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Post by Wade Monroe / MaelstormM on Sept 30, 2018 22:07:25 GMT -5
Primary gameplay wise: Stages, Redoing the Wily/Final bosses, and Slash Woman. Secondary gameplay wise: Various menu systems, Viruses, Quests, Gamepad Controller attempt. Nice stuff wise: Cutscenes, tweaking sounds, optimization (within reason).
It's mostly down to trying to keep focus to crunch through the remaining bits since there's not to much new stuff to learn and implement since I'm not rewriting the engine again regardless of figuring out new stuff. Cementing plans for cutscenes is going to suck the life out of me when I hit that hurdle much in the same way as making the normal graphics do now, but that's a ways away.
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Post by Wade Monroe / MaelstormM on Oct 13, 2018 19:13:41 GMT -5
... And the ~99% completed build of what was previewed barring some tweaks and enemy placement adjustments. Ended up being rather hazard heavy but with 20 regular stages to populate with murderous intentions sal' good I suppose.
Now on to Brick Man's stage which is sketched out to be lots of moving platforms as the main gimmick.
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Post by Wade Monroe / MaelstormM on Oct 22, 2018 22:12:21 GMT -5
Chugging along on Brick's stage with wanting to make lots of moving platforms and when doing that figured would try to make the hook effect things too which lets you jump again when descending on them.
Still pondering over mid bosses, like if I want to make 10 of them you would fight twice over course of the 20 stages, or reel it in a bit and say 5 bosses you would fight 4 times over the 20 stages. Decisions, decisions...
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Post by Wade Monroe / MaelstormM on Oct 26, 2018 18:52:59 GMT -5
That wraps up the vast majority of Brick Man's stage now to go along with Plasma's. Onto Shark Man's underwater adventure now with whatever mechanics materialize there beyond the marine vehicle and a new marine mini boss.
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Post by Wade Monroe / MaelstormM on Nov 5, 2018 10:35:25 GMT -5
First half of Shark(ticon) Man's rebuilt stage. Aimed for jumping spikes, some water, and lots of Marine mode. For mid boss, wanted something that would make use of Marine vehicles free movement so went with the snake thing flying all around seemingly at random.
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Post by Wade Monroe / MaelstormM on Nov 10, 2018 22:35:24 GMT -5
The mostly finished Shark(ticon) Man stage lives. Picked up some new camera manipulation tricks while experimenting, and cleaned up a ton of old artifacts lurking in file that'll hopefully help performance. Experimenting with OBS for capture before editing in Premiere so hopefully a 400x225 turning into a 1920x1080 won't cause to much screen weirdness.
New Engine build is up on my website now for anyone wanting to tinker with these first 4 pretty much done levels (Intro, Plasma, Brick, Shark).
Now to march on rebuilding Balloon Man's stage. Gotta revisit the tiles and tighten it up more to the volcanic/jungle/oriental theme I was trying for. I aim to use the Fly armor instead of Jet for the form gimmick this go round along with the winds and sinking platforms from before.
Updates 2018/11/10 =====
No more TestTest page, games index page should now be the only current version beyond the old leech one across cyberspace.
General - Updated scrolling mode to be able to change speeds. - Changed dropped items from baddies to shots for behind the scenes stuff. Hopefully didn't explode the item returning weapons or other stuff. - Made dropped items during scrolling sections just float in place rather than fall. - Removed the stage clearing function in favor of doing it in-line. Fingers crossed there. - Restructured files to continue the slow process of weeding out remnants of old engine. As always hopefully nothing crazy happens. - More menu tweaks to Pause, iStereo, Virus, Level Up, etc to bring things to be more uniform. - Huge changes to main timeline to tidy things up and hopefully not unsync anything.
Vehicles and Armors - Squished Jet vehicles to look closer to Players regular height instead of tacked on below them. - Removed Marines ability to jump out of water. - Fly Armor no longer uses Up button to begin flying, it just happens as long as you hold jump down at peak of a jump. Wanted to make it more intuitive since players already know jumping so by doing what they know it'll then tie into the armors perk.
Bass - Appears I forgot to add Bass' attacks in for armors and vehicles, so that should work now.
Music - Started adding in more tracks and rearranging as I go for total overkill.
Strider Man - Ouroboros can be cancelled by a Max Buster (3 damage) hit now
Stages - Plasma Man, Brick Man, and Shark Man Stages are reborn.
Debug - Public Debug is out for time being.
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Post by Wade Monroe / MaelstormM on Nov 17, 2018 18:04:56 GMT -5
Balloony's stage coming along. Congealed the whole jungle, ruins, lava, updraft goals into a surreal stage with lava pouring out of metal plants. Now gotta come up with 3 more hectic sections to reach Balloon Man before onto the next one.
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Post by Wade Monroe / MaelstormM on Nov 22, 2018 23:43:16 GMT -5
The mostly completed Balloony stage. Tried out some new stage event stuff towards the end along with the usual crowd of death traps.
Onto Punchy's stage now with it's car sections, crumbly blocks, and whatever street fighting I can figure out how to cram in there.
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Post by theweapon2 on Feb 6, 2019 22:48:33 GMT -5
Anything new yet?
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emir
CITIZEN
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Post by emir on Feb 9, 2019 17:13:24 GMT -5
Hello, Wade Monroe, I'm Emir Arsyad Temenggung. I'm a new guest member of this forum because I want to asking about Mega Man Next Remix have what about boss description, list of new musics, weapon & weakness and more stuffs.
Can you update and gives the lists of new musics in MMNR Soundtrack sites and Forum Sites and list of 20 bosses description, Wade Monroe?
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Post by Wade Monroe / MaelstormM on Feb 10, 2019 22:31:50 GMT -5
@theweapon: Still in wind down from holiday funs and eats for status so only a poke here and there. Trying to figure out what specifically I want Punchman's car section to be gimmick wise and midboss. emir: Welcome aboard, no need to be so formal with names though. Probably won't be any super detailed descriptions for robot master bosses since they're really only there to get killed. Strategy guide type stuff is also on back burner. Since the soundtrack stuff is still evolving as I aim for 2 per stage and 1 per boss (2 per later bosses) not going to do that until it cements better.
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emir
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Posts: 7
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Post by emir on Feb 11, 2019 2:18:36 GMT -5
OK, Wade Monroe. Can you do the list of what did music sources for 20 boss fight music and Wily Stages in MMNR Jukebox is?
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Post by Wade Monroe / MaelstormM on Feb 14, 2019 11:36:09 GMT -5
I'll have a list of them all on the existing soundtrack page once everything is cemented ^_~
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emir
CITIZEN
Posts: 7
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Post by emir on Feb 14, 2019 20:45:24 GMT -5
Hey, Wade Monroe, while Humanity 3 theme is from KOF Maximum Impact 2 OST, then could you give what's name source of music for 20 current robot masters' boss fight musics and current Wily Stages' musics for MMNR's current alpha is, please?
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Post by theweapon2 on Feb 14, 2019 20:53:44 GMT -5
emir: please don't give out spoilers, you'll only spoil the game for the players and it wouldn't be fun if they already knew the soundtracks to the game before the complete soundtrack to the game is released
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emir
CITIZEN
Posts: 7
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Post by emir on Feb 15, 2019 2:58:21 GMT -5
OK, theweapon2. Sure thing about MMNR stuff spoilers.
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Post by Wade Monroe / MaelstormM on Feb 17, 2019 0:43:25 GMT -5
emir - For 3rd time, not going to sink the time listing everything til' it's done.
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emir
CITIZEN
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Post by emir on Feb 27, 2019 21:42:03 GMT -5
When you do for the next MMNR Punch Man stage update and updating the current soundtrack on their own website, Wade Monroe?
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Post by Wade Monroe / MaelstormM on Feb 28, 2019 23:41:58 GMT -5
emir: No ETA, also just Wade is fine, no need to keep using full name.
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emir
CITIZEN
Posts: 7
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Post by emir on Mar 2, 2019 17:16:32 GMT -5
Please excuse me, Wade. It's me, emir. But why not have an estimately working on Punch Man stage update and updating the current soundtrack on your website, Wade?
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Post by Wade Monroe / MaelstormM on Mar 3, 2019 10:37:36 GMT -5
Cuz no ETA means no ETA. Gotta take care of other stuff before hunkering down to work on hobbies.
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Post by Wade Monroe / MaelstormM on Dec 28, 2019 0:24:28 GMT -5
Hopefully have another bit of a breather to crank out 2 or 3 more stages before life calls again.
Similar to Plasma Man's stage, starting this one with the vehicle part. Probably need to add some more baddies, but the main points are there.
For the the Mid Boss ran with Sweet Tooth from Twisted Metal. Thinking he may need a lil flying enemy to occasionally scroll by to add some extra pressure in case player just sits there blasting Cycle Joes.
Oh wells, more to ponder. ~4 stage sections to go and can call Punchy's place good.
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Post by Wade Monroe / MaelstormM on Feb 2, 2020 11:32:03 GMT -5
Final build of Punchy's stage. Some tweaks to robo-Alex and a graphic fix here or there but hits all the main chords I wanted this iteration to. Punchy himself got a few tweaks to make him more merciful in the form of less RNG. Onto Nunchaku's revision.
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Post by Wade Monroe / MaelstormM on Jul 17, 2020 21:16:42 GMT -5
Managed to find time with world being crazy to grind out another level on this critter. Recording software did some audio oddities with mono vs stereo in later part, but rolled with it since captured the main content of the level.
Nunchaku Man's stage gimmicks are springs, vines, and climb armor so lots of bouncing around. Probably on the harder side as far as stages go so far.
Now to see how long I can keep this stretch of productivity going on it. Stay safe out there folks.
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