Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - JKB Games

#1
Fan Games / Re: Protoman's Return
May 10, 2014, 11:54:00 PM
You really just going to 8 bit MMXC song and use like that?
Be more respectful please, as a fellow game maker to another.
#2
I didn't lose anything, I just need to do some clean up on the code and change a few things to use less objects.
#3
Can Zero resist his true self?


Sorry for bad quality but there are a lot of stealing mofos out there.
#4
Since someone asked about this a few days ago, I figured I would post a small update on the save state.


Mini mugshots made by Chibisaw.
#5
Quote from: VirusChris on March 05, 2012, 05:09:56 AM
Awesome video of the Black Zero gameplay, I like how your cousin started off like a new unexperience player to MMX or platformer games in the video and then suddenly better near the middle to end. By the way what was that move that Zero used? The one where he made red Afterimage of himself and seem to attack twice as fast? An overdrive ability exclusive to Black Armor Zero or a skill Zero gets later on?
It's the skill that he gets from N. Mosquito. Each shadow does damage.

Quote from: VirusChris on March 05, 2012, 05:09:56 AM
What are the abilities of Black and Viral Armor Zero again?
You can find that on the video descriptions.

Quote from: VirusChris on March 05, 2012, 05:09:56 AM
Can you increase it like your character's health?
There are a couple upgrades to increase saber energy.

Quote from: VirusChris on March 05, 2012, 05:09:56 AM
Also I've taken a look at the Load Game screen, and don't recall anyone mentioning it on these boards, but what are those two empty boxes next to X/Zero? The one that says "Empty
Slot" and that 9 Block Box with the white center... what are those for?
Empty Slot will have a picture of the area you saved and the 9 square will show the bosses you defeated.

Quote from: VirusChris on March 05, 2012, 05:09:56 AM
And the last thing I like to ask, how much coding was involved with setting up the enemy AI like that... damn, don't know what to call it... pincer robot around 1:20 in the video with its attack patterns and using the blocks to its advantage, and the standard enemies like the bats. Are there specific Enemy scripts tied to a main Enemy script to handle enemy AI, movement, etcetera of the like?
Around a week, bat is like 15 minutes, then a little more as I introduced new mechanics and weapons for enemies to react to.
#6

This time I had my cousin play as Black Zero.
#7
Quote from: Sir Cromington Brassen on February 29, 2012, 11:18:51 PM
but why would it have to be like that? X3 didnt do that, and the Ride armor system here seems pretty much just like X3's.
Why does it need to be the same? Do you think that was the best way to implement them?
#8
Fan Games / Re: Mega Man X: Corrupted (flash fangame)
February 29, 2012, 06:44:34 PM
Quote from: Meritur on February 29, 2012, 03:57:39 PM
A another Question concerning the Hboots. Is a Highjump reseting your dashcount - meaning can you perform an airdash after it?
Yes it resets.

Quote from: Meritur on February 29, 2012, 03:57:39 PM
Also you told us that you will balance the RR with repair time.. how about doing even more and make the repair costly in some ways.
Like 1/4 of the RR Hp can be handled by the intra-repairsystem of the RR. For every more dmg you need to get back to the Hunter Base and offer some energie from your sub-tank to get the repaired getting started. In Higher difficulties it would prefend players from spamming them.

That way you could even get a room down in the Hunterbase that would display the currend RR armor beeing repaired. Hanging from the celling like in X3 (the base RR) plus some mechanic parts that moves up and down making it look as it would be currently under repair. Just a thought of mine.
I have a Ride Armor room but to make it cost is too much work for the player that's not something I want the player to be concerned with.
#9
Fan Games / Re: Mega Man X: Corrupted (flash fangame)
February 29, 2012, 05:00:38 AM
Quote from: ChaplainMikelus on February 29, 2012, 03:59:02 AM
If you don't mind me asking, why not? I think another antagonist would add a lot more character to the game, and it would present you with another opportunity to add another awesome boss fight.

Planning is so so far from actually implementing.
#10
Fan Games / Re: Mega Man X: Corrupted (flash fangame)
February 28, 2012, 03:35:41 AM
Quote from: Meritur on February 28, 2012, 03:25:34 AM
Wouldn't even mind having two of them down there as long as you can avoid beeing hit, that is.
You actually can, just have to shoot really fast, but the player will 100% get hit there the first time.
#11
Fan Games / Re: Mega Man X: Corrupted (flash fangame)
February 28, 2012, 12:42:04 AM
Quote from: VirusChris on February 27, 2012, 10:20:16 PM
Question about the video, I've noticed Language options... so you plan to support multiple languages? How many do you plan to support? There's English, Portuguese, and Spanish so far... you plan to make a Japanese one as well? Very interesting.
I only have English language available and it's the only language that the game will release with. After the release, I'll have the dialogs up for translation in a forum for volunteers help translate.

Quote from: VirusChris on February 27, 2012, 10:20:16 PM
Did you sprite it? Is there a Mega Man X1-3 font style? How do people go about making the outlines and since for the title? I really like to know!
Hellghost sprited the title screen a while back.

Quote from: Meritur on February 27, 2012, 10:59:00 PM
The change from 2:03-2:08 where you could see the mountains in the bachground getting stuck in the air was kind of strange.
That's how it is on Flame Stag stage.

Quote from: Meritur on February 27, 2012, 10:59:00 PM
And if you want to cover the whole map do you need to jump down there several times?
Technically yes.

Quote from: Meritur on February 27, 2012, 10:59:00 PM
The enemy that rushed at you at 3:19 can you actually dashjump over it?
No, but I nerfed that enemy right after the video, I might increase the tunnel height a little also.

Quote from: Meritur on February 27, 2012, 10:59:00 PM
Some areas still looked a little uninhabited. Will there be more enemys on higher difficulties?
Still working on enemies, I have a bunch pending to code.
#12
Fan Games / Re: Mega Man X: Corrupted (flash fangame)
February 27, 2012, 01:13:58 AM
Quote from: Align on February 26, 2012, 11:11:29 PM
Come to think of it, what balances the ride armors? It seems like you could bring one all the time as long as it can fit where you're going.

They break and take time to repair. (I should probably make a video of that.)
Usually you will go through those areas without ride at first then when you get them it makes it easier.
#13
Fan Games / Re: Mega Man X: Corrupted (flash fangame)
February 18, 2012, 03:11:01 AM
Quote from: Orange_Lazarus on February 17, 2012, 11:22:46 PM
Personally, I'm not sure if you guys are still considering ideas for a wind based weapon but I've always felt every Mega Man game needs a force-field/shield weapon.  A wind based force-field could have a lot of potential.
Cyclone Razor is the wind weapon, you can see it here

Quote from: Orange_Lazarus on February 17, 2012, 11:22:46 PM
Besides Flash8 and ActionScript what other skills do you possess that have helped you with this process, what I mean is what skill-sets does a person need to have in order to make a game like this? Also, What has been the most challenging part of this whole process for you?
Basic spriting skills, knowing what works and what doesn't work.
Most challenging is to finding motivation to keep going for all these years. Good thing I found some cool people to work with.

Quote from: Raijin on February 18, 2012, 02:20:27 AM
Not sure if this has been talked about, but my speed running instincts are forcing me to ask this. Will there be some sort of high score board for fastest completion time and another for fastest 100% completion? Those would be more than welcome additions no doubt.
Yes, there will be 2 high scores, one for fastest completion and another for faster 100% completion.
#14
Fan Games / Re: Mega Man X: Corrupted (flash fangame)
February 16, 2012, 06:44:10 PM
Quote from: Karasai on February 16, 2012, 05:07:35 AM
Will Strike be similar to Double in AI, meaning will he attack us with close range attacks or projectiles? or both?

Fast close and ranged attacks.
#15
Fan Games / Re: Mega Man X: Corrupted (flash fangame)
February 15, 2012, 02:17:35 AM
Quote from: RetroRespecter on February 15, 2012, 12:19:06 AM
Are there any more like Strike?
We did planned to have another, not sure if there will be time and resources for him though.
#16
Fan Games / Re: Mega Man X: Corrupted (flash fangame)
February 14, 2012, 11:57:05 PM
Quote from: VirusChris on February 14, 2012, 11:26:59 PM
So after maps, will the Maverick bosses be next?

I'll probably alternate because I can't do one thing all the time or else I get bored.
Fortunately I have someone really talented helping out with maps, expect great things. =)
#17
Fan Games / Re: Mega Man X: Corrupted (flash fangame)
February 14, 2012, 11:06:47 PM
Quote from: Meritur on February 14, 2012, 10:30:45 PM
What will be the next big projekt for the game then, JKB? :)

Maps, there are a few left beside the final stage.
#18
Fan Games / Re: Mega Man X: Corrupted (flash fangame)
February 14, 2012, 05:49:57 PM
#19
Fan Games / Re: Mega Man X: Corrupted (flash fangame)
February 11, 2012, 04:45:15 PM
Quote from: VirusChris on February 11, 2012, 02:07:57 PM
So... no tips for making a Mega Man X flash game? :\
Not really different from making any other fan game on any other program.
You've being talking about wanting to make a game for ages but I never see you do anything about it. =/
#20
Fan Games / Re: Megaman X:Rise
February 11, 2012, 12:50:00 AM
A few things for you to consider:

Making the stages gradually harder will cause frustration and ultimately having some players give up late game. This is why difficulty settings is the most optional way to go on games like this.

Having stages change depending on performance makes it so good player need to be bad to get access to easy mode levels. Same thing the other way around, some players might never get to see the hard mode side of the game even though they might want to play it.

Some hardcore players that want to play on hardest don't want the difficulty fluctuating, they want to play on hard at all times and not just because they mess up a few times the dynamic difficulty steps down and you suddenly playing on easy.

Making paths that are more difficult is great but that is level design and not really a difficulty setting. You can't have one path super easy and one super hard. That way you're making so easy mode players not having viable access to all parts of the stages. This also limits you level design and hiding spots for items.


Also, cool looking save/load menu. =)
#21
Fan Games / Re: Mega Man X: Corrupted (flash fangame)
February 11, 2012, 12:21:32 AM
Quote from: RockEsper on February 10, 2012, 09:12:09 PM
I don't see Defense Bonus for any of the body armor descriptions. So does that mean none of them reduce damage like, say X1's armor? (aside from the HArmor's contact damage reduc) I'm just curious.

Oh you didn't read the whole thing. Check the last line on that post.
#22
Fan Games / Re: Mega Man X: Corrupted (flash fangame)
February 10, 2012, 07:00:40 PM
Quote from: Meritur on February 10, 2012, 02:00:17 PM
While we are at it, how is the work with titleset gooing?

I remember that it always where a rather critical point as there where to few artist that could help out with that and you wanted to replace and upgrade quiet a few of them too
We're getting a little more creative, editing and making a few new tiles for the remaining areas.
#23
Fan Games / Re: Mega Man X: Corrupted (flash fangame)
February 10, 2012, 10:49:51 AM
Quote from: RockEsper on February 10, 2012, 05:18:52 AM
Do the body armors also give the damage reduction like they do in other X games? Or do they simply give the specific upgrades you just mentioned?

Defense Bonus same thing as Damage Reduction.
#24
Fan Games / Re: Mega Man X: Corrupted (flash fangame)
February 08, 2012, 10:47:39 PM
Quote from: Align on February 08, 2012, 07:56:30 PM
So it's not Ultimate at all then. It's just Armor.

It's more like Hydra and Phoenix can be ultimate as well, if you collect all their parts.

These are the UA specs:
Head: Half WE cost for Special Weapons
Body: Gives "Nova Strike" Giga
Arms: Adds Plasma Shot charge
Legs: Allows hover

May not seem a lot but this armor is really strong on all difficulties.

We made the Head part cut WE in half instead of free uncharged shots because we balanced X weapons based on their WE limitation. Having them for free just makes you not need to use buster anymore. Now you get half cost on all charged and uncharged shots which is quite nice, specially if you have the last charges.

Removed the defense bonus because it was too strong in higher difficulties. Black Zero also got this stat removed.
#25
Fan Games / Re: Mega Man X: Corrupted (flash fangame)
February 08, 2012, 07:19:43 PM
Quote from: Meritur on February 08, 2012, 03:16:00 PM
Ah yeah forgott about fast walking underwater and also that PBoots let you walk on lava ;)
Right, forgot about the lava.

Quote from: Meritur on February 08, 2012, 03:16:00 PM
PBody have now a "insta-auto charge" insted of the wdmg increase when low on health = Interesting, sounds a little bit like hyper-C to me.
No, no. The ability is still triggered when at low health but now it is at half health instead of 1/4.

Quote from: Meritur on February 08, 2012, 03:16:00 PM
But the only def that you get from Armors?
So you removed the orginal def boost from Ultimate it seems. Well if balance calls for it, I dont mind.
Correct.
Ultimate armor got some pretty heavy nerfs, still great, but it's no longer the typical find ultimate armor then forget everything else.
What we are aiming is to have all armors very unique in play style, and good/bad against different situations. Armor combos enables us to do this very well, it's like having 16 different armors.