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Rockman & Community => Fan Creations => Fan Games => Topic started by: LizSama on August 27, 2010, 07:31:34 AM

Title: Megaman: Triple Threat
Post by: LizSama on August 27, 2010, 07:31:34 AM
http://www.youtube.com/watch?v=MIb6NYWUeJ8
http://stealth.hapisan.com/SAGE10

Mega Man: Triple Threat is a fangame created using the E02 Multi-Platform 2D Game Engine by Stealth.   The demo is available for  DOS/Windows, Linux, MacOS, PSP (Custom Firmware*), or Wii (Homebrew Channel*). The game uses Mega Man 7 style graphics and physics and begins another adventure for Mega Man, Proto Man and Bass to embark on.  Characters have seperate level paths, seperate weapons obtained by Robot Masters and seperate abilities.
We recently released a second Demo of Mega Man: Triple Threat for the Sonic Amature Games Expo (S.A.G.E.) and are looking for feedback from people.   The story and any information can be found at the following URLs:

http://stealth.hapisan.com/MMTT/
http://megaman.wikia.com/wiki/Mega_Man:_Triple_Threat

If you’re intersted in the art or gameplay itself you can head over to:
http://lizsama.deviantart.com/gallery/#Megaman-Triple-Threat
http://www.youtube.com/watch?v=lqLNBgBHrWA


The E02 engine itself can be downloaded from the SAGE10 page.   Once downloaded you’re able to directly DL the demo inside the program. 
The Nintendo Wii version supports the Willmote (Default), Classic Controller and the Gamecube Controller (Rename the keywiigc.def (Gamecube Controller) or keywiic.def (Classic Controller) to keywii.def)  For Windows, Linux, and Mac there is only keyboard support at the moment.  People who are inexperienced with playing platformers on a keyboard can find various Keyboard emu for their game controller.

For PC users http://www.racketboy.com/retro/2007/05/xpadder-use-your-pc-gamepad-instead-of-keyboard.html you may like to try this.



If you enjoy the game and are interested, we’re also hosting a Robot Master contest to see who the last four Robot Masters Dr. Ramano will unleash.  Information on that can be found at: http://stealth.hapisan.com/SAGE10/Contest.html
Submissions can be sent either via e-mail or deviantART notes. (info available on the Contest page) 


*We do not offer technical support for installation of Wii Homebrew Channel or PSP Custom Firmware.
Title: Re: Megaman: Triple Threat
Post by: Protoman Blues on August 27, 2010, 07:36:14 AM
I liked the trailer a lot. Plus, of course, Playable Blues!  8D
Title: Re: Megaman: Triple Threat
Post by: Night on August 27, 2010, 07:59:11 AM
 *o*

That music! That boss fight! Those backgrounds! I want it! I WANT IT~  <3
Title: Re: Megaman: Triple Threat
Post by: Flame on August 27, 2010, 08:09:59 AM
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!
Title: Re: Megaman: Triple Threat
Post by: GameDragon on August 27, 2010, 10:31:54 AM
Actually tried this the other day. I loved it.
Title: Re: Megaman: Triple Threat
Post by: OBJECTION MAN on August 27, 2010, 07:38:40 PM
wow, not every day you see a fan game using the Megaman 7 style.

Probably because B&G ruined that style for everyone.

I played the demo a little while back. It was pretty solid. I liked it.
Title: Re: Megaman: Triple Threat
Post by: The Great Gonzo on August 27, 2010, 07:52:57 PM
I've already commented elsewhere, so--nice to see you here, Liz. :)
Title: Re: Megaman: Triple Threat
Post by: Blackhook on August 27, 2010, 11:07:11 PM
Looks interesting. I feel tempted to send in a Robot Master...but I currently lack ideas :D
Title: Re: Megaman: Triple Threat
Post by: DarkSaturn on August 28, 2010, 02:25:17 AM
i saw and played it in my wii a long ago. is the best beta already see from megaman, plus in the wii  <3
yeah, i want see about the already robot masters, this time i want originality. the typical fly robot master is getting annoying.

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%
Title: Re: Megaman: Triple Threat
Post by: LizSama on August 28, 2010, 11:20:10 AM
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%

According to the error, it sounds like you "downloaded" a blank mmtt.gdf file; there may have been some kind of connection problem preventing it from being read. ".gdf" files are responsible for telling E02 what games it has, where they are, and where to get updates. They're loaded every time the game list is refreshed, which also happens immediately after any download. If one of them can't be interpreted, you will get this type of error at that point. Delete the damaged ".gdf" and E02 will run again, then you can try to download the game again.

"And in the psp and wii the download system doesnt work" is not descriptive enough, I can't tell if you mean that you're getting the same error, or if it times out and gives the "no connection, press -> to try again" error. If the latter is the case, that in conjunction with the bad gdf file download may indicate some kind of problem with your internet connection, or some other problem somewhere between you and the server.


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!

Neither me or Stealth liked that charging pose in Mega Man 7, so when Stealth remarked about not adding it to our game, I was all for it.  :D


Let me also add that both of us appreciate the input people have given us here.  We hope to hear more and to get more Robot Master submissions!
Title: Re: Megaman: Triple Threat
Post by: Protoman Blues on August 28, 2010, 02:47:56 PM
I always had Robot Master ideas, but I cannot sprite at all!  8D
Title: Re: Megaman: Triple Threat
Post by: Blackhook on August 28, 2010, 03:00:05 PM
...Why do I think those ideas aren´t suited for a MM game 8D
Title: Re: Megaman: Triple Threat
Post by: Yoku Man on August 28, 2010, 05:36:13 PM
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.

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?
Title: Re: Megaman: Triple Threat
Post by: lizardcommando on August 28, 2010, 06:39:28 PM
Wow, this looks really impressive. I'm gonna have to try this game out when I come back from work.
Title: Re: Megaman: Triple Threat
Post by: DjKlzonez on August 28, 2010, 11:02:01 PM
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.

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?
Hehe, in that case, Yokuman would be popping in fangames just like his blocks do.

HE'S EVERYWHERE, AND NOWHERE AT THE SAME TIME.
Title: Re: Megaman: Triple Threat
Post by: LizSama on August 29, 2010, 06:29:47 AM
FYI: This is Stealth, posting under Liz's account because, under the circumstances, I don't really feel like waiting for the account I just registered to be validated. I'm also responsible for the "support" text in one of the above posts

It's come to my attention, only within the last hour or so, that the demo download for Triple Threat is actually broken. This was a very minor update to a previous, working version, which only added one line to the .gdf file in accordance with a recent E02 update, which will throw an error if the game was designed for a newer version of E02 than it is being run with (specifically stating that fact). I updated the remote .gdf file with WinSCU's built-in text editor, and confident that it absolutely could not break, did not redownload and test. Unfortunately, when WinSCU saved the file, it removed all carriage returns and left only linefeeds. E02 expects carriage returns at the end of a line and ignores linefeed, thus, the entire file was regarded as a single line that started with a comment marker (which is interpreted as something to be ignored). I will probably change this soon enough, but aside from the fact that it doesn't seem to merit another full program update, I will still be unable to rebuild for Mac for several days anyway. I have reuploaded a proper "mmtt.gdf" file with carriage returns, and have redownloaded it to confirm that it does work

Since the nonfunctional update, there have been a significant number of downloads, and I now know that each one of them could not possibly have been working, even though I've only received one report to that effect, and with no follow-up, had no reason not to assume it was only a temporary connection fluke. I wish I had been made aware sooner, but regardless, I apologize for the issue, and hope that everyone that had been interested before will now redownload the working version

There are two ways to get the program working again, and both involve finding the corrupted .gdf file. First, find "mmtt.gdf" in the "gdf" folder. One method would be to rename the file, create a new text file called "mmtt.gdf", copy the contents of the old file, paste them into the new file, and save (copying it to a new file SHOULD avoid any text editor assuming that leaving out CR again is the proper thing to do), OR, delete "mmtt.gdf" entirely and just redownload the game

I should be able to avoid this issue in the future, and I hope that you will forgive the inconvenience
Title: Re: Megaman: Triple Threat
Post by: DarkSaturn on August 29, 2010, 04:37:37 PM
don't worry, we are here to show u some ideas and bugs/errors  :D
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... hope too that yoku man will be in the game, because i love him! YOKU YOKU!
Title: Re: Megaman: Triple Threat
Post by: Yoku Man on August 30, 2010, 12:57:24 AM
Oh in that case I suppose I'll step back from submitting him then. Well it was worth a shot.
Title: Re: Megaman: Triple Threat
Post by: Stealth on August 30, 2010, 02:07:34 AM
don't worry, we are here to show u some ideas and bugs/errors  :D
i hope you can fix it soon.
(sry for my stupid english i'm spanish)
You were the only one to have submitted a report :P
Thanks for that, I don't know why nobody else mentioned it after with there having been about 80 downloads. Next time, though, the report needs to be a bit more thorough and clear. Such as in this case - If you downloaded it more than once (by deleting E02 and trying again, for example), that would have been helpful to know. Also, vague comments like "it doesn't work" don't really help very much.. I now assume that you meant that you got the same error on both the PSP and the Wii. If you had said that, I might have caught on quicker. It's a bit more difficult to troubleshoot without an abundance of information

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

Not to worry, though, it looks like Yoku Man is safe to make his rounds elsewhere :P
Title: Re: Megaman: Triple Threat
Post by: RetroRespecter on August 30, 2010, 06:41:49 AM
Dr. Ramamo, eh? How will Mega Man be able to stop this new threat?
Title: Re: Megaman: Triple Threat
Post by: Blackhook on August 30, 2010, 09:34:00 AM
Dr. Ramamo, eh? How will Mega Man be able to stop this new threat?
...the same way he solves everything? Pew pew pew
Title: Re: Megaman: Triple Threat
Post by: RetroRespecter on August 30, 2010, 07:44:22 PM
I played your first demo. Great stuff. I only wish that the custom artwork resembled the Mega Man 7 style of graphics.
Title: Re: Megaman: Triple Threat
Post by: LizSama on August 30, 2010, 11:26:40 PM
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?
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
Title: Re: Megaman: Triple Threat
Post by: RetroRespecter on August 30, 2010, 11:30:18 PM
could you give me examples?
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.
Title: Re: Megaman: Triple Threat
Post by: Flame on August 31, 2010, 12:05:47 AM
Lava doesnt seem to work the way it should. the way it is now, they work like bottomless pits.

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)
Title: Re: Megaman: Triple Threat
Post by: Karasai♪ on August 31, 2010, 12:06:28 AM
I would submit one of my Robot Masters, but mine dont have Elements.  -u-'
Title: Re: Megaman: Triple Threat
Post by: LizSama on August 31, 2010, 12:56:53 AM
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.

ahhh, I remember I had a different design for that part on the inital release,  somehow, despite the name Beth Ramano being stated, people though she was a he.  Looking for close up sprites of females in the megaman 7 syle eluded me, so I had no examples.  Instead, I purposfully made her look cute, to get my point across. 

What about the portrait image for Saraph Woman?  Do you feel that's more along the lines?
Title: Re: Megaman: Triple Threat
Post by: Stealth on August 31, 2010, 01:46:43 AM
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

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

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
Title: Re: Megaman: Triple Threat
Post by: Karasai♪ on August 31, 2010, 01:53:30 AM
I downloaded E02.

How do I play Triple Threat?
Title: Re: Megaman: Triple Threat
Post by: MrBaryl on August 31, 2010, 02:27:18 AM
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]
Title: Re: Megaman: Triple Threat
Post by: DarkSaturn on August 31, 2010, 02:41:29 AM
I downloaded E02.

How do I play Triple Threat?
you can't for now, because there is an error on a script. wait for new notices.
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...

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]

yeaah!
[spoiler]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 than the tipical bullets... [/spoiler]
Title: Re: Megaman: Triple Threat
Post by: Stealth on August 31, 2010, 03:04:36 AM
I downloaded E02.

How do I play Triple Threat?
you can't for now, because there is an error on a script. wait for new notices.
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.
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 problem

If you have a working wireless network, the downloads will work directly from PSP and Wii, too, as long as there isn't any other hardware or connection problem. If there is, then yeah, you can still use one of the PC or Mac versions to download the game, and copy the .gdf file and game folder to the proper places on the SD Card/USB Drive/Memory Stick


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
Because you were the only one to report the issue (for some reason), the only logical conclusion I could draw as that it was your connection. I only found out that that wasn't true later when I finally got around to using it again

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
Title: Re: Megaman: Triple Threat
Post by: DarkSaturn on August 31, 2010, 03:09:35 AM
Oh sorry im an ignorant  :-[
Playing on my psp yahooo!
Title: Re: Megaman: Triple Threat
Post by: Karasai♪ on August 31, 2010, 03:09:53 AM
You need to download E20 to play these games.

*Doo doo doo*

You need to download E20 to play Megaman Triple Threat then click on the games to download

WHERE ARE THE DOWNLOADS   O:<

Also, Im thinking about submiting one, but the only element I can think of is Plant, I dont have a sprite sheet, and His weapon sucks.
He was going to be in my fangame....

Banana Man!

He was created by the mysterious "Dr. Z" Wily to try to kill Mega Man
"Haha! Dont Slip!"
Good point: Friendly
Bad point: Annoying
Like: Ice cream and chocolate  :|
Dislike: Violence
Element: Plant and uh...
Weapon: Banana Slider (Step on the banana peel and WHEEEEE! Banana peel can also trip up enemys)
Weakness: Cutter Weapon
Title: Re: Megaman: Triple Threat
Post by: Flame on August 31, 2010, 03:26:13 AM
Quote
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

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
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.

Other than that small gripe- it stil looks to be a fascinating project.
Title: Re: Megaman: Triple Threat
Post by: LizSama on August 31, 2010, 04:15:52 AM
WHERE ARE THE DOWNLOADS   O:<

(http://a.imageshack.us/img713/5710/howtodlmmtt1.jpg)

(http://a.imageshack.us/img189/7894/howtodlmmtt2.jpg)

Don't forget to press down to highlight MegaMan: Triple Threat, and ENTER twice to download it.   owob
Title: Re: Megaman: Triple Threat
Post by: Stealth on August 31, 2010, 05:06:15 AM
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

As for "mak(ing) the lava work like it did in 7", unless I'm mistaken, there WAS no lava in 7. There were shallow pools of slag in Junk Man's level, and there were flamethrowers in Turbo Man's level (with the things in the quickman-like area possibly being lava spouts, but they are in fact instant death, and there is no way to become invulnerable during that section without cheating), but I really can't remember any large pools of actual lava. Aside from that fact, it's not so much about the fact that there's a lava graphic there rather than it's about the fact that it's a pool of instant death with lava as a supporting graphic. That's the intended mechanic in those areas, and I don't really think you can argue that with the creators. I don't see any complaints about standard, graphicless bottomless pits, or things like the bottomless waterfall pits in Slash Man's level :P

Other than that small gripe- it stil looks to be a fascinating project.
Thanks  :)
Title: Re: Megaman: Triple Threat
Post by: Flame on August 31, 2010, 03:46:11 PM
Im pretty sure that WAS lava in Junkman's stage. If it was instant kill, it was lava.
Title: Re: Megaman: Triple Threat
Post by: DarkSaturn on September 01, 2010, 12:55:46 AM
AAAANDD if you fall down trought the lava with damage, YOU can stand there!!! Is soo precious the NO INSTANT KILL THING!!! I LOVE IT!!!  O^O Is that the reason of the man in the painting is screaming!!! OH JESUS LAVA!!!
(yeah, when im playing with protoman, thoses stupid  !@&/#s flames enemies damage me and... piu piu piu!)
Title: Re: Megaman: Triple Threat
Post by: Flame on September 01, 2010, 04:36:50 AM
I didnt understand a thing you just said...
Title: Re: Megaman: Triple Threat
Post by: Stealth on September 01, 2010, 09:35:28 AM
Im pretty sure that WAS lava in Junkman's stage.

Well, um, aside from:

[...]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[...]

And interestingly enough:

Im not talking about any junk man thing[...]

Every time I look for lava, I find obvious mid-to-dark red in conjunction with the bright orange, and often some black. When I look for Slag, I only find bright orange to white. That makes sense when you consider that Junk Man's level appears to be junk metal management plant; I can't imagine why he'd have LAVA there. Also, it takes at least twice the heat to liquify rock as it does some metals, and the surrounding area itself appears to be made of some sort of metal, which doesn't seem to be affected by the heat at all. That could be an argument against making the slag instant-kill in the first place, but one could see how it could be less deadly for Megaman in any capacity. SNES-style comparison:

(http://a.imageshack.us/img715/4493/megaman70000.png) (http://a.imageshack.us/img340/6058/rockfort0000.png)

You can't see the floor under the slag, but I get the impression it's not that deep anyway, especially considering that the red bit immediately below the floor you stand on appears to be one of the pipes it's flowing through. Also, it has to react to Freeze Cracker bullets, so it may only be solid for the sake of saving cycles while testing for collision with the initial, large bullet, which is already testing for collision with solid tiles. Performing one solidity test during movement, and testing for the special slag tile IDs only once (at the point of collision) would save a little processing time. Also, as far as its reaction to Megaman goes, using the already-existing instant kill property for spike tiles would save any time it would take to make a special variation for the slag, and would also prevent Megaman himself from having to perform two tests instead of one for every frame that he's in contact with a solid surface, again, saving a little processing time. The slag was actually used so little that that aspect of its functionality probably just plain didn't matter so much. Also:

(http://a.imageshack.us/img375/3845/megaman70001.png)
As little sense as it makes to have an actual bottomless pit in an inside area like that, the level did also have graphicless instant-kill pits. What we chose to do was fill all of our "bottomless pit" traps with lava graphics, because the level does take place in and on a volcano, after all. It's not even about "well I want some pretty lava in here so I'm just going to put in the graphics regardless of how it actually works and then see what I'm supposed to do", this is the mechanic that we wanted when the level was actually being set up. The effect is that the pools are so deep that there is no way out. Megaman is just going to get stuck in there and sit until he absorbs so much heat that even if doesn't actually melt completely he's still just going to blow out and die that way. That's not to mention the fact that in every original series game (pre-MM9, anyway) that has a large pool of actual lava, you cannot stand on it, and nothing will protect you from death

And.....wait, what?
If it was instant kill, it was lava.

[spoiler]
(http://a.imageshack.us/img819/4435/instakill1.png)(http://a.imageshack.us/img713/3853/instakill2.png)(http://a.imageshack.us/img137/163/instakill3.png)
(http://a.imageshack.us/img827/156/instakill4.png)(http://a.imageshack.us/img693/7508/instakill5.png)(http://a.imageshack.us/img26/1016/instakill6.png)
(http://a.imageshack.us/img266/7712/instakill7.png)
[/spoiler]
Oh, sorry... I apparently have absolutely no idea what lava is. I didn't realize it was so prevalent  :X
Title: Re: Megaman: Triple Threat
Post by: Karasai♪ on September 01, 2010, 10:12:36 PM
So I downloaded Megaman TT.

And i load it and it takes a while to load and sometimes it freezes
Title: Re: Megaman: Triple Threat
Post by: Stealth on September 01, 2010, 11:20:16 PM
So I downloaded Megaman TT.

And i load it and it takes a while to load and sometimes it freezes

Read:
[...]It's a bit more difficult to troubleshoot without an abundance of information[...]

Also, there is plenty of data. It's going to take a while to load depending on what you're loading it from, especially if it's flash media like a Memory Stick or SD Card, or even a USB drive. I haven't encountered any actual freezing, unless you're talking about infrequently on the Wii, and if you are, I've had enough startup freezes with other homebrew to convince me that it's probably an issue with HBC or devkitpro that's out of my hands
Title: Re: Megaman: Triple Threat
Post by: Karasai♪ on September 01, 2010, 11:52:23 PM
Im "playing" it from my Computer (Windows)
Title: Re: Megaman: Triple Threat
Post by: Stealth on September 02, 2010, 01:44:15 AM
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

Maybe if you told me more about how you're using it (what device you're running it from and what you're doing when you're inside the program), what your exact system specs are (including Windows and DirectX versions), what other software you have open, how long it takes for Triple Threat to load, what happens to the screen while it's loading, when it "freezes", what's on the screen while it's "frozen", how the system reacts while the program is "frozen", how long you leave it "frozen" before you give up, how frequently this "freeze" happens and whether or not you're ever able to play the game at all, and how the game performs when/if you've actually gotten it to start, I might be able to figure something out. But, I feel like having to personally go into detail about what I need to know (which is -everything-) every time someone has a problem is a gigantic waste of time, so, maybe this time you can do us both a favor and give me a clear picture of what exactly is happening. Otherwise, I'm going to have to wait for another report if this is somehow my fault (which I'm currently having doubts about, considering the range of systems this has already been run on without issue), and you're going to have to do without
Title: Re: Megaman: Triple Threat
Post by: VixyNyan on September 02, 2010, 05:08:51 PM
I cans be posting some failed live stream attempt, kthx~? >U<

Zaiaku Man (Wii) (http://www.justin.tv/vixynyan/b/269360886)
http://www.rockmanpm.com/player/player.swf?file=http://www.rockmanpm.com/lol/highlight_269360886.flv

Intro Stage (Wii) (http://www.justin.tv/vixynyan/b/269361203)
http://www.rockmanpm.com/player/player.swf?file=http://www.rockmanpm.com/lol/highlight_269361203.flv

Love the game! Good work, Stealth and Liz~ <3
Title: Re: Megaman: Triple Threat
Post by: MrBaryl on September 02, 2010, 11:33:47 PM
[spoiler]By the way, ¿have you posted this on other forums?, and I mean spriting or gameart forums.[/spoiler]
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.
Title: Re: Megaman: Triple Threat
Post by: LizSama on September 05, 2010, 05:09:06 AM
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.

Those E-tanks are placed in such mean areas.  I blame Stealth for that, he really wants you to earn your E-tank.

I remember when we started making Zaiaku Man's pattern.  I had this rough design set up for it and Stealth tweaked it and added his own ideas.  The first time I played Zaiaku Man in all his full glory, i got my butt trounced. XD  He used to be alot harder, but we toned it down.  Once you figure him out, you can beat him in your sleep.  Me and Stealth can do no hit runs with every character (I personally think Mega's the hardest since he just can't dash/jump clear of problems so easily.) so it's certainly possible. :3

I posted this on Mega Man Network, and Matrix. really don't know where else to post it.  My biggest worry is being a first time poster, only to plug our game and never return. :P
Title: Re: Megaman: Triple Threat
Post by: Flame on October 15, 2010, 03:46:22 AM
Alright alright, Point taken... Still, when one first plays the game as a kid, I doubt Slag is the first thing that comes to mind. >3>
Title: Re: Megaman: Triple Threat
Post by: VulcanoMan on March 31, 2011, 03:15:52 PM
Nice work, Liz.  owob
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...
Title: Re: Megaman: Triple Threat
Post by: Dr. Wily II on April 02, 2011, 11:26:43 AM
Nice work, Liz.  owob
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.
Title: Re: Megaman: Triple Threat
Post by: VulcanoMan on April 02, 2011, 12:15:02 PM
... 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.
Title: Re: Megaman: Triple Threat
Post by: Reaperoid on April 02, 2011, 01:10:32 PM
Wow. So original.
Keep your goals realistic, now that you have necroposted only to say that you want to make Megaman 12, 13, ..., 9001, etc., so good luck with that owob
Title: Re: Megaman: Triple Threat
Post by: Dr. Wily II on April 02, 2011, 01:52:24 PM
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.

PM me with a legitimate reason, and I'll unlock it.

Oh, and VulcanoMan?
This is strike 2.