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Messages - Yoku Man

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26
Fan Games / Re: Mega Man Unlimited
« on: January 03, 2013, 02:55:45 AM »
All that done and its just you two?!

Actually the full team of developers on MMU are:

- MegaPhilX (Philippe Poulin) - Art, Game Design, Programming, Sound Effects and Music.
- Jansim (Jean-Simon Brochu) - Main Gameplay Programmer.
- Gabriel LeBlanc and Jocelyn Perreault - Engine Developers, Programmers and Bug Fixers.
- Kevvviiinnn (Kevin Phetsomphou) - Main Music developer.
- ThunderThouin (Yan Thouin) - Music developer.




27
Fan Games / Re: Mega Man Unlimited
« on: January 01, 2013, 10:55:57 PM »
Continually, the Todo list shrinks as the days go by. I'll constantly update this list for you folks and add this to the first post too. Its the best way to ever know when we may see a release date, as Phil is keeping tight lipped and doesn't want to dissapoint anyone. Looks like just menu stuff needs doing now and a few tweaks here and there.

In Progress:

- Final Bosses and final sequence of events.  (Only final boss + cutscenes to finish)
- Targeting spot for Yoku Attack and Jet Missile. (Only x flipping of offset to fix)

Todo:

- Enemy projectiles reactions to Megaman's weapons. (Being able to destroy projectiles etc...)
- Pause Menu Energy and Weapon Tanks Functionality.
- Gameflow.  (Running out of lives takes you to game over, stages don't have a boss after beating him, etc...)
- Serialization.   (80% done (Gab))
- Boss Door colors. (per level)   (Shouldn't take long)
- Title Screen.
- Menus. (Main Menu, Options, Game Over, Save, Load, etc...)
- Shop Menu.
- Shop Exclusive Items. (Eddie Call, Spike Shield, Beat Rescue...)
- Weapon Absorb sequence. (Can't really do it in cutscene engine because of the various terrain layouts)
- CometWoman song final polish.   (Kevvviiinnn - Phil)
- (Ending) Cast Medley Song.  (Kevvviiinnn)
- (Ending) Cast Cutscene. (Need Medley Song)
- Fix bugs.

Done:

- All robot master stages and bosses are completed except minor details.
- Stage Select screen completed.
- Wily stages. 90%
- Level enemies: 100%
- MM Weapons. ( 95% ):
- Rush Coil. (Some bugs left to fix)
- Rush Jet. (Some bugs left to fix)
- Comet Dash.
- Glue Shot.
- Rainbow Beam.
- Yo-yo Cutter.
- Tank Arsenal.
- Yoku Attack. (Only Targeting Spot x flipping of offset to fix)
- Jet Missile. (Only Targeting Spot x flipping of offset to fix)
- Nitro Blast.
- Nail Shield.
- Cutscene engine.
- Cutscenes. (95% Done)
- Wily Boss #1.
- Wily Boss #2.
- Wily Boss #3.
- Wily's Robot Master Teleporters.
- Load game.
- Pause Menu.
- Robot Master Hurt VFX.
- Yoku Man Stage Maze Gameplay.
- Nail Shield Spread trajectories.
- Water Particle Effects. (Splash, Air Bubbles)
- Boss Health Meter Colors.
- Show Icons of Special Weapons above Megaman's head when switching weapons.

28
Gaming / Re: RPM's Nintendo Network and Friend Code lists
« on: December 29, 2012, 05:35:48 PM »
My Nintendo Network ID: Starsims
Miiverse User ID: Starsims

Both the same, so should be easy to add me through Friend List Registering or by Search User on Miiverse.

29
Fan Games / Re: NMario's Mega Man World Fangame/Engine
« 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.

30
Fan Games / Re: Fan Game Statuses
« on: December 28, 2012, 07:52:25 PM »
By my estimates “Mega Man Unlimited” is about 95% complete. The last 5% is mainly menus and bugfixes. I would guess it'll release in either January or February.

31
Fan Games / Re: Mega Man Unlimited
« on: December 20, 2012, 07:47:13 PM »
I don't know if any of you folks knew but I created a Yoku Man page on Facebook about a month ago. I just recently added some photo folders there showing off all the concept art and screenies for "Mega Man Unlimited", "Mega Man World" and "Mega Man Starbound - Galaxy's Champion". I made sure to pay homage to my many contributors, including MegaPhilX, 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.

http://www.facebook.com/pages/Yoku-Man/373187912752365

Its been a busy few months for Phil and Jansim and his new co-workers. They're certainly delivering the goods. I think it was a wise move to change the team and change the engine to C++ because I think it made Phil step back and take a look at the project as a whole and think carefully about how to properly code stuff and how to make things more accurate than any previous fangame has ever dared to try.

Be patient a while longer my friends, as his latest posts on Facebook (and his notes) seem to signify that alot of the difficult stuff is out of the way now. Just minor coding fixes and simple additions need be added to finish up the game: Such as Menus, effects and slight bug fixes.

I think the timing of Street Fighter X Mega Man has been beneficial too. As Phil has been able to play that and use it as a comparison on how to improve MMU. I know one thing that will definately be included in MMU that SFXMM fans have been complaining about: A Save Feature.

I would hazard a guess that it's only a month or two away from completion now! :D

32
Fan Games / Re: NMario's Mega Man World Fangame/Engine
« 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.

33
Fan Games / Re: NMario's Mega Man World Fangame/Engine
« 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.

34
Fan Games / Re: NMario's Mega Man World Fangame/Engine
« 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.

35
Fan Games / Re: Mega Man Unlimited
« on: September 07, 2012, 01:17:32 PM »
Well, due to the similar development hell situations both projects had, plus how they're done by a small team of dedicated fans. welp, I guess this year we'll be getting fan projects at the 25th anniversary.. But I don't know about what Phil wants to do after Unlimited..

I'm personally hoping he could contribute some sprites (if only a little) for my Mega Man Starbound fangame. One thing he has proven to be excellent at is his tilesets and sprite skills. I suspect he would be willing, as he's already given me and NMario his praise for the Mega Man World project, to which I'm deeply thankful.

36
Fan Games / Re: Mega Man Unlimited
« on: September 06, 2012, 02:08:31 PM »
Nonsense!  That would make too much sense!

But seriously, that would be pretty nice.  I'm not too keen on the songs Phil's done for Unlimited, but the game itself looks rather promising.  With any luck, it'll even play so accurately to the NES games that I'll keep going for the Save State button here and there.  But if even one thing is out of place... I will know!  :3

You sure are a stickler for accuracy, Joseph! ;) Actually I find it useful. You helped alot when I was trying to get the jumping physics right for the Mega Man World engine. Infact, I might suggest you for the bug fixing phase of MMU when it starts. But I'm sure Phil will be quite picky with whom he choses to test the game. He would want absolute non-disclosure from all who test it.

37
Fan Games / Re: Mega Man Unlimited
« on: September 04, 2012, 07:14:20 PM »
This thing got its own news article on Destructoid, but just how far from completion is it, exactly?  And seriously, why is this thing taking so long to come together?  That's all I want to know.  Even Capcom didn't take years to develop a new Rockman game.

Then again, Capcom generally had no less than 15 people working on any given game, rather than a two-man team (Phil on graphics, Jansim on programming, in this case).

Then again-again, some of the best fan games from the last few years have been one or two-person projects and they didn't take years to finish...  >_>;

I blame the fact that we changed engines during development. It may have prevented me and NMario from doing any more contributing, but I think it was all for the better. C++ was a much more professional way to go, plus he's got trusted friends he knows in real life, helping him with it. He basically started again from scratch after so much work had been done on the previous MMF2 engine. So technically development began again only recently in the end of 2010, early 2011.

Its practically finished now. The bulk of the engine is complete and all he has to do is fill in some holes, so to speak. So close to the bug fixing phase now. I think he's made the personal choice not to release a demo. I think its a cool decision, it'll make playing it on the release date so much more satisfying. I can imagine the many LPs and streams of people playing for the first time. Discovering everything for the first time. Knowing so little about the game only helps to give the fans something new to experience with no spoilers.

A perfect treat for the 25th Anniversary.  I wouldn't be suprised if Phil fuels the hype even more by releasing it on Mega Man's Anniversary! But I feel like it might be ready before then.

PS. if anyone wants to check it out, here is the actual Instruction Booklet that Phil showed off in his Mini-Trailer.

http://www.megaphilx.com/MM10/MMUInstructionBooklet.pdf

38
Fan Games / Re: Mega Man Unlimited
« on: August 29, 2012, 11:29:23 PM »
More progress on the game, MegaPhil's Todo list is shrinking rapidly. Phil has even released a new mini-trailer, showing off the robot master weapons and a cool new mock NES case and cartridge for the fangame, which can be viewed in greater detail on his Deviantart page.

Here's the how the progress of the game currently stands according to his Facebook page:

In progress:

  • Wily boss #4

Done:

  • All robot master stages and bosses are completed except minor details.
  • Stage Select screen completed.
  • Wily stages 70%
  • Level enemies : 98% ( 1 left to do )
  • MM Weapons: 95%
  • Rush Coil (Some bugs left to fix)
  • Rush Jet (Some bugs left to fix)
  • Comet Dash
  • Glue Shot
  • Rainbow Beam
  • Yo-yo Cutter
  • Tank Arsenal
  • Yoku Attack
  • Jet Missile
  • Nitro Blast
  • Nail Shield
  • Cutscene engine
  • Cutscenes
  • Wily Boss #1
  • Wily Boss #2
  • Wily Boss #3
  • Wily's Robot Master Teleporters
  • Load game
  • Pause Menu

Todo:

  • Wily Castle Bosses ( 30% )
  • YokuMan Stage Maze Effect
  • Menus ( Title, Save/Load, Options, Stage Clear )
  • Shop - Shop-only items (Eddie Call, Beat Call, Energy balancer, Spike Shield)
  • Fix Bugs

And here's the new Mini-Trailer, showing off the game case and new game footage.

[youtube]bTj-YbyKaMc[/youtube]

And here is the Boxart in all its glory.


(Right Click and View Image to see it in full size!)

Be sure to go to his deviantart page and his facebook and comment on how cool it is!

http://megaphilx.deviantart.com/#/d5czcz4

http://www.facebook.com/pages/MegaMan-Unlimited/114325318655039

39
Fan Games / Re: Mega Man Unlimited
« on: August 02, 2012, 01:37:55 PM »
Edited the first post with an up-to-date "To Do" list. Looks like not much is left to create now.

40
Fan Games / Re: NMario's Mega Man World Fangame/Engine
« 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.

41
Fan Games / Re: NMario's Mega Man World Fangame/Engine
« 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.

42
Fan Games / Re: NMario's Mega Man World Fangame/Engine
« 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.

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.

43
Fan Games / Re: NMario's Mega Man World Fangame/Engine
« 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.

44
Fan Games / Re: NMario's Mega Man World Fangame/Engine
« 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. :)

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?



Update: Also did a coloured version.



45
Fan Games / Re: Mega Man Unlimited
« on: July 04, 2012, 10:33:10 PM »
Another new impressive screenie. The new Stage Select Screen. Possibly the final version of it too.


46
Fan Games / Re: NMario's Mega Man World Fangame/Engine
« 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.

47
Fan Games / Re: NMario's Mega Man World Fangame/Engine
« 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.

48
Fan Games / Re: NMario's Mega Man World Fangame/Engine
« 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?

49
Fan Games / Re: Mega Man Unlimited
« on: June 29, 2012, 07:02:55 PM »
MegaPhil has updated with 11 new screenshots from Mega Man Unlimited. Now he's got the weapons coded he can finally show them off in said screenies.
You can hop straight to the Screenshot Folder on his Facebook Page, here.

PS. Finally get to see more of Yoku Man's level too, mwahahahaaa.

50
Fan Games / Re: NMario's Mega Man World Fangame/Engine
« 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.



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.



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

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