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Post by Wade Monroe / MaelstormM on Feb 6, 2004 18:08:17 GMT -5
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 ========= Current Alpha is up again in Adobe Air now in the MaelstormM section on my site: www.aggamare.com/
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BlazeMan
CITIZEN
Ready? Battle. ON!
Posts: 47
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Post by BlazeMan on Feb 8, 2004 21:41:36 GMT -5
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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Post by Wade Monroe / MaelstormM on Feb 12, 2004 18:39:50 GMT -5
Nah, I can make'm. I'm real good at spriting as long as I have the time ^_^.
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Firehawk
CITIZEN
Phoenix Master
Posts: 463
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Post by Firehawk on Feb 12, 2004 21:45:13 GMT -5
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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Post by Wade Monroe / MaelstormM on Feb 13, 2004 5:52:03 GMT -5
I just put up a small demo to show a basic version of it. www.maelstormm.com/Games/MegamanNextRemix/RicksAdventure4Game.htmAs 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
Monkey D. Luffy
Posts: 28
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Post by Luffy on Feb 13, 2004 17:40:16 GMT -5
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
What is your problem, puny little man.
Posts: 71
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Post by ZANHULK on Feb 14, 2004 13:00:38 GMT -5
I just put up a small demo to show a basic version of it. www.maelstormm.com/Games/MegamanNextRemix/RicksAdventure4Game.htmAs 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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Post by bigblazer on Feb 20, 2004 22:26:36 GMT -5
If it is going to have the same plot, after you beat wily Bass should be playable.
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Post by Wade Monroe / MaelstormM on Feb 24, 2004 17:06:30 GMT -5
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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Post by bigblazer on Feb 24, 2004 20:01:06 GMT -5
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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Post by Wade Monroe / MaelstormM on Feb 24, 2004 20:13:14 GMT -5
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
Ready? Battle. ON!
Posts: 47
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Post by BlazeMan on Feb 27, 2004 20:23:47 GMT -5
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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Post by Wade Monroe / MaelstormM on Feb 27, 2004 20:31:29 GMT -5
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
Ready? Battle. ON!
Posts: 47
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Post by BlazeMan on Feb 27, 2004 20:36:00 GMT -5
In MMN, WP doesn't auto-regenerate outside of the Boss area...
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Post by Wade Monroe / MaelstormM on Feb 27, 2004 20:43:48 GMT -5
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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Post by bigblazer on Mar 4, 2004 22:16:42 GMT -5
If theres a megaman next remix will there ever be a megaman x next remix?
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Post by Wade Monroe / MaelstormM on Mar 4, 2004 22:47:11 GMT -5
I'd have to say no on that one. The game's just to dang big to redo it with 32bit-ish graphics in flash.
... At least by myself.
Maybe if I can get someone(s) to take care of the graphics so I could be left to update the code it could be done. The system requirements would go up dramatically though. As always time will tell.
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BlazeMan
CITIZEN
Ready? Battle. ON!
Posts: 47
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Post by BlazeMan on Mar 15, 2004 18:33:03 GMT -5
On a lighter note, You'll already have one boss ready, and 2 others needing minimal editing...
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RedDemon
CITIZEN
Madness In Red
Posts: 8
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Post by RedDemon on Apr 24, 2004 14:11:36 GMT -5
In MMNR the weapon change buttons should just be one button because pressing ten different keys to get one weapon is annoying.
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Pineappler
CITIZEN
Ultrasound Graphics Synthesis
The Little Dowser General
Posts: 2,286
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Post by Pineappler on Apr 24, 2004 21:30:56 GMT -5
I'd offer to help with graphics, but I'm a lot better at 16 bit-sih than 32bit-ish. I could do 32-bit enemies, though. Those are a whole lot simpler to do. Yes... that's my offer! I'll do some 32-bit enemies! Mayhaps I'll do all of the enemies for you.
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Post by Wade Monroe / MaelstormM on Apr 24, 2004 22:58:51 GMT -5
Well I think there were only a few enemies in MMN...
Fly Ball Ball Turret Bat Barrel Bullet Drill Hard Hat Joe Sitting Turret Tiger Train Wall Turret
If ya wanna make 32bit sprites for'm then it'd be appreciated ^_^
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Pineappler
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Ultrasound Graphics Synthesis
The Little Dowser General
Posts: 2,286
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Post by Pineappler on Apr 24, 2004 23:01:21 GMT -5
Sure thing! The neat thing is, for about 3 of them my work's already been done! And the rest shouldn't be too hard. Of course, the easy part is making the standing sprite. The hard part is making all the other sprites... do you need complex animations of these? Like, say, the Ball Turret. Do I need more than 2 sprites for it?
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Post by Wade Monroe / MaelstormM on Apr 25, 2004 11:29:53 GMT -5
I'd say try to give at least 4 frames of animation for any given one. No need to overly exaggerate them though since more animation increases filesize and lag.
Examples :
Ball Turret (The little orange ball things) - 1 Frame for hovering - 2 Frames for opening - 1 Frame for being fully opened.
Tiger - 3 Frames for waiting (in a light breathing fashion) - 1 Frame for jumping up - 1 Frame for jumping down - 1 Frame for landing (A hybrid of the waiting/jumping frames)
Bullet - 3 Frames of flying
My suggestion would be to find Sprites Inc and get the sprite sheets. Then double their size and start editing them. If you know a faster/easier way then go for it ^_^
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Pineappler
CITIZEN
Ultrasound Graphics Synthesis
The Little Dowser General
Posts: 2,286
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Post by Pineappler on Apr 25, 2004 11:32:24 GMT -5
One step ahead of you! I already have Sprite's Inc. on my favorites list! And those sprite frame suggestions make good sense. I'll get to work on those soon. Now, being that all sprites I've made haven't been used in games, should each enemy be a separate file and sheet when I send them to you?
I'm going to need some size comparisons. Since Bat, Hard Hat, Joe, and Barrel are all done for me, I don't need those, but I need comparisons to Mega for the sprites I make. Consider Mega to be a size 12. XXX XXX XXX XXX Each X is one size point. Rather than doing by pixel, I'll find it easier to judge how big to make them by blocks. Rock fits a 3x4 well, so if I could have some blocks for the others, it'd be neat.
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Post by WatcherCCG on Apr 26, 2004 2:44:02 GMT -5
I'd have to say no on that one. The game's just to dang big to redo it with 32bit-ish graphics in flash. No joke. I know very little about programming, but I DO know that if MMXN were to use the 16-bit sprites from the PS1 games, as well as IRA's own batch of Delia sprites (and the owners of Game Jumpers would have to upgrade THEIR characters' sprites, too), it would be nearly, no scratch that, COMPLETELY impossible to run at the insane speeds Wade's addicted to.
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