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Rockman & Community => Fan Creations => Fan Games => Topic started by: kuja killer on September 01, 2009, 01:01:59 AM

Title: Megaman Odyssey Project Edit: 2010 Demo
Post by: kuja killer on September 01, 2009, 01:01:59 AM
March 2010 Demo
http://acmlm.kafuka.org/uploader/get.php?id=2945 (http://acmlm.kafuka.org/uploader/get.php?id=2945)

Introduction:
This is for my Odyssey megaman 3 project that I started on officially in 2006. My goal is to try making the best known rom hack of all time in terms of Megaman/Rockman to surpass the best known such as Exile, Exhaust, No constancy, and a few others. One of my main problems is, I'm horribly slow at "getting stuff done".

I can code just about almost anything I want in the NES's 6502 assembley language if i choose to want to. I do not have any knowledge with music, I lack any skills to draw my own sprites or graphics, besides carefully copying from other games in some cases. :(

I hope making my own project thread like this might help me to get things done a bit faster, since I only have 1 single level completed in 3 years. I have not even bothered touching anything for my game whatsoever in the last 20+ days.

Only 1 single person has sticked around with me since 2006, megaman-omega. He helps with ideas, sprites, and graphic design, tilesets.

if anyone has never tried my game before, this is the very first demo from Feb. 2009
http://acmlm.kafuka.org/uploader/get.php?id=1020

Stage Progress:
Boltman: August 2008 - Feburary 2009: Complete
Playthrough by http://www.youtube.com/user/Bluestar899
http://www.youtube.com/watch?v=aHL_2Qp7vjE
http://www.youtube.com/watch?v=t1sqzsak9IM

Duplexman: Febuary 2009 - Present: Unfinished, Early Januarary 2010
The first area is done, but the 2nd is currently in progress by my partner, Megaman-Omega who helps with graphic and sprite design, while i'll code the enemies, he makes and construct the level design.

The event that i came up with for duplexman for the first level, i've coded and finished myself, but there's no graphics at all yet. Just plain black screen of nothing-ness with megaman, dr light, and rush.
I dont think i should show screenshots of this level cause i do not want to spoil anyone as it's not even all done yet.

Necroman: Late 2009 - ???
This will be the 3rd official level i'd like to do next.
Idea plans:
** Forced or optional storyline event to the game.
** First apperance of having eddie (Flip Top) come and give megaman a random item 1 time. (already coded and fully functional)
** First main upgrade for megaman, hidden somewhere. Note: Undecided yet if i'll have capsule upgrades or armor upgrades, or something like that. But maybe so, and if so, this will be the first level to do it. Suggested by Thantas-Zero

No other levels are made or started on yet.

Non-Gameplay/Misc:
Title screen: Finished except the fact that I do not have a title for this game yet after all these years still, but if i ever do get one thought-of, I'd want the "mega man" logo to be changed.
http://www.a3share.com/members/1119/MMC5ExAttMegaMan3-143.png - currently as is

Boss Selected: When you select a boss/level to pick. Nothing for that yet. I seriously don't know what I want to have it look like, but I wanted something new and fresh. :( NOT like most megaman games do where there's just some plain generic scrolling star-field with the horizontal strip in the middle of the screen with the boss, and name. Megaman 6 NES did some cool effect there with it's screen, and it looks graphically detailed. I would want to do something cool like that, but I just dont know what.

Get Weapon: When beaitng a boss and you get your weapon. - Currently nothing. I just dont know either. But i wanted to do something cool, maybe have dr light and megaman talk similiar to the playstation X5 and X6 where alia explained some facts about the level you played, and or/boss. No idea how i'd want the screen setup to look like and such graphically-wise and whatever.

Too many things to count. I'd be going on forever talking sorry. :(

Stuff i've coded all myself over these years:
heart tanks, sub tanks, W-tank (weapon), exit device, mega buster, level map display for the pause menu, (the pause menu is entirly full-screen and new), saving your progress (no more password system), Time Attack game mode like megaman 9, talking scripts (so i can have talking anywhere i want, anytime i want), left-scrolling (no nes mm game ever did that except for mm5 and 6 in few places, and mm9's wily2)
Too much stuff to name.

Storyline
This game WILL have a storyline. But that's currently not though-of yet. I got nothing for now except just an idea of my own for an Intro level later in the future.

Im sorry this is such a horribly long post, i hope i wouldn't turn anyone away reading some of this, being too long then just go away. I'm afraid i may serioulsy never finish my game, so it is my life long goal until i die. And i really dont think i'll ever succeed alone with just my partner, Megaman-Omega. So i hope this might help me into making some bit of progress faster, but i dont know how well this will work out.

http://www.youtube.com/user/kujakiller
my youtube. I only got 3 videos. Just for showing off some of the major things i've coded. That 8-way scrolling video was a failure in the end, i was not able to do it for my game, but the Warning logo, and the time attack are 100% real.
Title: Re: Untitled Megaman 3 Project
Post by: Acid on September 01, 2009, 01:06:03 AM
I must say I am deeply impressed. And I hope you finish this, it looks very promising. The tilesets in the gameplay vids were pretty damn cool, id you make them yourself?

MM3 is also my favorite classic title.
Title: Re: Untitled Megaman 3 Project
Post by: Gatuca on September 01, 2009, 01:16:54 AM
I Got an Idea, do you already created all the robot masters???

since we can donate some charachters or better yet, put some special guest robot masters for the game, i can donate a charachter that may i will design exclusively for this game.........

if you want of course, i can donate a female robot master

as For the Name, How About

Megaman EXTRAvaganza
Mega Odyssey
Mega ON
Title: Re: Untitled Megaman 3 Project
Post by: kuja killer on September 01, 2009, 01:22:09 AM
Well, all 8 robot masters are all designed by megaman-omega.

I have only coded like 3 of these guys so far unfortantely.
Bolt, duplex, necro, and "somewhat" spin.

Well, i may want to have bass in the game for storyline, but im not sure just yet.
If so, it's going to be reserved for the 3rd official level, necro man, AFTER duplex is finished. I was disucssing this matter with my partner before

About the title name, there's a bit of a catch. one of the reasons why I have not ever come up with one all this time is because, I want to have some special sub-title like the japanese rockman games do.
Like rockman 3: death of wily? rockman 5: blues trap, rockman 9: ambitious revival, or Infidelity's Megaman Ultra 2: Rise of X
etc etc.
I'd want the sub name to repersent the storyline of the game.
Title: Re: Untitled Megaman 3 Project
Post by: Rodrigo Shin on September 01, 2009, 09:38:04 AM
This one does look pretty promising, I hope you can finish it soon enough. I know how it is to have several projects on the backburner.

Though on the title front if you do want the game to have that sort of subtitle but still haven't thought of a storyline, worry about that for later. If anything pick a working title so people can refer to it as something else besides "Kujakiller's mm3 hack" and that'll do. When the story's fully fleshed, then the title should come naturally.
Title: Re: Untitled Megaman 3 Project
Post by: kuja killer on September 01, 2009, 10:09:19 AM
Hmm yea I understand.
I must say that ever since baragon-kun posted, that word "Odyssey" has just seriously been bugging me all night long. Just running through my mind thinking of that.
It seems to sound like a pretty cool word & defintion (An extended adventurous voyage or trip)
Does not sound generic and plain like "extra, remix, mega, the hack, the game" etc.

So im seriously thinking to consider having that word.
Title: Re: Untitled Megaman 3 Project
Post by: VixyNyan on September 01, 2009, 11:35:22 AM
I think you might have a little conflict with the doujin game Rockmen R's Rapid Man, who's a gunslinger from the ol' west. I was thinking about Accel Man or Boost Man. Jet Man might have been good, but a couple of 2a03 (nsf) music composers are already using it for their own MM projects. ^^; </wii>
Title: Re: Untitled Megaman 3 Project
Post by: Acid on September 01, 2009, 04:55:49 PM
I think you might have a little conflict with the doujin game Rockmen R's Rapid Man, who's a gunslinger from the ol' west.

>:C

(http://img239.imageshack.us/img239/7351/dan02marksmanrf5.png)

Thinking about it. God that looks awful.
Title: Re: Untitled Megaman 3 Project
Post by: lizardcommando on September 01, 2009, 05:04:22 PM
I dunno, I think the overall design is pretty neat. The only thing that looks awful are the stars on the boots. You should have just given him spurs instead.

Well, all I have to say about this project is that it looks really impressive. I hope this gets finished some day.
Title: Re: Untitled Megaman 3 Project
Post by: Kirby Pink on September 01, 2009, 05:28:26 PM
That looks familiar somehow...
(http://img.photobucket.com/albums/v189/Werty2132/rapidman.png)
Title: Re: Untitled Megaman 3 Project
Post by: kuja killer on September 01, 2009, 05:51:57 PM
Huh, never knew there was such a game by that name vixy. This is the first i've heard of it, gosh.
This is our rapid man.
http://www.a3share.com/members/1119/RapidMan.png

He made like a ninja kind of guy or something. "kunai" I think it looks really good. (again this is from late 2006/early 2007) and i have not even got the graphics inserted in my rom yet, or even wanna think about coding it yet until much much later on. :|
Title: Re: Untitled Megaman 3 Project
Post by: Sapphire✧9 on September 01, 2009, 08:29:37 PM
You opened the thread finally huh ? Well, I hope that you atleast finish that stage. You know which.
Title: Re: Untitled Megaman 3 Project
Post by: Thanatos-Zero on September 01, 2009, 11:25:06 PM
Hey, you know we are all on your side Kujakiller. If you need sprites, just ask us and the elites of Sprite.INC.^^

And if you are down we will cheer you up. That is a friends promise to a friend.
Oh yes, if you need a superlogical plot ask our sagetrinity Hypershell, Zan or Marshmallow.  8)
Title: Re: Untitled Megaman 3 Project
Post by: Gatuca on September 02, 2009, 05:43:54 AM
BTW Kuja, i know that you can a few more sprites to the sprites of a character and even more patterns, in order to not look like a copy-cat of an original robot master, or i guess since i can see for the sprites i be seen on Megaman Forever Hack i seen, and what i see in the Rockman 4 Minus Infinity, tough i guess it had to do to increasing the memory of the game, and using either the mappers MMC3 or MMC5.

Well, im not familiar With Hacking, but im impressed or what it could be done in hacks this days rather than just changing spriotes and editing levels, but now adding new elements, such as, events, AI, music, gameplay mechanics......
Title: Re: Untitled Megaman 3 Project
Post by: kuja killer on September 03, 2009, 09:22:59 AM
Hey, you know we are all on your side Kujakiller. If you need sprites, just ask us and the elites of Sprite.INC.^^

And if you are down we will cheer you up. That is a friends promise to a friend.
Oh yes, if you need a superlogical plot ask our sagetrinity Hypershell, Zan or Marshmallow.  8)

I appreciate it very much.
I defintely need to finish the scripts for the duplexman levels sometime. I came up with all the paragraphs myself. But they're not 100% official yet, especially for the first area which dr light and mm are talking in light's lab. Since plus i dont got any graphics for the 2 screens yet.

http://www.a3share.com/members/1119/MMC5ExAttMegaMan3-145.png
this is meant to be "outside" of light's lab.
Walking to the left... *next scren inside lab, talking about the area you'll go to."

Baragon - Yea this game will have it all. And this rom does use the MMC5 mapper, which means 4x as much graphic space than normal, 2x as much coding space, EX attributes (more graphical detail in most areas of the entire game), etc. :)
Title: Re: Untitled Megaman 3 Project
Post by: Sapphire✧9 on September 03, 2009, 08:15:23 PM
Wait, youre gonna have jap ver. too  :O
Title: Re: Untitled Megaman 3 Project
Post by: kuja killer on September 03, 2009, 09:46:41 PM
Yes, it will be. I wanted a version for japanese players too. :)
All the non-gameplay screens and messages are done in terms of japanese text.
I can not have kanji. There's just thousands of them, and i do not have to space to have any, so ONLY hiragana and katakana will be used.

http://www.a3share.com/members/1119/MMC5ExAttMegaMan3-132.png - Save/Load Screen
http://www.a3share.com/members/1119/MMC5ExAttMegaMan3-131.png - Stage Select - Duplex - 1st area
http://www.a3share.com/members/1119/MMC5ExAttMegaMan3-146.png - Time Attack select
Title: Re: Untitled Megaman 3 Project
Post by: VixyNyan on September 03, 2009, 09:56:30 PM
Heart Tank is the fanon name for the Life Ups. You can still use it if you want. ^^
But if you prefer to stick as close to the original source as possible, write Life Up instead.

If you can add some extra kana above the Sub Tank, write Life Up on the left instead.

8x8 size tiles for each symbol.
ライフアップ = Life Up = 6 symbols = 48 pixels total in width.
サブタンク = Sub Tank = 5 symbols = 40 pixels total in width.
Title: Re: Untitled Megaman 3 Project
Post by: Sapphire✧9 on September 04, 2009, 12:19:29 AM
Wait, you know japanese ? I'm learning it. I'm already done with hiragana but katakana is a lil confusing to remember. It has too many similiar characters.
Title: Re: Untitled Megaman 3 Project
Post by: kuja killer on September 06, 2009, 10:56:12 PM
Nope vixy, i can not fit in some more.

And well, no i dont really speed. I can only recognize a hand-full of words from seeing them without relying on the translator websites and dictonaries ....otherwise i just rely on the translator and dictonaries.

** i have not done anything on the game in over a month in terms of any REAL progress, i just got like next-to-zero motivation ** :(
Title: Re: Untitled Megaman 3 Project
Post by: Thanatos-Zero on September 06, 2009, 11:08:16 PM
If you have problem with japanese, why don´t you ask Marshmallow-san? We know that he is capable of japanese.^^

Also there are a plenty japanese guys capable of the english language.

Here one of them.
http://www.youtube.com/user/orphan88

He is still learning english though.
Title: Re: Odyssey Megaman 3 Project
Post by: kuja killer on October 09, 2009, 09:18:21 PM
baragon-kun - thank you for that suggestion awhile ago. I really did like that name, so now i've taken it.

I made up my mind after 4 years finally, this game will now be called Megaman/Rockman Odyssey. :) I do want a sub-title but I won't know what it'll be yet since I dont know what the storyline is going to be still, but it will have a storyline since I have text scripts that I can use anywhere, anytime, anyplace in the game.

I also want a new logo for the title screen, i dont want that classic style anymore about "megaman III"  how it looks all inward<--> outward looking or whatever. I want both a rockman odyssey and a megaman odyssey logo since this hack can be played in japanese or english.

I do not have the drawing/artistic skills though. :( Would anyone be willing to try that for me ? I mean like a new original look. The Rockman EXILE hack (mm 2 hack) for example was all new and original looking.

http://www.a3share.com/members/1119/MMC5ExAttMegaMan3-143.png
This is the current title, rush is the main focus here because he will be very important for the start of the game when i have an Intro stage someday. I know exactly what i want to do with rush reguarding it.
Title: Re: Odyssey Megaman 3 Project
Post by: Acid on October 09, 2009, 09:23:59 PM
Odyssey is a nice name. I like that.
Title: Re: Odyssey Megaman 3 Project
Post by: Sapphire✧9 on October 09, 2009, 10:03:40 PM
Good going buddy, I may make a logo if you want but I dont have much time these days.
Title: Re: Odyssey Megaman 3 Project
Post by: kuja killer on October 09, 2009, 10:07:28 PM
That would be pretty cool if you could speed. :) I know you're busy yourself though with your mm project though as well.
Title: Re: Megaman Odyssey Project
Post by: Gatuca on October 27, 2009, 02:21:52 AM
Hey Kuja, i just want to thank you enough for using my suggestion, i may make an additional title screen if you will
Title: Re: Megaman Odyssey Project
Post by: kuja killer on February 24, 2010, 02:26:40 PM
Oh your welcome. :) And no, speed actually did make a title logo, and i took it and inserted it. I appreciate it though.

Currently at the momment i've been doing nothing at all for the game whatsoever. Just been playing megaman zero 2 all day long yesterday and beat it for the first time, and the first rozenkruenstillete the day before, and now i just got started on megaman zero 3 last night.

 I always keep saying i hope to have duplex done and over with since Feburary 2009 when this level begun, soon. So everyone will have a 2nd demo to try out, but i just truly dont know how "soon" it will be. :(

Posted on: 27-10-2009, 11:28:38
Hope people haven't forgotten me

I wanted to tell everyone that i'm going to be releasing the duplex man demo very extremely soon, literally probably in the next few days if im lucky. The level design for the 2 levels is finally 100% complete after 1 whole year, some things i wont be able to finish up doing for the demo include:
"inside" dr light's lab screen
a door opening sound effect

But well, im truly hoping i can get help from people after i release this demo, cause i obviously cant be spending like 6 - 12 months to make levels, so im looking for anyone possible.
But anyway, im expecting myself to be done with duplex man this week, so hope people would still be willing to look forward to it. I've done so much coding and things it's ridiculous.

All that's remaining is just, add a extra animation to one of duplex's attacks, get the scripts translated for the japanese version of the game for megaman and duplex's talking, and i might code a little mini side event after duplex is beaten (un-decided)
Title: Re: Megaman Odyssey Project
Post by: Acid on February 24, 2010, 02:27:21 PM
I am looking forward to it!
Title: Re: Megaman Odyssey Project
Post by: newbalance84 on February 28, 2010, 02:46:53 AM
Hello, Kuja Killer.  I just finished my third or fourth playthrough of the Boltman demo, and wow, man...seriously, wow!  Epic stuff here, including the ramps, which you don't find in many classic MM games (hacks, fangames, or otherwise noted, except for Rockman 4 MI).  Anyway, I love what you've got going.

Between Odyssey, Forever, Ultra 2, MI, and the plethora of MM fangames (72, Hollow Fate, New Tomorrow, etc), you've given me something to look forward to in the future.  Thank you very much, and I, echoing the praise of others, am excited about the next installment.  Keep up the good work, man, and take care.
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: kuja killer on March 06, 2010, 07:21:47 AM
If i may copy-paste from acmlm:

http://acmlm.kafuka.org/uploader/get.php?id=2945

Hey everyone, after 13 months since feburary 2009, the duplex man levels are finally finished and ready for the public. There are still only just a few non-level related things not implemented/finished that I really wanted, but it'll have to come another time.

The pallete file is recommended to be used, i hope people wont be upset at us about this, only duplex's room uses a custom color that will be black without the pal file. Otherwise the rest of the game will be just fine.

I do not plan on releasing a demo after every single level, but i feel people deserve to try this out since it's been over a year. There is SO much stuff that's been done since then. There's a challenges award system, and Time Attack game mode. I hope people will enjoy those.  There is way too much stuff to name that I have coded over the past year it's un-believable truly.
I've spent countless time making sure there isn't any problems or bugs. There shouldn't be any anywhere hopefully, but there still may.

I've been holding off for looking for people to help with this hack until duplex was finished, and now, I seriously need to find anyone that'd be willing to help with anything. Graphics, level design, anything while I'm only able to truly do all 100% programming since that's honestly the only thing im an expert at doing. I don't want this game to to take more years to complete, so  I need all the help i can get to continue this.

Me and megaman-omega hope you all will enjoy this duplexman theme and story. Comments/questions/concerns, dont hestiate to ask.
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: Sapphire✧9 on March 06, 2010, 02:29:12 PM
Duplex stage made me cry. I cant believe it took me that much to get to the end.
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: Gatuca on March 06, 2010, 11:41:50 PM
im amazed by the Demo and looking at the unfinished levels, i cant wait. *o*

but is the music gonna be completely replaced?.
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: kuja killer on March 06, 2010, 11:46:33 PM
Yes i do want new music for everything.

I picked out the 2 songs i wanted so far for the bolt tower, and the first duplex level.

While basilik from youtube made the space station song completely custom made from his imagination...which honestly im feeling less comfortable with the more i listen to it. :( But i dont blame him or anything like that.

Im no music composer, so i have to find other people who'd be willing to help with that.

Infidelity, matrixz, and basilik each done 1 song each so far. I hope basilik can help out more eventually.
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: Sapphire✧9 on March 07, 2010, 12:24:04 AM
wutz!? Duplexman stage songs is awasome and it is ORIGINAL. I totally love it. I even recorded it and put it in my mp3 recorder. I would love to have a high quality one from baisilsk himself.
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: kuja killer on March 07, 2010, 12:28:05 AM
Oh yes i know it's original, i like it too. I dont actually hate it or anything bad like that really. There's just apart of it concerning ONLY the Square 2 sound channel that still bugs me. I am eternally greateful he did it though, honest (just only the station song)

The space travel song i picked out myself from Gunstar heroes genesis as you know - which im in looove with

http://www.youtube.com/user/BaiiIs8bit - thats his page
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: Gatuca on March 07, 2010, 03:55:22 AM
well Kuja, i have some suggestions

1.- well, for original music, im referring to original compositions, i dint know the duplexman song was from gun-star heroes, but since the game has original robot masters, why not give them original music compositions?

2.- It is OK if you make the RM sprites a little more megaman-esque?, or at least the mugshots?

3.- and finally, you may re-work this part a little bit

(http://img130.imageshack.us/img130/1969/megamaniiiu0.png)

It seems that the Electricity Has an erratic pattern, seriously, how am i supposed to get those items?
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: kuja killer on March 07, 2010, 05:56:52 AM
All the graphics and sprite designs are courtsey of megaman-omega, with some other things by other people too at least thankfully.

Speedremix did the title screen logos, a person from sprites inc named daemon did part of the "outside light's lab" scene.

And various people from the romhacking IRC have done drawn little things here and there for stuff.

Im 100% satisifed with the boss designs, i dont wanna make megaman-omega do them all over again ...it'll only just delay this game more and more forever, and it takes a long time to put them into the game anyway writing all the data and animations and stuff and so on.

You can get that sub tank a special way. Dont be afraid to look at the level map in the pause menu screen. (There's a small event in the inner tower portion that affects all those electricfied wires how they appear/disappear)
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: Reg on March 07, 2010, 08:21:34 AM
Played the new demo and I must say I've very impressed. Some excellent work you've done here. Keep up the amazing work.
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: kuja killer on March 09, 2010, 07:38:11 AM
How do you guys feel about the space station maze ??
I'd really like to know what you all think. :)

I really liked how it turned out being a big maze, kinda zelda-ish like. It's a nice change compared to always going the same way, to the right like normal levels.

But instead exploring the big confusing station duplex took over. :) There's very few enemies. And it's VERY graphically detailed ...even duplex's room. :) i hope people would appreciate how it all looks and the feeling. etc, not just the playing alone.

There was so much coding and time put into it.  I wrote SO much code to pull off everything, doing the AI for enemies, the computer room, and so on.
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: Konchuu Kettou on March 09, 2010, 08:04:39 PM
Hi, I played your game.

It's such awesome work.

Keep up the good work!
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: Karasawa on March 10, 2010, 10:08:45 PM
We talked a bit on YT about your project. You've really got something GREAT in the makings, here. I'd love to toy around with FamiTracker and throw a few tracks your way. Good luck to you!  bVd
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: kuja killer on March 24, 2010, 03:39:37 PM
That would be excellent karasawa. I would appreciate that very much.
 I feel a little sad nobody at all here, or on 2ch even have wanted to say anything about the space station, or duplex's AI behavior pattern, cause it took me 7 months to code duplex's AI ALONE without doing anything else.

I want to start on Necro man now ASAP. It's a very dark, haunted, spooky type of theme altogether is what i hoped for.
Not 1 little single thing has been made or done yet. I've literally been sitting here doing nothing ever since the demo release 5 nights ago.

** Speedremix/Nebula Black hopefully will be able to do some of the graphic design. for the 2nd level, half graveyard, half idea from speed.
** Mineyl from acmlm board may be able to help with the level design hopefully. - 2nd level.
** Megaman-omega may focus on the 1st level. - An abandoned city type theme

i do all coding 100% since that's really all i even can do...

I really wanna get this level done quickly. :( Duplex took 1 year, 1 month, so i cant let this take that long again..

Posted on: March 11, 2010, 13:52:37
Anybody at all here willing to help ? I still again dont have a start on anything still for necro man :( ..

Well someone named Dr Hell on acmlm board may be able to help out with some graphics, and he's done this so far:

(http://www.a3share.com/members/1119/Necromock6.png)

I dont know 100% for sure how the 2nd half of the graveyard level will be, but may be speedremix's idea about being inside of something..like the mansion from the background (if there will be one soon)
As long as there's enough space in the level data to allow it. Im limited to only 256 16x16 and 32x32 blocks per level, unique, non-duplicate

http://www.a3share.com/members/1119/begin.PNG

This is what i mean about the necro graveyard theme how i was hoping it could be a graveyard, spooky, haunted, etc. But i dont want the top half of the screen though. I perfered something else like a big mansion in the background, where the the top half of the screen above the fence level will be non-scrolling static. Something very similiar-looking to grolla's level on the 1st rozenkreuszstillete game.

I do like the bottom half of the screen though and will take it.

But it's been almost 2 weeks and he hasn't gotten back to me about it yet. :(
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: Gatuca on March 24, 2010, 05:50:48 PM
Anybody at all here willing to help ? I still again dont have a start on anything still for necro man :( ..

Well someone named Dr Hell on acmlm board may be able to help out with some graphics, and he's done this so far:

(http://www.a3share.com/members/1119/Necromock6.png)

I dont know 100% for sure how the 2nd half of the graveyard level will be, but may be speedremix's idea about being inside of something..like the mansion from the background (if there will be one soon)
As long as there's enough space in the level data to allow it. Im limited to only 256 16x16 and 32x32 blocks per level, unique, non-duplicate

http://www.a3share.com/members/1119/begin.PNG

This is what i mean about the necro graveyard theme how i was hoping it could be a graveyard, spooky, haunted, etc. But i dont want the top half of the screen though. I perfered something else like a big mansion in the background, where the the top half of the screen above the fence level will be non-scrolling static. Something very similiar-looking to grolla's level on the 1st rozenkreuszstillete game.

I do like the bottom half of the screen though and will take it.

But it's been almost 2 weeks and he hasn't gotten back to me about it yet. :(

HOLY [parasitic bomb]!!!!!!, that looks too advanced for megaman tiles, nice
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: kuja killer on March 24, 2010, 09:07:47 PM
Yea gatuca. The deal is this game uses the mmc5 mapper which explains why it doesn't work well in old outdated emulators "other than" fceux, nestopia, and nintendulator.
And with this mapper, im allowed to have any individual 8x8 pixel tile be assigned it's own 3-color pallete rather than the NES's limitation of only being allowed on a 16x16 block.

And this allows me to not ever be limited to only 256 tiles, for a level graphic tilset for a level. I get to have as many as i want. But im still limited by level data though in only getting to create 256 blocks as i mentioned above, for a level in the MegaFLE level editor.

oh and does anybody have suggestions for a good theme song for the necro man themes ?? I wanted it to be basically the same as the level itself. Dark-feeling, spooky, haunted if possible. Some people have suggested lots of songs to me already but i have a terrible time trying to decide what i would like officially 100% truly. :( so i haven't taken any yet.
I've tried listening to some songs like, "haunted graveyard" from SNES/genesis super ghoul n goblins, do not like it at all, megaman X6 final sigma theme, i feel like 80% on that.
the grolla girl's level from rozenkrusetillete .. i like that almost pure 100%, but it would be way too hard and impossible for basiislik from youtube to make a NES version of that, so i cant. ..it's so hard for me to find something :(
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: Konchuu Kettou on March 26, 2010, 08:33:07 PM

oh and does anybody have suggestions for a good theme song for the necro man themes ?? I wanted it to be basically the same as the level itself. Dark-feeling, spooky, haunted if possible. Some people have suggested lots of songs to me already but i have a terrible time trying to decide what i would like officially 100% truly. :( so i haven't taken any yet.


Capcom's Ghost n' Goblins game. It's suggestly recommended.

http://en.wikipedia.org/wiki/Ghosts_'n_Goblins (http://en.wikipedia.org/wiki/Ghosts_'n_Goblins)

Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: kuja killer on April 08, 2010, 08:35:49 PM
Capcom's Ghost n' Goblins game. It's suggestly recommended.

http://en.wikipedia.org/wiki/Ghosts_'n_Goblins (http://en.wikipedia.org/wiki/Ghosts_'n_Goblins)


eh i probably wouldn't want to im afraid. My first experience with one of the songs from the SNES/genesis ghouls/ghosts and goblins game... the song called "haunted graveyard" i seriously did not like at all. :(

It's too hard for me to ever  manage to find a song i'd like. ugh ...i think this song searching thing is seriously just going to be put on hold in-defintely until after necro man is done ..

And i want to announce that spin man may more than likely 99% for sure going to be changed to "glacier woman" instead which speedremix may be helping out with.

Posted on: March 30, 2010, 02:09:02
Would anyone here be willing to help out with graphics for the necro man graveyard level ? i still dont have a start on anything at all for a month now seriously. :( i was waiting on 1 single person from acmlm that said they'd help out...but in the end just bailed and doesn't want to.. ... once again like usual.

I really need help getting these darn levels actually started on. I dont got graphic making skills at all of my own.. :( coding is the only thing i can do.

Posted on: April 07, 2010, 13:36:42
I feel like im about to give up ever trying on this forum website, nobody seems to be interested at all. I thought this place would have been a really good choice because of how many artists and stuff there are on this forum ...but i guess people only are interested in fan games, and not hacks more often than not i take it.

i dont think i should even bother trying at this site anymore since it's not ever working out, im getting less and less motivated every time i find someone saying they'd be willing to help with something but never get back to me almost ever, or wont at all. :( This game just hardly aint getting anywhere at all with only 2 levels done in 4 whole years.

im sorry if i acted really stupid or "begging" to anyone, i hope i dont come off that way to anyone, but im really getting tired of trying so hard, but getting no where in the end. So i might not bother looking at this website anymore :(
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: Zan on April 08, 2010, 09:07:32 PM
For more commentary on the space station and DuplexMan... you could have made the space section shorter and easier. I know I never got through that part.
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: Thanatos-Zero on April 08, 2010, 09:11:55 PM
Kuja Killer...
Why don´t you speak with Vixy about that matter? All what you need is more advertising for your hack and she could help you with this.

Also before you go and end your hack why don´t you make first skeletts of all the level you want?
http://www.youtube.com/watch?v=m6qo2XJJdZY

N64 Mario did that in that video, so you can go forward and do the levels even before you get the actual grafics.

To note Capcom has made use of such skeletted levels like the Debug Room in Rockman ZX.
http://www.youtube.com/watch?v=hqcFijVcEVo

At least Spriter´s resource should have atleast one spriter there which would help in your cause.
http://www.spriters-resource.com/
Advertise well und you might get more.


I´m still waiting for some PM´s on Sprite.INC, but I can give you the replies which I got so far.
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: KoiDrake on April 08, 2010, 09:15:31 PM
There aren´t many spriters around this forum it seems, and the few that are around here are already involved in other projects. What Thanatos suggests seems to be a good idea.
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: Acid on April 08, 2010, 09:16:47 PM
nobody seems to be interested at all.

That's bull!

...but i guess people only are interested in fan games, and not hacks more often than not i take it.

That's bull too!

Don't stop working on this! Ever!
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: Alice in Entropy on April 08, 2010, 09:20:12 PM
What Acid said.

From what I've seen, it looks really promising! Duplex Man's stage is clever and ingenuitive, especially the Hologram Joe enemies. I'd like to see some more stages, should you find the motivation to complete them.

I'd like to help, but I can't really do much of anything of use. =| So, good luck!
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: Thanatos-Zero on April 08, 2010, 09:20:50 PM
For more commentary on the space station and DuplexMan... you could have made the space section shorter and easier. I know I never got through that part.
Come on! It isn´t that hard. You have to learn the pattern of your enemies and their traps. You need to pratice, that's all.

--------------

edited
Thanks Acid.^^
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: Acid on April 08, 2010, 09:22:36 PM
Has nothing to do with the thread:

Hey Thanatos, you're using the wrong apostrophe. The one you want is ' and it's located on the # key. Just a friendly reminder.
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: Yoku Man on April 08, 2010, 10:05:49 PM
I'm really liking where this hack is going. You definately are showing off what can be achieved with a rom hack if you have the knowledge. The space station was great, I have to say it even reminded me of some aspects from my Yoku Man stage in Mega Man Unlimited. With the whole maze thing going on, holographic enemies and Yoku Blocks.

I would like to propose, maybe to help with graphics and enemies and things you could look to this community of fangame makers for help, we already have tons of sprites designed for our own projects, and it would be intruiging to see some bosses or enemies from other projects brought to life in a Mega Man hack, I think MegaPhilX would agree with me that he'd love to see some of his work in a hack.

Maybe you'd also like to consider using some of kevvviiinnn's music for some of your levels too. Theres some nice original music being made for various fangames, I think Odyssey could become a nice little collaborative project if you're willing to accept any help. :)
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: Zan on April 08, 2010, 10:11:28 PM
Quote
Come on! It isn´t that hard. You have to learn the pattern of your enemies and their traps. You need to pratice, that's all.

Not too fond of long auto-scrolling sections in general. And this one got just too long and tough from the get go. It has quite a lot of cool parts (like the intro, ending, diagonal meteor shower and the first boss), but is just too difficult for my liking. I just cheated my way through it, though. The space station itself is definitely more fun to play, and has quite a lot of ingenious concepts. However, the difficulty doesn't ease up from the space section; it's as if you're required to know everything in advance in order to dodge it, moreso than in a title such as Rockman9.

All in all, this game really shines in concept and presentation, but is too high difficulty to really get into.
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: kuja killer on April 08, 2010, 10:30:41 PM
well i know people were not pleased with it a bit about the 1st level, i tried to do a few changes i mentioned before. I hope it'll be a little more okay the next time, but who knows. I honestly thought that gameboy level on mm5 was too short in my opinion actually. The space travelling one on gameboy mm5.

http://www.a3share.com/members/1119/fixes-changeslist.txt

that level alone even took like 5 or 6 months i think, ex-cluding the actual station level after it.
Well i meant for difficult to be a little bit higher than the game originally, but not too high, and not too low. I wouldn't ever wanna make people use savestates.

And because i really seriously wanted to go more towards the X-style concept of having to find 8 heart tanks to get up to 32 HP maximum instead of 16. And completely getting rid of the entire E-Tank system and going with the Sub tanks about filling them up instead.
you can get the heart tank in space station, but not the boltman valley yet because i wanted at least 1 weapon in the future to be able to attack enemies from far above your head, but i dont have any weapons coded except duplex and bolt so far. (you can get to it in Time Attack mode at least to see where it is)

yoku - yea i would accept just anything at all. Songs is another problem for me though because im not naturally a music listening type of person so it becomes super hard for me to ever find any songs i'd be interested in 100% even though people have tried to suggest some songs to me before :| But i haven't personally felt like an "A+" on anything yet.

should i just try saying more about the plans for necro ? At least the graveyard level - the 2nd official half.
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: Zan on April 08, 2010, 10:36:45 PM
I don't suppose there's any way for you to add some sort of MM2 style easy/normal mode?
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: Yoku Man on April 11, 2010, 12:46:49 AM
[youtube]8GRLdBUjSFk[/youtube]

I've posted a reply to Insectduels video he posted for Kuja killer. I'm willing to help out with material, we have tilesets and enemies and bosses and music from Mega man Unlimited (Fangame) that I'm sure, with Phil's permission, could be contributed to Odyssey. Tons of stuff exists already if you need original sprites, Phil is the master, and kevvviiinnn is an awesome song writer if you want original songs too.


Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: Thanatos-Zero on April 11, 2010, 12:52:43 AM
At least I have no longer to worry that I would end up as the second main designer, if you consider that my skills at sprites and tiles are lacking for a long span of time. All what I can say is, that I have seen better work than mine.
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: MexicanSunflower on April 11, 2010, 01:10:46 AM
I can help with music if you want, is there any limitation as far as how complex the tracks are?
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: Gatuca on April 11, 2010, 04:52:36 AM
Can i Make a Suggestion?

[spoiler]The Inclusion of Cameos Battles, kinda like RM4 MI, i can contribute with one RM[/spoiler]
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: kuja killer on April 13, 2010, 12:42:18 PM
Sorry i hadn't responded at all yet since Zan's post.
I was so badly addicted to the Time Attack mode on mm 10 all week long nonstop literally, for xbox 360 - Pump man.  I've been trying hundreds of times and went through 2 pairs of batteries on the controller since getting mm 10 a week and a half ago. And im currently in 2nd place only just 0.39 hundreth's away from being in 1st place beating this japanese person. I cant play at this momment cause batteries died again
anyways..

Zan - well i dont really have any intrest at all to make any sort of "easy" mode anytime in the near future unfortanetely. i totally could if i wanted, maybe someday but i have no plans on doing so at this current time. If that's understandable.

mexican - well the problem for me is that i dont understand enough the megaman 3-6 music format like matrixz and infidelity do. So im not able to do the slightest thing myself in terms of making anything. BUT ..if something is done in Fami Tracker by you or basilik8bits or whoever, then i have a very slim little chance of being able to study the fami tracker files and put in the notes and sounds into the mm3 format for the game. otherwise i'd be forced to ask matrixz to re-compose something into mm3-6's format. - author of megaman forever (mm 4 hack)

well i dont know if this even that great of an idea but every little bit would help. But like i keep thinking about the 2nd necro level half (the graveyard) before the 1st level (an abandonded city)

The first part of the level would just be a straight forward path (maybe 7 or 8 screens long i think). Until checkpoint.

The deal is - i wanted bottom half of screen being normal playfield, top half being a special brackground like possibly just only 2 layers. but probably only 1 if it's too complicated. Like i mean - i was hoping for some kind of large haunted mansion in the background. Which would be non-scrolling completely. So it would look like your very close in front of it.
** Very much similiar to the beginning of grolla's level on the 1st rosenkreustillete game is what i imagine it like in a way.

well i do wanna make an acheivement award for that section where there's some small sprite based tombstones you gotta push around and like maybe cover up certain holes in the ground where ghost metools and whatever else might pop out of the ground from.
(http://i202.photobucket.com/albums/aa265/demonzero_2007/Enemyconcepts.png) - the middle and right will be for this this graveyard portion more than likely.
but im going with mm-omega's zombie joe he made which i have coded and setup already so far.

mm-omega thought that at the end of the graveyard section there would be a giant tombstone at the end and then [some kind of event would happen like the ground breaking up under you, or a non-hurting grave hand that drags you down, automatically controlled maybe] in which you would soon start the 2nd half of the stage underground in like a crypt or catacombs or something. (still graveyard-ish style if that's even possible) which i think would be cool.

Posted on: April 11, 2010, 12:11:17
okay well i wanna get to this seriously now without anymore stalling.
I finally accomplished my goal of reaching 1st place for pump man Time Attack on mm10 after dozens of hours and a couple thousand tries probably.

I sent yoku man a PM asking about graphics for this graveyard theme ...still like usual nothing is going on, nothing has been started on for reals. :( ... cause im trying so darn badly to find people like you guys.
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: KoiDrake on April 14, 2010, 12:30:49 AM
Those are some interesting ideas. Is that transition you mentioned for the second grave level like the seond portion of the stage? I mean, if it is, I don´t think the hand idea would be fitting, since I imagine it more of a unescapable situation, and being able to choose another stage after getting dragged down onto the ground is a bit weird. I like the crumbling floor idea more, or you could go with a typical crypt gate with a crumbling stone door for that part.

Well, good luck with the answer if it still didn´t happened.
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: kuja killer on April 14, 2010, 02:21:17 AM
Those are some interesting ideas. Is that transition you mentioned for the second grave level like the seond portion of the stage? I mean, if it is, I don´t think the hand idea would be fitting, since I imagine it more of a unescapable situation, and being able to choose another stage after getting dragged down onto the ground is a bit weird. I like the crumbling floor idea more, or you could go with a typical crypt gate with a crumbling stone door for that part.

Well, good luck with the answer if it still didn´t happened.

ohh i see, yea well i wasn't really sure what it would be when getting there. Well the first level - the "abandonded city" will probably end with a boss battle against like a giant zombie as opposed to the regular plain zombie joe's mm-omega drew. followed by a little quick "intro the graveyard" ...then stage is over, go back to Stage Select/Save screen.
Then you can pick the 2nd level whenever ya feel like (like bolt and duplex were, since this is how it'll be for now on)

Well this end of graveyard portion i think would serve as the "halfway point" for this 2nd level in my opinion. Yea crumbling floor to drop into the crypt would make more sense more than likely as you said. or some little mini small event like that. :)
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: KoiDrake on April 14, 2010, 03:00:13 AM
Oh, I understood now. The hand idea wouldn´t be that unfitting then, though I still like the crumbling floor, it could be a bit more epic in my opinion
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: kuja killer on April 16, 2010, 12:50:07 PM
I wanted to ask you all something.
I've been thinking about this for a real long time, i seriously wish i could do this, but all the guys in the romhacking IRC channel are against it saying like "it can be easily cheated/hacked .. blah blah stuff like that" And i know that seriously...but i wanna ask.

would anyone care at all if there was a leaderboards type thing for this game ? Im very serious when it comes to playing the Time Attack on mm9 and mm10 very much. I always wished i could have an online leaderboard for this hack. And i was inspidered by mm 9 (before 10 even came out) to do the whole entire time attack concept in the hack in the first place, with the addition of those shiny medals.

the NES doesn't ever have any sort of internet capabilities obviously, so only way in the world it could ever be possible is through a program that would connect to some website that has all the data, sending back and forth between in it ... with your emulator's SAV file that has your own records.

http://www.a3share.com/members/1119/leaderboard.PNG - i was going to start on this program, but not sure if people would even care to use it at all if it were to become a reality someday in the future. :( just the whole idea of using a program seperate from a emulator or rom hack. i personally dont even like the thought of having to open a seperate program myself at all compared to getting to do through a game automatically.

this probably wont even be worth it ultimately huh ??
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: Stardius on April 16, 2010, 02:02:01 PM
Well I personally think it is worth the try, if possible.
I don't think it is that much of a deal to have more programs opened while playing, I have like 3 other programs opened at the same time while playing,
one more won't kill me. But I understand it is not worth the effort if ultimately no one would really care.
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: KoiDrake on April 17, 2010, 07:19:27 PM
If it´s more of an extra thing and not something that you must have to play the game, then I wouldn´t really mind. It could be really nice for those youtubers that keep making speedruns.
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: kuja killer on May 02, 2010, 05:01:39 PM
If it´s more of an extra thing and not something that you must have to play the game, then I wouldn´t really mind. It could be really nice for those youtubers that keep making speedruns.

yea would not ever have to be required or anything at all. Just if people feel like it.
I would seriously want to do this bad but i have truly zero skill or knowledge on how to do website stuff or anything reguarding "make a program connect to the internet" stuff. :(


I did something last night but it's not really anything special, i watched over 5 hours of playing from puresabe on duplex (the author of rockman 4 mi - minus infinity) ..and he encountered several bad glitches that i was never even aware of, so i got them all fixed. A couple were actually "game breaking" but im glad i saw his playthroughs and these glitches i was able to fix easily.

Posted on: April 19, 2010, 00:55:27
http://acmlm.kafuka.org/uploader/get.php?id=3112

decided to release the editor i use for this game to the public with the current rom as it is ...i really dont mind. There isn't anything started on period whatsoever since the demo 2 months ago, since i never can find anyone to TRULY help out in seriousness and not "i'll help, but maybe later" and end up never wanting to period and [parasitic bomb].

so i sorta am making this thing a bit open source or whatever...wether this helps or means nothing at all ... :(
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: Sapphire✧9 on May 09, 2010, 01:24:45 PM
My own unfinished ver. of the Graveyard.
(http://img297.imageshack.us/img297/4858/45578372.gif)
I'll improve it even if you dont want it in the game lol.
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: OBJECTION MAN on May 09, 2010, 03:22:38 PM
That's a really good basic tile set. Nice job. The ground variations work well, and the darker red palette for the background looks cool. It might work for megaman but it honestly gives the feel of other NES titles.
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: Sapphire✧9 on May 09, 2010, 03:31:13 PM
Well, M-Odyssey never really looked like a megaman game as it used MMC5 limitations and looked complex.
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: KoiDrake on May 09, 2010, 07:48:20 PM
I think it really depends on what you do with the background. I really like how it looks so far.
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: Sapphire✧9 on May 09, 2010, 07:53:07 PM
I did many things actually but nothing solid that I can post.
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: kuja killer on May 11, 2010, 10:01:04 AM
well just again wanted to say that about the first section outside in the actual graveyard, i think it should be split in half. like the top half of the screen showing a big mansion in the background that i'd make non-moving. So it would be very close in front of the player.
dont know if it would be possible but would want to try having the sky actually have some form of day time and not black.

while the bottom half of the screen the actual play-field graveyard your walking through. With some special spots on the ground where some enemies will appear from, (which is what the pushable tombstones will affect)
----------------
the last screen of the graveyard would be a small side-event intro or whatever thing, for dropping down into the cyrpt.

Posted on: May 10, 2010, 05:12:34
i feel like i really want to get myself out of this whole concept about the 8 robot master stages all being 2 seperate levels each for 16 whole levels. But i feel like there's no way i can since duplex, bolt, and necro obviously are 2 stages each already.

it's just that ..it's like ..it just only holds this game back longer and longer for taking far much longer than just desinging 8 stages normally.

but then speedremix's idea's for glacier woman just sounded too good to pass up and i really liked it, about the 2 seperate levels.

i just dont know what to do. :( like i have no choice but to keep this concept period even though only duplex and bolt are even made after 4 years. :(

and uhh, has anyone here taken the level editor i felt like sharing to everyone ??
edit: sheesh i just only realized now that the link i posted here was broken, because someone deleted it off the acmlm board uploader and i had to reupload it again. I had already updated the link on acmlm before a week ago, but i completely forgot about on here. err (well i did back on page 3)
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: Thanatos-Zero on May 13, 2010, 05:27:01 PM
Kuja killer, nothing against you, but it is not enough. If you are the foreman of a construction firm, what would you do? To say we need a graveyard is all nice and fancy, but we as the sprites, the building labour we need instructions of what we have to do exactly.
You shouldn´t expect from everyone of us, that we already know we have to do. This is why, you are the leading man. You have to lead and to direct us what we have to do.
I hope you understand this.
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: kuja killer on May 14, 2010, 12:44:28 AM
but i already explained as much as i could about this graveyard level i dont know what more to say to explain!
i've been trying to explain constantly repeatedly for these past 3 months and getting nowhere with anyone :(

or is it because i always type way too much and nobody cares to read ? ..or i dont make any sense on most everything ?? i dont know
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: Thanatos-Zero on May 14, 2010, 04:32:49 AM
I think the problem is that your message wasn´t manageable in the way that we couldn´t see what exactly you want.

A check list with detailed catchwords would be more helpful.

Here a few examples for the list:

Nes colours
(http://img265.imageshack.us/img265/2934/palettenes.png)


Note only 3 different colours in a 8x8 a in pixel field


-tombstone sprite 24x24 in pixel, colours 0D, 1D and 10.

-tombstone background object 48x48 in pixel, colours 1D, 2D, 10, 32, 33 and 20

-rubble of ruins 32x32 in pixel (From left to right: 1 for the beginning, 1 for to continue the path, 1 to end the path and 1 with a beginning and a end), colours 1D, 2D, 10, 32, 33 and 20

-rubble of ruins overgrown with plants 16x32 (From left to right: 1 for the beginning, 1 for to continue the path, 1 to end the path and 1 with a beginning and a end), colours 1D, 2D, 10, 0A, 1A and 3A

- .....

Such a list might be helpful.
If you have something better than this, then show it us.
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: OBJECTION MAN on May 14, 2010, 04:47:34 AM
I completely disagree with you, Thanatos-Zero.

He gave you everything you needed. The artist should be able to work with that much info easily. And for god's sake, why would he have to tell you what palette entries to use? That is totally the artist's responsibility. The sprite sizes should be obvious, as long as you think about it actually being an NES game. Even if he rejects the size, big deal, do them again.
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: Thanatos-Zero on May 14, 2010, 05:37:56 AM
I should have known better that this idea is more complicating than helping, but it bothers me that no one else besides of me and a few other people have participated into this project. It just keeps me wondering, so I have thought there must be something what keeps the people away from this, besides of real life.

*sign*

What else could it be, that we haven't over 50 competent spriters here for this hack by now?
I'm just totally confused about this subject.  o-O
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: OBJECTION MAN on May 14, 2010, 09:05:15 AM
It's nothing new, or a mystery.

Most people getting into a project don't realize the true scope of game development, and get frustrated, overwhelmed, or demotivated and end up leaving the project. People also do not realize you cant just accept and go with whatever crap they decide to make. A lot of pixel work comes with refining and redoing. Usually this is more work then they're expecting. This is where most projects fall apart. Everyone involved is all gun ho about making the game until things get 'hard' or they realize the true scope of making a game.

Honestly, most people aren't capable of making a game. They just don't get what really is involved. In fact, over half the fan projects currently on this board are bound to be abandoned or left unfinished, though they will all say otherwise. Most of the time it starts as "wow this would be so cool!" and then someone makes a few crappy sprite edits, and someone else might make some music, and then someone tries to learn to program but realizes, wow this actually like takes hard work and stuff. So it eventually it gets abandoned.

You are actually lucky you have a talented programmer who has shown he is very capable of making a complete game. You just need some good solid pixel talent to back it up.
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: Riffman81 on May 14, 2010, 09:28:28 AM
I totally agree... I've been working on my Proto Man game for almost 2 years. I started knowing nothing, and never realized what it takes to make a great game. Spending countless hours doing searches on the net collecting as much info on ROM hacking and programing as I could... then trying to shift through all that information and apply it. It's just hard work.

I've been following Kuja's project for almost two years now, and just from playing the demos he's released, I'm amazed! I really hope everyone involved with this hack can keep it together and bring it to life. As I've mentioned to Kuja before, I'd love to help in any way possible, but I'm very limited still as to what I can do or offer him.

Just so you know Kuja, I did download the editor you posted for your game. I'm using MegaFLE on my project as well, so if I can help you with anything... even the slightest, just let me know.
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: kuja killer on May 14, 2010, 09:35:55 AM
it's just all this graphics stuff is what's holding me back seriously into oblivion currently.

I can do all the coding/programming 100% myself alone for almost anything, the events, talking scripts, do the enemy AI action's, any non-gameplay screen related stuff (only when it comes to coding, besides just inserting the graphics in with Tile Layer Pro and YY-CHR)
but it's just the stupid graphics drawing/making department that i have zero skill of.

I know there's probably people out there that would say things like "it's the gameplay that matters...the graphics mean very little or nothing" and i do understand that. :(

But it's just i'd want nice looking details and enviorments and stuff ...so that subject matters very much to me. And i feel like it's really hard for me to really "do anything" without the graphics side, for stuff first if that's understandable in some way.
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: Mirby on May 14, 2010, 09:48:18 AM
I've been working on my Zelda game, Bloodlines, for about 4 years now; Relics of Nature's Fury is entering it's third year of production. It takes a long time to make a game; it's not as simple as it seems.

Then again, it could be because I hate mapping, and thus haven't really done anything for either game in a while. :P
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: MegaPhilX on May 14, 2010, 02:44:24 PM
When I'm done with the MMU assets, I'll try to help you with some graphics, Kuja Killer. ^_^
I still have a few animations to finish, 3 songs to make and cutscene pictures to draw though  : P
It IS a lot of work to make the graphics for a whole game. And yes, graphics are important if you want to make a great game. The gameplay is still more important yes, but if the graphics are unclear and confusing, they screw up the gameplay...
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: kuja killer on May 17, 2010, 12:28:07 PM
unclear and confusing ...well is anything im saying making any sense even ?? about what i was hoping this graveyard type level would look like at least...i really try to explain as best as i can.
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: kuja killer on May 27, 2010, 04:29:39 PM
i wanted to say that i think i'll go ahead and just take whatever speedremix/nebula black makes then. Since i cant just keep sitting around doing nothing and getting no where. :( So i think i'll just take that image he showed you guys back on page 3 for the graveyard outside.

I dont know what it would look like graphic-wise for the little special ground piece i mentioned before i wanted for pushing those tombstones around the screen to. I guess it would have to be 24 pixel wide size to match the size of the tombstone, or maybe just a 32 pixel wide size would be better so that it would be easier to push the tombstones onto the spot without worrying about it needing to be pixel-perfect for it to work (about covering up the holes so ghost metools dont appear constantly)

i did code the ghost metool daemon made a few months ago. It's only 1 frame though, no animation. It just simply sways back and forth. Totally harmless. I wanted to make every weapon repel off it except for mega buster and pyro man (fire). only 1 HP

edit:
unless anyone would be willing at all to expand this what dr hell did 3 months ago before he quit and told me to look for someone else:
http://www.a3share.com/members/1119/Necromock6.png

I did not want a city for a background, but some sort of mansion. But about the ground though for the bottom half of the screen, i really did like it very much. But i wouldn't know myself alone how to work with it graphic-making wise. :( like for example having a slighter higher ground level just looks weird when i try to put the pieces together.

http://www.a3share.com/members/1119/weird.PNG - i wouldn't have any idea what to do about that. :\ since it'd need some more new tiles i guess. :|
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: Thanatos-Zero on May 27, 2010, 08:59:04 PM
For some odd reason, I couldn't find Dr.Hell's work, but now I have some useable content to work with ( My apologies I had once more heavy depressions, so I couldn't do anything for you Kujakiller.).

By the way, have you gotten anything from NDraxian0 yet by chance?
If not, you should annoy him a little, to give him a bit more motivation. [eyebrow]

Edit: ( The depression is still going on...  X( )
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: kuja killer on May 31, 2010, 10:20:11 AM
For some odd reason, I couldn't find Dr.Hell's work, but now I have some useable content to work with ( My apologies I had once more heavy depressions, so I couldn't do anything for you Kujakiller.).

By the way, have you gotten anything from NDraxian0 yet by chance?
If not, you should annoy him a little, to give him a bit more motivation. [eyebrow]

Edit: ( The depression is still going on...  X( )

oh man im sorry i've forgotten all about talking to him, my mistake really. :( i seriously will soon. But at this momment my computer is having serious problems where it constant keeps freezing up nonstop after 1 minute, or as long as 30 minutes, im taking it to the guy i got it from to check it out and hopefully get these problems fixed. but i am very worried. I want this game to continue very badly, but now at this momment i cant since this past wednesday. :(

i think the hard drive may be failing, i backed up all my important files, rom hack stuff, this megaman odyssey project everything about it, etc onto my USB hd for emergency

Posted on: May 29, 2010, 00:01:09
im still begging for help desperately ever so much from you guys please. :( why dont anyone ever ever ever want to join this game's project. :( I almost truly lost my game and my life forever this past week when the computer broke down where the motherboard actually went bad seriously. I had to take it to the guy i bought it from 7 months ago, and he could not fix it so i was forced to buy a new comp. And now i feel like i made a mistake yesterday picking this very noisy loud comp, i should of picked a quieter, but less weak type of computer. :(

But i have all my files and everything thank god, so even though im now on a new comp, im still once again sitting here doing nothing cause just cant ever do anything alone by myself except for coding. i want help so darn bad to get this game moving. To start on the necro man level design. :(
I'm sooooooo sorry that i beg you people like this. :( please forgive my actions and attutude
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: OBJECTION MAN on May 31, 2010, 01:44:04 PM
I know how you feel. I've had a project abandoned before because I couldn't generate enough interest for any good people to help out. I may revisit it someday. Since then I have assembled talented partners, many of whom would like to do the said abandoned project once the current one is finished.
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: kuja killer on May 31, 2010, 02:03:08 PM
yea it's just like ...i really truly wanted to make an extremely great rom hack for people to play you know ?? i know plenty of people are 1-man-only jobs on their own rom hacks and dont even need other people to help them. But for me i just wanted to take rom hacking the next generation with everything i've done so far that's never even been done before in a megaman hack.

How i have these text scripts and cutscenes, all new custom coded enemies and bosses, excellent graphics because of how the options for level design on this game go far beyond what could be done on the original 6 NES games, with more graphic space and coding space and so on.

I do realize i made this project so serious that it's impossible for me to EVER do it alone by myself, i cant as i dont got graphic drawing skills, not always that great on thinking of ideas, not a music composer...but can do whatever i want for coding.

And just i almost feel like im ready to break down into tears that this project just may truly never see the light of day with lack of support. :(
well i mean i know there is support with tons of people here hoping i'll have this game done someday, just about people who'd be dedicated to help out in the long-run like megaman-omega
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: Thanatos-Zero on May 31, 2010, 02:29:18 PM
Kuja killer, you have to be patient. You already got the promises of people who will help you out, once they are done with their own projects. As for me, I will help you when I'm feeling better.
Without creativity, inspiration and motivation I can't serve you in the way I want.
Just two questions:
1. Did you get response of NDraxian0?
2. Are you using my tiles? [spoiler](http://img215.imageshack.us/img215/8676/necromanleveltiles2.png)[/spoiler]
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: kuja killer on May 31, 2010, 02:44:04 PM
I know, im sorry for being impatient. I dont mean to on purpose seriously. It's just onyl driving me out of my mind. Now going on almost 4 months without starting on making the level yet. :(

I did just now finally send that guy a PM like 30 minutes ago actually asking about the level graphics like everyone else i've been trying to ask repeatedly about. For the graveyard level. the 2 themes.
1 being outside in the actual graveyard, and the other being an underground crypt for the rest of the way.

Well i mean im still hoping nebula black will help out with the outside part fully still, or if he could be able to tweak that image i showed a few posts back of the un-finished one from Dr Hell. (necromock6.png)

I didn't take your tiles yet, but but i mean...i wasn't feeling 100% great with it...but i do very much love the top of the pillars with that big thing of a skull with wings, and would love to put that in once the full tilset were made im hoping.

i know you have great support for me thantos and im very extremely grateful
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: Mirby on May 31, 2010, 03:09:33 PM
Hey, I'm working on like 10 games and I haven't worked on any of them for several months now, because I can't think of anything to do for them. Be glad you're only working on one.
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: Thanatos-Zero on May 31, 2010, 03:23:52 PM
I know, im sorry for being impatient. I dont mean to on purpose seriously. It's just onyl driving me out of my mind. Now going on almost 4 months without starting on making the level yet. :(

I did just now finally send that guy a PM like 30 minutes ago actually asking about the level graphics like everyone else i've been trying to ask repeatedly about. For the graveyard level. the 2 themes.
1 being outside in the actual graveyard, and the other being an underground crypt for the rest of the way.

Well i mean im still hoping nebula black will help out with the outside part fully still, or if he could be able to tweak that image i showed a few posts back of the un-finished one from Dr Hell. (necromock6.png)

I didn't take your tiles yet, but but i mean...i wasn't feeling 100% great with it...but i do very much love the top of the pillars with that big thing of a skull with wings, and would love to put that in once the full tilset were made im hoping.

i know you have great support for me thanatos and im very extremely grateful


No, I have to thank you that I can work on such a great project. :)
Also have you shown NDraxian0 Dr.Hell's work for the outside? It is always good to have something like that for more orientation.
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: kuja killer on June 03, 2010, 02:55:11 PM
Oh man no i didn't have that in my mind about showing the image, crap again.

And i really hope im not seriously too late now already when i pm'ed him yesterday thantos, cause his profile says he's not been on since may 27. :( I really hope im not already to late.

i just seriously plain flat out dont know what to do while i wait for any of you guys.

edit: woooa talyn, seriously ? 10 games ? but why would you want to do sooo many.

Posted on: June 01, 2010, 12:26:23
okay thantos i pm'ed him again showing him those 2 images i showed you guys a couple posts up about the un-finished tileset dr hell was going to do before he quit. And about how can it be expanded for like having slightly higher ground level sometimes graphic-wise, and the special holes on ground for the pushable tombstones.

He still hasn't been on at all, im worried honestly.
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: Mirby on June 03, 2010, 09:06:15 PM
kuja killer: It works out because I end up thinking HEY THIS SOUNDS COOL! *new project* Then a few days later... OOH I SHOULD DO THIS *new project*... Lessee...

Relics of Nature's Fury
The Legend of Zelda: Bloodlines
Startropics remake
Super Mario Adventure
Goomba's Revenge
Mega Man Battle Royale
Dr. Wily (Dr. Mario hack)
Super Mario Adventure (SMB3 hack)
EXE Quest (FF1 hack)
Mirby's Quest (FF1 hack)

I think that's all of them...
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: Sapphire✧9 on June 05, 2010, 06:23:10 PM
I gotta tell you kuja, this is what I can do at max at the moment. I dont think I ever want to work on Necroman again X.X

(http://img710.imageshack.us/img710/7173/68642614.gif)
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: kuja killer on June 05, 2010, 06:59:05 PM
your not interested anymore ? did i bug you too much ? im so sorry if i did to the point that you have no intrest anymore. :(
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: Sapphire✧9 on June 05, 2010, 07:12:40 PM
I am interested in the hack itself but not Necroman stage. I want to do other stages and not stick on just one stage.
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: kuja killer on June 05, 2010, 10:22:12 PM
Hmm i see, well when i look at this, it really seriously doesn't look like a mansion to me, or a house of any kind, just looks like a bunch of bricks stacked ontop of each other, like there's really very little detail or something i dont know. :(

Really would hate to ever sound negative or like about not wanting to take it, but i just never knew in my mind how this would supposed to look or how it should, sorry. It could be more detailed than that though, it doesn't feel like like a mansion at all.

And i still honestly kinda perfered the ground tiles from dr hell's un-finihsed mockup from a few months ago more since it's way more detailed and such compared to this rocky ground you tried. Just if it were able to be expanded on more, i certainly wouldn't know how to edit the tiles myself :(

And i see though, about how you dont want to deal with this level anymore, well okay then i cant stop you. It's too hard for me personally to ever move onto a different level or something else when only focusing on 1 at a time. Cause i dont know how something else should be planned out and such without "first" finsihingg 1 thing at a time. :|
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: Gatuca on June 05, 2010, 10:32:11 PM
Kuja can i say Something, i really don't wanna create a fed up or something, and i respect you a lot, but i need to say this.

You need to Stop Being Pessimistic, all right -_-.

complaining about how you think you'll never complete this hack or how much it take'd to you to do little, is not gonna help you, i did very little with my project cause all my stuff in real life, and i dont complain about how i will never complete my project.

besides you need to be more grateful for the people who has give you a hand :(
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: Thanatos-Zero on June 06, 2010, 01:58:12 AM
Everything needs time. The one thing more, the other less. Be more optimistic instead, that it will be done.  :)
For music, have you asked one of the famitracker musicians on Youtube?

http://www.youtube.com/user/BaiiIs8bit
http://www.youtube.com/user/8BitDanooct1
http://www.youtube.com/user/commandycan
http://www.youtube.com/user/Kevvviiinnn

These musicans are all skilled and can compose own stuff. ^^
They also take requests.  :D
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: kuja killer on June 23, 2010, 05:22:16 AM
Well no one yet except for basilik. I cant ever find any kind of song i want for the boltman valley still, or either of the 2 necro man levels. :( I have a very hard time always trying to find songs that i like alot and would be interested in cause im not natrually a music listening type of person so that subject is pretty highly difficult for me too.

Basilik did the song for the duplexman space station at least, but that's been the only thing so far.

Posted on: June 06, 2010, 02:47:03
i just have a feeling i want to let out to the public reguarding the duplex man release earlier this year. I look at the acmlm board uploader frequently where it's uploaded at cause of how it has a download counter next to the files anybody can see. and well right now it says it's been downloaded 799 times since the release.

I just cant believe it's got pretty much up to 800 in under half a year like this. Im very proud and it's just well i dont know but....heart-warming and such a nice feeling. And i of course obviously want to thank you guys for anyone who played through it yourself.

I never would have imagined i'd get so many downloads even though only 2 levels are officially completed in 4 years *frown*

but still wow though. also it's not just me who deserves the credits, but megaman-omega very much too since he's the co-producer and helped with nearly all graphics for bolt and duplex. So thank him with a private message if anyone  gets a chance to sometime.

http://acmlm.kafuka.org/board/profile.php?id=302

Posted on: June 19, 2010, 05:45:28
as i haven't ever done anything on this game for months seriously as the necro levels still have not been started on whatsoever yet.... :(

i decided finally after months to try doing something, just a little side project i've always wanted to do but never thought i ever could, until me and megaman-omega had a long dicussion about this, and he came up with a plan so that it'd really work, i try it out and it really came true after all. I really wouldn't mind showing you guys, i dont feel like it's any sort of big spoiler or anything, i wanted to try it even before the duplex demo release earlier this year.

But what do you guys think of it ??

(http://www.a3share.com/members/1119/MMC5ExAttMegaMan3-168.png)(http://www.a3share.com/members/1119/MMC5ExAttMegaMan3-169.png)

mugshots for the text scripts. :) (the megaman and duplex faces drawn by megaman-omega. :) coding-programming by me. it's made out of sprites only, so megaman's colors will reflect what weapon your switched to, no control over it.
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: Mirby on June 23, 2010, 05:43:17 AM
That is awesome. And nothing wrong with the colors; if he was always blue, I'd be disappointed. At least now his mugshot will always match his coloration! ^_^
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: OBJECTION MAN on June 23, 2010, 05:43:29 AM
That's pretty slick having Megs the same color as his equipped weapon. I've actually always wanted to see that idea in say games like 8. Looks good. I assume he used the RnF promo art for the portrait base?
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: kuja killer on June 23, 2010, 06:00:52 AM
wow thanks tayln and objection. :) your comments mean alot as always.

and i have no clue about your question if he based it off that.
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: OBJECTION MAN on June 23, 2010, 06:12:48 AM
It reminds me of this; http://www.themmnetwork.com/gallery/displayimage.php?album=2&pos=52
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: kuja killer on June 23, 2010, 06:45:27 AM
ah yea i see okay. I did ask him and he said he did actually base it off that about the image you showed, it does look extremely very much similiar. Well pretty cool anyway reguardless. :)
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: OBJECTION MAN on June 23, 2010, 06:50:20 AM
Yeah, the way he did is just about perfect for the line that Megaman is saying.
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: kuja killer on June 23, 2010, 07:26:09 AM
okay well he now says he'll want to redo it over again into something more like ...uhh something people wont easily be able to recognize from another game, and well i feel okay with that if he does, i'll take it. :)

and apparently that this was just an experiment before i ever attempted to try coding this in. way back when i thought i never could manage it.
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: Splash on June 23, 2010, 07:51:00 PM
This is very good idea!  owob
I like it. And hack is purely awesome! Will you upload soundtrack, when hack will be finished?
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: kuja killer on June 23, 2010, 10:39:44 PM
i truly wish i could say "sometime in the near future" to you splash about when this game would ever stand a chance at being completed but i just never will be able to know. :(
only 2 levels have been completed after 4 years sadly enough.

and i've been trying and trying so desperately for nearly 5 months now for getting people to help me out with getting started on necro man.....but still nothing....

soundtrack ? well sure i'd love to
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: Yoku Man on July 18, 2010, 05:47:45 PM
Speaking of soundtrack, Kevvviiinnn has released Necro Man's Graveyard/Crypt portion of the level theme. I believe theres still to be an abandonded ghost-town-ish city theme as well.

Enjoy.

[youtube]LbgsaEHwCz0[/youtube]

Special thanks to MexicanSunFlower to agreeing to retrack it in Famitracker and turn it into a usable .nsf file for Kuja. I hope this has shone some light on Kuja's project, I've refused to let it die and have gotten both Kevin and MegaPhil to help in whatever way they can, with the limited time they have.

I know this can be a great Mega Man Hack.
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: Blackhook on July 18, 2010, 05:52:15 PM
That´s indeed a nice track. It has a subtle Castlevania vibe to it.
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: kuja killer on July 18, 2010, 07:54:18 PM
yea well i'll need the actual .FTM file that mexicansunflower makes, the NSF wont be any help at all, only the FTM file from fami tracker.

and yea, megama-omega supposedly said that like the graveyard-crypt level is meant to be like action-oriented ..while the abandonded city would supposedly be more "tense/thrilling" or something like that.

I would imagine the song for the city would be very slow-paced. but i dont wanna ask for a 2nd song for now yet, cause this first one by kevin would need to be put in first and it would take awhile to get it to be converted to the mm3-6 format.
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: Kevvviiinnn on July 31, 2010, 12:50:22 AM
I'm pretty darn eager to see an update to this game! It's looking great so far. I hope you've found enough inspiration to continue working on it, kuja. I'd gladly compose more tracks if you're ever in need of them...although, I feel kind of bad having Mex remake the songs for me in FT. It was nice of him to accept, but I don't like to load work on other people; I think Mex has better things to do with his time than tediously echoing 8-bit sounds to form what is essentially a reflection of the original. That's one downside to making NES music in FL Studio--its exports aren't compatible with with NES emulators and NSF players. Mex has also been hard at work retracking my songs in Mega Man Time Tangent. I ought to learn FamiTracker myself so I don't have to rely on others to transcribe my music. Just thought I'd let you know that I'm really grateful for all of it, Mex. You're a pretty awesome guy.

Anyway, keep up the brilliant work, kuja and co.! Sorry for my rambling. I wanted to give Mex the thanks he deserves.
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: kuja killer on July 31, 2010, 02:05:53 AM
yea i kinda feel bad too for mex..if he still will...and then it'll be more worse cause i'll have to try talking to someone named matrixz - the author of the megaman forever hack, if he can look at the fami tracker file in the fami tracker program...and then HIM recompose it in order to work with the megaman 3-6 NES music format cause i do not have music making skills of my own...or can ever manage to do that [parasitic bomb] myself. :(

so it's still going to be a long time before it ever stands a chance at being in the rom. :( i would do it myself but the mm3 music engine format is way too hard for me to understand...and i do not really understand all those different types of terms like pitch slide echo blah blah etc. :(
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: RetroRespecter on July 31, 2010, 02:40:24 AM
 8)
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: MexicanSunflower on July 31, 2010, 04:37:45 AM
haha, don't worry about it guys, i like helping you out :)

if anything, you should be upset with me not having it done by now

i'll start it up now i guess
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: Kevvviiinnn on July 31, 2010, 05:10:40 AM
haha, don't worry about it guys, i like helping you out :)

if anything, you should be upset with me not having it done by now

i'll start it up now i guess

Nah, we're not really in the right to be upset with you, Mex. After all, you're doing this in your free time.

And if you ever decide that you don't want to do it, I can always put my FamiTracker skills to the test. :^)
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: kuja killer on August 23, 2010, 12:53:38 AM
Well since there's still no damn start on necro man after 7 months ....still waiting for megaphilX .... and nobody else ever wanting to help with graphics ...

im just now doing more possibly useless stuff that may be a big waste of time...and i guess i should just ask your guy's opinions before i go too far with this to the point where it's impossible for me to ever go back due to over-writing all the code related to stage select and the save screen specifically...

(http://www.a3share.com/members/1119/MMC5ExAttMegaMan3-206.png)
i was going to try coding a system like the GBA mm zero series where you can walk around in light's lab after the end of a level ..or exiting it in some way ex-cluding game overs.

so when loading a Save File, it will immediately "load" a level ..in this case light's lab so you can walk around and talk to roll, light, and probably auto in the future like for a shopping system to buy items with bolts maybe.  So you have to manually talk to light in order to bring up the save screen and stage select like this.

is this a big waste of time ? ..not worth it ? i already got it loading the save screen option, and saving game, or cancel will put you right back here.
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: OBJECTION MAN on August 23, 2010, 01:43:48 AM
before i go too far with this to the point where it's impossible for me to ever go back due to over-writing all the code related to stage select and the save screen specifically...

You could try... backing up?

Sounds like a neat idea though, since you're already going outside the classic Megaman norm anyway.
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: MexicanSunflower on August 23, 2010, 02:16:56 AM
EDIT: finished necro man, here's the .nsf

once again, sorry for the delay, I've been busy lately.
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: N-Mario on August 23, 2010, 04:59:14 AM
Heheh I love the little MM9-ish CPU capsule thing on the far right. Dr. Light's lab there looks really high tech. :)
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: kuja killer on August 23, 2010, 05:37:11 AM
may i get the .FTM file about it too ? cause when i send to matrixz (author of megaman forever) ..he'll need to see the FTM file for the fami tracker program so he can see all those notes like C-1 ... D#3 .... E-9 .. F-1 and whatever to know what numbers to type in the mm3-6 music format.

and so uhhh ..n-mario and objection man...you guys think this whole concept is worth the time to do then ?? i just had to make sure that im not wasting my time here on this. 1 person in the rom-hacking IRC channel is against the idea.

and yea i went ahead and created a backup IPS patch earlier like objection man suggested "just in case"
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: MexicanSunflower on August 23, 2010, 06:20:09 AM
http://www.mediafire.com/?5mu44ymocogrdc4

enjoy
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: kuja killer on August 23, 2010, 06:32:59 AM
okay great. :) Got it.
i was just listening in fami tracker myself just to see..and like ..why does it never play anything from the noise channel ? it only does it like a couple times the entire 50 seconds..but almost always never does ?? just only wondered.

and what's that DPCM on the far right side ?? i see there's notes in there occasioinally under the DPCM section ..is that required for this ? cause the mm music engine doesn't use DPCM on anything ..i think.
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: MexicanSunflower on August 23, 2010, 06:42:07 AM
Run the file in the latest stable which can be found here: http://famitracker.shoodot.net/files/ft_v035.zip

The noise should work, it's running fine for me right now.


As far as the DPCM channel is concerned, I'm using the Fxx command to achieve a rational tempo to match the song, and not corrupt the engine. The same effects can be applied to any other channel in a different effect column, I just put it in DPCM for convenience.
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: kuja killer on August 23, 2010, 06:50:46 AM
ah cool now it works yea. I seemed to have version 0.30, now it works in that 0.35. :)
and wow yea i think i see what you mean then. that BPM number going back and forth between 225 and 300 really fast every second.

well i'll try talking to matrixz then about it soon. it's still not over yet cause it'll have to be made into the mm3-6 format now until it can truly be in this hack for reals. :|
he did help once before with the duplex space station song. that basils8bit (basilik) from youtube made in fami tracker, which matrixz needed to see it to make it work with this.

what do you think personally about my earlier post about me trying out this whole mm Zero style concept with being able to walk around and talk to people outside of gameplay like with Ceil in zero ?? is it okay ...or useless in your opinion ??
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: Yoku Man on August 23, 2010, 02:39:51 PM
I think its a great idea. It also gives more excuse to use your cool portraits and texts format. It makes your hack stand out even more as an original concept. Turning it into a totally new game and not just an edit of MM3.
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: kuja killer on September 27, 2010, 11:47:44 AM
this is my final and last time i'm ever going to try asking anyone from this particular forum.

is there anyone out there ever willing to be able to join this project "full time" in terms of helping with graphics at all ?? ... since im on 9 months now without a start on the necro graveyard level seriously... i've already tried tons of times explaining about this level everywhere all these months. about graphics and stuff

if not then im truly ready to put an end to this game permenately, cause i cant stand it anymore being alone on it i have ZERO motivation to even touch it because of being alone...megaman-omega is not enough for this game to ever succeed ...

i dont have fun on this anymore, i dont enjoy spending time on this anymore...i just cant stand it :(

since almost 5 years for only 2 levels is beyond un-acceptable  ;O;
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: MexicanSunflower on September 27, 2010, 10:17:21 PM
i would be willing to help with tilesets, my skills have gotten decent after working on mmtt. granted, i am in school and i can't be home until 3 on weekdays.

what exactly did you have in mind that volunteers should work on? i could try and get something together by tonight.
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: lizardcommando on September 28, 2010, 01:19:51 AM
Instead of just giving up altogether, why not just relax and spend some time away from it? Give yourself a month break or something. Sometimes, just stepping away from a massive project will let you clear your mind. After stepping away for a while and then coming back to it will help you get those creative juices flowing.
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: KoiDrake on September 28, 2010, 01:30:58 AM
Although that's true, this isn't a matter of a creative blockage, but the fact that he can't get any artist to assist him. I really wish I could be of any help, but unfortunately spriting is not one of my strengths.
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: JKB Games on September 28, 2010, 04:56:30 AM
I have something to say to you.

First, I was really shocked when you said 2 stages in 5 years then I went to check out the videos you have for the game. After seeing the stages I was, oh now I see why it toke him this long (why would you even consider making such a huge game if you don't even have the resources to pull it off?).

Anyways going back to my analysis.
Stages are way too big and complex (I'm not going into more detail because that is not the point of this post). Each one of those could be broken down to 2 different levels. For example, why have 2 completely different stages for Boltman, You could easily make the Tower his stage and use the valley for another master. Same goes to Duplexman stage, can have the ride be one stage and the other half another one. I'm not trying to break up you game, destroy all your hard work or anything, I'm just suggesting possible solutions to have a more complete game because at this rate you will never finish.

Also, you need to plan out stuff in a broader range and be able to adapt. Doing one thing at a time might seem effective, but not when you're working with others and depend on them. People tend to get bored when doing the same thing over and over. This way you can have multiple people doing different things. Also, not everyone knows how to sprite a graveyard for example but maybe a cave or a forest for another level, but since you're stuck on that one stage everyone else is stuck also.

Another big "mistake" us amateur developers do is go out of scope and do fun things that are not originally planned. I read you made a time attack and now wanting to do this "walk around lab thing" which all sounds cool and amazing but push the release date even further behind.

I have a lot more to say that I learned from years of experience doing amateur games (MMXC was not my first project) but that is pretty much what I wanted to share, take it as an advice, criticism or whatever.


Sorry for jumping around, hope I made at least a little bit of sense.

Best of luck.
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: kuja killer on September 29, 2010, 10:06:55 AM
i know... :( i do regret this whole freaking "2 levels per robot master" thing ..i wish i never went through with that from the very start. :( but it just happened un-expected with bolt when i wanted a valley level, but megaman-omega wanted a tower level, so it ended up being both of them.  and then i went ahead through a long process of tons and tons of coding setting the whole game up like that so that the 8 guy's levels are all 2 levels long each. :( (2 years ago)

i know people have said they do like the concept, but i wish i never went through with it obviously...cause only just will take a million years to ever finish.
i want to get out of it real bad....but i just feel like i can't. :(

Pyroman would supposedly be like about being in some big factory of explosives and other crazy stuff blowing up or whatever for the 1st level...then the 2nd level would be in that same exact place, except that you gotta escape it cause the whole entire place is going into meltdown cause like maybe pyro blew something up (ending intro of the 1st level) that's going to cause the whole place to blow up. i dont know.

Glacier woman would start outside like on some frozen volcano ..the 2nd level would be "inside" the frozn volcano - speedremix's idea.
dont know what else...i feel like it's too late to "get out" of the whole 2 level per guy stuff. :(
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: JKB Games on September 29, 2010, 11:39:07 AM
What you mean is too late to get out? Have you done anything on the other levels? Is it that hard to change the code?

As I see right now you don't really need all those levels, just rethink and plan out something simpler that you can accomplish.
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: Sapphire✧9 on September 29, 2010, 12:36:09 PM
You know what kuja? if you had asked me on what i would do, I would have told you that to make a simple hack with everything new while still keeping original style. Just new bosses, new levels and new music but no ultra-SNES like graphics or whatever. Just as good as what Megaman 4-6 was. That's because your game's style is so complicated that its hard for us to do it in limits.

Just tell me if you want to start over. And I tell you that with your skills as a programmer we could make tons of hacks per a year.
Title: Re: Megaman Odyssey Project Edit: 2010 Demo
Post by: VulcanoMan on March 18, 2011, 07:42:10 PM
You know what kuja? if you had asked me on what i would do, I would have told you that to make a simple hack with everything new while still keeping original style. Just new bosses, new levels and new music but no ultra-SNES like graphics or whatever. Just as good as what Megaman 4-6 was. That's because your game's style is so complicated that its hard for us to do it in limits.

Just tell me if you want to start over. And I tell you that with your skills as a programmer we could make tons of hacks per a year.
Bosses and music can be kept, just made the levels ONE level long. Also, I have a question, Kuja:
If you finish your game (or just want to have a break of MMO), would you help me make a MegaMan 3 hack.
It would be something like your game, just with levels ONE level long, "Doc Robots" enabled, a longer "BreakMan" stage, and NO robots.
And I'm NOT talking about LuckyStar 3.