Fan Game Mega Man Singularity[Help appreciated]
#1
I've been debating whether or not to post about this here for a while now. I was worried that I had to complete enough of the game to be taken seriously, and that the amount of completion that I'm at currently isn't good enough. But then I figured that if I told myself that it's not good enough now, then there's a good chance that I'll work more on it, decide it isn't good enough to present then, work on it more, still decide it isn't good enough, and...well. You get the idea.

So, with that said, I present to you all: Project Rock and Roll!
(Yeah, see, because of the characters Rock and Roll. I know, it's so original Wink)

Concept

Project Rock and Roll is going to be a standard Classic Mega Man game, with 8 bosses whom you can fight in any order and who provide Mega Man with weapons upon defeating them which can be used against other bosses in a Rock-Paper-Scissors like fashion. However, there is one unique feature about this concept: the player will be able to select which 8 bosses they can choose to fight at the beginning, from a selection of 16 classic bosses from Mega Man 1-3. Their stages will be exactly as they were in their respective games, with all level gimmicks, enemies, boss patterns, and weapons exactly as they were. However, depending on what the player selects at the start, the weakness tree will adjust itself to accommodate different bosses.

The 16 bosses shall be as follows:
Mega Man 1
  • Guts Man
  • Cut Man
  • Elec Man
  • Fire Man

Mega Man 2
  • Heat Man
  • Bubble Man
  • Metal Man
  • Quick Man
  • Air Man
  • Wood Man
  • Flash Man
  • Crash Man

Mega Man 3
  • Snake Man
  • Spark Man
  • Shadow Man
  • Magnet Man

Story

Truthfully, I haven't thought much about including story elements, but I have come up with an explanation for why the situation here is unfolding. My explanation is that Dr. Wily, more aware than ever of his own mortality, has dedicated himself to transferring his consciousness into an electronic medium, making himself virtually immortal. In pursuit of this goal, Wily unknowingly creates Alpha Wily, a sentient AI based on his own brain patterns and possessing all of his memories. With its main directive being "Destroy Mega Man," Alpha Wily transmits itself wirelessly out into the world, eventually finding an automated robotics factory which it swiftly hacks into and takes control of. With limited resources and only the designs of earlier robot masters in its memory banks, Alpha Wily creates near exact copies of as many as 16 reformed or destroyed robot masters and sends them out into the world to cause havoc. Thus, Mega Man must confront his own past and put a stop to the tyrannical AI and its creations.

It's bare bones, but again, I wasn't going to put much emphasis on story in this game as much as gameplay.

Gameplay

The gameplay is fairly straightforward; after selecting 8 bosses through an interface based around the name cards seen at the end of Mega Man 3, the game would proceed as any game in the classic series would; 8 bosses which can be fought in any order and have weapons which work well against each other.
https://i.ytimg.com/vi/QLZwQ48t9fk/maxresdefault.jpg
(Think something like this)

Mega Man himself would have all of the same abilities he did up to Mega Man 3; he can jump, shoot basic buster shots, and slide. The level design itself would be unchanged from the games they were from initially, minus the fact that they would be running on an updated physics engine and that the older levels would benefit from the new slide ability(especially stages like Quick Man's and Fire Man's). All of the same enemies from those levels would be present, with some exceptions(enemies that have gotten some updates to their basic abilities, like Mets and Sniper Joes, will be represented with more current versions), and each boss' pattern would be similar or identical to how they were in their original games, with some alterations(for example: Guts Man will jump higher, thereby allowing the player to slide under him, and Quick Man's boss room will be flat, making it easier to avoid his attacks by sliding). Likewise, each weapon shall behave identically to how they did in the original games, again with exceptions(for example, the Metal Blade's ammo usage per shot will be increased from 0.25 bars to 1 bar to make it more balanced). At present, I do not plan to include any kind of Wily Fortress segment; just the 16 levels, bosses, boss weapons, and any level gimmicks and enemies needed to make those levels as close to the originals as possible.

Important Information
  1. I am developing this project in WreckingPrograms' Mega Engine Version 1.6 in the free version of Game Maker Studio 1.4.
  2. I am the sole member of the development team for this game, and have been doing all programming, level design, custom sprite work, etc. myself, with some advice and code for certain weapons and level objects provided by other users, namely WreckingPrograms and KishSquared.
  3. This is my first Mega Man fan game and my first serious game design project. In the past, I have made very small, barebones titles which are incomplete and fairly buggy. I understand that this information will make many of you very skeptical of what I am about to say next.
  4. PLEASE TAKE NOTE :I am entirely capable of completing this project on my own; with occasional advice from other users and enough trial and error, I am confident that I can successfully program this project, and using the resources provided by this forum and other sources, I am equally confident that I can find every asset I need for it. Granted, I estimate based on the precise tasks that I will need to complete and the goal I have set, as well as the fact that I am still in school and have a job, that this project could take me over a year to complete at my current pace, probably longer. I am requesting assistance here simply to cut down on that development period. Again, this project WILL be completed regardless of whether anybody here provides me with assistance. It will simply take much longer.

Current Progress and Necessary Assets

Currently, I have completed the following:
  • Snake Man's stage is complete, minus the enemies, the level gimmicks, and the boss himself(I have created an object for him, but no AI as of now). The stage is accessible from the select screen.
  • I have created an object meant to handle the selection of the bosses prior to the level select screen, but it is incomplete at present.
  • I have created a script which can be adapted to draw the names of the 8 selected robot masters and their icons on the level select screen.
  • I have procured and implemented all of the tile sets I'll need minus those of Spark Man and Magnet Man. In addition, the Heat Man tileset I downloaded from this site will require modification in order to work properly, which I can easily do.
  • I have imported backgrounds based on screen caps of every stage I'll be making downloaded from MMNetwork. Guts Man and Cut Man's stages have been partially tiled, and all of the stage rooms have been created with these backgrounds.
  • I have imported a functioning Sniper Joe enemy off of an earlier test project with the Mega Engine.
  • I have created one functioning weapon in addition to the Metal Blade which is already present in the Engine; the Time Stopper. The Quick Boomerang is implemented as well, but is not fully complete.
  • (11/16/17)Cut Man's stage is complete minus the enemies and the boss.
  • (11/17/17)Fire Man's stage is complete minus the enemies, fire gimmick, and the boss.
  • (11/19/17)I have created a spawner object to handle the creation of enemies like Tellies in some stages, although there are still some bugs to work out. Heat Man and Air Man's stages are complete minus the enemies, level gimmicks, and bosses.
  • (11/20/17)Cut Man's stage has almost all of the enemies needed.
  • (11/21/17)Wood Man and Bubble Man's stages are complete. Introduction animations and basic boss objects have now been created for 7 bosses: Cut Man, Snake Man, Air Man, Bubble Man, Wood Man, Heat Man, and Fire Man, although they still refuse to work properly Sad.
  • (12/6/17-12/8/17)Spark Shock and Bubble Lead have been fully implemented. The Quick Boomerang has been fixed for the most part. The Shadow Blade has been partially implemented-it currently is working as a Metal Blade with less direction options, as I have yet to implement its unique reverse feature.

It seems as if this forum's text editor will not allow me to include the project file for the current build of the game as an attachment. I will look into a method for rectifying that.

Therefore, what remains for me to complete, aside from successfully completing the custom boss select code and modifying the assets I have already, is listed here, and will be updated as I complete them myself:
List of Enemies That Need to Be Added and Programmed
Guts Man(1)
Blader
Elec Man(1)
Watcher
Cut Man(3)
Flea[completed 11/16/17]
Flying Shell
Super Cutter + vat[completed 11/20/17]
Fire Man(3)
Killer Bullet
Tackle Fire
Spine
Bubble Man(7)
Kerog[completed 11/16/17, but the stupid thing won't draw itself >Sad]
Petit Kerogs[completed 11/16/17]
Tanishi
Shrink
Anko
M-445
Claw
Metal Man(4)
Mole
Pierrobot
Blocky
Springer
Air Man(7)
Goblin
Petit Goblin
Kaminari Goro
Pipi
Copipi
Scworms
Matasaburos
Crash Man(4)
Telly[Completed 11/19/17]
Shotman
Fly Boy
Met(new)
Heat Man(1)
Sniper Armor
Quick Man(2)
Changkey Maker
Changkey(Tackle Fire)
Wood Man(5)
Batton(completed 11/20/17)
Robbit
Friender
Monking
Kuuku
Flash Man(0)
Snake Man(8)
Bomb Flier
Bubukan
Dada
Hammer Joe
Jamacy
Petit Snakey
Potton
Big Snakey
Magnet Man(2)
Mag Fly
Giant Springer
Spark Man(6)
Elec’n
Electric Gabyoall
Junk Block
Peterchy
Bolton and Nutton
Giant Springer
Shadow Man(8)
Blinky
Walking Bomb
Hologran
Mechakkero
Parasyu
Yambow
Pickelman Bull
New Shotman
Total: 62 new enemies

List of Gimmicks that Need to be Added and Programmed
Guts Man(2)[u]
Conveyer platforms
Strong Arm blocks(Eliminated, as I shall be reworking the Super Arm into a weapon which I believe to be more practical)
[u]Elec Man(1)

Electric blocks
Cut Man(0)
Fire Man(2)
Fire chutes
Fire shooter
Bubble Man(1)
Falling blocks(replaced with pre-existing Drop Platforms from Mega Man 3 to save time)
Metal Man(1)
Crusher(Press)
Air Man(1)
Goblin
Crash Man(1)
Conveyer platform Mk 2
Heat Man(0)
Quick Man(2)
Darkened rooms
Laser beams
Wood Man(0)
Flash Man(1)
Crash bomb blocks
Snake Man(2)
Moving platforms in Big Snakey fight
Cloud platforms
Magnet Man(1)
Gust Blower
Spark Man(0)
Shadow Man(0)
Total: 14 new level gimmicks

List of Tilesets to Implement
Magnet Man’s Stage
Spark Man’s Stage

List of Weapons to Program
Strong Arm
Rolling Cutter
Elec Beam
Fire Storm
Bubble Lead(implemented)
Quick Boomerang(implemented)
Atomic Fire(implemented)
Leaf Shield(implemented)
Air Shooter
Crash Bomb
Search Snake(partially implemented, but untested)
Shadow Blade(implemented)
Spark Shock(implemented)
Magnet Missile

List of Bosses To Program
Guts Man
Cut Man(object implemented, but no AI)
Elec Man
Fire Man(object implemented, but no AI)
Air Man(object implemented, but no AI)
Wood Man(object implemented, but no AI)
Metal Man
Flash Man
Heat Man(object implemented, but no AI)
Crash Man
Quick Man
Bubble Man(object implemented, but no AI)
Snake Man(object implemented, but no AI)
Magnet Man
Shadow Man
Spark Man

List of Themes Needed(must be in compatible format)
Guts Man’s
Cut Man’s
Elec Man’s
Fire Man’s
Air Man’s
Wood Man’s
Metal Man’s
Flash Man’s
Heat Man’s
Crash Man’s
Quick Man’s
Bubble Man’s
Snake Man’s
Magnet Man’s
Shadow Man’s
Spark Man’s

As mentioned previously, with enough time, I can program/find and implement everything listed here on my own. However, if any of you would be willing to provide code programmed in Mega Engine for any of the objects required, or any of the required level themes in a compatible format, that would be greatly appreciated.

In conclusion, I would appreciate any feedback you wish to offer me, positive or negative. If you wish to provide assistance in any form, you may PM me with any assets you would be willing to provide, and I shall add your name to the notes doc I have so that I may give you credit in the game for providing the resource(s) in question.

Thank you all for taking the time to read this. I know it went on for a while, but I felt that I should be as detailed as possible, so I apologize if this annoyed any of you. I hope you all have a fantastic day, and take care.
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#2
Interesting. About time a new project has happened.

Quote:So, with that said, I present to you all: Project Rock and Roll!
(Yeah, see, because of the characters Rock and Roll. I know, it's so original Wink)

Really creative title there Smile.

So yeah, about the concept, it's pretty neat. A self-adjusting weakness system (It's original, do not stealBig Grin.). Story is pretty decent, to say the least. I'm not good at storymaking, so no problem with that. What I do want is make the levels slightly altered, so players could have a new experience. But even though, that's Ok, because programming is hard and a level is done. Nonetheless, I hope you feel motivated to do that someday.

Quote:List of Enemies That Need to Be Added and Programmed
Guts Man(1)
Blader
Elec Man(1)
Watcher
Cut Man(3)
Flea(look at Big Eye/Pharaoh Man code)
Flying Shell(look at Wrecking tutorial)
Super Cutter + vat(arc seems similar to picket’s-use similar code)
Fire Man(3)
Killer Bullet
Tackle Fire
Spine
Bubble Man(7)
Kerog
Petit Kerogs
Tanishi
Shrink
Anko
M-445
Claw
Metal Man(4)
Mole
Pierrobot
Blocky
Springer
Air Man(7)
Goblin
Petit Goblin
Kaminari Goro
Pipi
Copipi
Scworms
Matasaburos
Crash Man(3)
Telly
Shotman
Fly Boy
Met(new)
Heat Man(1)
Sniper Armor
Quick Man(2)
Changkey Maker
Changkey(Tackle Fire)
Wood Man(5)
Batton
Robbit
Friender
Monking
Kuuku
Flash Man(0)
Snake Man(8)
Bomb Flier
Bubukan
Dada
Hammer Joe
Jamacy
Petit Snakey
Potton
Big Snakey
Magnet Man(2)
Mag Fly
Giant Springer
Spark Man(6)
Elec’n
Electric Gabyoall
Junk Block
Peterchy
Bolton and Nutton
Giant Springer
Shadow Man(8)
Blinky
Walking Bomb
Hologran
Mechakkero
Parasyu
Yambow
Pickelman Bull
New Shotman
Total: 62 new enemies


That's a lot. Too many for my opinion. If the games functions as a builder or an engine, like Mega MAN Maker and Mega Engine, respectively, that's Ok. But for a game, about 20's Ok. But it's fine, considering this game would take eternity to create if it uses custom assets or tilesets.

So anyways, good luck man. I hope this game will finally be complete.
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#3
(13-11-2017, 11:31 AM)TigerKiller003 Wrote: Interesting. About time a new project has happened.

Quote:So, with that said, I present to you all: Project Rock and Roll!
(Yeah, see, because of the characters Rock and Roll. I know, it's so original Wink)

Really creative title there Smile.

So yeah, about the concept, it's pretty neat. A self-adjusting weakness system (It's original, do not stealBig Grin.). Story is pretty decent, to say the least. I'm not good at storymaking, so no problem with that. What I do want is make the levels slightly altered, so players could have a new experience. But even though, that's Ok, because programming is hard and a level is done. Nonetheless, I hope you feel motivated to do that someday.

Quote:List of Enemies That Need to Be Added and Programmed
Guts Man(1)
Blader
Elec Man(1)
Watcher
Cut Man(3)
Flea(look at Big Eye/Pharaoh Man code)
Flying Shell(look at Wrecking tutorial)
Super Cutter + vat(arc seems similar to picket’s-use similar code)
Fire Man(3)
Killer Bullet
Tackle Fire
Spine
Bubble Man(7)
Kerog
Petit Kerogs
Tanishi
Shrink
Anko
M-445
Claw
Metal Man(4)
Mole
Pierrobot
Blocky
Springer
Air Man(7)
Goblin
Petit Goblin
Kaminari Goro
Pipi
Copipi
Scworms
Matasaburos
Crash Man(3)
Telly
Shotman
Fly Boy
Met(new)
Heat Man(1)
Sniper Armor
Quick Man(2)
Changkey Maker
Changkey(Tackle Fire)
Wood Man(5)
Batton
Robbit
Friender
Monking
Kuuku
Flash Man(0)
Snake Man(8)
Bomb Flier
Bubukan
Dada
Hammer Joe
Jamacy
Petit Snakey
Potton
Big Snakey
Magnet Man(2)
Mag Fly
Giant Springer
Spark Man(6)
Elec’n
Electric Gabyoall
Junk Block
Peterchy
Bolton and Nutton
Giant Springer
Shadow Man(8)
Blinky
Walking Bomb
Hologran
Mechakkero
Parasyu
Yambow
Pickelman Bull
New Shotman
Total: 62 new enemies


That's a lot. Too many for my opinion. If the games functions as a builder or an engine, like Mega MAN Maker and Mega Engine, respectively, that's Ok. But for a game, about 20's Ok. But it's fine, considering this game would take eternity to create if it uses custom assets or tilesets.

So anyways, good luck man. I hope this game will finally be complete.

I mean, they would all be enemies from the original games using their original sprites and programmed to behave as they did in the original games, so they would definitely take less time to create than new custom enemies with original sprites, but yeah, I can understand why you might think the scale is pretty big, especially for a guy's first project. Believe it or not, this is actually a heavily scaled back version of the original concept for this game, which would have had every Robot Master in the classic series able to be fought. Yeah, I honestly don't know what I was thinking. Wink This will hopefully be easier. And yeah, I was thinking about altering the Mega Man 1 and 2 levels with new areas which would require the slide to get through, but I figured that the original designs would work well enough for my purposes(although as I said, I am going to see about altering some of the boss fights to incorporate the slide).

But I appreciate your interest nonetheless.
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#4
Man, you really ought to wait for the MAGMML2 engine to become public domain if you're using so many assets from 1-3.
[Image: 1WyygO9.png]

"I feel like there could've been much more done here, such as racial segregation" --Enjl, 2017
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#5
Perhaps, although I imagine that will take a great deal of time. Plus, I've already grown accustomed to how the Mega Engine handles.
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#6
Well, to make the process of Wily stage-making slightly easier, how about including the Genesis Unit as castle bosses? The assets for Infamous Intent should still have full sprite sheets for them. I mean, seeing as this game is essentially Wily Wars-lite.

That aside, the title is slightly misleading, as the plot does in no way imply that Roll is playable. Tongue
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#7
That is one possibility. What I was thinking if I do make fortress stages is to include a boss rush of the 8 the player doesn't pick, spaced out maybe 2 per stage, and then face Alpha Wily itself as the final boss.

And yeah, the comparison is accurate, since I came up with the concept while watching a review of Wily Wars. Wink

Also, even more ironically, I actually thought about making a fan game version of Mega Man 1 where Roll is made first and later upgraded instead of Rock. Maybe that could be a bonus mode if I decide to add on to this...

But in all seriousness, that's just a placeholder title because I honestly can't come up with anything else that sounds decent.
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#8
(13-11-2017, 08:51 PM)Lionheart261 Wrote: Also, even more ironically, I actually thought about making a fan game version of Mega Man 1 where Roll is made first and later upgraded instead of Rock. Maybe that could be a bonus mode if I decide to add on to this...

But in all seriousness, that's just a placeholder title because I honestly can't come up with anything else that sounds decent.

That'd be cool, hopefully she will/would get her heart-themed armor from the OVAs, and you could include Oil Man (Archie version) and Time Man as extra bosses/levels. MM - 1up

Still though, that is entirely fair. If worse comes to worst, the Sprites Inc. crew here can always help ya come up with a nice title.
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#9
(16-11-2017, 09:05 PM)barberbarberjoe Wrote: That'd be cool, hopefully she will/would get her heart-themed armor from the OVAs, and you could include Oil Man (Archie version) and Time Man as extra bosses/levels. MM - 1up

Still though, that is entirely fair. If worse comes to worst, the Sprites Inc. crew here can always help ya come up with a nice title.

I actually made a sprite sheet for her. It's not much; literally just palette swapped the Mega Man sprite sheet from this site(shades of blue to shades of red) and then pasted Roll's faces onto them to match. I don't yet know how to post image files here properly yet, so...

And actually, I was thinking that I'd add two original Robot Masters as the extra bosses if I did make this; Crop Man(a robot designed to assist in farming)and Reel Man(a robot designed to protect fish reserves from poachers). Not that I dislike Time Man and Oil Man, but I feel like the ones I've come up with are better suited to the whole "assist humans with difficult tasks" theme the original 6 Robot Masters had going on.

Also, while I'm here, I just came up with an idea for a special mode and I was wondering what you all think of it: "Bomb Rush." Basically, in preparation of coding the Killer Bullets, I was going to modify the parent object for all enemies to have a variable which determines whether or not they create a damaging explosion upon death. This led me to the following idea: a special challenge stage or mode in which that variable is set to true for the entire parent object. Thus, every enemy would explode upon death or contact, vastly increasing the challenge factor. The stage would culminate in a fight with Bomb Man.

So, what do you all think?
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#10
Okay, thought I'd make a separate post for this, because it's fairly major in terms of the concept for this game.

Basically, I believe I have a system for determining the boss weaknesses, and I wanted to get some opinions on it.

The system I've devised will work as follows:

Every boss will have a single, unique primary weakness upon their creation, and will take only 1 point of damage from the Mega Buster. Other weapons will deal more damage than the buster at my discretion, but when it comes to something which can truly be considered a weakness, there will only be one. I've tried to make the primary weaknesses match with the bosses' original weaknesses as much as possible, but with the 4 MM1 and 4 MM3 bosses added in on top of the MM2 roster, there had to be some alterations, which will be shown below. I based some of these alterations off of the Doc Robot weaknesses from MM3, so that they'll hopefully still be recognizable.

If the boss which yields its primary weakness weapon is not among the 8 selected, each boss will then acquire a secondary weakness. Similarly, if the boss which yields its secondary weakness weapon is not among the 8 selected, each boss will then acquire a tertiary weakness. I've tried to make the other two weaknesses thematic(for example, Wood Man should be weak to both the Atomic Fire and the Fire Storm for similar reasons), but fair warning, there are some which don't make a lot of sense.

If the boss which yields its tertiary weakness weapon is not among the 8 selected, the boss will then take two points of damage from the Mega Buster instead of one. Napkin math I've done indicates that, at worst, 2 bosses at most could succumb to this depending on the bosses selected. Also, I've been thinking that I should also have each boss move on to the secondary/tertiary weaknesses if the boss with that as a primary/secondary weakness is already present, but I worry that that will increase the likelihood of bosses ending up as just being slightly damaged by the buster.

Idk, I think a system like this should serve its purpose adequately. It provides a consistent system, albeit one more confusing than the normal damage charts seen in the franchise, for determining boss weaknesses based on the particular boss orders. It also allows for thematic considerations where a simpler, less intuitive algorithm(say, making the bosses always follow a clockwise progression in terms of weaknesses regardless of the bosses selected)could not, hopefully making it easy to guess based on current equipment. And it provides for a bit more of a challenge in some cases.

Anywho, the weakness chart I've worked out is listed underneath the spoiler tag below:
Guts Man
A. Crash Bomber
B. Magnet Missile
C. Fire Storm
Cut Man
A. Strong Arm
B. Crash Bomber
C. Magnet Missile
Elec Man
A. Rolling Cutter
B. Shadow Blade
C. Bubble Lead
Fire Man
A. Bubble Lead
B. Air Shooter
C. Strong Arm
Air Man
A. Leaf Shield
B. Strong Arm
C. Spark Shock
Wood Man
A. Search Snake
B. Fire Storm
C. Atomic Fire
Metal Man
A. Magnet Missile
B. Spark Shock
C. Thunder Beam
Flash Man
A. Metal Blade
B. Atomic Fire
C. Crash Bomber
Heat Man
A. Air Shooter
B. Bubble Lead
C. Time Stop
Crash Man
A. Fire Storm
B. Quick Boomerang
C. Rolling Cutter
Quick Man
A. Time Stop
B. Search Snake
C. Air Shooter
Bubble Man
A. Thunder Beam
B. Leaf Shield
C. Quick Boomerang
Snake Man
A. Atomic Fire
B. Metal Blade
C. Leaf Shield
Magnet Man
A. Spark Shock
B. Thunder Beam
C. Shadow Blade
Shadow Man
A. Quick Boomerang
B. Time Stop
C. Search Snake
Spark Man
A. Shadow Blade
B. Rolling Cutter
C. Metal Blade

Anyway, let me know what you all think about this-where I could make improvements to the system as a whole, perhaps a better place to put a boss weakness, and other comments of that nature.

On another note...I think I've come up with a semi decent title. I had a feeling "Mega Man Alpha" was taken, so I shall now call this game "Mega Man Singularity," basing it off of the fact that the AI Alpha Wily is an artificial intelligence based off of Doctor Wily's brain patterns. So, in effect, the game's main villain is the result of an attempt by a scientist to allow a human consciousness to inhabit a digital medium. I've already checked FlashMan's list of fangames, and a game called "Mega Man Singularity" is not on there, so I think it's good. If anyone knows of a game by that name, let me know so that I may change it, or just let me know what you think of it.

Anyway, with all that said and done, I hope you all have a fantastic day, and take care.
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#11
Ok, the new title is pretty good (The first one just sounds awkward). Great, new progress. But I have a major issue about the secondary weaknesses. Some of them reference real weaknesses, but some do not make sense. For example, Guts Man is weak to Fire Storm? No. That doesn't work. My suggestion is to make an overall theme on the weaknesses, like Guts Man is weak to explosives or hard-hitting weapons, Cut Man to high-temp weapons and hard-hitters, and so on.

So yeah, hope you have a nice day too.
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#12
(01-12-2017, 12:16 PM)TigerKiller003 Wrote: Ok, the new title is pretty good (The first one just sounds awkward). Great, new progress. But I have a major issue about the secondary weaknesses. Some of them reference real weaknesses, but some do not make sense. For example, Guts Man is weak to Fire Storm? No. That doesn't work. My suggestion is to make an overall theme on the weaknesses, like Guts Man is weak to explosives or hard-hitting weapons, Cut Man to high-temp weapons and hard-hitters, and so on.

So yeah, hope you have a nice day too.

That...is the theme with him. There are only two explosive-ish weapons to work with out of three necessary weaknesses, and his weapon is the only real "hard hitter". I wasn't about to make him a victim of Metal Man Syndrome. Thus, I had to come up with something. I looked at Guts' weakness table, saw that Fire Storm was the only other weapon in the game besides the Hyper Bomb which did more than 1 damage, and figured, "Eh, it should work decently enough."

I kept as close to a possible theme as possible, making many Robot Masters' additional weaknesses similar or else making sense with them(Elec Man's weak to the Bubble Lead because water conducts electricity, Bubble Man's weak to the Leaf Shield because plants absorb water, Spark Man's weak to the Rolling Cutter and Metal Blade, etc.). Yes, some don't make a lot of sense, but I had to make sure each weakness was unique in that weakness tier. And in the end, as long as the weakness remains consistent and works well enough in the actual boss fight, it shouldn't pose much of a problem.

Is there anything wrong with the actual system itself which I have devised? If so, I will seek to correct it. And I may decide to revise these at some point, but any attempt at revising one would inevitably cause conflict with others, so I am admittedly reluctant to do so.

My apologies if I said anything uncouth. I may yet consider revising this weakness table.

I hope you all have a great day.
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#13
By now, the Shadow Blade has been fully implemented. More significantly, I have finally found a solution to my issue regarding the Robot Masters: now, all of the boss objects are functioning properly, although none of them have AI as of yet. My next objective will be to implement the weapons for the 8 bosses I have added and add in Shadow Man and Spark Man and some test stages with them. That way, I'll hopefully be able to test the variable weapon, stage, and boss selection system I have come up with. If it works, then this project will henceforth be in the Alpha stage of development, and I shall look into making a demo publically available in the Fan Games thread. If it doesn't, then it's back to the drawing board regarding the system.

I appreciate the criticism that those of you here have offered and those who have followed this project. I hope you all have a fantastic day, and take care.
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#14
Okay, site's back online. Awesome.

So, there have been many developments as of late, all thanks to a fellow user who gave me a download link to the old MAGMML 2 Devkit, which not only contains the few tilesets that eluded me(Spark Man and Magnet Man's, as well as a more complete version of Shadow Man's than the one available here), but also code and sprites for every single enemy and level gimmick I need, and AI for the bosses Cut Man, Guts Man, Metal Man, and Crash Man. Of course, the devkit is in Game Maker 8.1 while the project is in Studio 1, so there have been issues porting over some things, and there are a lot of minor bugs to work out(most pressing is that I *really* need to pay attention in making sure every enemy can be affected by every weapon without the game crashing). Currently, I've ported over all but 2 of the enemies I need for the Mega Man 1 bosses, and several Mega Man 2 enemies, and have established AI for Cut Man, Metal Man, and Crash Man. And after a *lot* of work, I managed to complete Crash Man's level(he's going to replace Snake Man for now as one of the bosses in the alpha)entirely-it is fully tiled and implemented, with all necessary enemies functioning as they should, for the most part(the Crazy Cannon's bullets need to be lowered a bit. Also, still haven't added in Pipis).

Still, with the code contained in this devkit and after consulting the developers and making sure to give proper credit for my use of its assets, the pace of development has seen a rapid increase which I'm hoping will allow me to finish this project within a reasonable time frame.

So yeah. I'd say that's a nice way to start the new year. =)

Once again, thanks to everyone for their support and criticism thus far. It's been incredibly helpful.

Here's to a great 2018!
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#15
Wow, it's been a while.

Um, just a quick update thing. The project is currently on hold while I help out the Mega Met team with their project. Hopefully I'll learn even more neat things from that experience which I can apply to make this project even better.

Thank you all for your patience.
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#16
Quote:Wow, it's been a while.

Um, just a quick update thing. The project is currently on hold while I help out the Mega Met team with their project. Hopefully I'll learn even more neat things from that experience which I can apply to make this project even better.

Thank you all for your patience.

Well, at least this project is still alive. Good luck with the other stuff you need to do man. Don't let this project die.
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