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Author | Topic: Megaman Next Remix (In Progress) (Read 25,063 times) |
MaelstormM Cantaloupe
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|  | Megaman Next Remix (In Progress) « Thread Started on Feb 6, 2004, 6:08pm » | |
This game is underway now ^_^, but major progression won't happen until MMXN's done.
It's going to have the same plot as the original game, but I'm going to use the 32bit graphics for this one.
The gameplay will be the same (autojump/autocharge/autofire/limitless slide). Also I may add fliptop in for powerups to replace the originals healing (the regen 10hp at the end of each stage section).
The stages will be structured about the same, with a few ramps/ladders/etc added in to break the originals monotone design. They will still be short in length though.
It will possibly have protoman as a 2nd playable character.
It's going to take a good bit of time to make 32bit graphics of the bosses & stages so don't expect it to be produced as fast as MMXN was 
Here's the link... http://www.legacymaelstormm.com/g/mmnr/mmnr_main.htm
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BlazeMan CITIZEN
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|  | Re: Megaman Next Remix « Reply #1 on Feb 8, 2004, 9:41pm » | |
Hold on...If you're using 32-bit (MM8-style) AND ProtoMan, then I'm guessing you'll have to ask Gauntlet for Protoman to be able to have "running" sprites, as 32-bit Protoman never actually ran in the official games...
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MaelstormM Cantaloupe
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|  | Re: Megaman Next Remix « Reply #2 on Feb 12, 2004, 6:39pm » | |
Nah, I can make'm. I'm real good at spriting as long as I have the time ^_^.
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Firehawk CITIZEN
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|  | Re: Megaman Next Remix « Reply #3 on Feb 12, 2004, 9:45pm » | |
WOW... 32-bit sprites... meaning this sucker's going to be bigger than MMN was... maybe MMXN as well? Just gotta hope it runs as nice as the original... and by that I mean in speed. (Doubt it though.)
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MaelstormM Cantaloupe
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|  | Re: Megaman Next Remix « Reply #4 on Feb 13, 2004, 5:52am » | |
I just put up a small demo to show a basic version of it. http://www.maelstormm.com/Games/MegamanNextRemix/RicksAdventure4Game.htm
As long as I can keep it below 350k per stage then it should be about the same size as MMN was before optimizing. The better graphics will hurt the speed & filesize more than if I left them 8bitish. The overall game length should only be a hair longer than the original one. No where near the scale MMXN is.
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Luffy CITIZEN
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|  | Re: Megaman Next Remix « Reply #5 on Feb 13, 2004, 5:40pm » | |
Wow, it looks even better then MMXN. I look forward to playing it some more. Altough, it would be easyer if SpaceBar=Fire Blaster.
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ZANHULK CITIZEN
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|  | Re: Megaman Next Remix « Reply #6 on Feb 14, 2004, 1:00pm » | |
Quote:I just put up a small demo to show a basic version of it. http://www.maelstormm.com/Games/MegamanNextRemix/RicksAdventure4Game.htm
As long as I can keep it below 350k per stage then it should be about the same size as MMN was before optimizing. The better graphics will hurt the speed & filesize more than if I left them 8bitish. The overall game length should only be a hair longer than the original one. No where near the scale MMXN is. |
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I think it's alot better than the original
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bigblazer CITIZEN
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|  | Re: Megaman Next Remix « Reply #7 on Feb 20, 2004, 10:26pm » | |
If it is going to have the same plot, after you beat wily Bass should be playable.
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MaelstormM Cantaloupe
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|  | Re: Megaman Next Remix « Reply #8 on Feb 24, 2004, 5:06pm » | |
Story wise, Bass wouldn't work. Protoman would work up until the final fights. Hrm... maybe I could add a new character... decisions...
<<<<<<<<<<<<Spoiler>>>>>>>>>>>>> <<<<<<<<<<<<Spoiler>>>>>>>>>>>>> <<<<<<<<<<<<Spoiler>>>>>>>>>>>>> Bass plays a huge role at the end of the game. <<<<<<<<<<<<Spoiler>>>>>>>>>>>>> <<<<<<<<<<<<Spoiler>>>>>>>>>>>>> <<<<<<<<<<<<Spoiler>>>>>>>>>>>>>
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bigblazer CITIZEN
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|  | Re: Megaman Next Remix « Reply #9 on Feb 24, 2004, 8:01pm » | |
What do you mean storywise bass wouldn't work. When you defeat wily and Jaguar shows up Wily also want's to get rid of Jaguar too and Bass does what Wily says.
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MaelstormM Cantaloupe
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|  | Re: Megaman Next Remix « Reply #10 on Feb 24, 2004, 8:13pm » | |
It'd only work for Jaguar's stage and up to the MMN fight. Far to short to add it in.
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BlazeMan CITIZEN
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|  | Re: Megaman Next Remix « Reply #11 on Feb 27, 2004, 8:23pm » | |
3 meters this time, Energy Points, Charge Points and Weapon Points...I wonder how the weapon point system works in MMNR, is it the same as MMN, or different?
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MaelstormM Cantaloupe
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|  | Re: Megaman Next Remix « Reply #12 on Feb 27, 2004, 8:31pm » | |
Yeah, same process for special weapons as before. Your weapon energy will slowly regenerate as long as you stand still (except on Illegal where you don't get any). The charge meter will probably get changed to a little icon of some sort down the road.
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BlazeMan CITIZEN
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|  | Re: Megaman Next Remix « Reply #13 on Feb 27, 2004, 8:36pm » | |
In MMN, WP doesn't auto-regenerate outside of the Boss area...
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MaelstormM Cantaloupe
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|  | Re: Megaman Next Remix « Reply #14 on Feb 27, 2004, 8:43pm » | |
OOps, sorry, got confused with MMXN for moment 
The regeneration between stages is going to be done away with. It'll have MMXN's system for weapon energy, and baddies will drop health items.
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Many people in this world are like slinkies... only entertaining when you push them down some stairs. www.legacymaelstormm.com |
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