Pineappler
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Ultrasound Graphics Synthesis
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Post by Pineappler on Aug 27, 2008 9:41:18 GMT -5
Luigi being the better jumper or not, Mario's still the one explicitly famous for jumping. So famous they have to include in instruction booklets that if conversation is paused, press B to jump because that person is waiting for you to jump. Fatman angle can still be done by having him run the slowest, he simply gets a higher jump, at the very least not the worst jump. Still doesn't cover the distance of the turtles, who did get fairly good jumping in their games.
Random jump comparison trivia, because I feel like it.
Traditionally, on a running jump, Mario can clear 4 times his height when jumping. In the RPG series, he tends to get around 3 times his height. His jump height is significantly height, naturally, if he is short, as he reaches the same foot-height with a jump. With the Jump spell, Link gets one of the better jumps at 4-5 times his height. Other than that, he can barely clear his own height in any other game, if he even gets a jump ability. Bill and Lance of Contra... I can't remember them having a particularly high jump, but at the very least not more than 3 times their height. Ninja Turtles, in being ninjas, got something of up to 5 times their height, depending on the game. Megaman has always been cited for his standardized and consistent jump height, which is 3 times his height in the classic series. Naturally, as the platforms see fit, this is modified. For example, he was given about 7 times his height in Megaman vs. Metroid, which is explicitly explained by the author. Samus gets at least 4 times her own height outside of the 3D games once she has her High Jump Boots
Most of this is done by memory, but as far as I can remember, it's accurate trivial knowledge.
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Post by Wade Monroe / MaelstormM on Aug 28, 2008 6:05:26 GMT -5
There's times when you scare me Pinezor >.>
Update 8/28 ==================================
- Danger Room is open to play in. Periodically refills your life/energy bars so testing will be easier. Has the first hazard in it (no baddies yet though). - Made the bottom part of Dr Light's place a bit prettier for when text is there instead of just being a black space. - Added in 3 lil' BGM's (and doubled the filesize from them) to purty it up some. - Next revision of Snakes on a Plane (SoaP) is in there. Tried reordering the block detections to see if that stops them from performing circus stunts. - Ice Wall has the same changes as SoaP. Only thing being since it's supposed to reset when going down a wall's side and ending when it loses a wall, it'll climb down ladders for some reason. Which, while entertaining, shouldn't be happening. Depending on the fight it puts up it may/may not be addressed. - Made the Contra guy the slow heavy hitter in Cameo Cannon and Mario #2 for jumping.
Got 4 more of MMN's weapons up for goofing off with. - Frostfire Shot: Fires a Frost Bullet and Fire Bullet that spiral outwards. The radius of the spiral depends on your charge level. The Frost bullet will freeze an enemy, whereas the Fire one will ignite them giving them a damage over time effect (guarding prevents the damage/freezing but does not end the attack). - Illegal Blitz: Press Down and the special key while standing/running and you'll charge forward in a guard state. Any enemy you fail to kill though will end it. You can turn while this is in effect unlike Break Dash/Charge Kick. If you don't do the blitz attack, then Mega will throw a football out that can bounce off enemies/walls. Pressing up will aim it higherr. - Jaws Wave: While not on the ground, you'll throw the big fish out as a projectile. If you're on the ground, Jaws will swim through the ground back and forth waiting until a non-guarding enemy touches his fin at which point he'll pop out and take a bite out of crime. - Metal Gear: You summon Gander mk2 down from the sky who then fires 3 sets of shots in front of mega from each cannon. Pressing Up/Down/Left/Right will move his target location respectively. Only the shots explosions do damage to the enemies.
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Pineappler
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Ultrasound Graphics Synthesis
The Little Dowser General
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Post by Pineappler on Aug 28, 2008 10:12:16 GMT -5
If Proboards flips that stupid switch one more time... I'm storing a link to the game in my signature from now on, by the way. Since we're a few pages from the link by now in the thread, this'll save people from having to dig for it, if they don't keep it bookmarked or handy.
One of the better aspects of the Danger Room is that I can sit on Sakugarne for ETERNITY. Mega is going to sit on the background pogoing to Toxic Seahorse whilst I write this post.
Also, thanks for the floating blocks. The ladder also helps me note other weird phenomena.
I don't see the Search Snake flipout issue anymore. On the more intriguing note, if you toss it at the base corner of a floating platform, it still self-terminates. My old theory's now thrown away, but it's simply now a case of "Just don't throw it at corners" for players.
You mean Ice Wave, I'm pretty sure, instead of Ice Wall, and it is in fact, entertaining yet wrong. I ran all my tests on the remaining weapons, now that I have that corner block, and am satisfied.
I'm under the impression that while the ladder block should remain not counting as a ceiling, its left/right edges should remain counting as walls in the same fashion that its top counts as a floor. Because things like Ice Wave can crawl down that wall (to eventually climb down the ladder, but the distinct start of its ladder antics is seen when it crawls inwards), but nothing can climb up the wall (Search Snake, Bubble Bomb, etc.) The fact that Ice Wall alone treats it as a wall is mind boggling.
If you hold JUMP while going up the ladder, then you enter a frame of dropping and grabbing the ladder repeatedly when you finally reach the top, and cannot advance until you either stop Jumping and finish climbing the ladder, or stop climbing and drop downwards.
Frostfire Shot is actually pretty cool looking. Especially when you have a whole wall wave of them approaching the enemy. Overall, neato. Illegal Blitz tackle works fine. The ball is cool, it bounces off of enemies and walls alike which is actually fairly unique. Only potential problem is, if you toss it at a tall enemy, it'll continue bouncing inside the enemy for massive damage. Not sure if this was a desired quality or not, so pointing it out. Jaws Wave is very functional and quite useful, too. Metal Gear is awkward to use, but likewise functional.
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Post by Wade Monroe / MaelstormM on Aug 29, 2008 7:52:21 GMT -5
lol, glad you like that pogo stick.
SoaP seems to be hitting the bottom of the block before the sides which resets it.
Weird thing about ladders and Ice Wave is that ladders "only" return true/false for the top detect. It doesn't even have detects for left/right/bottom. So after going 2 frames without detecting a wall, Ice Wave is supposed to reset itself. But it's not. Just weird.
If the Ladder+Jump thing doesn't cause any serious glitches may just leave it for later. To exit a ladder via the top, Mega has to successfully complete the animation where's he's doubled over the top of the ladder, but pressing/holding jump has him exit that animation.
Illegal Blitz problem is when an enemy moves farther than the ball bounces away it'll get stuck in them since it's still in their hit-detect zone.
Metal Gear's mainly aimed at annihilating slow/stationary enemies. It does berserk damage compared to most other weapons (a direct hit from 1 of the 6 explosions does damage = to 2 lil buster shots). But as you saw, takes a fair amount of getting used too.
Edit Update =================================== - Applied more fixes to SoaP and Ice Wave. SoaP shouldn't vanish when detecting the bottom of a block unless you go out of your way to shoot it into the bottom. Ice Wave climbing down the ladder was due to 1 variable being called 1 digit off >.> Looked much better to me while goofing off with them. - Tweaked Jaws Wave to collide against guarding enemies when you do the jump shot (still won't damage them, but the fish should stay next to them ala' spread drill fashion).
Added in the next 2 MMN weapons: - Mirror Flash: Expanding on the originals concept, this now cancels certain enemy shots (same ones as Mirror Buster) and turns them into a pulsing flash that will damage any enemy that collides with it. - Nightmare Bloodbath: This one is gonna be the standard 8way attack kinda like Metal Blade. You shoot a bleeding skull out in one of the 8 directions (it has a slight upward bent) that spawns a blood trail that rains on enemies below it.
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Pineappler
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Post by Pineappler on Aug 29, 2008 9:09:39 GMT -5
Noise Crush has the corner issue, too. I found that out because I decided to have fun with auto-fire and auto-jump in the test room with most weapons. But, yeh, if a Noise Crush of either version hits the bottom corner, it'll vanish instead of deflect. You also cannot fire the charged Noise Crush if you don't have energy. This is a bit of a non-issue, though, because Mega regenerates his energy. Naturally, instantly, when in the test chamber, so it took a while for me to discover this.
On walls, Flame Blast is a bit displaced on its burst, by about half the projectile's normal size. This occurs on both directions of wall.
Mirror Flash is cool. It's very amusing to trigger it before an enemy fires, so that they just implode. Nightmare Bloodbath has a simple and functional concept, the upward tilt is easy to work with if you're familiar with the likes of Silver Tomahawk. Jaws Wave tweak makes it easier to dispose of Mets, and seeing that in Spread Drill makes me happy.
Ice Wave still slides inward on the ladder block, but I imagine that nothing can really be done about it, since it lacks a wall to actually cling onto. Snakes no longer vanish at all, so it looks bug-free now.
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Post by Wade Monroe / MaelstormM on Aug 31, 2008 5:42:39 GMT -5
Getting tricky to think up new ways to add these MMN specials. Some of the problems with weapons not doing their 2nd stage attack due to lack of energy will be addressed when the actual values are put in place so the 2nd press of the key will require 0 energy instead of the current one. Next big horrible thing to introduce will be moving blocks. Since so many things interact with blocks now and I want to do a bunch of other new things with block types (moving in circles, squares, or even vines Mega can jump on ala' pitfall) coding character and weapon interactions is gonna make Wade cry. Then there's the water/ice/space effects which will mess them up even more. On the flipside, seeing how much work this is with piddly 8bitish graphics makes me glad I dropped the 32bitish idea. May need a few background music and stage theme suggestions once I get a bit more done on the engine as I plot the soundtrack and run out of ideas that aren't completely corny. Brickman = Went with the construction worker idea for ya. Should have the sketch of it (and the other new ones) up soon. If you got any special preferences for the stage theme/BGM lemme know. Update 8/31 ================================== - Nerf batted Mega's Jump height a little bit. - First sketches of all but Strider: www.maelstormm.com/Pics/Page_MegamanNextRemix.html. Most of them are pretty simple in concept since I gotta make them 8bit and any fine details would be lost anyhow. Just tried to catch the basic flavor of each boss and can build on it once I actually start pondering how they're gonna try to maul the smurf and the attacks they'll need to do said mauling can detail a lil better. - Added SFX to Frostfire bolt to make it more sparkly. - Shortened the length of Metal Gear and made the shots come down quicker to try and make it a bit more user friendly. - Slightly increased the damage done by Nightmare Bloodbath's skull compared to the damage done by the blood drops. Added the next 4 weapons in: - Plasmic Burst: Fires out a big ball of boom that quickly spirals away in a sorta-elliptical-type-fashion. If you are standing on the ground when you use it, it spirals higher along the Y-axis. If you're airborne it spirals on the X-axis. Unlike most other explosions attacks, this one only does a chunk of damage on impact rather than a little bit per frame a baddy is in the explosion. - Power Moon: Probably the oddest of all the new weapons, since it actually doesn't do any damage at all on it's own. This 'attack' summons out a moon that will consume your buster shots and make them into crescent moon shots. Depending on your charge level when you create the moon the lil-buster shots will be stronger when converted. The shots also angle up/down depending on the Y-axis position they hit the moon. You also get sprinkled with cherry blossoms >.> After consuming 3 shots or a good amount of time passes the moon will fade. Like circuitry shield, you can't charge while this is in effect. - Punch Dash: Edited to build on the originals concept, but borrowing even more from Punchman now. While on the ground, Mega will dash forward to pound face in a guarded state. This attack deals damage per frame to enemies, but the duration is shortened while its in contact with a enemy so starting it while really close is the best way to use it. At the end of the dash Mega will hurl a shockwave forward a short distance. While dashing if you hit the jump Key, Mega will start to slowly rise into the air. Also if you dash off a ledge, Mega will begin the air dash part. If Mega hit's a wall while doing this he'll bounce off in the opposite direction and continue on. - Pyro Balloon: Mega fires out 2 balloon's (3 if at full charge) that drift up and away. After the balloon's hit an enemy or stay aloft long enough they'll explode dropping a stream of flame down that will explode once it hits the ground. Like most other explosion attacks, each frame deals damage to non-guarding enemies. However this attack's damage is very low compared to other explosion ones but makes up for it with area of effect given the number of balloons it makes each attack and the 2 explosions each balloon + the stream do.
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Pineappler
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Ultrasound Graphics Synthesis
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Post by Pineappler on Aug 31, 2008 9:07:01 GMT -5
Huh, so Scorpion Man and Tundra Man were replaced by Otaku Man and Celsius Man respectively. Makes the weapons make more sense. Also, those are some evil cleats that Pro Action Football Man has.
I can see how much of a pain moving blocks will be, especially because of how many separate behaviors exist for blocks already.
Plasmic Burst is fun. I always get caught up between trying to immitate a whirlwind, and trying to evenly get both orbits. Most effective against non-guard enemies, as you'll have a fine time trying to time the spiral if the enemy can just block it.
Power Moon is intriguing, because once you (as in, the player) introduce platforms into the equation, allowing Megaman to fix his elevation for a fixed angle attack, it suddenly becomes even more useful. Since it's Otaku Man, nevermind the cherry blossoms falling in the background, I can tell those are kanji, not characters. Not that it matters in either way, since it's the same both ways for these two. Unless the ill writing is supposed to indicate Otaku Man moreso, the errors are the top line of 'power' needs to be straight while the right leg needs to go straight down before hooking, while 'moon' cannot have those little horns made from the legs extended too high compared to the top. I'd type in a reference but you probably already have one.
Punch Dash is amusing, especially when one plays around with the jump gliding.
Pyro Balloon is an absurdly fun weapon, if because of the double explosion you commented on, plus the fact it comes out fairly fast and moves equally fast. That, and it's a bunch of balloons that explode and drop fire that also explodes. Conceptwise, it's hilarious. Probably my favourite weapon of the bunch, so far.
Metal Gear is more useful now against standing opponents. I can actually kill that biggun from the intro stage with it, without an incredibly extended mad dancing. 12 little buster hits indeed... It's also now trickier to get it to shoot at all three altitudes at once, but that's more of a 'for-fun' action, naturally.
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Post by Wade Monroe / MaelstormM on Sept 5, 2008 7:22:29 GMT -5
Update ====================================== No new weapons with this update. Changed gears to play around with Mega's friends this time around. New direction for the pets part in all this (I have the consistency of water as anyone who's ever kept track knows >.> ) Rather than giving the smurf more toys than Inspector Gadget, gonna give him armors with the respective pet. New idea is that Mega will pretty much have 4 forms. The instructions for each will be tacked onto the game's page. Normal = Normal Mega will be for dealing damage. Only form to use special weapons and the slide. Also whichever pet is selected will poke around screen with you and help dish out the pain. Rush Armor = (Not done yet) Rush will be true to his namesake. Mega will run faster, jump higher and instead of a slide he'll have a dash move that will let him power jump. Will be needed to get past timed spots and high places that you can't reach a wall to use Tango Armor for. Beat Armor = Will give Mega a air glide (and eventually a upward dash) that he can use during his jumps allowing him to clear long distances or reach very high places straight up. Can shoot during the glide. Tango Armor = When Mega jumps against a wall he'll latch onto it and can climb up/down as well as jump off of it. Will be used anytime Mega needs to climb a wall to reach a place or dodge certain hazards. So using those 4 forms plus the little vehicle sections that will have Mega hoping on Rush Jet or whatever will give it more than enough variations of gameplay. At the moment, to change into them just goto the friends part of the pause menu and click on Beat or Tango to switch (and the same one a second time to go back to regular). Later on once the pets are in the game using the dash button will have them transform with you realtime. Edit ---------------------------------------------------------------- Brainstorming on the levels now. Going with the normal mix of goofy, original and parody ones. - Punchman: City Streets (Double Dragon style) - Nunchakuman: Bamboo Forest - Jetman: Storm clouds and Airborne Fortress - Arsenalman: Military train/convoy thing - Circuitryman: "Vibrant" (aka: Eye Bleeder) electric facility - Mirrorman: Crystal Caverns - Tornadoman (Soon to be renamed): Windy Australian Desert - Dramatic Introductionman: Rock Concert (Will actually have a stage this time >.> ) * Sharkman: Quintessa (Quintesson home world in the old skool Transformers movie that was underwater). * Balloonman: (Open to suggestions: Involves air/fire) * Shamanman: Durotar & Orgrimmar (WoW) * Stealthman: Thinking a battleship/aircraft carrier. *Plasmaman: Orbital solar power plant. * Striderman: (Open to suggestions for first part) will end in Strider base. * Psychoman: Elm street and a camp ground. Can't go wrong >.> * Celsiusman: Tundra with volcanic activity. * Warlockman: Stormwind City (WoW), ending in that little tavern where lock trainers are. * Brickman: Construction high rise (Unless Brickman has something else in mind). * Pro Action Footballman: Pro Action Stadium. * Otakuman: Wily-con (kitty ears, booth girls, demos, fanboys, blue screen of death may or may not be included). Since there's going to be a Tornado Man in MM9, figure I might as well rename him in this one to something similar. Want him to be in the great outback place now instead of the wild west. So if any one has some australian slang that would go with the whole wind theme lemme know. Update ==================================== - Rush's Armor: Rather than touching up one of the MM6 armors like with beat/tango, figured he should be mostly streamlined like his normal gear but with a touch of biker. So I gave'm a helmet, head fin, smoke from the ground when he runs, and after images when he dash/dash jumps. Dashing is done the same way as sliding, and a jump during a dash does the dash jump of course. While dashing/dash jumping you can't attack but do go quite fast. If you change directions while dash jumping you go to a normal jump as you lose momentum. Normal running and jumping is almost 50% quicker than normal Mega. - Added Plasma, Brick, Shark man's portraits to the Stage Select screen. You can enter Plasma/Shark's stages to listen to what will probably become their background music. Run off the right side of the screen to go back to the stage select. And for those interested... > Plasmaman BGM: Disgaea - Planet X > Sharkman BGM: Transformers The Movie - Megatron Must be Stopped (bits and pieces of it)
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Pineappler
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Post by Pineappler on Sept 5, 2008 17:57:18 GMT -5
The armours are intriguing, and I enjoy their usage thus far. Dashjumping is interesting to perform since it involves less of jumping and more of not dashing. As a note, using the auto-jump you can infinitely dashjump so long as you don't turn around. For the speed-nuts among us, a continually dash jump will be important to master. 'Course, there's always the chance that Wade will knock you all down with heinous enemy placement that negates that strategy.
As far as slang, I have none to think of. Unfortunately, as of late, I've found myself more in the company of Hawaiians than Australians. A lot more Hawaiians than I expected, too. It's rather amusing, though, as Australia is extremely fitting for a wind-based unit. Australia's one of the best users of wind power plants, and has the largest number of wind farms. Windmill Man makes the most fitting likeness, and note that modern windmills don't look like the ones of ye old. But it still sounds kinda goofy, though thankfully not "AirCon Man" level of goofy. If it weren't for Celsiusman already stealing the stage, a volcano or just gas vents would fit best. After all, hot air from a volcano can be effective for running a hot air balloon. Part of me considers a canyon for suggestion, though. They're quite scenic, if you look at it from a hot air balloon perspective, and then we can get a nice thermal column from the elevation drop. But that's speculatory, for the most part. Thermals can be gotten in a variety of low elevations. Canyons are simply more convenient for it.
You picked _Planet X_ for Plasmaman's stage? You're practically under obligation to make that one hejudas of an epic stage. Admittedly, a solar power plant IN SPACE gives you a good amount to work with on that angle. I've been picking up a lot of music that can potentially fit with various stages. Probably the one I'm most suited to covering is Nunchakuman, but I'm hesitant regarding it since you can potentially use the music from the previous game (which I can't remember what you used). In addition to a variety of musics for a lot of stages, I also have a rather interesting piece of music that I ponder tossing your way. Mostly to see if you can find a use for it, and subsequently, see what use you do find for it. Lemmeh know if you're interested in that.
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Post by brickman on Sept 5, 2008 20:09:51 GMT -5
Everything works as advertised, though I was expecting Sakugarne to jump higher. It's barely higher than a normal jump as-is. I think the pet transformations really need to teleport in to merge with him--otherwise if you miss a jump you could, say, transform into beat, float to the wall, transform into tango, and climb out of the pit. Also, currently if you transform into beat, transform out of beat, and transform back into beat you get your hover back. That'd be a non-issue if he teleported in though.
Anyways, still can't really test anything until you stick in an enemy spawner or two in the holo-room. A preset item might also be useful for testing certain skills, one which will return if you jump in the pit.
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Post by Wade Monroe / MaelstormM on Sept 6, 2008 6:36:13 GMT -5
As a note on the armor thing, there is going to be a recharge timer on them so you won't be able to rapid fire switch between them. Once you're in a armor though I don't intend to limit your use of it so you can pretty much play the entire stage/game armored out (with the exceptions being scenes you need a certain armor to pass or the vehicle scenes).
When you press & release the dash button while Mega is not melting face, the currently selected pet will stop whatever they're doing, transform and fly to Mega's location making a pretty explosion and changing to the fused form. Probably take about 10 frames for it all to happen.
Want them to be primarily used to bypass obstacles and not a get-out-of-death free tool, although if you foresee a jump going wrong or a potentially bad situation soon enough you'll be able to recover and make it away.
Pine>>> Can always PM/Email me any suggestions/recommendations ya got. If it looks/sounds/flows better I'll change it since nothing's set in stone yet for stages/music. Lots of stuff from the original ones will be getting changed. The Canyon thing for balloony sounds good. Plasma's stage will be one of the harder ones (both in coding and surviving). That song just fit the feeling of his stage I had in mind to good once I listened to it on the CD that came with Disgaea 3.
Brick>>> - Sakugarne like Tornado Hold and other weapons had to take a bit o' nerfing to make the armors serve their roles. - Getting close to begin expanding stages/baddies now for ya's. Once those last 6 weapons are made I'll start churning out swarms of goons. - Need any desired feedback on your toon, stage, music still.
Update ====================================== - Tornado Man is tentatively going to become Sandstorm Man. - Next 3 boss portraits are on the map screen.
Last 6 weapons from MMN are in there now >>> - ROFL Totem: Mega will drop a totem down. Once it lands on the ground it will begin firing shots in the direction that was being pressed when it was summoned. After it does 4 shots it resets. Each charge level increases the # of shots by 1. - Skillcoil Siphon: Fires out a rune that slowly loses speed. If it hits a non-guarding enemy it will DoT them (guarding doesn't block the DoT once it hits). It'll spawn up to 3 siphons that will zip back to Mega and restore a little bit of life and energy. - Smoke Screen: Mega will make a toxic cloud of smoke in front of him that will damage enemies that come into it. If Mega stands in the smoke it'll thicken and conceal him (aka: place you in a guard state). - Split Missile (renamed from Spread Missile): You shoot a ball of packed explosives. When it hits an enemy, it will shatter in 4 directions and after a brief moment each piece will begin to home in on the closest enemy. - The Brick: Mega throws a healthy sized brick at enemies. Can be aimed up or down by pressing the respective direction when thrown. If it hits a non-guarding enemy it'll do a bit of damage and stun/freeze them for a moment as they recover from having a brick smack'm in the face. - Twister Swarm (renamed from Tornado Shot): Mega will fire 2 (3 if fully charged) little twisters. They will float down if shot in the air, or zip across the ground and bounce off walls. Once they're on the ground if they go to roll off a edge, they'll instead rise into the air. They do damage per frame, but each frame of damage shortens their lifespan.
Think I got those 20 new guns to each have a semi new feel to them and covered all the basics (full screen attack, freeze, hazard, 8 way, homing, item grabbing, etc) for those who don't care to collect the original weapons.
So now to begin expanding the stages and plotting the monster table to try and balance out all 103 weapons.
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Pineappler
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Post by Pineappler on Sept 6, 2008 9:23:48 GMT -5
ROFL Totem's comparable to Copy Vision, with aerial placement exchanged for the ability to shoot in any direction. It also probably does more damage. The shots totally make me think of Battle Pong. Probably because I was playing it recently. Overall, very intriguing if you use it well. Skillcoil Siphon brings back memories. Which is scary for someone who hasn't actually played WoW. But anyway, I really like it. The speed and movement is nice, though the healing is rather minimal. I think Grab Buster has a better energy->life ratio. Smoke Screen is a cool new interpretation of an old move. And I like it this way. Good job with this one. Split Missile made me a bit hesitant at first. I see that you made the fragment missiles ignore contact on release so that they home in, so that changes that up a bit. Would be interesting if it had a trigger, but that might make the weapon far too abuseable if that were the case. The Brick is just an amusing weapon altogether. You have to applaud a weapon that's so mighty, one of its words is "The". Simple, yet effective. And, strangely enough, unique in that ballistic weaponry rarely has a stun effect. There's a bit of clash with having two ballistic weapons, but I think there's enough busy in Illegal Blitz that there's not much to worry about. Twister Swarm makes me think of a mix of Bubble Lead and Air Shooter. It's a weapon that can perform a lot of tasks, with a very strange yet still usable anti-air.
I'll send you an email with the first piece of music.
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Post by brickman on Sept 6, 2008 12:48:22 GMT -5
The brick's surprisingly effective. Can it knock bosses out of attacks? If so, that'd be pretty awesome.
Anyways, as for Brickman, it looks like the robot master will be shooting them out of its arm while Mega throws them. Shooting bricks isn't nearly as funny as throwing them. Actually, I just got a really silly idea--In the boss arena, place a pile of bricks in one or both corners and force Brickman to run over to that pile before throwing the bricks, while also giving him some attack or other that requires him to leave that corner (jumping around, charging at megaman, trying to punch him, etc). Maybe a pattern that works as follows:
Brickman randomly chooses between charging towards the opposite side of the screen while shooting an arm buster directly at Mega (aka following you when you jump over him) or visibly grabbing a brick from the pile in the corner, running up to Megaman and tossing the brick when he gets close to Mega. If Mega gets bricked, he'll then get either trampled or punched (your choice); if trampled Brickman goes to the opposite side of the screen, if punched he retreats back to the same corner while Mega gets knocked back. Anyways, the robot design could possibly use tweaking if that's it, but he still gets a buster on his non-throwing arm.
As for stage/music, yeah, a construction site. I wouldn't mind having authentic Megaman music in my stage--I'm looking at Metal Man, Bomb Man, Elec Man or Magnet Man's music (probably not Metal Man if you're feeling "Creative", since it was already used for a physical master in an industrial setting). Obviously a remix/enhanced version to match the audial quality of the other stages, but you can find those all over the internet. As for the stage, yeah, an incomplete high rise sounds awesome; that was gonna be my first choice.
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Post by syythe on Sept 6, 2008 17:51:36 GMT -5
me personaly, i fiind the brick alsoo useful when pairred wiith grab buster.
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Post by Wade Monroe / MaelstormM on Sept 6, 2008 18:47:10 GMT -5
@pine: Grab Buster heals 2 bars of health, SSiphon heals 1 bar of health and energy, but can do up to 3 of them. Also tried to seperate them by making SSiphon a shorter range. If anyone noticed, the runes that flash in SSiphon are the Death Knight ones (Blood, Frost, Unholy). @brick: Weapons that have a freeze/stun effect will only affect bosses that are weak against a given weapon. Others will just ignore it. Good example is gonna be The Brick vs Mirror Man. No way a mirror will take a brick to the face. Don't know if I mentioned this yet or not, but each master will have 2 weakness from the MMN roster. I can still can have B-man throw bricks, just needed a way to make them. Once the boss behaviors are started on can start brainstorming with you on the specifics (gotta draw animation frames for everything so may need to plead for mercy). The bits I had brainstormed were mainly to chain whip mega hurling him towards him ala' Scorpion in MK, then bash him. Shooting/Throwing bricks in a arcing pattern that shatter into debris to dodge. A big jump/stomp knocking down girders/cinder blocks from the constructions site. Aiming to give each boss 3-4 attacks. Just send me a email/link to any remix you want. It be a stage for you, not me. I know there's a bunch on www.ocremix.org/ and a good few others out there. I can trim it down to the ideal 2 min play length if it's to long.
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Post by brickman on Sept 6, 2008 23:16:09 GMT -5
Ugh. I'm having trouble finding usable versions of any of those songs. Half the "remixes" either alter it in a way that makes it not a good fit for videogames or just stick the darn things on a piano or electric guitar and call it a day, and half the rest still sound too "8-bit" to stand next to the other songs you're using, if you know what I mean. Nothing on ocremix or newgrounds for any of the selected songs. I found good versions of elec man and magnet man on VGMusic but they still both sound 8-bittish in exactly the wrong way, and another version of Magnet Man that I REALLY like but am worried has a bit too much buildup (though the more I think of it, the more I think that's a small price to pay). You took the time to find some good ones during the original MMN, so I bet you know what I'm talking about. Metal Man on the complete works collection also sounds ok, though I'd really prefer any of the other three if possible, with some sort of a slightly "soft" feel (if you know what I mean), as I'm picturing this vertically-oriented stage with a clear blue sky in the background highlighted by plenty of missing building as you climb it. Actually, listening to it again, I think I'm just gonna email you that Magnet Man remix and see how it fits when we get there. If anyone stumbles on a good version of one of those songs, hold on to it in case this one doesn't click well with the level.
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Post by Wade Monroe / MaelstormM on Sept 7, 2008 7:40:21 GMT -5
Uhg... spent all night/morning cropping songs /wrist. No worries Bman. If you find one you like better a song is easy to change. And here we have a mesh of parodies that probably shouldn't exist... From the angry to the plain strange. And BGM's as equally diverse spanning midi's to movie soundtrack remixes of all genre's. Guess I need to be sure the lil baddies are equally whacked out.
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Post by brickman on Sept 7, 2008 9:56:26 GMT -5
Huh. It looks a lot more ambitious when you look at the huge page full of portraits (though in reality it's "only" twice the usual number right there).
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Post by Wade Monroe / MaelstormM on Sept 9, 2008 3:32:39 GMT -5
UPDATE ======================================= Shoot, that's 250% more vitamin-robot than a normal one >.>
Stage Count wise we're looking at: 1 Intro 1 Base (Dr Light's) 20 Master 4 Wily 2 Jaguar 1 Finale (All the final fights at the end of the original just gonna be summed up in one stage)
Gonna try to put in 4 different boss fight songs to mix it up instead of rockin out to 'Guilty Gear-Conclusion' 20x's.
Added in all the stages to enter and listen to the current BGM's. Odds are some are going to be getting rearranged. Set the quality to 16kb instead of 8kb to make'm sound better. That put the filesize at somethin like 5.33mb. As mentioned before... there's a few returning, few new, few bizarre.
Must admit, I never thought I'd see the day when Fox's NFL Theme made it into one of my games, much less a Megaman one.
UPDATE Sept 09 ---------------------------------------------------------------- - Big update to stage select screen's appearance. Began brainstorming on stage names and locations, so some of the stage names you see pop up will be pretty stupid till I work them out. - Started working on getting weapons to display a lil' explosion when hit by attacks. Needs some tuning but it's a start. - Added a couple detail lacking screens to Plasma Man, Stealth Man and Brick Man's stages as I work on block types. (No new baddies yet though, spent all weekend fighting with blocks and weapons interactions with said blocks ;_;) - Mega can technically die now. If he falls below the screen (without an exit of course), takes to much damage or gets squished by a moving block (still got that dang bug from all my other games where running against a vertical scrolling block somehow squishes you between the blocks bottom and the floor) the stage will reset.
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Post by brickman on Sept 9, 2008 18:13:11 GMT -5
I like how Brick Man's stage is looking so far. I should note that those spikes only deal a little damage even though they look like they should be fatal.
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Post by Wade Monroe / MaelstormM on Sept 12, 2008 5:31:36 GMT -5
I'll never make spikes completely fatal. There will be different level of stage traps though. That little broken debris in your stage is just a tiny trap doing like 1/6th or so health. As stages/levels progress traps will get uglier but still never fatal. Also if you noticed the Sky Tower name on your stage, I intend to take the climb into a blue sky ideal to an absurd level. I'll be so glad once the graphic making part of this is over ;_; Edit =================================== Still grinding away on next update. Up to 5 lil baddies and a good few more stage sections. Touched up the attack hit animations making like 5 different colored ones for normal hits and sustained hits to keep it simple. Working on the Rush Jet stuff before next update hits. Update Sept 12 ============================ - Arsenal, Jet, Brick, Plasma, and Stealth man have some levels in to play around with as I keep testing things out. - Attack hit animations get the above mentioned touch up. - First draft of Rush Jet (Jetman's stage) is in there. - The 5 goons are scattered here and there in those stages. And picture spam:
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Post by brickman on Sept 12, 2008 13:58:13 GMT -5
Alright, new stages and enemies. Yay. Well, the buster seems a bit too effective against all but Arsenal Man's enemies, as they correct themselves vertically much faster than horizontally--slowing their vertical speed would probably make the barrels and saturn things a bit harder to kill with the vanilla buster (now you can just stand still, wait until they came to you and unleash a single maxed buster shot). The Arsenal Man guys seem just about right for stage enemies. The Plasma Man energy orbs are extremely annoying, aka perfect. The rush jet seems to work, except that you can still "fall" off the bottom of the screen and you can only move horizontally at the very end (far as I can tell anyways; there's no reference point). The repeating lazer thing in Arsenal Man's stage feels a bit out of place, honestly.
PS: I'm kinda hoping for those Gyro Cannon enemies from the Zero series (the guys with the propellor and two cannons facing out to the same side) in Brickman's stage, but I realize you'd have to resprite them since they weren't in anything 8-bit.
edit: I BRING YOU BUGS! In Arsenalman's stage, backtracking from the second screen brings you to a black screen, and backtracking form the last screen places you nowhere near where it should. Also, if you die in Brickman's third screen you are respawned from the left rather than on the elevator, though that may be intentional.
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Post by Wade Monroe / MaelstormM on Sept 12, 2008 17:10:19 GMT -5
Hrmmm, musta put a wrong Y-limit in the Rush Jet thing. Currently Rush Jet can't actually backup. It'll just slow down (you can't tell in the 2nd part of the stage since there's no objects/enemies to reference so once you're far enough away from the left x limit it just appears to be centered). Working on a way to propel the stage forward without needing to rely on Mega's position. I'd haveta sniff out the Gyro things. Making 16/32 bit things 8 bit'ish is nothing more than lowing the overall color count so it's pretty easy. I have no idea how they behave though so that could prove tricky. Been so long since I've seen someone yelling BUGS at me *sniff* The entrance/exit in arsenal man is a bug, I did the placement on B-man #3 intentionaly. Edit --------------------------------- - Found and fixed the arsenal man stage entrance/exit bugs. - Changed the B-man 3 entrance for you. - Gave the game 2 different play modes (platformer/shooter) to make the flying/racing scenes flow better since in the shooter one the camera self scrolls instead of being centered on the smurf of doom. - Made the 2 barrel family (as I refer to them at least) enemies more aggressive and shoot eye lazorz *pew pew* Working on Punchman's stage at the moment since it has falling blocks, water and Rush Marine in it. Can't tell which zero enemy you're referencing Bman. Needa pic or link or somethin. (Maybe a video that shows how it acts too lol) It's been said before... but dang do I hate making graphics. The coding is so much more fun ;_;
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Post by brickman on Sept 13, 2008 11:11:52 GMT -5
As for behavior, all he does is float up and down and occasionally either shoot two bullets at the 30 degrees from horizontal you would expect or drop a bomb under him. The bomb would probably be unnecessary for a classic-style game, especially if he's used in a vertically-oriented stage (it's just there to stop you from getting under him, and he'll probably be floating above pits most of the time). You can also knock him down by shooting out the propeller or with the right elemental effect, but I'll file that under "completely unnecessary to replicate". edit: No, you don't have to change the respawn point in Brickman's stage. I was mostly just pointing it out IN CASE it was a bug, since I was already pointing out several other spawn point bugs. Honestly, keeping it where it was probably follows your existing precedent with ladders better.
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Post by Wade Monroe / MaelstormM on Sept 17, 2008 5:41:32 GMT -5
No need to sugar coat it. I R teh terribad programmer. /wristfuriously
I'll probably just make the lil floaty guy drop after losing 1/2 his life rather than behave as 2 seperate things. Dropping bombs makes him serve multiple roles so that's all good.
Added in new script to make baddies not go after you unless they're in the camera range.
Next trick for the weapons is to make Mirror Flash, Time Stopper and maybe Flash Stopper also pause animated blocks.
So much to do so much to do...
EDIT ================================= Still working on the water effects to make'm pretty like the ones in RN with the lil' splash and all. Rush Marine taking a bit outta me too.
First step towards the fusion thing starting too. At the moment Beat will fly around with you and when you hit & release the dash button (which is moved to the 'Enter' key to prevent accidental fusions) lil' burst of light and Mega is in his birdy armor. Hit it again and he'll go back to normal and a timer will start counting down for 100 frames until you can fuse again. The whole transform n' fly to you thing didn't make the cut /cry.
Made a slew of problems caused when the pet needs to disappear because you're in Rush Jet/Bike/Marine mode. Uhg.
Once the level-up rough draft is in place then all the hard/new stuff for this engine will be complete and then can just focus on pluggin in graphics and stages until iT R coMplEte.
(For those waiting for RA:Legends itself to have a update I am slowly dabbling on the next part to try and wrap this chapter up in some fashion.)
Update Sept 17th ================================ - First Draft of Rush Marine is in there. When at the top of water you can jump out (On stage section #5 of Punch Man's stage drop down into the sewers). - Previously mentioned update to Rush Jet done. - Added lots of background pictures as placeholders in most stages till I figure out how I want to do the background/middleground images (see Mirror Man's stage). - The whole fusion thing has it's first draft in (Still Beat only. Gotta make more graphics/AI for Tango n' Rush).
Suppose it's as good a time as any to just remind everyone who's hunting for bugs to not post any of the lil' hidey holes for where I'm gonna be putting the viruses to unlock the previous games special weapons (gods know there's enough of them to hide... like a easter bunny on roids >.>).
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