Mega Man Unlimited

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Offline Yoku Man

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on: April 08, 2010, 06:39:07 PM
Mega Man Unlimited.



This first post is a basic overview of the game, additional posts in the thread will include more up to date news on the games progress and any other cool tidbits, like art and screenies.

The Official Mega Man Unlimited Trailer.                        French Mega Man Unlimited Commercial.

[youtube]eI6RcuG6HJo[/youtube]     [youtube]l6mgnktztTQ[/youtube]

___________________________________

In Progress:

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

Todo:

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

Done:

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

___________________________________

Overview.

Platform: PC.

Release: TBD.

Game made using C++ in Visual Studio.

Mega Man Unlimited is a fan-game by MegaPhilX. Music is provided by Kevvviiinnn, ThunderThouin and MegaPhilX. Direction, Art and Game Design is by MegaPhilX and Programming is by Jean-Simon Brochu, Gabriel LeBlanc, Jocelyn Perreault.

The game follows the classic Mega Man series. It mimics the 8-bit NES Mega Man games gameplay and overall design. It is similar to Mega Man 9 in design philosophy and of course, inspired by CAPCOM.

Since Mega Man 9 is very much inspired by Mega Man 2, Mega Man Unlimited draws alot of subtle similarities to Mega Man 3.

___________________________________

Plot.

The story of this game follows after any of the latest Mega Man games CAPCOM may produce.

In the year 20XX AD,

Dr Wily’s robots are rampaging through the world once again but the evil scientist shows up and confesses to Dr light that he didn’t want his robots to go berserk and has no clue why this is happening. Maybe he is not so evil after all...

Working with Dr Wily, Dr light finds out that a mysterious force is controlling Wily’s robots. But before having the time to think twice, a mysterious robot fires a shot at Mega Man and in a flash, kidnaps Dr Wily and teleports away.

MegaMan sets out to battle Wily’s creations once again, hoping to find out the truth about this mystery...

___________________________________

Mega Man Controls.

Mega Man controls just like the 8-bit NES games. Here are Mega Man’s basic moves:

The game should use any PC controller as well as the keyboard if the user doesn’t have a controller.

- Run – Press LEFT or RIGHT on the directional pad.
- Jump – Press the JUMP button.
- Fire Mega Buster – Press the ATTACK button. (Up to 3 shots on-screen at once.)
- Slide – Hold DOWN on the directional pad + Press the JUMP button.
- Charge Mega Buster - Hold down the ATTACK Button to charge up the Mega Buster and release to shoot. (Unlocked by beating the game once and entering a cheat at the title screen.)

The game avoids including the charge shot feature from the beginning to remain true to the early Mega Man games and force the player to use his weapons in a clever way. The charge shot makes many special weapons useless since it is so powerful.

___________________________________

Structure.

MMU will be comprised of 13 stages.

8 Robot Master Stages:
- Jet Man Stage.
- Tank Man Stage.
- Nail Man Stage.
- Nitro Man Stage.
- Glue Man Stage.
- Rainbow Man Stage.
- Comet Woman Stage.
- Yo-Yo Man Stage.

1 Secret Robot Master Stage:
- Yoku Man Stage. (Designed by StarsimsUniverse.)

4 Wily Captured Castle Stages.

___________________________________

Links to various Mega Man Unlimited Sources.

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

___________________________________

Related Links and News Stories:

- http://www.gamingnexus.com/FullNews/Mega-Man-Unlimited-one-step-closer-to-reality/Item25634.aspx (Update from Jeremy Duff of gamingnexus.com whom MegaPhil met at Captivate 2010!)
- http://www.rockmancorner.com/2012/02/mega-man-unlimited-trailer-debuts.html (Protodude's Rockman Corner Coverage.)
- http://www.destructoid.com/mega-man-unlimited-may-be-the-best-mega-man-fan-game-ever-222459.phtml (Article on Destructoid.)
- http://www.screwattack.com/mega-man-unlimited-game-you-are-looking (Article on Screwattack.com.)
- http://www.themmnetwork.com/2012/02/22/to-infinity-and-beyond-megaphilx-reveals-mega-man-unlimited-fan-game-trailer/ (Article on the Mega Man Network.)
- http://www.youtube.com/watch?v=2GR-f0PJ4TE (Trailer review on MainEventTV At around 29:10.)
- http://megaman.capcom.com/10/ (The Official Mega Man 10 Website, infamous for using artwork and sprites from MMU on their pages by mistake.)
- http://megaman.wikia.com/wiki/Mega_Man_Unlimited (The fangame was honoured with an article on the Mega Man Wiki!)
- http://tvtropes.org/pmwiki/pmwiki.php/VideoGame/MegaManUnlimited (Could never hope to escape the TVTropes Phenomenum!)
- http://tvtropes.org/pmwiki/pmwiki.php/YMMV/MegaManUnlimited (The mileage that might vary with some people.)

___________________________________

(Update: 16/06/2012)
ORIGINAL ARTWORK.

Here are all the Robot Masters in all their 8-bit Sprite Glory. However, I'm hearing rumours that Tank Man has been completed changed. We'll catch a glimpse of his new design soon when Phil releases new artwork of him on his Facebook and Deviantart pages soon.



Here's the original artwork and line-up, featuring the now demoted Hammer Man.


The Original image can be found here: http://megaphilx.deviantart.com/art/MMUnlimited-Old-Robot-Masters-100812467

Here is Comet Woman's first official picture.


The Original image can be found here: http://megaphilx.deviantart.com/art/MMU-New-Comer-CometWoman-125970839

___________________________________

DATA CARDS.

Here are each Robot Master's full art Data Cards.


The Original image can be found here: http://megaphilx.deviantart.com/art/JetMan-Data-Card-144526966


The Original image can be found here: http://megaphilx.deviantart.com/art/TankMan-Data-Card-146369853


The Original image can be found here: http://megaphilx.deviantart.com/art/NailMan-Data-Card-134868238


The Original image can be found here: http://megaphilx.deviantart.com/art/TrinitroMan-Data-Card-132623855


The Original image can be found here: http://megaphilx.deviantart.com/art/YokuMan-Data-Card-142442257


The Original image can be found here: http://megaphilx.deviantart.com/art/GlueMan-Data-Card-136516901


The Original image can be found here: http://megaphilx.deviantart.com/art/RainbowMan-Data-Card-132378104


The Original image can be found here: http://megaphilx.deviantart.com/art/CometWoman-Data-Card-136159134


The Original image can be found here: http://megaphilx.deviantart.com/art/Yo-YoMan-Data-Card-143111557

___________________________________

NEW ARTWORK.

Here is the latest artwork of the Robot Master's and their corresponding Silouette from the Trailer that matches it.


The Original artwork can be found here: http://megaphilx.deviantart.com/art/JetMan-308506438


Tank Man's Artwork has yet to be released.


Nail Man's Artwork has yet to be released.


The Original artwork can be found here: http://megaphilx.deviantart.com/art/TrinitroMan-306826169


The Original artwork can be found here: http://megaphilx.deviantart.com/art/YokuMan-302712231


The Original artwork can be found here: http://megaphilx.deviantart.com/art/GlueMan-307300159


Rainbow Man's Artwork has yet to be released.


The Original artwork can be found here: http://megaphilx.deviantart.com/art/Comet-Woman-293295428


Yo-Yo Man's Artwork has yet to be released.

___________________________________

ROBOT MASTER WEAPONS.

Here is the artwork for Mega Man's array of weapons in Mega Man Unlimited. (I'll update as more pics surface.)


The Original artwork can be found here: http://megaphilx.deviantart.com/art/Weapon-Jet-Missile-308506315


The Original artwork can be found here: http://megaphilx.deviantart.com/art/Weapon-Nitro-Blast-306825704


The Original artwork can be found here: http://megaphilx.deviantart.com/art/Weapon-Yoku-Attack-302711941


The Original artwork can be found here: http://megaphilx.deviantart.com/art/Weapon-Glue-Shot-307299943


The Original artwork can be found here: http://megaphilx.deviantart.com/art/Weapon-Comet-Dash-293295029

___________________________________

SCREENSHOTS.
The Original high quality versions of these screenshots can be found in MegaPhil's Facebook page: Here.

























___________________________________

MUSIC.

There will definately be an official soundtrack released sometime around the time MMU is finished, but for now, here are some of the tracks found on Youtube by the game's various song artists. Be aware that some of these tracks may have altered since these early versions or changed completely.

INTRO.

The Tracks from the Intro include:
- City, Work Together and Crisis.
The old versions of these tunes can still be heard in Phils old "Mega Man Unlimited - Story Intro" Video.
http://www.youtube.com/watch?v=6A_fteUvsgw

TITLE.

- The Title Track has changed many times during the course of the last 5 years. This is the latest version shown online. But is not the final version, to be sure. ;)
http://www.youtube.com/watch?v=PZ_-nrTJ3ME
(However, there is a sneak peek at the new Title theme in the last few seconds of the new Trailer. From 1:49 onwards.)

STAGE SELECT, TANK MAN, BOSS THEME, WEAPON GET.

- The Old Stage Select Theme can be found in this video. Tank Man's original Theme, The Boss Theme and the Weapon Get theme can also be found here.
http://www.youtube.com/watch?v=COE5QzDV4ho

JET MAN.

- This is Jet Man's old theme. I hear that it has been recently changed, who knows what it will sound like now?
www.youtube.com/watch?v=EeFz2yaJLY4

NAIL MAN.

- This is the most recent version online of Nail Man's Theme. This one has been through many changes too and the final version is quite different to this too.
http://www.youtube.com/watch?v=WNDmyzwE-T4

TRINITRO MAN.

- Again, another tune that has gone through quite a change since this version was put online. Quite a few surprised instore once the official soundtrack is released.
http://www.youtube.com/watch?v=ERVHo0As4p0

YOKU MAN.

- The dreaded Theme Tune to Yoku Man's stage. Don't Trust Your Eyes... and ears as these theme fwooops along while you play.
http://www.youtube.com/watch?v=iFJe7AEBvC0

GLUE MAN.

- A funky tune I've always liked, the music really does sound like its dripping.
http://www.youtube.com/watch?v=w_ssHY0_MDo

RAINBOW MAN.

- One can only fathom the horror in store when you play this level. The Quick Man beams have returned!
http://www.youtube.com/watch?v=V3WAd9OSHO4

COMET WOMAN.

- The ice cold beauty and her spacey theme tune!
http://www.youtube.com/watch?v=wtmzwnbhVd4

YO-YO MAN.

- The tune voted the favourite among fans of MMU. It even made it as the Trailer's music.
http://www.youtube.com/watch?v=B3O10aoktog

GAME OVER THEME.

- Its inevitable, all beginner players of MMU will hear this theme at least once.
http://www.youtube.com/watch?v=aKPVyL2RJS4

CAPTURED WILY CASTLE INTRO AND STAGE 1.

- What terror awaits you in the first stage on the final stretch? Who has kidnapped Wily and why?
http://www.youtube.com/watch?v=2MVAKov6Zn0

CAPTURED WILY CASTLE BOSS THEME.

- Its a Wily Stage Boss! What could it possibly be? These bosses are some of the best kept secrets of the game and they're awesome and epic too!
http://www.youtube.com/watch?v=hKkgMiF5q0s

CAPTURED WILY CASTLE STAGE 2.

- Deeper and deeper you go into the castle.
http://www.youtube.com/watch?v=cyrdHDTIAoQ

CAPTURED WILY CASTLE STAGE 3.

- I love how each stage song gets more and more foreboding as you get deeper into the castle. Its as if this adventure won't end well....
http://www.youtube.com/watch?v=jLiyrFRC7q4

CAPTURED WILY CASTLE STAGE 4.

- The final stage. The Boss Gauntlet. You know the deal. But who is the final Boss?
http://www.youtube.com/watch?v=pYPPjpBaRYs

UNKNOWN SONG.

- This song is a mystery. Is it end credits music? A secret Stage? Or Something else?
http://www.youtube.com/watch?v=PXnxG3FCVEY

MEDLEY.

- Kevvviiinnn's awesome medley of all the levels.
http://www.youtube.com/watch?v=-9aBeBvsVws

FAN REMIXES.

http://www.youtube.com/watch?v=Yf0QGoBj1y4 (Tank Man Remix by Thunder Ninja 3000)
http://www.youtube.com/watch?v=Uq65UMhF6kc (Yoku Man Remix by DSKA)
http://www.youtube.com/watch?v=AKbWVZLh2bU (Glue Man Remix by CandentPallor)
http://www.youtube.com/watch?v=G5RWQ4gCf-Y (Wily Stage One Chiptuned by Kevvviiinnn)
http://www.youtube.com/watch?v=QitLZER-LsE (Comet Woman Remix by NewAgeRetroGamer)

MegaPhilX's First Q and A

Here is a list of videos where MegaPhilX answers fans questions about Mega Man Unlimited.

http://www.youtube.com/watch?v=T-eirQbI0nQ
http://www.youtube.com/watch?v=gAoBHYZpzag
http://www.youtube.com/watch?v=t2FT-EkOD-A
http://www.youtube.com/watch?v=7411PixFAK0
http://www.youtube.com/watch?v=JKmuJdKpF9Q
http://www.youtube.com/watch?v=Nu6SwTVHPGY
« Last Edit: January 01, 2013, 10:57:08 PM by Yoku Man »



Offline Splash

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Reply #1 on: April 08, 2010, 08:13:01 PM
Yeah! Me and my friends from Russia ( And Ukraine ) hope that the game will be released very soon, because it looks cool. MegaPhilX's tracks are very close to the Capcom tracks, and his Robot Masters very are interesting. Also, he will have to register here?

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Reply #2 on: April 08, 2010, 08:15:34 PM
Ah, about time MMU got a thread on here! Hopefully, we can FINALLY hear some progress.



Offline Blackhook

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Reply #3 on: April 08, 2010, 08:17:50 PM
Indeed. One of the grand projects I am eager to see finished. You guys got my feedback


Offline CadmiumRED

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Reply #4 on: April 08, 2010, 08:25:13 PM
Hopefully now we'll get some good progress reports, because I felt kind of left in the dust not hearing much happening.

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Offline KoiDrake

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Reply #5 on: April 08, 2010, 09:25:11 PM
What´s that starsims mode about?


Offline Acid

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Reply #6 on: April 08, 2010, 09:27:27 PM
Looking forward to this but... shouldn't you have kept the secret RM a... secret?



Offline KudosForce

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Reply #7 on: April 08, 2010, 09:36:40 PM
It warms my heart to finally see a topic for MMU being set up, on RPM. As always, you have my support on this.

Also, I find it nice of you to mention some of the other projects, Mr. YM. owob They don't generate as much attention as MMU does, so they also deserve some love.



Offline Yoku Man

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Reply #8 on: April 08, 2010, 09:41:54 PM
I'm pleased to hear you guys have been waiting for such progress reports, and a nice place for the Mega Man fan community to get together and discuss it.

One thing I'd like to point out, fascinatingly, was the recent articles at Mega Man Network and Protodudes Corner about the "Capcom Turnaround", it seems subconciously we'd incorporated the same types of rooms in MMU too! But I think the obvious cause as to why even in a fangame, such rooms are needed, are the same reason Capcom made them.

I think they're merely for scrolling purposes, to force the player back to the far left so that the player will be centre screen when the room starts scrolling. When making the engine we found that some occasions, if some maps weren't designed correctly, and transitions aren't correctly thought out, the camera suddenly goes loopy and whizzes back and forth to put Mega Man back into the centre of the screen.

To avoid that, such "Turnaround" rooms and transitions were needed to stop the camera in our engine from doing that. We need to be authentic, the official Mega Man games never had its camera move back to centre after a transition, so we should obey that when recreating the Mega Man experience.

Here are our own Turnarounds in MMU for your enjoyment.




Here is a unique exception to the Turnaround phenomenum, where its in reverse/upside down. This particular stage (of which I can't reveal where it is in the game) makes use of our recreation of the Gravity Man stage gravity shifting that featured in MM5, and if you flip this screenshot vertically, you see its a typical Capcom Turnaround.



@Acid - Its long since been revealed he's a secret Robot Master. But what remains a secret is how to unlock/plays his stage.
@KoiDrake - Starsims Mode was a lovely feature N-Mario added to the game in thanks for my helping get this project off the ground and contributing as a whole. Its like Proto Man Mode in MM9, where you can play as a Ninji (my fav enemy from Super Mario Bros 2). We're not sure if we'll keep that mode for the final version, depends what the fans think.



Offline Zan

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Reply #9 on: April 08, 2010, 09:46:31 PM
Quote
I think they're merely for scrolling purposes, to force the player back to the far left so that the player will be centre screen when the room starts scrolling. When making the engine we found that some occasions, if some maps weren't designed correctly, and transitions aren't correctly thought out, the camera suddenly goes loopy and whizzes back and forth to put Mega Man back into the centre of the screen.

Yep, that's exactly the reason why this "turnaround" exists.

Quote
We need to be authentic

You know, I quite like how all the screenshots "look" like they're from an authentic Rockman game, but there are a couple of points here and there where, unless I'm mistaken in how the screenshots would dissect, things get just a tad too colorful for comfort. The main purple/red wall in Tank's stage seems to have too many colors. Comet's seems to have too many different palettes used throughout the area. I'd also mention the enemies in Glue's, but that's nothing some good flicker wouldn't set right.

As for the Wily Stage, it's all good. I just wonder, what's that blue line?



Offline Splash

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Reply #10 on: April 08, 2010, 10:22:24 PM
Eh... Trinitro man, but N. Blast?

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Offline Yoku Man

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Reply #11 on: April 08, 2010, 10:34:49 PM
@ Zan. I'm afraid I'm not allowed to say. You'll have to find out when you play what that line does. ;) As for the authenticity, as many people have discussed in various threads here, I suppose we can take some liberties with palletes considering we're not constrained to the NES limitations. We all agree that MM9 and MM10 feature stuff that the NES couldn't do, and our engine is based on MM9.

@ Splash. Well theres an ongoing debate whether to keep his original name of Nitro Man or rename him Trinitro Man. I'm personally of the belief that Phil should keep the name Nitro Man cos it fits better with Nitroglycerine, which is what he uses. When Mega Man 10 was announced and the robot masters revealed, Phil was afraid of having an offical rm share his name.



Offline Splash

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Reply #12 on: April 08, 2010, 10:44:14 PM
Well..I think it is better to keep the old name. We have Oil Man for PC, and Oil Man for PSP. We have Wave Man for PC, and Wave Man for NES. And Blade Man ( MM3 (PC) , MM 10 , MMDWR ( Dr. Wily Returns ) and so forth ) . If Capcom uses official names twice, or more, then why fans must change names of their robot masters? Capcom will not complain.

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Offline KudosForce

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Reply #13 on: April 08, 2010, 11:06:56 PM
Well..I think it is better to keep the old name. We have Oil Man for PC, and Oil Man for PSP. We have Wave Man for PC, and Wave Man for NES. And Blade Man ( MM3 (PC) , MM 10 , MMDWR ( Dr. Wily Returns ) and so forth ) . If Capcom uses official names twice, or more, then why fans must change names of their robot masters? Capcom will not complain.

Incidentally, Brahman and I had a little discussion about that. While Oil and Wave's names were changed to Fuel and Hydro (which is more fitting, I think), he didn't seem to mind keeping Blade's name intact.

Although, RMs having the same name could create a bit of confusion...

That said, not all RMs have weapons with their name in them, one must keep in mind (e.g. Noise Crush for Shade Man, Flash Stopper for Bright Man, etc).



Offline Yoku Man

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Reply #14 on: April 08, 2010, 11:12:47 PM
An example of what Starsims Mode looks like in-game. :)




Offline Zan

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Reply #15 on: April 08, 2010, 11:15:20 PM
Quote
We all agree that MM9 and MM10 feature stuff that the NES couldn't do, and our engine is based on MM9.

Actually, from what I can tell, R9 and R10 don't break the rules that often. I've only seen blatant impossibilities on R9's stage select, the cutscenes, and some of the bigger bosses, like the Wily Machines. Throughout the rest however, 4 BG palettes and 4 sprite palettes seems to be exactly what they were aiming for; complete with player induced palette swapping of 1-ups, E-tanks and Bolts. Case in point, Concrete and Plug's stages were completely reproducible by editing a Rockman4 rom.

In the case of the screenshots here, I find that Glue's and Wily's stage have a certain charm to them, which is kind of absent in the other two by the many colors and elements present. Comet's is just missing a bit of unity, whereas Tank's walls seems too complicated; somehow both look very distracting. Aesthetically, a bit of unification and simplification might work well in those two areas, it'd also make them more fitting with the rest of the areas I've seen.

Anyway, if you're going for something based on R9/R10. This might be nice to know; recently the palette for those games was discovered in the data.
http://img697.imageshack.us/img697/5097/75782695.gif
Sprites Inc has recently been using those colors to obtain accurate colors on their sprite rips. Prior to that they were just kind of guessing half the time.

Quote
MMDWR

Which game is this?

Quote
If Capcom uses official names twice, or more, then why fans must change names of their robot masters? Capcom will not complain.

I really don't think those PC games can be counted as "Capcom"... I think the only true case here is "Magma Man" from R9 and the Magma Men from the OVA.



Offline KudosForce

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Reply #16 on: April 08, 2010, 11:27:31 PM
Which game is this?

Mega Man: Dr. Wily's Revenge, AKA Rockman World 1.

Quote
I really don't think those PC games can be counted as "Capcom"... I think the only true case here is "Magma Man" from R9 and the Magma Men from the OVA.

Luckily, the MMPC Remake's crew opted to use the name "Lava Man", from the OVA's English dub.



Offline KoiDrake

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Reply #17 on: April 08, 2010, 11:38:03 PM
An example of what Starsims Mode looks like in-game. :)


Oh, lol. Yeah, keep that mode in there, kinda reminds me of the Model a on MMZXA, pretty fun stuff.


Offline KudosForce

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Reply #18 on: April 09, 2010, 12:03:36 AM
Oh, lol. Yeah, keep that mode in there, kinda reminds me of the Model a on MMZXA, pretty fun stuff.

Agreed.

Also, it's fitting, since SMB2 and MM were both on the NES, making this a neat mini-crossover. That, and the fact that Nintendo published MM6 in America themselves, when Capcom USA didn't want to.



Offline Yoku Man

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Reply #19 on: April 09, 2010, 12:09:13 AM
Ninji was also created in the engine at an early stage when we hadn't coded in sliding yet. The cute kitty is only one tile tall so can just walk into sliding corridors, no trouble. We also needed him when we were testing Rainbow Man's stage.

[youtube]hkxZ5rHMVTQ[/youtube]



MexicanSunflower

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Reply #20 on: April 09, 2010, 01:08:58 AM


>Eddie
>Beat Call
>Bolts
>Energy Balancer

Oh N64mario, how I worship thee  <3



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Reply #21 on: April 09, 2010, 01:15:24 AM
>Eddie
>Beat Call
>Bolts
>Energy Balancer

Oh N64mario, how I worship thee  <3

Actually those are MegaPhil's contributions to the game. Worship MegaPhil!  <3



MexicanSunflower

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Reply #22 on: April 09, 2010, 01:25:34 AM
Wait, MegaPhil coded those? I wasn't aware he knew how to program. I'll have to worship both of them 8)



Offline KudosForce

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Reply #23 on: April 09, 2010, 01:50:40 AM
Alright, Mr. Yoku, I have an important question to ask you...

[spoiler]As Bass is apparently involved in this, are his sprites custom (basically, MegaPhil's own version of 8-bit Bass)? The MM10 ones are rather controversial, you see...[/spoiler]



Offline Yoku Man

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Reply #24 on: April 09, 2010, 01:53:36 AM
Nope he didn't program them, but he's the main writer and ideas guy. This is his project, he says mainly what will be in it, it was his choice to have those items in MMU. As was his choice to have Yoku Man in it, I'll be ever grateful he allowed me to sneak him in as a secret addition to the game.

[spoiler]@ KudosForce. That is under debate at the moment. We have Bass' MM10 Sprites under reserve, we'll see what MegaPhil says, like I said above, he has final say.[/spoiler]