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Jan 28, 2012, 8:42pm




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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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 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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 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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 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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 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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 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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 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.


I think it's alot better than the original
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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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 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>>>>>>>>>>>>>

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Bass plays a huge role at the end of the game.

<<<<<<<<<<<<Spoiler>>>>>>>>>>>>>

<<<<<<<<<<<<Spoiler>>>>>>>>>>>>>

<<<<<<<<<<<<Spoiler>>>>>>>>>>>>>

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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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 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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 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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 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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 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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 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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