost Man look good enough?  Did I miss any thing? 

Plus, as for Deneb, the tail of the hen, boss.  Do you like the design?  I ask because, I am not coming up with any other ideas, for the time being.
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: N-Mario on July 20, 2012, 03:59:56 AM
Wait...... Are we seriously doing MM8 robot masters too or something? Or is this just concept idea, or a thought for your own fan game?

Also, I'm not too thrilled about the way he looks colored.  Why is his head gray instead of something like light blue?
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: Yoku Man on July 20, 2012, 06:05:08 PM
Wait...... Are we seriously doing MM8 robot masters too or something? Or is this just concept idea, or a thought for your own fan game?

Also, I'm not too thrilled about the way he looks colored.  Why is his head gray instead of something like light blue?

I've added light blue to his colour scheme then. That should be alot better.

Come on NMario, don't be so forgetful. The Teleporter room is going to have Star Man, Centaur Man, Slash Man and Frost Man.
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: Yllisos Zanon on July 22, 2012, 07:29:00 PM
Slash Man is going to be a pain to piece together.  I'll still do what I can. 
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: Yllisos Zanon on July 26, 2012, 05:32:58 PM

(http://s9.postimage.org/7h28203tn/mania.jpg) (http://postimage.org/image/7h28203tn/)


I worked feverishly, around the big round clock to get this done.  Yoku Man, Slash Man is done that I know of.  I also did color swaps on Mega Mans current armors, to correspond to the animal counter part.  I also made another, Duo head, top row, far left.  It is my favorite one so far.

Title: Re: NMario's Mega Man World Fangame/Engine
Post by: Yllisos Zanon on August 19, 2012, 08:40:55 PM

(http://s12.postimage.org/8ozi37xsp/mania.jpg) (http://postimage.org/image/8ozi37xsp/)

The things I have had time to do, so far.  I don't know how much of this new stuff could be used.  But eh, one say to find out.

Different designs for the 8 Alienoids with color scheme ideas.

Also, brief descriptions on two basic enemies.
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: MC Jimmy on August 21, 2012, 09:00:54 PM
Very sexy looking boss sprites. I like that Mega Man cutscene? sprite work too. Also I agree Yokuman, whiting out the faces seems to be the best route.
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: Ladd Spencer on August 21, 2012, 09:09:34 PM
That tile Met is pretty awesome.
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: Yllisos Zanon on August 22, 2012, 05:36:22 AM
How about some votes!?

Top or Bottom row?

Colors, either pick a favorite, or if you have a better color scheme?  Be honest.

Votes will help with character development.
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: MagVanisher on August 22, 2012, 06:24:39 AM
Can I pick one character to vote in? If so, I would like to select the top row of Orion, bottom row of Lupus, and the top row of Sirius.

As for the color scheme of the selected bosses, I would like to select the 3rd Color for Orion, 2nd Color for Lupus, and the 3rd Color for Sirius.
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: N-Mario on August 22, 2012, 06:44:22 AM
That tile met could actually be very well used as a gimmick in Yoku Man's stage. Sort of like if you walk on a long platform floor, and you don't expect anything until suddenly, a Met pops up from the floor, surprising the player. I can see it happening. XD
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: MagVanisher on August 22, 2012, 02:42:08 PM
Say, I would like to pitch an enemy idea for the Articus stage. How about a Met-like enemy where it chases Rockman and gains speed. Once it reaches max speed, it closes its helmet and slides to the floor until it stops.
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: Yllisos Zanon on August 22, 2012, 10:06:02 PM
How about this, cast a vote on each character, top or bottom row.  Then cast a vote for the color scheme for the character.  Unless you may have a better scheme.  I'm open for suggestions.

Some votes wouldn't hurt for Duo either.  Which Head looks best?  It will help our friend, YokuMan to make a more concrete decision.  So he won't have to make the decision all by himself.
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: Raging-Banebou on August 23, 2012, 07:06:37 PM
If it's alright with you, could I pick one character to vote in? If "yes", then I would like to pick the top row of Deneb. As for the colour scheme of Deneb, I would like to pick the 2nd colour for Deneb.
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: Yoku Man on September 08, 2012, 07:06:47 PM
Incase there are any fans who don't frequest the Mega Man Unlimited Thread but still come here to get updates to my projects... I'd like to announce my new Yoku Man page on Facebook.

http://www.facebook.com/pages/Yoku-Man/373187912752365

I created the page about a month ago and I just recently added some photo folders there showing off all the concept art and screenies for "Mega Man World" and "Mega Man Starbound - Galaxy's Champion". I made sure to pay homage to my many contributors, including Yllisos, Koidrake and Cherrykorock.

If any of you folks have Facebook accounts, be sure to like and subscribe to the Yoku Man page, as I'll be updating things on there as well as here.
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: Rezzoplis on September 12, 2012, 05:31:43 PM
If it's alright with you, could I pick one character to vote in? If "yes", then I would like to pick the top row of Deneb. As for the colour scheme of Deneb, I would like to pick the 2nd colour for Deneb.
So we meet again, Birdork, or more accuratley Ignorant VUX. Go back to Beta Lyuten I. [sonic slicer].
Sure, go terrorize my Forum. http://w11.zetaboards.com/NeoRezzland_Forums/index/
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: Raging-Banebou on September 15, 2012, 06:01:15 PM
So we meet again, Birdork, or more accuratley Ignorant VUX. Go back to Beta Lyuten I. [sonic slicer].
Sure, go terrorize my Forum. http://w11.zetaboards.com/NeoRezzland_Forums/index/

Awww... Is somebody butthurt~?  bVd

Also, you're saying that I'm ignorant? Well, if I'm "ignorant" like you said, then why don't you go look in the mirror? I mean, you're TheHacks from dA with a boatload of sockpuppet accounts (which you lie about 24/7, BTW), half-baked edits, recolored sprites and shitty artwork.

All I can say is...hypocrisy much?

Oh, and to the other folks on RockmanPM, yes, I've done recolors and the like in the past, so sue me. But, hey, at least I've stopped with recolors and started doing custom-made sprites nowadays. Sure, I may not be the next Keiji Inafune (art-wise, that is), but at least it's better than doing crappy recolors and crappy sprite edits as well.

Oh, and Yoku Man? About making a Facebook page for "Mega Man World" and "Mega Man Starbound - Galaxy's Champion", that's actually a great idea to get people to help with both projects. Even I like the idea myself, too. :)
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: Joseph Collins on September 15, 2012, 10:32:42 PM
Let me just say... we all started with recolors.

We.  All.  Started with recolors.

Or in my case, poorly-drawn half-edits of existing sprites.  Heh heh.
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: Raging-Banebou on September 15, 2012, 11:58:45 PM
Don't worry, Joey (you don't mind if I call you "Joey", do you, Joseph Collins?), you're forgiven. Hell, even I did my fair share of half-edits/recolors.

Anyways, now with that aside, can I suggest something for Sirius's stage music-wise in "Mega Man Starbound - Galaxy's Champion"?

Why not have his theme have some intense rock elements, like this song for instance?
[youtube]Ep8CqTFzF6c[/youtube]
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: Cherrykorock on September 16, 2012, 12:01:24 AM
Hey, I know vanished off the face of the earth but i'm still interested in helping if you need/want any more art. =]
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: Yoku Man on December 19, 2012, 09:26:33 PM
I thought I should update the thread and let you folks know this project is far from dead. I have some developments coming soon in the new year. Had alot of rl issues block any progress on my level designs and ideas. I became an uncle recently and new job prospects on the horizons...

But I swear to you. Starbound is too cool to just let die. The MM World is too awesome an engine to leave unfinished. I want all the fans to be able to use it and make their own fangames in future. I'll be updating my Yoku Man Page on Facebook in the new year with some Plot ideas and Notes on the Project as a whole and then I'll be treated NMario to a new level for MMWorld soon after... Yep GB Yoku Man's Stage.

Fwooop! I'll be continuing to update the other MM Unlimited Thread too, theres some significant progress being made in Phil's game and I would hazard a guess that its coming sometime in January or February, at the rate its going. Watch this space.
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: RetroRespecter on December 19, 2012, 10:34:46 PM
Thank you for putting us at ease, Yoku Man.
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: Joseph Collins on December 19, 2012, 10:44:29 PM
Yeah!  We were... so... worried about it...?  *shifty eyes*

But seriously, good luck.
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: MagVanisher on December 20, 2012, 03:39:52 PM
I hope the engine is finished so that someone can use it to create GB Rockman/Megaman games.

We'll be waiting for it that is polished and customizable with ease!
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: Yoku Man on December 20, 2012, 07:26:01 PM
Thats the main motivation. There are larger things at stake here. Its not your typical approach to a fangame. I'm not making Starbound from scratch, building the engine as I go. I'm making the engine with NMario all by itself first. The amount of fans this could please with its polished and accurate gameboy physics, plus the ease of customization will make it a very user friendly fangame engine.

Except for the Met Factory and Yoku Man stage, everything else in Mega Man World will be old content, previously used levels and graphics. Which will make the development process go alot easier. No need to make much original content.

Here's my last development video I did back on my Yoku Man Facebook Page. It shows how much of the engine has been constructed thus far. Its pretty much workable. You can select stages, walk through to the very end of a level and vist another.

http://www.facebook.com/photo.php?v=379010665503423

The inclusion of The Met Factory stage and eventually the Dr Wily Gimmick stage will complete a large chunk of the game as a whole. At least the beginning, middle and end of the template game: 4 Robot Master stages, a midway stage and then the Wily Stage. Sort of like the original "Mega Man: Dr Wily's Revenge" formula.
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: Cherrykorock on December 21, 2012, 04:53:57 AM
I'm very glad to hear that this isn't dead!! When I get some time I definitely want to help with art as much as I can. I know you're obviously busy with your other projects and such but this is a game I'm really looking forward to. =] I've been impressed by everything I've seen so far and can't wait to see more.
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: IQ-0 on December 25, 2012, 10:08:52 PM
Glad this is still on. Almost forgot about it
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: N-Mario on December 26, 2012, 07:40:32 AM
Except for the fact that I've been working on my MUGEN creations since I stopped working on this game engine. You can blame my loss of motivation and inspiration. Capcom was no help at all with their discontinuing Legends 3 and Universe. :P

If Starsims/Yoku Man can deliver more content for the game, maybe we'll have something.
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: Yoku Man on December 28, 2012, 07:57:12 PM
Except for the fact that I've been working on my MUGEN creations since I stopped working on this game engine. You can blame my loss of motivation and inspiration. Capcom was no help at all with their discontinuing Legends 3 and Universe. :P

If Starsims/Yoku Man can deliver more content for the game, maybe we'll have something.

You can bet your arse I'll deliver! ;) This game engine and fangame is too unique to just let die.
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: RetroRespecter on December 28, 2012, 10:42:16 PM
That's the spirit, Yoku Man! Let the creative saliva flow!
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: Yllisos Zanon on January 08, 2013, 11:04:43 PM
Hey Starsims and/or Yoku Man, I am currently playing around with colors, got me a little curious.

How many colors are needed, at max, to keep in the 8-bit/Gameboy critique?

I ask, because I am curious about the color limits, shades and hues.  If you ask me honestly, what primary colors would work best, for this kind of game?  They don't have to be the blue, red, or yellow.  This will also help down the backstory as well.  Since this is space oriented, I personally would replace any black with a  Deep Dark Purple.

Proper colors also set the feelings toward a game.
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: Yoku Man on January 09, 2013, 12:55:05 AM
Hey Starsims and/or Yoku Man, I am currently playing around with colors, got me a little curious.

How many colors are needed, at max, to keep in the 8-bit/Gameboy critique?

I ask, because I am curious about the color limits, shades and hues.  If you ask me honestly, what primary colors would work best, for this kind of game?  They don't have to be the blue, red, or yellow.  This will also help down the backstory as well.  Since this is space oriented, I personally would replace any black with a  Deep Dark Purple.

Proper colors also set the feelings toward a game.

Colours are one of the most important aspects for Starbound. The moment NMario proposed GBA colours instead of my original planned Super GB Colours, my mind exploded with possibilities! But how many colours, max, are needed? I can't honestly say, thats NMario's speciality. He could answer that better.

I'm reminded of an old post in this thread where he mentioned something about colour references:

For those who want to make a tile set for us, make a note how the SNES GBA color reference the differences.

(http://gcnmario.free.fr/smw_snes-gba_color.png)
Left - SNES Colors
Right - GBA Colors.

Some of the colors get a difference of 48. While the green shade (and some other shades) gets a difference of 32.

The lowest shade increase/decrease amount should be about 16. Because 48 - 32 = 16.

The highest color shade for each R G B is 248. Where the white shade stays at RGB 248 for both screens.

This indicates the highest shade for each R G B and so forth. If we truly are representing Starbound as a "Hypothetical GBA Mega Man game". Then sticking to those limits would be the key.

Another quick look on Wikipedia shows that the GBA could have this type of colour support: 15-bit RGB (16-bit color space using 5 bits depth per channel), capable of displaying 512 simultaneous colors in "character mode" and 32,768 (215) simultaneous colors in "bitmap mode".

But then you also raise an interesting point about the theme of the game, being space orientated and so forth. Using Deep Dark Purple in some places may be intruiging instead of ordinary black. We need to remember that Mega Man will be visiting many exotic and alien worlds, with different vistas and weather patterns and so forth. I think we should just experiment and see what looks cool. The pallete of the game is something important to me and I'll probably take every stage through a thorough approval process before anything is ever finalised.

One last thing friends. I have a plea to make.

Don't forget this thread. ;) I value all your input and help guys. I know that "Rockman World: VS Killers/Megaman: The Hunter Numbers" is getting alot of cool activity right now: http://forum.rockmanpm.com/index.php?topic=6565.0
But may I respectfully remind the cool artists that have been contributing fine art for that game, that this project needs help in the art department too! By all means, keep up the cool work there, its awesome! But, I'd dearly love your help too! Remember, without Mega Man World, there won't be a VS Killers aka Hunter Numbers game!
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: Raging-Banebou on January 09, 2013, 03:26:15 AM
If it's alright with you guys, could I perhaps make some MM&B-styled bios for the bosses of Mega Man Starbound?
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: OBJECTION MAN on January 09, 2013, 04:25:03 AM
GBA ports of SNES games only have different colors because there was no back light and some people complained the games were "too dark". In reality the color selection is roughly the same. For an authentic GBA look however, you could slightly decrease the contrast and lighten the image to mimic the style and screen effect of the actual console.

The limits of the GBA are simple. You have 16 palettes for the background, and 16 palettes for the sprites. Each of these has 16 colors, 15 visible and one transparency. This offers you an insane amount of freedom on these sprites. However you should be keeping in mind not to go too over board, so it does not look at odds with the existing sprites such as Megaman himself.

A good idea is to look at what the actual Anniversary Edition was going to do. Pay close attention to the World 5 colorization. Because the GameBoy had no color, they could add more detail to the sprite in terms of shading, giving a more defined shape to them. This however doesn't translate well into NES style coloring. So Megaman looks sometimes flat by comparison to the enemies and bosses only found in the GB titles. The freedom to go above the 4 color NES and GBC limit really plays a big role here. It is also why GB Megaman sprites look more detailed on average than anything from Megaman Xtreme (taking into account they're both played in GB greyscale mode).

Perhaps what you could do is enhance Megaman's base sprite to fit the higher detailed shading of the other GB only enemies and bosses too. At least, give it a shot.
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: Yoku Man on January 09, 2013, 09:15:38 PM
If it's alright with you guys, could I perhaps make some MM&B-styled bios for the bosses of Mega Man Starbound?

You could certainly try that Raging Banebou. But the effort may be for nought if the personalities and biography of the Stardroids are not finalised. We still haven't decided fully on how they will look, let alone how they'd behave.

But feel free to try, I know your Hunter Number bios have been quite interesting.

GBA ports of SNES games only have different colors because there was no back light and some people complained the games were "too dark". In reality the color selection is roughly the same. For an authentic GBA look however, you could slightly decrease the contrast and lighten the image to mimic the style and screen effect of the actual console.

The limits of the GBA are simple. You have 16 palettes for the background, and 16 palettes for the sprites. Each of these has 16 colors, 15 visible and one transparency. This offers you an insane amount of freedom on these sprites. However you should be keeping in mind not to go too over board, so it does not look at odds with the existing sprites such as Megaman himself.

A good idea is to look at what the actual Anniversary Edition was going to do. Pay close attention to the World 5 colorization. Because the GameBoy had no color, they could add more detail to the sprite in terms of shading, giving a more defined shape to them. This however doesn't translate well into NES style coloring. So Megaman looks sometimes flat by comparison to the enemies and bosses only found in the GB titles. The freedom to go above the 4 color NES and GBC limit really plays a big role here. It is also why GB Megaman sprites look more detailed on average than anything from Megaman Xtreme (taking into account they're both played in GB greyscale mode).

Perhaps what you could do is enhance Megaman's base sprite to fit the higher detailed shading of the other GB only enemies and bosses too. At least, give it a shot.

It'll certainly be a challenge to try and find the level of detail and shading. I'm not sure many of the Mega Man fan community has ever tried sprite art in the Gameboy style. So we all need a bit of practice with the rules they are attributed with. I have to say I'm excited to see more sprite designs in this thread in future... and if they're anything like Flamenco's sprites! I know Starbound is in safe hands in regards to the sprite art! (Maine Coon Hazard, we'd sorely need your help in this thread too!) But we'd dearly love some help with Mega Man World too! I got stuck on the Met Factory tileset, its proven quite troublesome. If anyone who is skilled in spriting could lend a hand, it would be truly appreciated!

In the meantime I've begun work, at NMario's request, on Yoku Man's stage for the engine. What can I say? NMario loves the guy! As do I obviously. I've even got the music artist, known as Saskrotch on YouTube, to record a cool new GB Version of Yoku Man's theme to go with the level.

But I digress... Take heed, everyone, of what Objection Man has said, It certainly rings true. But before we try any sprites for Starbound we still have a few more sketch designs to do. I hope we'll see more fine work from newcomers! But especially from CherryKorock and Koidrake! Those sketches of Rigel, Arcturus and co were awesome!
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: Raging-Banebou on January 09, 2013, 11:16:56 PM
Thanks, Yoku Man, I'll get started on one of the Stardroid's bios right now. Also, if you're wondering about the "???" next to the Space Rulers Number, it's because the number for him has not been finalized, just like what Yoku Man here said.

Anywho, without further adieu, here is my ideal bio for Lupus.

[spoiler]SRN-???: Lupus

Background:
A lion-based Stardroid said to be the descendant of Pluto, he can reach frightening speeds thanks to jets built on his wrists and feet, which explains why he his capable of tearing his foes apart in combat with his claws. When not in battle, Lupus takes to roaming around in vast landscapes and doesn't take kindly to any poachers he sees hunting animals, often roaring loud enough from a high place to catch their attention before then giving chase.

"I'll only answer to the call of the wild!"

Good point: Brave
Bad point: Prideful
Likes: Vast landscapes
Dislikes: Poachers

Weakness: ???[/spoiler]
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: MagVanisher on January 10, 2013, 03:56:18 AM
I shall join you too!

[spoiler]SRN-???: Sirius

Background:
A Stardroid whose ancestor said to be Sungod/Sunstar, he has two orbs attached to his shoulders that can be used as attack drones or a energy-gathering device to unleash an attack that is brighter than the sun itself. While Sirius inherit his appearance and personality to Sungod/Sunstar, he likes to participate in festivals and he likes to relax at beaches, so long at it doesn't rain.

"So I guess you have to excite me on these dog days, I don't like lazy people because of the heat!"

Good point: High-spirited
Bad point: Flashy
Likes: Summer festivals, beaches
Dislikes: Rain

Weakness: ???[/spoiler]
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: Yllisos Zanon on January 11, 2013, 12:59:32 AM

(http://s14.postimage.org/a1wli588d/starboundhero.jpg) (http://postimage.org/image/a1wli588d/)

This is what I have so far, testing colors and shades.  Figuring what looks good enough.

Title: Re: NMario's Mega Man World Fangame/Engine
Post by: Raging-Banebou on January 11, 2013, 03:38:14 AM
You did some excellent work there, Yllisos! I especially like the coloring you gave Shadow Man's sprites!

Also, here's a bio for Deneb.

[spoiler]SRN-???: Deneb

Background:
A Stardroid said to be the descendant of Jupiter, Deneb is capable of controlling electricity and firing bolts of it from his arm cannon in the form of tail feathers resembling his own. He can also fire a powerful beam of electricity from his arm cannon as well, though he has to wait for his arm cannon to recharge afterwards. Although he isn't as powerful as his predecessor, it doesn't stop him from being a braggart who often gets into arguments with Lupus.

"I'm gonna both ruffle AND shock you at the same time, dipweed!"

Good point: Lively
Bad point: Braggart
Likes: Thunderstorms
Dislikes: Lupus, lightning rods

Weakness: ???[/spoiler]
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: Yoku Man on January 11, 2013, 11:28:57 AM
Keep up with the bios, they're certainly intruiging. Looks like you're doing your research on theStardroid names so it reflects their personalities. Perhaps it may inspire some more awesome character sketches from our regular artists.
Just be aware that your initial sprites you did Ylilisos, might become outdated. But to be honest I still hadn't put my mark of approval on any sprite designs yet, just so you know. I'm gonna be very critical and demanding in the sprite department. I'll demand only the very best and professional looking sprites for Starbound and try and avoid any sprites that have a "fanmade" look.
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: MagVanisher on January 11, 2013, 01:44:09 PM
I'll take Arcturus...

[spoiler]SRN-???: Arcturus

Background:
A strong Stardroid who is friends with Vega and Sirius. While he can cause blizzards when angered, especially against honey thieves and troublemakers, Arcturus is gentle towards nature and he likes to relax while eating honey, as long as he doesn't fall asleep as the "watcher of the stars" in which he's worried that someone might slip away.

"I feel sleepy... I think I should eat some honey after a battle!"

Good point: Laid-back
Bad point: Slowpoke, worrisome
Likes: Hibernation, honey
Dislikes: Noise, troublemakers

Weakness: ???[/spoiler]
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: Raging-Banebou on January 11, 2013, 05:55:27 PM
Neat bio there, Mag.

So far, Mag and I have done bios for...

- Lupus
- Sirius
- Deneb
- Arcturus

Now the Stardroids who need bios are...

- Orion
- Vega
- Hydra
- Polaris
- Rigel
- Nova

Speaking of Orion, here's a bio for him, courtesy of me.

[spoiler]SRN-???: Orion

Background:
A Stardroid fitted with a crossbow-esque arm cannon, he can fire arrows with astounding accuracy like an experienced sniper. Because of this, one must watch their surroundings when facing him in battle. Orion is an expert when it comes to archery and even likes to participate in archery contests from time to time, but he tends to get cocky towards his opponents and greatly dislikes birds, due to the fact that they tend to get in his line of vision when he's readying his arrows.

"Oh, I'll miss you, Earth-bot... Actually, I never miss, especially in battle!"

Good point: Expert marksman
Bad point: Cocky
Likes: Archery contests
Dislikes: Wimps, birds

Weakness: ???[/spoiler]
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: Yllisos Zanon on January 11, 2013, 11:34:55 PM
Arcturus was made by someone else, but colored by me.  The Lupus, Orion and Sirius sprites were based on the sketches on page one.  Quick scratch work pretty much.

Plus, the top rows of each character, are 100% scratch.  When ever your ready to be picky about the bosses, (lol) let me know.

Now that we have Bios being made, getting a little backstory on the characters, will help with the color department a little bit.

Deneb = color wise, top row, left.
Orion = still pondering, but I do want to stick to the light blue and brown theme with him.  Seems fitting.
Sirius = design wise, needs improvement I admit.  Orange primary, makes sense.
Lupus = color wise, bottom row left
Polaris = I am thinking more down the lines of White and yellow.
Vega = color wise, top row, right.
Hydra = making him green, maybe not, I am thinking more down the lines of brown maybe.
Arcturus = makes sense to me to make him turqoise and dark blue.

These can always change, as long as the colors are balanced among the characters.


Title: Re: NMario's Mega Man World Fangame/Engine
Post by: Raging-Banebou on January 12, 2013, 12:59:40 AM
Regarding Lupus's color scheme, why not make one of his top row sprites have the same color scheme as his sprite in the center of the bottom row? The reason I'm asking is because I think it would suit him better as a lion, as the color scheme of his sprite in the bottom row left makes him look more like a tiger.

Also, my personal choice for Deneb was his second color scheme in his top row of sprites, though his blue/red sprite looks pretty cool, too.
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: Yllisos Zanon on January 12, 2013, 05:30:11 AM
Deneb, considering the background you gave him, it does look best.

Vega, I really like the design I gave him, top row in general.  I wanted to give him an alien version of, Falling Star theme.  He can only be hurt, when both halfs are joined, only happens when he needs to do a certain attack.  

Arcturus, he would also look good with Brown and Turqoise.

And also, their is a little star above one the of the Duo heads, that is my favorite one.
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: MagVanisher on January 12, 2013, 10:56:25 AM
Vega, I really like the design I gave him, top row in general.  I wanted to give him an alien version of, Falling Star theme.  He can only be hurt, when both halfs are joined, only happens when he needs to do a certain attack.

I wish Altair turned into a female Space Ruler/Stardroid and she's in love with Vega, since it will have Tanabata reference.
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: Yoku Man on January 12, 2013, 03:04:29 PM
I wish Altair turned into a female Space Ruler/Stardroid and she's in love with Vega, since it will have Tanabata reference.

The names aren't finalised either. You may still get that wish. ;) What would truly encourage a name change is for someone to draw this "Altair" ;)

CherryKorock? Koidrake? How about it? :)
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: Yllisos Zanon on January 13, 2013, 03:34:53 AM
Altair can always be a mid-boss, for the Vega stage.  I never heard of that, Tanabata before.  I checked it out, sounds interestering.  The question is, how to mold the Tanabata and alien theme into the stage.

Arcturus, I can see him in some kind of Frozen Forest perhaps.

The way Sirius was sketched, two things crossed my mind, Egyptian and/or Babylonian.  Or is it just me.

Deneb, I want him his stage, based on a Zoo.  MM7 had a Robot Museum as a beginning stage, something similiar, but with animal based bosses.  Like Snake Man, Toad Man, and some of the Stardroids from MMV were also animal themed. 
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: Cherrykorock on January 13, 2013, 03:38:46 AM
What's this? Gender bending a robot?! Sounds like a job for Sub-Tank but I'll gladly see what I can do. =]
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: KoiDrake on January 13, 2013, 04:30:16 AM
The way Sirius was sketched, two things crossed my mind, Egyptian and/or Babylonian.  Or is it just me.
Yup, I sketches it with an egyptian motif in mind. From what I read from wikipedia, the constelation was related to the goddess Sopdet, and the caracteristic of Sirius being the brightest in the night sky reminded me of the weapon obtained from Pharaohman. Lastly, I kinda made it in relation to the crazy theory that aliens built the piramids there.

And about sketching, I'm kinda juggling around some other stuff, so for now I'll pass :P
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: Raging-Banebou on January 13, 2013, 04:30:48 AM
Altair can always be a mid-boss, for the Vega stage.  I never heard of that, Tanabata before.  I checked it out, sounds interestering.  The question is, how to mold the Tanabata and alien theme into the stage.

Arcturus, I can see him in some kind of Frozen Forest perhaps.

The way Sirius was sketched, two things crossed my mind, Egyptian and/or Babylonian.  Or is it just me.

Deneb, I want him his stage, based on a Zoo.  MM7 had a Robot Museum as a beginning stage, something similiar, but with animal based bosses.  Like Snake Man, Toad Man, and some of the Stardroids from MMV were also animal themed. 

Regarding the thing for the Tanabata and the alien theme being molded into Vega's stage, could I make a suggestion?

Why not have his stage look like a futuristic-looking Japanese festival? Sure, it may sound a bit bizzare from me, but it's the least I could come up with.

As for Lupus's stage, why not have it take place in a savannah?
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: Yoku Man on January 13, 2013, 05:23:14 AM
The landscapes don't necessarily have to be anything we usually find on Earth. Mega Man is visiting planets far, far away from our solar system. I'll want to include some alien landscapes: Fire storms, floating forests, upsidedown waterfalls, acid rain, sky cities, methane oceans,  extremely high gravity, Ice Jungles (could go well with Arcturus, as suggested) and electrified caves.

Those are the first few things that came into head just now. I could go on and on. Frankly, I wanna have locations that you'd never see on Earth. We need to use our imaginations... Things like normal deserts, jungles and stuff are too obvious.

Posted on: January 13, 2013, 03:49:48 AM
Update: I have finished a written proposal for the project. I wanted to put everything into perspective and put across clearly what I hoped to achieve with this game. I've added this proposal to the first post in this thread and its also now a note on my Yoku Man page too (http://www.facebook.com/notes/yoku-man/the-mega-man-starbound-proposal/428288773908945 (http://www.facebook.com/notes/yoku-man/the-mega-man-starbound-proposal/428288773908945)). Soon I'll also be adding my research into "Previous relevant story points" which connect the dots between various events in Mega Man lore with outer space and aliens.

--

Here is my proposal for my upcoming fangame project. - StarsimsUniverse.

The Inspiration.

What was the inspiration? The amazing, game changing Mega Man V for Gameboy! A totally new approach to a Mega Man game; no robot masters, a new and dangerous threat from outerspace, a tougher game, a special "Super Gameboy" pallete that made it stand out from the previous games and a totally new and original soundtrack that kicked ass! The story was alot darker too and the stakes were higher, you finally felt as if Mega Man had met his match.

Years later, I discovered there had been plans to re-release the Gameboy Mega Man games in a collection for the GBA. "Mega Man Mania" would have been a remastered collection with new GBA colour graphics and improved physics for all the games. All of the Gameboy games have become a sort of lost gem, totally under appreciated in video game history. Re-releasing them in the GBA Collection may have given them the recognition they finally deserved, but alas, the collection was cancelled, apparently due to losing the source code to the most important game in the collection: Mega Man V!

I dearly wanted to treat the fans to what they missed out on. A fangame engine that featured all the cool things promised in the "Mega Man Mania" Collection. An authentic Gameboy experience that featured the true platforming physics, feel and sounds of the original games... Not many fangames had tried to take the Gameboy approach yet, so I thought it'd be a unique project to try out. I also wanted to explore the cool storyline introduced in Mega Man V. What if not all the Stardroids were destroyed? Where did they come from? This was the beginning of my project to create a spiritual successor to Mega Man V...

But to begin with I'd need to make the engine, to make a sort of template game before I even attempted my sequel idea... Step right up NMario, my good friend!

The Template.

Mega Man World!

NMario was delighted to try out my vision. Using his old Multimedia Fusion 2 Engine as a guide, we began to remake a fangame from scratch using the Gameboy physics, gimmicks and rules as closely as we can.

I wanted this to be the most authentic engine for a fangame ever. I trully wanted MM World to feel like a Gameboy Mega Man game. It has the first four robot masters and it'll have 2 Wily castle stages, just like the original "Mega Man: Dr Wily's Revenge." But not only that, I wanted authentic Gameboy stereo music and the original Gameboy sound fx.

NMario then had the awesome idea of multiple pallete settings. What if we display it with GBA colours by default and also added the options to play in "Super Gameboy" and B/W "Gameboy" style? That was an awesome idea that would make this fangame project even more unique. Also adding the GBA border would help to sell the idea of it being GBA inspired. (Plus that would help with fans capturing their Lets Plays in widescreen format)

By having this template game of NMario's (with its own unique story and characters) we would have a practice game for what would later come down the line. With the game finished we could also then make it free for fans to use to make their own games, using "Mega Man World" as a starting point.

Creating Mega Man World is a logical first step. Not often do fangame makers focus on creating their engine first before making their desired fangame, they usually make their fangame from scratch developing the engine as they go.

For Mega Man World, I wanted to make use of existing materials from the old Mega Man games and simply recreate levels, this would help to sell the accuracy of the engine. If we make MM World right, then it would make "Mega Man Starbound" so much easier down the line, as most of the coding would all be complete (Plus the fans would have a free fangame engine for them to make their own games with as well!). All that would need doing was coming up with plot, new sprites, new sound fx and new gameboy style music.

The Pitch.

Because of the current development of "Mega Man World" my true fangame idea is still in the pre-production stages, with plot and concepts. As of now I have a lot of jumbled ideas mixed up in the my head regarding story, concepts, abilities, weapons and bosses, etc. So far there are only a few sketches and ideas from me and my fans from the various community forums. They too have contributed to the ongoing plot development and overall premise of the game.

Mega Man Starbound - Galaxy's Champion!

What I am proposing is a new type of fangame, done in the style of the unreleased Game Boy Advance "Mega Man Mania" Collection. The concept of the game will be very similar in style to Mega Man V (Rockman World 5) for Gameboy. It will include the physics, the fancy vibrant Gameboy Advance colour pallete, an all-new awesome original soundtrack (similar in style to its predecessor, Mega Man V), and an epic space saga storyline that could potentially span across multiple sequels and expand the Mega Man series and mythos into a whole new direction.

There will also be an expansion to the traditional gameplay elements, new gimmicks: such as collectable items, upgrades, roleplay elements, mazes, puzzles, interactive terrain, weather, gravity, and more.
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: N-Mario on January 13, 2013, 07:46:19 AM
Am I the only one who thinks these topics should be separated? It really sounds more like your project now, rather than my own.  :\
Title: Re: NMario's Mega Man World Fangame/Engine
Post by: Yoku Man on January 13, 2013, 04:38:50 PM
Am I the only one who thinks these topics should be separated? It really sounds more like your project now, rather than my own.  :\

Yeh, I've been thinking the same recently.I think soon we should plan a new thread just for Mega Man World. I'll take the appropriate material from this onto yours. Lets doscuss this and plan it on msn, NMario.
Title: Re: Mega Man Starbound - Galaxy's Champion
Post by: Raging-Banebou on January 13, 2013, 08:25:06 PM
Oh, I just came up with an ideal stage concept for Sirius!

Why not a desert with floating pyramids in the background and fire storms at some points in the stage?

Yeh, I've been thinking the same recently.I think soon we should plan a new thread just for Mega Man World. I'll take the appropriate material from this onto yours. Lets doscuss this and plan it on msn, NMario.

Also, I'm gonna agree with you and N-Mario on the whole Mega Man World thing, Yoku Man.
Title: Re: Mega Man Starbound - Galaxy's Champion
Post by: RetroRespecter on January 13, 2013, 08:33:51 PM
Looks like this thread is going to get divided (for the better). N-Mario, I hope your creative juices start flowing again.
Title: Re: Mega Man Starbound - Galaxy's Champion
Post by: Raging-Banebou on January 13, 2013, 11:14:40 PM
I second your comment, RetroRespecter.

Oh, and Hydra's bio is up, folks.

[spoiler]SRN-???: Hydra

Background:
A humanoid Stardroid whose design is based on the Hydra of Greek mythology, his arm cannons are capable of firing powerful jets of water capable of punching holes through even the toughest of stones. He believes he is a "hero of the seas" and tends to take judge others often, criminal or not, but he makes up for it in righteousness and enjoys sightseeing in his spare time.

"In the name of the sea, I shall smite you!"

Good point: Righteous
Bad point: Judgemental
Likes: Order, sightseeing
Dislikes: Thunderstorms, anyone he deems a "criminal"

Weakness: ???[/spoiler]
Title: Re: Mega Man Starbound - Galaxy's Champion
Post by: Yllisos Zanon on January 14, 2013, 07:40:11 AM
So many people (the mega man fans) have their own projects, yet they want to help with others with theirs!?  o-O

At the least, leave me Deneb and Vega.  Those are the two I really am focused my mind on.  Deneb, I will do all I can to make his Martien Zoology/Jupiter (cryptozoology) theme.  Vega, dwells in my mind the most though, still currently at the least.



 I will still, put something into the others.

NMario, your the one with the MM Mania game right?  The Shadow Man, right sprite.  I think those colors look great for it.
Title: Re: Mega Man Starbound - Galaxy's Champion
Post by: MagVanisher on January 14, 2013, 08:35:40 AM
I don't mind helping others... But anyways, here's Polaris

[spoiler]SRN-???: Polaris

Background:
A Stardroid who is said to be the descended from the Big Dipper. As such, he learned to harness lightning speed while training the Big Dipper Martial Arts. While he looks serious, Polaris has a softer, tender side when he feels empathy to the weak. If someone hurts the weak, he fills in rages and destroys his enemies until they're already dead.

"If you hurt the weaker ones, you will know that you're already dead at the hands of Polaris!"

Good point: Tender
Bad point: Serious, lack of emotions
Likes: Training, mastering his skills
Dislikes: Anyone who hurt the weak

Weakness: ???[/spoiler]

Basically, I've used Kenshiro from Hokuto no Ken as inspiration.
Title: Re: Mega Man Starbound - Galaxy's Champion
Post by: Raging-Banebou on January 14, 2013, 09:07:19 PM
I think you meant to say "harness lightning speed" in one part of your bio on Polaris, Mag, but it looks good nonetheless.

[Finished bios by me and MagVanisher]

- Lupus
- Sirius
- Deneb
- Arcturus
- Hydra
- Orion
- Polaris

Now the only ones left who need bios are...

- Vega
- Rigel
- Nova
Title: Re: Mega Man Starbound - Galaxy's Champion
Post by: MagVanisher on January 15, 2013, 02:45:15 AM
Well, I'm done editing Polaris' Bio.
Title: Re: Mega Man Starbound - Galaxy's Champion
Post by: Raging-Banebou on January 15, 2013, 04:22:19 AM
Alrighty then, Mag. Here's Vega's bio.

Also, for Vega's bio, I wanted to toss in Altair, who was Mag's ideal Stardroid/mid-boss/whatever she's finalized as when she's made, so kudos goes to him.

[spoiler]SRN-???: Vega

Background:
A bizzare-looking Stardroid said to be a descendant of the Lyra constellation, he can separate his top and bottom halves from his body and have both halves of his body move around his surroundings, before then spinning towards foes at a high speed in hopes of doing considerable damage to them. Vega is a huge fan of music and usually shares his compositions with his fellow Stardroids when not in battle, though he can sometimes be a bit of an oddball at times. He also has a crush on another Stardroid named Altair as well.

"Your destruction will suffice as my latest symphony, Mega Man."

Good point: Artistic
Bad point: Eccentric
Likes: Orchestras, Altair
Dislikes: Off-key singers

Weakness: ???[/spoiler]

Yes, I know my bio for Vega doesn't look exactly good, but it's the least I could come up with for him.
Title: Re: Mega Man Starbound - Galaxy's Champion
Post by: Cherrykorock on February 02, 2013, 05:32:14 AM
Here's what I got for... whatever her name is.
I hope you like it. =3

[spoiler]
(http://i10.photobucket.com/albums/a111/Evil_being/002_zpsa195c13e.png)
(http://i10.photobucket.com/albums/a111/Evil_being/001_zps01cd7e93.png)
(http://i10.photobucket.com/albums/a111/Evil_being/Bitch001_zpsba61b0bc.jpg)
[/spoiler]

Posted on: February 01, 2013, 11:29:46 PM
Alrighty then, Mag. Here's Vega's bio.

Also, for Vega's bio, I wanted to toss in Altair, who was Mag's ideal Stardroid/mid-boss/whatever she's finalized as when she's made, so kudos goes to him.

[spoiler]SRN-???: Vega

Background:
A bizzare-looking Stardroid said to be a descendant of the Lyra constellation, he can separate his top and bottom halves from his body and have both halves of his body move around his surroundings, before then spinning towards foes at a high speed in hopes of doing considerable damage to them. Vega is a huge fan of music and usually shares his compositions with his fellow Stardroids when not in battle, though he can sometimes be a bit of an oddball at times. He also has a crush on another Stardroid named Altair as well.

"Your destruction will suffice as my latest symphony, Mega Man."

Good point: Artistic
Bad point: Eccentric
Likes: Orchestras, Altair
Dislikes: Off-key singers

Weakness: ???[/spoiler]

Yes, I know my bio for Vega doesn't look exactly good, but it's the least I could come up with for him.
As a joke his weakness should be not having a mask. XD
Title: Re: Mega Man Starbound - Galaxy's Champion
Post by: MagVanisher on February 02, 2013, 03:33:15 PM
Looks great for Altair... Good job!

As for Vega, I think he needs a human face. You can use Sword Man as reference!
Title: Re: Mega Man Starbound - Galaxy's Champion
Post by: Yllisos Zanon on February 03, 2013, 10:07:31 PM

(http://s8.postimage.org/xdsicjh8x/starboundhero.jpg) (http://postimage.org/image/xdsicjh8x/)

More color options, Vega got a better design.  Altair will be next.

Also, the star above the green Deneb, is what I feel comfortable with. 

I am plan on making more frames for Wyrme.
Title: Re: Mega Man Starbound - Galaxy's Champion
Post by: Raging-Banebou on February 05, 2013, 03:06:04 PM
As much as I liked Vega's design with Galaxy Man's eyes, his new design by you looks even better, Yllisos!

Also, I feel comfortable with the green Deneb, too. Plug, Lupus' fourth sprite on his respective top row is much more fitting for him, as it resembles a lion more IMO.
Title: Re: Mega Man Starbound - Galaxy's Champion
Post by: Cherrykorock on February 17, 2013, 04:12:18 AM
I'm debating on whether or not to do more designs. I kinda want to see what other people will make. Also I just don't think my designs/art are good enough yet. XD
Title: Re: Mega Man Starbound - Galaxy's Champion
Post by: MagVanisher on February 17, 2013, 02:33:54 PM
I have an idea... How about adding more Stardroids/Space Rulers, counting it to 12 (plus Rige).
Title: Re: Mega Man Starbound - Galaxy's Champion
Post by: Raging-Banebou on February 18, 2013, 10:10:56 PM
I have an idea... How about adding more Stardroids/Space Rulers, counting it to 12 (plus Rige).

Hmm... While the idea may sound pretty cool, Mag, don't you think that 12 Stardroids/Space Rulers would make it a bit overkill? I'm just saying.
Title: Re: Mega Man Starbound - Galaxy's Champion
Post by: MagVanisher on February 19, 2013, 03:23:30 AM
Okay, how about 10 then plus Rigel.
Title: Re: Mega Man Starbound - Galaxy's Champion
Post by: Yllisos Zanon on February 23, 2013, 12:38:21 AM
I am currently coming up with designs for enemies and tilesets for Deneb.

Altair is currently in mutation form.
-------------------------------------------

Plus, I want to say that, there are many other constellations out there.  There are possible Mid-bosses to think about.