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[Fan Game] Mega Man SD
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barberbarberjoe Offline
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Post: #41
RE: Mega Man SD
(14-07-2017 04:05 PM)Threxx Wrote:  
(14-07-2017 01:15 AM)barberbarberjoe Wrote:  Pretty good so far, though I hope you guys have a consistent graphical presentation, that is important for a Mega Man game.

Regardless, will look forward to the boss fight.

Can I ask for more elaboration on what you mean by "consistent graphical presentation"?

The entire game is using an altered art style that is derived from our altered player sprite. If this is what you mean then yes, we are focusing on having a consistent presentation.

That's good, though I mostly meant overall level and tileset graphic design.
15-07-2017 03:47 PM
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Threxx Offline
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Post: #42
RE: Mega Man SD
(15-07-2017 03:47 PM)barberbarberjoe Wrote:  That's good, though I mostly meant overall level and tileset graphic design.

Our Art Director has taken it upon himself to create all the tilesets himself in order to maintain consistency, so this has been accounted for.

(15-07-2017 01:48 AM)M. Jacquelinae Wrote:  Why does it take you eighteen screens into the level and a "putting it all together" yoku block segment before you get to the main gimmick? Hell, why does the level even need yoku blocks? I'm worried you're running into Rock Force territory, where the (non-fortress) levels have so many gimmicks with so little of their design space mined that it feels wasteful. There is a place for this sort of thing, of course, but I feel the need to ask: Are all eight RM stages going to be this cerebral, or are the others more run-and-gun?

Whoops, didn't see this post before due to the thread going over to the 3rd page...

The stage only has two gimmicks - the Yoku Blocks and the light switches. If one were to look at most Mega Man stages, they generally have 1 to 2 key gimmicks that define the stage. We're planning to design Mega Man SD with a similar intention.

We're also planning to make the stages slightly longer than the average Mega Man stage (average Robot Master stage length is 25 screens, our stages are planned to average somewhere around 30 - 32), simply because games have gotten longer since the NES days and we feel our project should follow suit. As a correction, Switch Man's stage is only 15 screens long before reaching the first instance of the switches, and it occurs immediately after the midpoint checkpoint, so I'm not sure where this criticism arises from. Not all of the stages will be as "puzzle" or "gimmick" heavy as this one - but you can certainly expect that stages will be designed around gimmicks.

To provide a tl;dr answer to the question I bolded in your post, no.

Generally disgruntled composer and Ideas Guy™. Currently working on Mega Man Shattered Diamond and an unannounced original project.

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(This post was last modified: 16-07-2017 12:47 AM by Threxx.)
16-07-2017 12:39 AM
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spacorn Offline
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Post: #43
RE: Mega Man SD
Looks great so far! I'm not a fan of the Wily Wars design but this seems very well designed! The stage on the preview video looks very fun to play too!

My only critique would be that maybe Mega Man' sprite needs a bit of polish. Legs/boots are noticeably different in size and shape, and there seems to be a stray lighter pixel floating in front of the helmet? It got a bit distracting during the trailer Tongue
31-07-2017 05:15 PM
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Threxx Offline
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Post: #44
RE: Mega Man SD
(31-07-2017 05:15 PM)spacorn Wrote:  Looks great so far! I'm not a fan of the Wily Wars design but this seems very well designed! The stage on the preview video looks very fun to play too!

My only critique would be that maybe Mega Man' sprite needs a bit of polish. Legs/boots are noticeably different in size and shape, and there seems to be a stray lighter pixel floating in front of the helmet? It got a bit distracting during the trailer Tongue

Mega Man's sprite has been updated. There is a post about it on our dev blog: https://mmsdgame.tumblr.com/post/1629861...ideo#notes

Generally disgruntled composer and Ideas Guy™. Currently working on Mega Man Shattered Diamond and an unannounced original project.

YouTube: https://www.youtube.com/channel/UC8JCLmX...ji0sctyEYQ
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01-08-2017 02:28 AM
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Threxx Offline
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Post: #45
RE: Mega Man SD
We are no longer recruiting at the moment.

Generally disgruntled composer and Ideas Guy™. Currently working on Mega Man Shattered Diamond and an unannounced original project.

YouTube: https://www.youtube.com/channel/UC8JCLmX...ji0sctyEYQ
SoundCloud: https://soundcloud.com/threxx-danne
(This post was last modified: 10-09-2017 02:17 PM by Threxx.)
21-08-2017 02:17 AM
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Threxx Offline
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Post: #46
RE: Mega Man SD
We are no longer recruiting at the moment.

Generally disgruntled composer and Ideas Guy™. Currently working on Mega Man Shattered Diamond and an unannounced original project.

YouTube: https://www.youtube.com/channel/UC8JCLmX...ji0sctyEYQ
SoundCloud: https://soundcloud.com/threxx-danne
(This post was last modified: 10-09-2017 02:17 PM by Threxx.)
26-08-2017 09:23 PM
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Threxx Offline
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Post: #47
RE: Mega Man SD
https://discord.gg/yqra84S

Team Circadia now has a public Discord server! Join for discussion and updates about MMSD.

Generally disgruntled composer and Ideas Guy™. Currently working on Mega Man Shattered Diamond and an unannounced original project.

YouTube: https://www.youtube.com/channel/UC8JCLmX...ji0sctyEYQ
SoundCloud: https://soundcloud.com/threxx-danne
10-09-2017 02:17 PM
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