Rockman World: VS Killers/Megaman: The Hunter Numbers

Started by MagVanisher, May 15, 2012, 04:53:04 PM

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MagVanisher

Quote from: Raging-Banebou on June 30, 2012, 03:58:10 AM
That sounds like a good idea! Also, what about a Mobster Joe with an Uzi arm cannon?

Hmm, a good idea but the Mobster Joe needs to be distinguished from the Machine Gun Joe by being tougher, without holding a shield, and firing ice bullets in a six-shot burst.



And BTW, updated the Sniper Joe Sheet. I've changed the grenade of the Machine Gun Joe. It's not gonna climb walls, but it still slides at the floor until it hits either Rockman or the wall.





UPDATE 2: Added Buster Joe. He's the Joe who will man the Ride Armors. As for the shooting animation, which one should I pick?


MagVanisher





Um, just ignore the first two sprite animations on my previous post. Here's the updated version, but which animation should I choose?


MagVanisher

Quote from: RetroRespecter on July 01, 2012, 10:49:07 PM
I still vote for #2.

Okay, number two then...

BTW, I've contacted JusteDesserts and he accepted my request on making Quint Shadow. We'll have to wait for him to finish Quint Shadow until then.

N-Mario

Quote from: MagVanisher on July 01, 2012, 10:06:08 AM




Um, just ignore the first two sprite animations on my previous post. Here's the updated version, but which animation should I choose?

I really don't see any difference between the two other than the speed of the shot. You could easily fix/change the speed of the shot during the script/programming process. :-/

MagVanisher

Quote from: N-Mario on July 02, 2012, 09:41:14 PM
I really don't see any difference between the two other than the speed of the shot. You could easily fix/change the speed of the shot during the script/programming process. :-/

Yeah, but those two are just mockups.

Jadzxa

No,no what he means is. They're both the same sprite. Nothing really different but speed. Are you asking about how fast the shots go or something? Because as N-Mario said there, there's really any difference between them but speed. And you can alter it during the scripting and such for the foe. Other than that, the sprite works are looking cool guys.
My art,projects and other things.
http://jad4321.deviantart.com/

MagVanisher





Sorry for not updating this thread, but I have updated all the sprites to it's definite final version.





Also changed Aurora Groove's beam to a bubble, but that sprite sheet is not yet finalized.

EDIT 1: Shortened the beam and here's the animation of the Aurora Groove.







Also added a new enemy. Here's Shooting Gabyoall, along with its animation!

Raging-Banebou

Shooting Gaboyall, huh? Almost reminds me if the Gaboyall and Screw Cannons had a baby.

Oh, and if this thread is dead, then I apologize for ressurecting it unintentionally. It's because that I didn't have the internet on my laptop yet at my mom's boyfriend's place when we moved in a couple of days ago until I got it hooked up yesterday.

UPDATE: Weeks ago, I decided to experiment with BarylTDF's colour scheme of his Gothica sprite he made by fiddling around with the NES Palette for one sprite of Gothica while leaving the other sprite for Gothica the way Baryl coloured it.


Left side: BarylTDF's Gothica sprite
Right side: Same, only with her original colour scheme. The shading on her dress might be reversed on that sprite, which is something I noticed today.


Yuno Gasai: Living proof that yanderes are NOT meant to be messed with.

MagVanisher

Well I'm glad someone reply on this thread. Although I'm still waiting for BarylTDF regarding Gothica's sprite as well as concept arts of all the Rockman Killers.

And BTW, I might be busy next week if I have a full-time job. But anyways, I hope you guys can stick with me and cooperate until the end.

Oh, and I almost forgot... If someone can find me a programmer who knows Multimedia Fusion 2 and the Mega Man Engine, let me know.

OBJECTION MAN

Quote from: MagVanisher on July 11, 2012, 02:14:21 PM
Oh, and I almost forgot... If someone can find me a programmer who knows Multimedia Fusion 2 and the Mega Man Engine, let me know.

This is the number one reason fan games collapse before going anywhere. Typically, the people who are truly dedicated to the game's vision end up learning to program themselves, because the realization will set in sooner or later that it is highly unlikely anyone will come to your aid and be your code slave to craft your game for you.

In the world of game development, everyone has ideas and designs, therefor ideas are cheap. What counts are demos. Without a demo, you're just stuck with another cheap idea among countless others.

The base universal truth in this situation is that; Talent will attract talent. You just need to display that you have it.

The silver lining here is that Multimedia Fusion is incredibly simple to work with. It is all event based programming, and not any real code. You should be able to pick up the basics quickly, and experiment with it enough to get a decent understanding of how to build a simple game in it. The flip side is, Multimedia Fusion isn't the cure all. In fact MMF is very limited in what it can do, less now than before, but still limited. You will come to find very quickly that a Megaman game isn't as simplistic as you may think it is.

My ultimate advice would be to make a few original games or extremely simple clone games (like Pac-Man), to get the hang of game development. Then come back after those and try to apply what you've learned to tackle this more complex design.

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Jadzxa

QuoteThis is the number one reason fan games collapse before going anywhere. Typically, the people who are truly dedicated to the game's vision end up learning to program themselves, because the realization will set in sooner or later that it is highly unlikely anyone will come to your aid and be your code slave to craft your game for you.

In the world of game development, everyone has ideas and designs, therefor ideas are cheap. What counts are demos. Without a demo, you're just stuck with another cheap idea among countless others.

The base universal truth in this situation is that; Talent will attract talent. You just need to display that you have it.

The silver lining here is that Multimedia Fusion is incredibly simple to work with. It is all event based programming, and not any real code. You should be able to pick up the basics quickly, and experiment with it enough to get a decent understanding of how to build a simple game in it. The flip side is, Multimedia Fusion isn't the cure all. In fact MMF is very limited in what it can do, less now than before, but still limited. You will come to find very quickly that a Megaman game isn't as simplistic as you may think it is.

My ultimate advice would be to make a few original games or extremely simple clone games (like Pac-Man), to get the hang of game development. Then come back after those and try to apply what you've learned to tackle this more complex design.


I agree completly here. Just having something to show before starting it from scratch or having at least some level of skill with what you're going for is key to a succesful game. He's already pointed out some good tips of getting started with things, you should save this idea, I wouldn't just toss it away because you've gotten so many designs in and such. But you should focus on making something simple at first.

Then transferring to something greater. My Elementar Rising series as an example, yeah RPG Maker, but there are tons of things like Ruby scripting, eventing and what not that went into it. Before even getting that online I had to sit down and just go over things, make sure I knew what I was doing and was able to add or adjust things to make them different and more original.

MMF2 is very simple, but things such as gimmicks and physics can become issues if you really don't have all the knowledge and such needed. So yeah I could really help with the programmings though, but I'm a tad busy with my own projects as it is so I may not be able to.  But you should really jump into getting to know things yourself and perhaps just make some small test games or something. It's all about trial and error in the end.
My art,projects and other things.
http://jad4321.deviantart.com/

MagVanisher

Well, I guess you're right on making demos first and the essentials of making games. But, I have to wait for NMario's Mega Man Engine to be finished before I tinker it.

And don't worry, this game will not be finished quickly. It will take some time before all of the elements are already in place, and I'll make sure it is polished as possible.

Also, I hope someone can help me on Multimedia Fusion 2, including scripts and the latest updates to install, so I can make my own.

MagVanisher

Hello guys, I'm back from the dead... Although technically I'm still here!

Anyway, I would like to apologize for not updating this fangame due to real-life issues. But for now, I'm tackling on making a Rockman Killer, starting with Quint Shadow.



As you can see, I'm in the process of modifying it using Forte (or Bass) as a base sprite. I would like to thank Zexion-teh-Wolf for providing the Forte sprite. Now all I need now is to fit Sakugarne into Quint Shadow's hands... It would take some time for me to finish it.



EDIT: Here's a sample animation!

RetroRespecter


Mr. Haxwell

Quote from: MagVanisher on May 27, 2012, 07:14:39 AM
BTW, Flamenco's design will be based on this. Just the long skirt only.

[spoiler]



[/spoiler]

And as for the upper part, try using this as inspiration. Just use the breast armor and its shoulder.

[spoiler]

[/spoiler]
May I try my hand at Flamenco, kupo :3?

Fear me.

MagVanisher

Quote from: RetroRespecter on December 30, 2012, 07:54:55 PM
What did you do? Power up Quint to new levels?

Yes, as a boss before fighting the last 4 Rockman Killers... Still, it is not yet finished.

@Maine Coon Hazard

If you want to, let's see what you got!

Mr. Haxwell

Thanks. 8)

This is what I came up with



Hand-drawn Sketch. Sorry about some of the outlines :P.



Colored version, without shading. I've made her eyes, gems and lighting inside her ear ruby-red. I wonder, how close is this towards the original?

Oh, and about Gothica, I think using this as a base for her stage theme, since I can't seem to get a hold of her existing theme :P.



Actually, never mind, I found it, I think -u-'.

EDIT

Made an update on Flamenco's designs



Rear details, head-shot details and katakana added. I'm wondering if making her pigtails fiery, concerning her fiery attacks.

Fear me.

MagVanisher

Wow, I'm impressed! Let's see if you could transfer it in sprite form...

Mr. Haxwell

I'll see what I can try, you can count on me, kupo ;).

EDIT



Okay, size issue, should she be taller or the same height as Megaman? Just want to confirm this, before going any further.

Fear me.

MagVanisher

I think it needs to be taller than Rockman... And also, I think Flamenco needs some clothes on her belly. The cleavage is fine, so you have to keep it!

BTW, you should think about the attacks for Flamenco, like dancing.

Mr. Haxwell

#197
Thanks. I was going to add these...





but since you've made a decision, I should be able to get things done now >w<. Don't mind the 16-bit SNES version, I'm just trying something different, that's all. 8)

EDIT

Question: Should I base her "Ember Twister" on these?

   

Don't mind the Len palette swap, was trying to be creative.

Fear me.

Raging-Banebou

You did a pretty good job on Flamenco's design there, Maine. Also, if I could pick a basis for her Ember Twister, why not use the second gif of Len you've got there?


Yuno Gasai: Living proof that yanderes are NOT meant to be messed with.

MagVanisher

Agreed with Banebou, I would like to pick the second one!