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Post by izik on Jul 8, 2006 10:20:32 GMT -5
Break man wasn't an evil version of protoman that wily built. Break man was Protoman
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Post by Doctor Diabolical on Jul 8, 2006 11:42:26 GMT -5
Quote: Im rooting for Metal Man or Crash Man, Both of whom kicked ass, and kicked mine in Power Battles, that is until i figured out that Proto is rigged
Am I the only one who thinks Metal or Crash would be a cop-out? They do kick @$$, but they don't really do anything special!
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Post by Burn on Sept 21, 2006 22:27:34 GMT -5
Heres a few: Crashman-Special ability-Blow away hidden walls/enemeis with Crash Bomb Shadowman-Invisibility/ get through laser traps Quickman-get through secret areas were you must use his speed to get through traps. Airman/Gyroman-lift you into the air to ge to hidden platforms Bubbleman-See Quickman(except in water)
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Pineappler
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Post by Pineappler on Sept 22, 2006 8:13:49 GMT -5
Bubbleman's design was inherently flawed. He was built on a buoyancy principle that in the end made him a very bad swimmer, since he was consistently floating and his mobility is rather poor. Thusly, speed underwater is probably not something you'd get from Bubbleman. Waveman would probably be the only option for underwater mobility, since he's designed for that (and also has the ability to manipulate water). Diveman is also another option. Burst Man might, but I don't know his actual underwater capabilities beyond setting floating mines. Aqua Man is a fire hydrant, and Pirate Man's mobility is offset by the need for a shield.
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Post by Wade Monroe / MaelstormM on Feb 18, 2007 3:43:52 GMT -5
To change threads from MMN's to MMNR's for this stuff, here's the list of master's I <hope> can be done. Don't know if all of the utility effect's will be maintained (ei: Super Arm lifting blocks, Thunder Claw letting you go bionic commando, etc) but I want to try to duplicate the effects as best I can.
In addition to the 8 abilities the mighty smurf will get from the 8 masters in this game.
03 – Cut Man = Rolling Cutter 04 – Guts Man = Super Arm 05 – Ice Man = Ice Slasher 06 – Bomb Man = Hyper Bomb 07 – Fire Man = Fire Storm 08 – Elec Man = Thunder Beam 09 – Metal Man = Metal Blade 10 – Air Man = Air Shooter 11 – Bubble Man = Bubble Lead 12 – Quick Man = Quick Boomerang 13 – Crash Man = Crash Bomb 14 – Flash Man = Time Stopper 15 – Heat Man = Atomic Fire 16 – Wood Man = Leaf Shield 17 – Needle Man = Needle Cannon 18 – Magnet Man = Magnet Missile 19 – Gemini Man = Gemini Laser 20 – Hard Man = Hard Knuckle 21 – Top Man = Top Spin 22 – Snake Man = Search Snake 23 – Spark Man = Spark Shock 24 – Shadow Man = Shadow Blade 25 – Bright Man = Flash Stopper 26 – Pharaoh Man = Pharaoh Shot 27 – Drill Man = Drill Bomb 28 – Ring Man = Ring Boomerang 29 – Toad Man = Rain Flush 30 – Dust Man = Dust Crusher 31 – Dive Man = Dive Missile 32 – Skull Man = Skull Barrier 33 – Gravity Man = Gravity Hold 34 – Wave Man = Water Wave 35 – Stone Man = Power Stone 36 – Gyro Man = Gyro Attack 37 – Star Man = Star Crash 38 – Charge Man = Charge Kick 39 – Napalm Man = Napalm Bomb 40 – Crystal Man = Crystal Eye 41 – Blizzard Man = Blizzard Attack 42 – Centaur Man = Centaur Flash 43 – Flame Man = Flame Blast 44 – Knight Man = Knight Crush 45 – Plant Man = Plant Barrier 46 – Tomahawk Man = Silver Tomahawk 47 – Wind Man = Wind Storm 48 – Yamato Man = Yamato Spear 49 – Freeze Man = Freeze Cracker 50 – Junk Man = Junk Shield 51 – Burst Man = Danger Wrap 52 – Cloud Man = Thunder Bolt 53 – Spring Man = Wild Coil 54 – Slash Man = Slash Claw 55 – Shade Man = Noise Crush 56 – Turbo Man = Scorch Wheel 57 – Tengu Man = Tornado Hold 58 – Astro Man = Astro Crush 59 – Sword Man = Flame Sword 60 – Clown Man = Thunder Claw 61 – Search Man = Homing Sniper 62 – Frost Man = Ice Wave 63 – Grenade Man = Flash Bomb 64 – Aqua Man = Water Balloon Enker – Mirror Buster Quint – Sakugame Punk – Screw Crusher Ballade – Ballade Cracker Dynamo Man – Lightning Bolt Cold Man – Ice Wall Ground Man – Spread Drill Pirate Man – Remote Mine Burner Man – Wave Burner Magic Man – Magic Card Mercury – Grab Buster Venus – Bubble Bomb Mars – Photon Missile Neptune – Salt Water Jupiter – Electric Shock Saturn – Black Hole Pluto – Break Dash Uranus – Deep Digger Terra – Spark Chaser
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Pineappler
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Post by Pineappler on Feb 19, 2007 15:04:43 GMT -5
Well, here's my review.
No plans for the Tengu Blade nor the Copy Vision? Sakugarne may be a royal pain for programming. Like, incredibly painful. Gravity Hold, Centaur Flash, Astro Crush, and Lightning Bolt are all identical in effect. Black Hole is almost identical but it has two stages of attack so it's different in that respect. Rain Flush is almost identical but it has a delay (Astro Crush and Lightning Bolt also have delays but they both have invincibility frames and hold your character still, unlike Rain Flush) Deep Digger and Super Arm are also fairly identical, the only remotely differing aspect (beyond game) is that Super Arm grabs in front of you and Deep Digger below you. Versatile weapons that you might not code everything include your own mentions of the Super Arm and the Thunderclaw, the Deep Digger for the equivalent reason, and Danger Wrap (bomb laying). Will Spark Shock maintain its paralytic capabilities or will it be a damage weapon? Drill Bomb has a trigger explosive like Remote Mine, which was occasionally painful but also very utilitarian. Will this be kept?
Nothing else comes to mind. Assumedly like Wily Wars certain weapons will be indispensible while others will be possibly never used.
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Post by Wade Monroe / MaelstormM on Feb 21, 2007 2:22:32 GMT -5
Only time will tell friend. I'm pretty confident that I can get the things pretty close with only minor fudging of functions.
I think I want the player to be able to assign a total of 3 weapons to key's (Attack, Energy, Aux from Roll Next key layout) so you'd be able to have plenty of options open when playing to make the blue smurf unstoppable. Limiting some types of attacks to 1 per screen will let me duplicate so of the tricks like the trigger for the Drill Bomb.
Making spark shock freeze lil' enemies should be doable by giving them a hit frame and making them enter it, same effect as all the time stopper attacks just without the entire screen.
Deep Digger/Super Arm will prolly just toss a block out right away without the picking up/digging carrying around part, it'll also make'm work better with the multi-weapon scheme.
Getting weapons to read the stage layout to interact will probably be tricky too, but I got some plans for that too. Overall just gonna be a whole lot of R&D for my piddly programming skills. At least I can retool the energy cost for all of them so the basic weapons won't drain as much as the insanely useful weapons.
Think I might try to put Rush and the Item#1,2,3 and grapple hook, super ball and other stuff in as I poke around in.
All this stuff then leads me to think the stages are gonna be insanely massive (like 2-3x's the overall size of the ones in RN which were 16 sections) so exploring to find stuff will be more essential to unlock more and more weapons.
Given all the extra firepower in game, it'd be a shame to keep the game as short as it was originally. Maybe some extra final stages or hidden bosses inside the regular stages to allow for guest character appearances. Like all the other projects, just gotta load up the ideas at the start and then trim the fat off as the reality sets in.
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Post by brickman on Feb 21, 2007 15:58:00 GMT -5
There's room for more stages. After all, at the end of the game you have four boss battles in a row (though the last two have their "unique" setups which included disabling master weapons anyways), not to mention you have the battle with bass coming right off the rematches with no level. There's some room for more levels right there. Not to mention the possibility of just tossing on more bosses to go along with more levels (I think it'd make sense to turn Jaguar's one level fortress into two levels, with a new plot-unimportant boss inbetween one and two, and then possibly add a third short one between the two important bosses).
Just please add a save feature.
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zekk
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Post by zekk on Feb 21, 2007 17:05:30 GMT -5
Perhaps add side stages that aren't a part of the main game. I'd think that many of the extra abilities could come from there.
As a thought, you could have a 100 room maze as a side quest. With all the extra abilities, there would still be almost 1 to every room. Probably not gonna happen, but it sounds interesting. (And people would go crazy trying to find that last one power. ;D)
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Post by Aegeus on Jul 10, 2007 11:38:37 GMT -5
Stages twice the size of the ones in RN and 32-bit graphics? Looks like my poor dual 450Mhz Xeons will be left in the dust again... Roll Next runs at a decent speed (but it's still easier), but if this game is much bigger, it might be a problem.
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Post by Wade Monroe / MaelstormM on Jul 23, 2008 0:24:55 GMT -5
In honor of MM9 I've started some tinkering with this one again in my scarce-to-nonexistant free time (curse Verizon and their marketing practices in my jobs footprint, heck I'm even typing this from my work computer ;_; ). Given lack of purty graphics, lack of time to make an abundance of purty graphics and MM9 being retro 8bit. I'mma redo this as 8bit'ish. Giving some stuff new effects like 8bit'ish glows by using PNG's instead of GIF's for certain graphics.
Taking the bits and pieces I learned from Roll Next gonna try using some new hit detection stuff (for me at least), shot control management, stage section exit methods (such as pressing Up to enter doors) and lots of other 8bit eyecandy. So far the little build I got is running nice and paints a pretty picture, dunno how it'll fair once I cram close to a 100 active variable arrays, but only one way to find out ^_~.
Since nobody guessed the bonus playable character, it's Slash-Man (technically, Slash-Man-Next) to compliment Mega's buster style with wolverine style hacking. Kinda like X and Zero from MM4. His move set though I still have no idea about, minor detail for some undetermined date.
Another fun fact is that since I only need to make like 10-12 frames of animation for 8 bit bosses and Mega is going to have a craptastic load of weaponry, I intend to puff this game up a bunch more to let players rampage. So rather than the 8 stages of the original, I'mma shoot for 20 robot masters.
So we got the returning 8: - Punch Man - Nunchaku Man - Jet Man - Arsenal Man - Circuitry Man - Mirror Man - Tornado Man (Name used in MM9) - Dramatic Introduction Man
And joining them tentatively (assuming I don't ponder anything better): - Pro Action Football Man (From RA:Legends comic 41) - Shark Man (Transformer's Sharkticons) - Balloon Man - Druid Man (Reliving my Warcraft days) - Photon Man - Stealth Man (Tribute to Metal gear) - Plasma Man - Strider Hiryu Man (Tribute to Capcom's other work) - Psycho Man (Tribute to all those slasher flicks) - Tundra Man - Warlock Man (Maybe Wily played Warcraft too) - Scorpion Man * Figure an odd-ball cast was the way to go for the original style. Who knows who'll make the final cut though.
Also gonna use a leveling system to control the blue smurfs performance. Defeat a boss, gain a level. Each level giving one feat/talent/skill point to enchance different aspects (Buster rate of fire, buster damage, damage reduction, speed, etc. The usual kind of stuff from the other games).
Gonna have mega get brain damage of sorts in the beginning during the fight with that rhino thing or Bass to explain why he doesn't use all his weapons and make acquiring some kinda core things the key to repairing parts of his database so you can use all the previously listed robot master weapons.
Anyhow, that's the latest blurb. Back to work I go, hi-ho hi-ho hi-hoooooooooooooo.
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Post by WatcherCCG on Jul 23, 2008 10:08:44 GMT -5
I can actually give you the number of uses for each Master Weapon, Wade. I calculated it using the 28-unit energy bar, and the helpful meters of Anniversery Collection. I even managed to calculate time amounts for stuff like Sakugarne, Rush's various modes, and the Time Stopper.
A little tidbit on the Top Spin: it's supposed to only use one unit per use.
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Pineappler
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Post by Pineappler on Jul 24, 2008 21:55:19 GMT -5
So, a bunch of new faces in addition to all the old faces, and most of all the old weaponry. And the old faces, will they be new faces, too? Moreover, will they even behave in the same fashion? Will Arsenal Man remain the humongous immobile target of before? Why wouldn't Wily roll Shaman? There's a lot of good wonder to see this project again.
Slash Man certainly is an amusing choice, and I never would've guessed. The main thing to consider, is will he be getting directional-input based moves, or will he have a small selection of learned moves a la Megaman X Next's Zero?
The levelling system actually kinda reminds me of the .EXE games. At least, the first two. I never played the latter ones so I don't know how that advanced if at all, but there was tweaking of buster power, charge speed, and firing speed. I wonder how it'll mesh with the weapon system. Nearly every weapon benefits from a damage boost, charge time can help the few where it counts, even projectile speed or range can be improved on some of them for some unusual results. I'd totally jam with long-range Quick Boomerangs.
One thing I was pondering now, you mentioned in a previous update that the basic gyst is Mega will be able to equip 3 weapons at a time a la Attack, Special, Aux from Roll Next. With all the weapons he is getting now, with a whopping 20 additional ones, I imagine that naturally he'll be able to carry more than 3 to swap around with on the pause menu. But how many are you intending? Will people be running around with every weapon available at all times, or will there be a reasonable limit of like 60 weapons that you just assign one to each of the 3 actions?
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Post by Wade Monroe / MaelstormM on Jul 25, 2008 1:08:29 GMT -5
At the moment I'm feeling 2 special weapons + the basic buster for a total of 3 means of attack. Mega will have access to all acquired ones from the pause menu, which I pray I figure out a good way to organized them since that's load of toys (Should only say 1 special since everyone has to have Metalman's Metal Blades as one) to have his pick of whatever ones equipped. Like in all my games though, there will only be 1 energy bar they all share. Odds are this time the energy bar will slowly regenerate over time rather than being fixed like in the original. There is no bullet # cap planned for Mega anymore either.
The Megabuster still has 3 charge levels, and like the revised original one, the buster auto charges when not firing and rapid fires while the buster attack is held down.
How the energy cost/damage of the specials comes into play will probably be modified since the original games had some serious balancing problems (*cough* Metal Blades having nearly infinite ammo and utility*cough*), but the overall look/effect should be maintained within the limits of my skizzilz.
Slashman Next will have his basic attack just and then combinations of arrows/special keys for the other stuff. Something like towards+Special 1 = charging slash, down+special 2 while jumping = diving slash, etc. Maybe even a few things from Cyan's book like pressing special at the end of a regular attack to do a special move. I just know I want him to be in there Wolverine style, the specifics will be waaay down the road. I'mma try to give him a decent move list rather than just stacking some moves up like Zero in MMXN (Slash+1, +2, +3).
As for the leveling, I have stuff in mind like these:
- Power Buster = Regular Buster inflicts 1 additional point of damage. Selectable 5 times.
- Critical Buster = Do +1 damage when below 20% health. Requires 5 points in Power Buster.
- Devastation Buster = When a Max Buster hits a target that it cannot kill it triggers an explosion damaging all enemies in the area. Requires Level 10.
- Reinforced Frame = Reduces Damage by 10%. Selectable 3 times.
- Unstoppable = You can live through any fatal attack with 1 health left as long as you have greater than 1 health. Requires 3 points in Reinforced Frame and Level 20.
- Efficient Specials = Reduces special attack energy cost by 10%.
- Powerful Stride = Anytime you take collision damage from an enemy, the enemy also takes 2 collision damage.
- Reactive Shot = Anytime you take collision damage from an enemy you have a 20% chance per rank to fire a Min Buster shot. Selectable 5 times. Requires Level 15.
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Pineappler
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Post by Pineappler on Jul 25, 2008 16:29:17 GMT -5
Good ol' Autocharge makes the hand feel nice and not broken after a long game. And by golly, by the end of this thing, your hand will hurt. Here's some more food for thought regarding weapons, to see considerations.
How will charging affect the chargeable weapons, though? Namely, Atomic Fire, Pharaoh Shot, Wild Coil, and Break Dash? Since they're equipped independent of the regular shot, I suppose that means they'll still be manually charged?
We covered Spark Shock, but I forgot Wind Storm. Will that just ferry enemies off screen?
Ice Slasher, which freeze style are you going to go for? Each hit changes state, or any hit will make it frozen? And will frozen enemies be dangerous to touch, or harmless?
As far as organizational, I think a suitable method would be doing one row per game. After all, since you only have one weapon's gauge to work with, you don't need to list a gauge for every weapon. So, a weapon can be represented as its initials and the symbol. Any similar looking symbols can be differentiated by looking at which row it's listed in. Utility units would probably get their own row, in this kind of schema, since it also makes it easier to skim through them.
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Post by Wade Monroe / MaelstormM on Jul 25, 2008 21:42:53 GMT -5
Mega has 3 weapon timers to keep track of each ones charge/progress. I'll probably tweak them to autocharge since if I make it require a keypress to charge it'll make it more likely to run into that keyboard buffer problem.
Gonna code in a variable that'll freeze baddies actions so they'll just stand still for any kind of shock/pause/freeze effect. Ones that carry/move baddies off screen will either do that or just be killed depending on how it works out. Odds are Mega will still take collision damage for touching a frozen baddy if I can't get something like "If (player touching baddy == true and baddy froze == false) {damage player}" to work right.
Game screen size tentatively is 560 x 420. Thinking the weapon icons will be 20x20 so they fit on the status bar at the tippy top (560x20 across entire top of screen is where life/energy etc will be this time around unless it looks mad funky). So gonna be a short novel of pages still crammed into pause screen along with items and info no matter how I do it. They'll be organized either by game or by element with the movement related ones in their own part.
The movement related items may or may not appear as they were in the game. Thinking that I should just load Rush up with a bunch of various forms rather than making wierd things like the magnet beam. Be like Rush Jet, Rush Marine, Rush Spring, Rush Elevator, Rush Hook, Rush Balloon, Rush Zilla, Rush Catapult, Rush Cannon, etc.
edit: oh yeah, and the original bosses will be retooled to play in the same theme as the original but with new AI. Gotta make it so Slashman isn't at a disadvantage against them.
edit#2: While thinking over the charge thing, think it'll probably be a bit more balancing to only have 1 charge timer and 3 shot timers. Firing a Max Buster followed by max phaoroh shot followed by max atomic fire would be a bit overkill (though funny).
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Post by Wade Monroe / MaelstormM on Aug 5, 2008 8:24:01 GMT -5
Welp, first lil fun draft is up. Just trying to cram all the weapons in for giggles. Far from balanced at the moment, but with the shot timers/energy costs not balanced out you can flood the screen with firepower at least. Forgive the long black screen at the start of it. All the Mega Man 1 weapons are in there reasonably close to the originals effect wise. When you pause the game, in the bottom left corner is a spot with "Weapon 1" and "Weapon 2", just click ont he spot you want to add the special weapon. Controls are listed on bottom of the page (forgot slide though, Down+Jump). Pretty Roll Next's default setup. www.maelstormm.com/Games/MegamanNextRemix/RicksAdventure4Game.htm
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Post by WatcherCCG on Aug 5, 2008 11:09:25 GMT -5
Looks good, Wade.
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Post by Wade Monroe / MaelstormM on Aug 6, 2008 6:42:35 GMT -5
Added in all the weapons from Mega Man 2 with a few minor tweaks, so that puts Mega at 15 of the 103 or so weapons he can use. Tightened up the controls a smidge. Added a 'frozen' graphic for the baddies for when they're immobilized. - Whenever you attack regardless of the weapon, your charge resets. - Time Stopper freezes all regular baddies and enemy bullets on screen but you still take collision damage. To seperate from Flash Stopper it makes it so you can't attack while it's in effect.
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Post by Wade Monroe / MaelstormM on Aug 8, 2008 20:58:55 GMT -5
Weapons up to Mega Man 4 are in there now for playing around with. Like 31 now or so counting buster. Soon, Piney I shall have my showdown with your Sakugarne pogostick >_>
ENGINE >>> - Added an icon on the pause screen for which weapon spot is currently selected. - Made it so weapon keys change selected weapon spot on pause menu. - Changed the reset debug command key to Delete instead of Enter. - Pondering making weapon preset keys so you can jump between different special combos instead of needing to pause it to really utilize the fact the smurf is supposed to be the strongest war machine on the world in this parody. - Mega and Rush will lose their specials at the end of the intro stage based on a nasty virus to build up on the originals storyline. Collecting samples of the virus from throughout the various stages will help Dr Light restore the smurf and pooch's database.
WEAPONS >>> - Flash Stopper differs from Time Stopper in sense that it's shorter but doesn't freeze your weapon timers. - Drill Bomb can be destructed early by hitting the buster attack button instead of same weapon key as Drill Bomb. This way you can load more onto screen. - Pharaoh Shot doesn't auto charge, but begins to charge when you hit the attack button. It's charge is independant of your buster, but still resets buster if you shoot the Pharaoh Shot before Buster. - Top Spin still sucks. - Skull Shield doesn't absorb bullets (yet?). - Beings as Shadow Blade was shiny white before I recolored it to be more like it's name sake. - Spark Shot's been changed so that it will freeze any enemies coming into contact with the holding spark after initial hit and doesn't do damage like Ice Slasher. - Hyper Bomb's throw range is reduced when you hold the Down key.
More Brooding Stuff>>> - Think I want Rush to play a bigger role in this instead of just being a bone burying stepping (springing/rocketing/lazoring) stool with paws. So think I'mma try to work him to be on stage full time following you around and maybe occasionally taking a nip at the baddies. More stuff to brood over. Then there's Beat, Tango and Eddie/FlipTop/Whatever. - Since Pineappler threatened me (aka: made a better suggestion than my own). Gonna drop Druid Man in favor of Shammy Cow-Man. Though I wanted to poke fun at Druids spamfire, giving Mega some Shammy totems would give more gameplay scenarios and coding fun than just another falling laser or critter cannon weapon.
So that puts the list to:
Pro Action Football Man (From RA:Legends comic 41) - Shark Man (Transformer's Sharkticons) - Balloon Man - Shaman Man (Reliving my Warcraft days / Piney's suggestion) - Photon Man - Stealth Man (Tribute to Metal gear) - Plasma Man - Strider Hiryu Man (Tribute to Capcom's other work) - Psycho Man (Tribute to all those slasher flicks) - Tundra Man - Warlock Man (Maybe Wily played Warcraft too) - Scorpion Man
*Note: If anyone notices any oddities in weapon behavior that's pretty far from it's original please let me know when possible. Much easier to fix at this developement stage than later.
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Pineappler
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Post by Pineappler on Aug 9, 2008 0:03:03 GMT -5
I can give you nitpicky notes about behaviors, but I'll first do more pertinent issues. Then, if you want the nitpicky, I'll go there. For now, though, big issues.
Ring Boomerang inexplicably returns to below Megaman instead of, well, to Megaman. It still has the extra returns on a miss, but it's always returning to below Megaman, and vanishing at that point instead of on return. Atomic Fire costs the same amount whether you fire big or fire small. Failing to kill an enemy stops Thunder Beam. While shields may have been able to defeat it (I'm actually not sure, because I've never actually gone and used Thunder Beam against a defending Metool...), not even a big enemy can absorb Thunder Beam, which is why tricks like the Select trick existed. Rolling Cutter and Ice Slasher also have that quality, except I know that shields defeat those. I'm not sure whether this is a design decision for all three so as to reduce their power, or not.
On another note, after trying this, I totally have to play a shield Mega game. Just using naught but the shield weapons, because it amuses me to have two barriers simultaneously.
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Post by Wade Monroe / MaelstormM on Aug 9, 2008 5:00:25 GMT -5
I'm not gonna lie... since MM1 doesn't have a password system I don't wanna beat up on it just to test out weapons so was going from memory from years upon years ago.
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Haven't uploaded the current version yet, but have 3 weapon presets working pretty good (1, 2, 3 key respectively).
- Atomic Fire won't cost more to use a fully charged shot, it'll just remove Mega's charge state. - Adjusted Ring boomerangs Y-axis return to level with Mega and set a condition to erase it when it's close to him on return. - Changed Thunder Beam to be a hazard instead of shot so it won't disappear. Changed Rollin Scizzorz and Ice skater to only reset if hitting a guarding baddy.
Per a suggestion from Ira ages ago, gonna try to make main content work with either mouse or key commands.
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Post by Wade Monroe / MaelstormM on Aug 9, 2008 23:41:40 GMT -5
First Draft of the leveling stuff:
Tier 1 (Levels 1 - 3) Tier 2 (Levels 4 - 7) Tier 3 (Levels 8 - 11) Tier 4 (Levels 12 - 15) Tier 5 (Levels 16 - 19) Tier Final (Level 20) Can only have 1 of these.
Type 3R = 3 Ranks to it, cumulative effect for each rank Type UA = Unique Ability
=== BUSTER ENHANCEMENTS ===
>> Power Buster (Tier 1 - 3R) Increases buster damage slightly.
>> Critical Charge (Tier 2 - UA) You charge faster when under 25% health.
>> Improved Charge (Tier 3 - 3R: Requires Critical Charge) Increases charge speed slightly.
>> Critical Shot (Tier 4 - 3R: Requires Power Buster) Gives a 10% chance that your Min Buster shots will be Mid Buster shots.
>> Devastation Buster (Tier 5 - 3R: Requires Critical Shot) Whenever your Max Buster hits an enemy it can't kill it explodes dealing damage to any nearby.
>> Over Buster (Tier Final - UA: Requires Devastation Buster) Pressing Dash+Attack while at full charge will fire off a Over Buster Shot dealing huge damage to any in it's path.
=== ARMOR ENHANCEMENTS === >> Reinforced Frame (Tier 1 - 3R) Reduces damage taken by 5%.
>> Improved Recovery (Tier 2 - 3R) Slightly increases invincibility time after taking a hit
>> Unstoppable (Tier 3 - UA: Requires Reinforced Frame) Survive through any hit as long as you have at least 1 health.
>> Charged Defense (Tier 4 - 3R: Requires Unstoppable) You take 10% less damage when charged.
>> Improved Reinforced Frame (Tier 5 - 3R: Requires Reinforced Frame) Reduces damage taken by an additional 5%.
>> Nano Regeneration (Tier Final - UA: Requires Improved Reinforced Frame & Unstoppable) While pressing Down+Dash you will convert Energy into Health.
=== MOVEMENT ENHANCEMENTS === >> Mobilty (Tier 1 - 3R) Slightly increases run speed.
>> Leaping (Tier 2 - 3R) Slightly increases jump height.
>> Improved Assistance (Tier 3 - 3R) Increases the speed Rush, Beat and Tango recover.
>> Striding (Tier 4 - UA: Requires Mobilty) You deal damage to enemies you collide with based on your charge.
>> Reactive Shot (Tier 5 - 3R: Requires Mobility) You have a 10% chance to fire a Min Buster shot anytime you take damage.
>> Triple Attack (Tier Final - UA: Requires Improved Assistance & Striding) Call on Rush, Beat and Tango to attack enemies on screen.
=== SPECIAL ENHANCEMENTS === >> Improved Energy (Tier 1 - 3R) Slightly increases the rate your energy recovers.
>> Duration Plus (Tier 2 - 3R) Slightly increases the duration of your freeze and shield weapons.
>> Damage Plus (Tier 3 - 3R) Slightly increases the damage of your impact and explosion weapons.
>> Energy Efficiency (Tier 4 - 3R: Requires Improved Energy) Reduces cost of specials by 10%.
>> Special Recovery (Tier 5 - UA) Decreases the time delay between special attacks.
>> Mega Crusher (Tier Final - UA: Requires Duration Plus & Damage Plus & Energy Efficiency) Pressing Dash+Attack will expend all gathered energy to damage all enemies on the screen. Damage varies based on energy available.
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Post by brickman on Aug 10, 2008 0:34:27 GMT -5
Hooray, wade's making progress! To be honest, I'd given up on seeing you finish another project during my lifetime (using a loose definition of "finish", as RN still has some conspicuously missing extras--like, most of them). This looks like it could be pretty fun.
That many master weapons is rather overwhelming, though, ESPECIALLY for someone who never played the original series. Getting them a bit at a time sounds like a smart idea--I was gonna suggest being able to choose one game's weapons each time you "leveled" aka after each boss, but you headed me off. Anyways, I think the other problem with that big an arsenal is balance--in the original MMN, thanks to the shared energy bar there were maybe three that ever got used except as a boss weakness (stealth body and circuitry sheild, and there was one barrel enemy in wily's fortress who you wanted to use the tornado against), while the others got shafted (it's hard enough thinking of a situation where cameo cannon or punch dash are useful without the knowledge that they're sapping ammo from your invincibility weapon). Slightly less in MMXN, where more of them had funny shot patterns and you didn't have autofire, but there was still more or less one or two weapons you could always use and almost ignore the rest. With a hundred. . . Not gonna happen. I think it might be better if you made a small but separate energy gage for each game, with each being shared by that game's eight weapons. Also, something I just thought of that might be fun would be a difficulty level which removed the regular buster--part of what leads to ignoring some weapons is that there's little need to worry about fine-tuning your offense when you have an infinite-ammo, perfectly capable buster for all "normal" situations and only need to touch your energy bar for extra damage output or situations where you can't hit your opponent normally.
So the level up system's gonna let you pick three from each level, choosing from four upgrades most of which you could take several times. Sounds good to that point, and the upgrades all look fun, but if you're not allowed to pick from previous levels (not allowed to pick a tier 1 for your fifth skill, for instance) I'd watch it with the prerequisites--it sort of takes out the fun if you have to always pick one of each so that you can get the skill you want further down the line. For instance, all four of the tier 1 skills are prerequisites for a very desirable skill later on, so it seems unlikely that I'd ever take three levels of power buster as opposed to one power buster, one reinforced frome and one mobility. It seems more logical if instead you were to, say, scrap prereqs on everything but the last level and make that have stringent prerequisites that if you don't meet any you're forced to pick a fifth, less flashy final skill. Alternatively, if you do let us pick from previous tiers but just require us to reach a certain point before picking fancier skills, that'd be good as well, allowing for specialization or diversification as we see fit. Actually, that one makes a lot more sense than my first suggestion anyways.
Is bomb man's weapon supposed to not blow up early if it hits an enemy? It seems kind of. . . difficult to use like this.
One last thing. With 20 robot masters, and leveling up+master weapon unlocking to ensure you're much stronger by the end, will there be "tiers" or "circles" of robot masters to divide them up somewhat? Seems like either some are gonna have to be objectively harder than the others or by the time you reach the last few you're gonna utterly flatten them.
((PS: I haven't posted in ages, but I have been visiting the site periodically to check for updates to, well, anything.))
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Post by Wade Monroe / MaelstormM on Aug 10, 2008 5:45:48 GMT -5
I know I've been really bad on updates this 'year', but lifes been unusually busy >.> Beings as I work for a very large cable company (still not saying who, but shouldn't be hard to figure out) and the stuff between cable companies and telecom companies heating up as each other crosses into the others turf, it's been hell at work. Then there's the economy, which is sucking teh ####, which results in people traveling less, which results in them wanting their TV/Internet/Phone at home more, which results in me having even more work to do. Got a new car and a second bank loan to payoff so the money helps from work. Then my best friend became a dad late last year, so he's kinda tied down at home which means I gotta travel to hang out. Not to mention other social obligations. Just been ridiculous busy unfortunately, but like I said somewhere on this board, unless I kick the bucket I'm gonna finish everything I start in some form shape or way with the exception of things that depend on others input that doesn't happen. May take years upon years, but I'mma do it.
That bit of catch up aside, good to hear from ya again too ^_~
Giving Mega over a hundred weapons isn't so much as for a actual place in gameplay, but to do for fun and the fact he's technically supposed to have all those in his database. Never really did figure out why Capcom never tips their hat as to why he loses them every game. "Yay, tEh world is safe! Guess I don't need these. *flush*. OhNoEs, Wily is TeH back, dammit!" x9. With each game I make, aside from learning more stuff it's nice to say I did something never done before so people can do something along the lines of fantasy-football.
... And if Piney wants to play the game with all shield weapons, then I feel I must deliver on teh Pine's expectations. And by using those preset keys there's a chance to probably get about 4 barriers up before they start fading and stuff for all kinds of orbiting goodness.
Since the original games only went off a small selection of weapons per game they didn't really need to differ them much from ones in earlier games. Since this is being done in flash and each one of these engines is getting more and more flexible in what they can do after recreating something close to the original appearance/behavior wise it's free game to change stuff. In the originals, guarding enemies were 99% invincible. There's gonna be several weapons in this which will guard break though so (just an example here) even though Skull Shield and Plant Barrier behave like 99% the same I can make Skull Shield guard break while doing less damage and Plant Shield do more damage but not guard break. Then there's Centaur Flash, Gravity Hold and Rain Flush. One freezes enemies then does damage in a burst at the end, one does damage up front (then carries away which I'm to lazy to reproduce) and the last one has a delay then does steady damage over time. Then near worthless abilities like Top Spin and Charge Kick I can at least tweak to try and make the risk/reward a bit better than in the originals. And other shot type weapons I can just make one an energy efficient variant to the other. Like have Dive Missile do 50 damage for 50 energy with a reload timer of 50 or Magnet Missile do 25 for 25 energy with a 30 timer on it. Once they're all in there I'm gonna make a absurdly large table filled with damage/energy/area/misc effects/guard break/timer/etc on it to sort through them all and attempt to give them all something to bring to the table. For the rock/paper/scissor effect from the originals though it's only going to be structured around the MMN bosses so there will be no need to try out 80 some other weapons on them (it'd cross the evil tyrant programmer line I set for myself).
The leveling thing will probably be easier to understand once it's framework is actually in place. Main thing is that I want players that go down a particular path to invest around 10 talents into that tree to get the best goody. You can spend your talents on anything you meet the level and/or prereqs for or any lower one. So even if you were level 16, you could still put points in Improved Recovery (Tier 2, no prereqs) but not Improved Charge unless you also have Critical Charge. Lastly, for the price of a continue (or some equivalent) you have stocked up you'll be able to respec and rebuy things based on your current level instead of spending points on lower level talents unless you want the final tier one.
No clue on Bomb Man's weapon to much work to dig the game out to play, probably would be nice to make it on contact to like Crash Bomb/Drill Bomb >.>
Difficulty wise, the bosses will only be harder during the rematch portion. Plus during playtesting I'm gonna be level 20 from square 1, and that's how they'll fight from the first bell... much to the woe of many Newground-goers who want the game to just roll over and die. So if anything, when you're level 20 and rocked out you'll be fighting the bosses as intended and anything lower the player will be at a disadvantage.
As another note, I'm debating Mega getting more abilities as he levels apart from the talent ones. Like at level 10 gaining X's wall climb ability and at 20 to gain a dash option. Just a thought for the moment as I'm loading the table with things to try to pull off before trimming the fat.
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