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RN
May 5, 2007 12:58:27 GMT -5
Post by Wade Monroe / MaelstormM on May 5, 2007 12:58:27 GMT -5
Mainly trying to get to the final stage you said was on some kind of space station. But argh... takin forever. The lil baddies I just need like 4 of them with 6-10 frames of animation depending on how fancy I want to makem. Prolly gonna fuse some of the enemies from Metal Warrior with it though cause it's goon sprites are more readily available. I'm still puttering around the first desert stage with the giant tank base thingy Update ======================================= More changes to the original plans (cause I'm a lying jerk). - Legacy of the Wizard (NES) shall be replacing the Time Attack bonus stage, cause I found the time attack one favored certain quick/defensive players a bit to much. - Scenery Stage will be replaced with Final Fantasy 6 (kinda like the earlier screen shot hinted at). - Gonna shoot for 16 sections to each of the platformer bonus stages rather than the original plan of 8. So with doubling the size of them, after I populate "Woodman" and "Snakes N Needles" stages with goons I'll update it. - And lastly, more screenies because I'm a bandwidth bandit:
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RN
May 9, 2007 12:21:44 GMT -5
Post by Wade Monroe / MaelstormM on May 9, 2007 12:21:44 GMT -5
Update 5/9 1:14pm ============================= - Woodman's stage and Snakes N' Needles stage are up and running. Only 2 real things are missing: the Giant Snakes from Snakeman's, and the rushing water effect from Woodman's. If you're having a hard time catching the ladder's in the later part of Woodman's stage, try a running start. Few little known bugs are the lil birds in WM's stage and Vaulter from Snakey's. - Ky Kiske has his place holder in the Guilty Gear stage. - Placeholder stage for "Front Mission: Metal Hazard" is in place. (Go check out the retro BGM, SM ^_~). Once I get enough feedback on those 2 stages and tweak'm I'll turn on the scoring for them. Also if anyone notices unusual large slowdown with this patch lemme know. Whew... off to bed. Current Filesize = 13.2mb And more bandwidth banditing:
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RN
May 9, 2007 19:10:46 GMT -5
Post by brickman on May 9, 2007 19:10:46 GMT -5
Those two stages are quite fun and your merge was well designed, I liked them. Though I think that the guys who swing those black balls around their heads and then throw them look a little TOO low-bit to be there next to this game's characters and effects (not all 8-bit sprites are created equal--most of them look fine next to these girls and MM3 had good enough backgrounds to not look bad either, but perhaps its the fact that those things are also humanoid and thus too easy to compare to the player character who's in a different bittage), and it'd be easier to see if you made their visors change color (say, to black) rather than glow. The carrots the rabbits throw also look painfully low-quality/low-bit.
Or going the opposite route: Since you're already going to the trouble of making new sprites of the girls for the FF one, maybe you could throw together "8-bit" sprites for the 8-bit bonus stages. It'd be cool.
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RN
May 10, 2007 1:47:34 GMT -5
Post by Wade Monroe / MaelstormM on May 10, 2007 1:47:34 GMT -5
HoNoEs... the FF stages are just gonna have the overhead graphics cause they = easy to make and itsy-bitsy filesize. The battle sections will still use the girls standard graphics/attack animations. Gotta keep Hammer Joe's red eye since that's how he was in the game, but can work on maybe adding another shade of green or so to him to spiffy him up a smidge. No hope for the carrot's though. They're like 8x8 pixels Next up will be Bubbleman and Castlevania's stages. Hopefully a place holder for Legacy of the Wizard and Doc Robot Next. Doc Robot Next will be emulating Megaman Next's masters. Nothing better than spoofing my own stuff.
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RN
May 10, 2007 14:24:40 GMT -5
Post by brickman on May 10, 2007 14:24:40 GMT -5
No, I'm saying that the eye shouldn't glow when he's about to throw. Looking at a spritesheet from MM3 they switch to the sniper-joe-ish single colored eye, and that's fine, but the fact that you made that eye glow actually obscures the change, because the glow is closer to the origional color than what is under it (aka the black).
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RN
May 10, 2007 22:49:49 GMT -5
Post by Wade Monroe / MaelstormM on May 10, 2007 22:49:49 GMT -5
Well, that parts true, but I used 4 less gif's by just using the dot over the original wind up graphic. Can try changing it to a lil red square to match the graphic better. Trying to cut corners to save filesize and performance.
Was the enemy layout, amount of life, actions for the bonus stages reasonable or what needs the tweakage?
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RN
May 12, 2007 21:03:10 GMT -5
Post by brickman on May 12, 2007 21:03:10 GMT -5
Enemies are absolutely fine in both. By the way, couldn't you have found a cooler remake of woodman's song?
Anyways, if you're still taking suggestions to replace bonus stages, might I suggest (brace yourself): Two bosses at once? You'd click any two of the six normal bosses (possibly also Cz with her instakill moves turned off) and fight them at the same time (them sharing a health bar). It'd be AWESOME. And less work than a whole new level.
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RN
May 12, 2007 23:03:51 GMT -5
Post by Wade Monroe / MaelstormM on May 12, 2007 23:03:51 GMT -5
Good to know that aside from the lil glitches they're okay. I'd actually have to write a bunch more code to do that since the bosses all use a few variables that control their desperation/panic moves If I do have room for bonus stage boss fights, the merged stages were going to have 2 bosses, Albert & Nitro in the "FM:Metal Hazard" and Snakeman & Needleman in "Snakes N Needles".
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RN
May 13, 2007 0:41:55 GMT -5
Post by brickman on May 13, 2007 0:41:55 GMT -5
If it was just the desperation moves I think they could do without them; I don't think any of those moves would be fair with a second source of attacks anyways. I mean, you have to stand right next to KZ to clear a super-shot, so it wouldn't be very sporting for Shin to teleport on top of you while KZ's using that. Oh well; I was really hoping to be able to figure out how to master the Jazz-KZ combo, but I can live without it.
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May 13, 2007 0:51:32 GMT -5
Post by Wade Monroe / MaelstormM on May 13, 2007 0:51:32 GMT -5
You're hardcore dude >.>
I guess if they shared the same lifebar and you had Cyan corner them while she's all powered up you can waste'm quick before you got swarmed by attacks. The 8 shot limit helps too I supposed.
I guess there's no real noticeable lag from the steadily increasing filesize too which is good. Hopefully I will have room for those extra bosses at this rate.
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RN
May 13, 2007 19:09:14 GMT -5
Post by brickman on May 13, 2007 19:09:14 GMT -5
Yup. That's the demographic you're programming for, isn't it? Speaking of which, I hope your next game's harder. By the way, I don't actually know how strong they're supposed to be, but the giant dogs in Woodman's stage go down in two hits from melee characters with upgrades. Just saying, since they struck me as likely minibosses (I am sad to say I never had the chance to actually play most or any of the official megaman games, having been born after their origional consoles died and not finding any of the newer ones or remakes anywhere).
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Pineappler
CITIZEN
Ultrasound Graphics Synthesis
The Little Dowser General
Posts: 2,286
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RN
May 14, 2007 10:17:53 GMT -5
Post by Pineappler on May 14, 2007 10:17:53 GMT -5
The original Giant Dogs had a bit of a simple miniboss pattern, spitting an arc of flame in a periodic fashion. The 3 in the original each had a different spot you'd simply stand, jump, and fire. Or, if you preferred to hoos it, you could just use Time Stopper.
Haven't had the chance to test out these stages, but the best parallel for the Giant Dogs is something like the Bear, except quite easier. So, while 2 melee hits is kinda quick, considering the presence of upgrades and that they aren't that strong, it sounds parallel enough.
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zekk
CITIZEN
Posts: 24
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RN
May 26, 2007 20:05:34 GMT -5
Post by zekk on May 26, 2007 20:05:34 GMT -5
I beat Apologize! w00t! I haven't found any bonus stages yet though.
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RN
May 27, 2007 2:42:25 GMT -5
Post by Wade Monroe / MaelstormM on May 27, 2007 2:42:25 GMT -5
Grats on TeH victory.
Once I update B-man's guide I'll prolly start adding the parts of my own including which stages the respective portals are in to at least narrow your search down.
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RN
May 29, 2007 6:21:50 GMT -5
Post by Wade Monroe / MaelstormM on May 29, 2007 6:21:50 GMT -5
Roll Next's super slimmed down version should be live on NG now (barring any unforeseen problems). It's funny seeing the stuff people dis it for, but it is Newgrounds after all so no suprise. It's funny to see it rank lower than old school MMN <3
On a different note, if anyone else was looking to be in on the cameo thing offered way back when buzz me. Think I have like 4 I have to work into here at the moment.
Update wise (Most in NG version, not normal one): - I have the boss entrance/death animations in effect and updated the cutscene graphics from GIF's to JPEG's slightly better quality. - Decreased the spread range of Boss Kz's mega magnum shot thing a smidge and also shortened the strike range on her tazer a smidge too. - Decreased the range that the blue homing spark things lil' baddies shoot a fair bit. - Decided against using the bubble password system for cheats, instead I'm just gonna put in a bunch of on/off switches for various effects. - Pretty sure I fixed the shot bug in the Citadel fight caused by Roll dashing. Also moved that stupid right "!" to the center of the moving block it warns for.
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RN
May 29, 2007 15:18:52 GMT -5
Post by brickman on May 29, 2007 15:18:52 GMT -5
No, I think you only did half of that. Or else you forgot to actually upload the new one and I just imagined thechanges I saw. But while KZ is more reasonable (millions of non-hardcore players will thank you) and the annoying blue sparks are slightly shorter (still annoying), there are no intro or death animations on the bosses, the Citadel exclamation mark is still off center and the cheat menu is still color blobs. Oh, and the cutscenes still look ugly (by the way, why does Dr Cossack have breasts in the intro?).
Oh, and BUG ALERT! While whupping Citadel, I discovered that the wind from her wind, fire and ice attack affects the weakpoint too, and quickly blows it offscreen. It's interesting, actually, how the thing alternates slow left fast left instead of left right. Also, the bug with the desperation move sprung up again--the platforms didn't stop looping and they happened to disappear off the top just before the explosions. Luckily, I was Tami, but if I wasn't I'd have had to start over.
edit: Hey wait a second, there was a bug in Citadel caused by Roll dashing?
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RN
May 29, 2007 15:58:31 GMT -5
Post by Wade Monroe / MaelstormM on May 29, 2007 15:58:31 GMT -5
The version on my site still doesn't have the changes in it, but the NG one should. The entrance and death animations are simple, but give you a breather and let you know that you won.
The roll bug during the Citadel fight is caused by the lil' dash smoke effect. Since it uses one of the lil' baddy shots on screen and citadel's shot controls are seperate than the norm it eventually makes it so she can't shoot right. No biggie, but still an annoyance.
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RN
Jun 8, 2007 23:56:40 GMT -5
Post by brickman on Jun 8, 2007 23:56:40 GMT -5
Alright, I just tried the NG version.
KZ's looking great, the new desperation buster looks especially reasonable. I'm too experienced with all the bosses to really say whether she's still harder than everyone else though.
The blue sparks. Yeah, those were a pain and I don't really miss them.
I hope those entry animations were a standin to make sure it's working. There's so much cooler you could do! Lets see, if I had to suggest, I'd say (these would be equally if not more cool at the start of a level with that girl too): Roll teleports in like megaman, with that leaning backward thing he does in MM8 if it isn't too long. Jazz either air dashes in or (if you're looking for extra work) jumps in with a somersaulty flip thing in the air (you know what I mean). Cyan. . . I dunno. Tami drops in from the ceiling, possibly using her jetpack to slow and gently hit the ground. Shin does something cool like materialize, or just does a teleport like in her panic move fom the left side of the screen (where you enter) to the right (her starting position). KZ is there the whole time, but holds her sheild up in front of her while talking into a radio for a second when she sees you as her entry animation. Citadel rises up from below until enough is on screen to start the fight. Cz already has moves which would look cool as an entry in her moveset.
The death animations are ok, though I think it'd be even cooler if instead there was that same circle thing that comes when the appropriate player character dies with the boss's sprite in its damage frame and its white flashing-shade in the middle, with appropriate boss death sound effect chosen from any Megaman title. I think you're just being mean to stop Citadel's before she explodes (nah, it's probably a mistake, but it cuts to the stage select while she's just shaking madly with silent alarms going off). Czarina's death animation, though, is ugly as sin and not terribly logical. Also, final boss Cz managed to interrupt her death animation twice in a row for one last grand pheonix before finally staying down.
Citadel's desperation move failed to stop the platforms three times in a row. I survived once by using Cyan's special and then hovering with her kick and died outright the second time with Jazz, and the third time they still didn't disappear when she started it but the timing happened to line up so that I could scramble to safety. And for the record, since I know what I'm supposed to do already the only way I won't survive that attack is if it explodes inbetween the block that went prematurely going off the top and its replacement appearing; this happens almost always so I think it's just inadvertently timed to always work that way somehow. Anyways, I'm really thinking this attack in its current form is not worth its weight in bugs (hell, I'll vote to remove a trial-and-error instakill any day) and you should replace the explosions with a hail of projectiles or something.
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zekk
CITIZEN
Posts: 24
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RN
Jun 15, 2007 9:17:46 GMT -5
Post by zekk on Jun 15, 2007 9:17:46 GMT -5
You could have cyan break in through a wall in the background.
For the first cz death animation, rather than exploding, she could fall over, then get back up (maybe back flip or something) and then start holding something shiny (like in the cutscene directly afterwards, except in 2D instead of cg)
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RN
Jun 15, 2007 21:46:12 GMT -5
Post by Wade Monroe / MaelstormM on Jun 15, 2007 21:46:12 GMT -5
Prob with all the custom entrance/death animations is making new graphics (more filesize). So far I've managed to dodge the performance bug pretty good considering this engine, but don't want to push to much on lil' things. Mainly want the entrance/death frames just to give the player time to know what's going on. Once I'm done the storyboarding for the RA:Legends ch3 conclusion I'll be going back to this for the next 2 bonus levels and a few other changes. There's still hope for the full version to get access to some new stuff at least since there's no filesize cap.
For Citadel's desp move, I'm going with the Blizzard Warcraft approach. "It's working as intended" <3 Then ninja fix it without anyone looking.
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RN
Jun 19, 2007 7:24:38 GMT -5
Post by Noxy on Jun 19, 2007 7:24:38 GMT -5
Excuse my ignorance, but I looked around and didn't find any way to unlock any cheatcodes. The Current Status list says cheats have already been programmed, and since it still says Queen outfits have yet to be done, I assume it was programmed a long time ago.
So, my question is: Have you already decided on the requirements to unlock cheatcodes? And if yes? Can you reveal them? The requirements, I mean. Always collecting 6000 Charisma to buy the queen outfit can be really frustrating, and I am really curious as to how the Queen outfits look like.
Anyway, awesome game. I'm love it.
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RN
Jun 19, 2007 8:03:14 GMT -5
Post by brickman on Jun 19, 2007 8:03:14 GMT -5
I'm pretty sure there aren't cheat codes at this point. However, there IS playtester mode, which might as well be a cheat code--it starts you out with 9999 credits, lets you jump to any level or boss fight directly from stage select, and lets you switch characters within levels. And entering it again lets you visit all bonus levels without unlocking. I don't know if we're still guarding the code under lock and key, though. I assume yes, since I haven't heard otherwise.
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RN
Jun 21, 2007 3:31:51 GMT -5
Post by Wade Monroe / MaelstormM on Jun 21, 2007 3:31:51 GMT -5
I listed the cheat thing as complete once the menu and place holders in the code were done. The actual unlocking process was posted a few pages back (as was the themes for the queen outfits).
A lil patch update is done with the changes from the NG version.
The first test of the gallery is in it (If you've beaten the game somewhat recently with Roll go into the Gallery section and the link for Gallery 1 should be active now). There are 7 pictures from her cutscenes in there at 640x480. Got to play around with some frame code for a change ^_^. It causes a popup window in case you have any security programs that watch that stuff.
Citadel Desperation patch 5.2 Brickman edition is up. Made the blocks loop before the top of the screen instead of once they're past the top of the screen so it should be even more possibly perhaps kinda better now.
Toned down the final bosses GP a slight smidge.
(Playtester code's are to be guarded with your life. Never EVER EVER EVER give to anyone... even if a psycho pikachu warlock is threatening your life with a castration pizza cutter.)
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RN
Jun 21, 2007 11:41:22 GMT -5
Post by brickman on Jun 21, 2007 11:41:22 GMT -5
Alright, but for the record, the playtester code (or something that mimics its effects) ought to be an unlockable cheat, because it does add to the game's replay value to be able to skip to the bosses and get the queen upgrades without grinding. Or maybe two or three unlockable cheats (switch characters midlevel, shortcut keys, and infinite money, and maybe if you beat it on apologize you get to unlock all the bonus stages without finding them).
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RN
Jun 22, 2007 14:15:47 GMT -5
Post by zerorules on Jun 22, 2007 14:15:47 GMT -5
playtester code is for only,self-explanatory-playtesters. If you beat the game on apoligize:Extremely easy without the code and you use Cyan
Those codes will make the game turn into a playground.Switch to tami to be lazy and fly through,use cyan for power,
Infinite money,everything in game,game=too easy Shortcut keys will make the game into...choose the key and beat X boss!No effore needed!
Those codes wouldnt work...
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