wow, not every day you see a fan game using the Megaman 7 style.
EDIT: there is an error when i intent to download the game, and im getting soo angry. it says:
Script Error:
Current Script:
mmtt.gdf
Current working Directory:
C:/Users/X/Downloads/02ENGINE/gdf
C:/Users/X/Downloads/02ENGINE/gdf
Aproximate Line Number:
0
Error:
File ended unexpectedly
And in the psp and wii the download system doesnt work. any help?
and the worst part is that it happens just when it get on 100%
wow, not every day you see a fan game using the Megaman 7 style.
It looks really cool. I see you got rid of that silly charging pose Megaman had in 7. Playable Protoman/Bass? im game.
It looks real good and fun so far. great work!
I must say I'm tempted to submit Yoku Man. I've long thought that he has potential to be shown in various fangames. I'd love for him to become a cult favourite in the Mega Man fan game community. And as the submission rules state we need to be aware that they may change his fighting attributes to how they see fit.Hehe, in that case, Yokuman would be popping in fangames just like his blocks do.
Personally I don't mind, if Yoku Man is accepted and behaves differently than in other games, thats fine by me. It makes him not just a rehash of the same thing again. Even Tengu and Astro Man fought differently in MM8 and Rock Man and Forte.
PS. I'd also love to see a SNES MM7 Style version of his sprite. So thats why I might submit him. Why not?
don't worry, we are here to show u some ideas and bugs/errors :DYou were the only one to have submitted a report :P
i hope you can fix it soon.
(sry for my stupid english i'm spanish)
oh yokuman seeing the contest: "Upon acceptance the character becomes locked for use only with "Mega Man: Triple Threat" and cannot be used for any other fan game" This is a very bad notice...That's meant to protect originality. Obviously we can't prevent idea clashes with projects we have no involvement in (which has already happened a few times, it's very frustrating), but given that we want as much of our game to be unique as possible, we want to ensure that to a certain degree by letting the submitters know, and having them agree to that. Including the notice in the submission rules lets people know up-front so they can choose not to participate if they have other plans for their ideas. We also plan on making absolutely sure every submitter is aware of that clause before accepting anything
Dr. Ramamo, eh? How will Mega Man be able to stop this new threat?...the same way he solves everything? Pew pew pew
I played your first demo. Great stuff. I only wish that the custom artwork resembled the Mega Man 7 style of graphics.
could you give me examples?Okay, when I battled the boss of the prologue stage, I found that the artwork on the vid screen Dr. Ramano hacked into doesn't fit with the graphics of Mega Man VII.
This is my first time trying to work with graphics for a mega man game and I'd like to improve. The only thing that really comes to mind is the character select picture, which admittingly, is not based on mm7 but rather the Ariga art style (the neck collars being the most prominant)... Because I <3 him. :B
Okay, when I battled the boss of the prologue stage, I found that the artwork on the vid screen Dr. Ramano hacked into doesn't fit with the graphics of Mega Man VII.
Lava doesnt seem to work the way it should. the way it is now, they work like bottomless pits.Um.. well, considering I added a special instant-kill-trigger tile specifically to allow that effect when the screen locks at a position where you can't actually fall straight through because of the section below or without scrolling the screen, and the fact that you always fall straight through the only lava that I can remember in the entire original series (Fire Man, Heat Man [hit a lower floor, but still go through the lava], Shadow Man, and the intro stage for Rockman and Forte), I think "working as intended" would be an appropriate response. I'm not counting the stuff that stops you dead in Junk Man's level because that's slag, rather than lava
Also, is there supposed to be any way to cross that gap in the intro stage/small place to slide through WITHOUT Bass or Megaman? (as in, Protoman cant slide through the gap at the bottom, or double jump)No, there's not. His route is a little less obvious, but it's still visibly marked, and in the same general area. If you still can't find it, try checking the promo video
I would submit one of my Robot Masters, but mine dont have Elements. -u-'They don't necessarily need two "elements", just two "gimmicks". Fire/Shadow and Ice/Light are elements (Shadow/Light if that's how you interpret them, anyway), but as "elements" you could probably group Rock/Plant together as "Nature" (again, depending on how you're looking at it), and I don't think Magnetic/Illusion applies at all. That one should have been a nice clue :P
I downloaded E02.you can't for now, because there is an error on a script. wait for new notices.
How do I play Triple Threat?
A MM7 fangame, too bad we don't see much of these projects, Will surely play this one.
[spoiler]Too many ideas for Robot masters, can't decide.[/spoiler]
That long post I made under Liz's name explained the problem in complete detail. It was easy to fix, and it does work now, which is what I said. You can get it from the downloads list without any problemI downloaded E02.you can't for now, because there is an error on a script. wait for new notices.
How do I play Triple Threat?
if you have problems downloading in the psp or wii, you have to download it in the pc. there will appear 2 archives: mmtt and in the gdf file a gdf with the same name (the gdf thing was soo obvious). put them in the file of the psp. download it if you want, and see if it works for you. to me, nothing.
oh and lizsama sorry for last respond but i was thinking that the error was my internet server. but, after all...I said I wrote that :P
Bad that my robot master idea can't be in the game, first, i only have 1 element, metal, and his stage is water, but as weapon not. second, it only have 2 attacks (f*ck you i can't decide a third already! can create a water one and problem solved) and third, im sucks painting in photoshop. only edit images and create sprites, but an image... oh men -u-' but his attack is more original that the tipical bullets...You can submit sprites, too. Any sort of visual reference is ok, but either way, it might still be modified to some extent. If you can figure out how to make the water/metal thing work, and can create a sprite for it, go ahead and give it a shot
Um.. well, considering I added a special instant-kill-trigger tile specifically to allow that effect when the screen locks at a position where you can't actually fall straight through because of the section below or without scrolling the screen, and the fact that you always fall straight through the only lava that I can remember in the entire original series (Fire Man, Heat Man [hit a lower floor, but still go through the lava], Shadow Man, and the intro stage for Rockman and Forte), I think "working as intended" would be an appropriate response. I'm not counting the stuff that stops you dead in Junk Man's level because that's slag, rather than lavaIm not talking about any junk man thing. the damage barrier from when i get hit by an enemy should protect me from lava for at least a second or two. the ONLY game in the entire franchise with no damage barrier for instant kill elements was the very first game, where you died by spikes, even if you were flashing. Also, in most games, lava is usually instant kill, but not bottomless. and Damage barrier lets you recover from it. otherwise its a bit too cheap. I get hit by en enemy and die because I fell into a lava pit. Plus, if your going for a Megaman 7 fangame, you might want to make the lava work like it did in 7.
I actually had it stop you originally, but I didn't like the effect as much for various reasons, including the fact that it's just inconsistent anyway. It's more like you're falling INTO the lava and you die inside
WHERE ARE THE DOWNLOADS O:<
Im not talking about any junk man thing. the damage barrier from when i get hit by an enemy should protect me from lava for at least a second or two. the ONLY game in the entire franchise with no damage barrier for instant kill elements was the very first game, where you died by spikes, even if you were flashing. Also, in most games, lava is usually instant kill, but not bottomless. and Damage barrier lets you recover from it. otherwise its a bit too cheap. I get hit by en enemy and die because I fell into a lava pit. Plus, if your going for a Megaman 7 fangame, you might want to make the lava work like it did in 7.I really don't know what you're talking about. I've already listed every stage I can recall that actually has standing lava in it (and I did a quick check to confirm), you fall right through all of them. The only one you can recover from at all is in Heat Man's level, and overall its function is a bit odd anyway. Also, if you're falling toward a pool of standing lava, I kind of think you're going to sink through, unless maybe you're Jesus, and if it's deep enough, it's not going to matter if you have a temporary "damage barrier", you're not getting out alive
Other than that small gripe- it stil looks to be a fascinating project.Thanks :)
Im pretty sure that WAS lava in Junkman's stage.
[...]I'm not counting the stuff that stops you dead in Junk Man's level because that's slag, rather than lava[...]
[...]There were shallow pools of slag in Junk Man's level[...]
Im not talking about any junk man thing[...]
If it was instant kill, it was lava.
So I downloaded Megaman TT.
And i load it and it takes a while to load and sometimes it freezes
[...]It's a bit more difficult to troubleshoot without an abundance of information[...]
Im "playing" it from my Computer (Windows)Then you've got a problem. I've just tried it again on two separate computers, one with Win2000, and one with WinXP, and on both of them, the initial load is practically instantaneous, with there then being a delay of only about one second before the title screen flash appears. This is true locally, and across a network. I have yet to experience any freezing at any point with the release builds (with the exception of the common Wii quirk, which happens on program start), and no others have been reported so far
By the way, ¿have you posted this on other forums?, and I mean spriting or gameart forums.
I wasted all of my 1-ups trying to get the E-tank with Bass and Zaiakuman's pattern just motivated me more on my RM ideas.
Nice work, Liz. owob... Very nice job at naming your games that could be official Capcom names.
Thankfully, I'm not the only one with an idea for a MM7-styled game.
Name of my games:
MegaMan 12
MegaMan 13
MegaMan 14
MegaMan 15
Still need a MM7-Engine for Game Maker and good spriter...
... Very nice job at naming your games that could be official Capcom names.There are two other MegaMan games named like official ones (MegaMan 16 & 17), but they're MM8-styled.
There are two other MegaMan games named like official ones (MegaMan 16 & 17), but they're MM8-styled.... I'm locking this thread from further embarrassment.