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Author Topic: MegaMan Adventure Story For The Game  (Read 5696 times)

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November 19, 2014, 03:19:12 PM
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Offline MegaBoyZexa

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MegaMan Adventure Story For The Game
« on: November 19, 2014, 03:19:12 PM »
(Sugestion) Mega Man II GameBoy. Mega Man V. and MegaMan & Forte 2 WS for Wonder Swan Story Arks Combined Into A New Version *Also Add Shooting While Running Animations And Jumping And Jumpin And Shooting Animations* Atleast Add Some Of Theese Because I Know Its Just A Doom II Engine -MegaBoyZexa :)

November 19, 2014, 04:28:12 PM
Reply #1

Offline SmashTheEchidna

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Re: MegaMan Adventure Story For The Game
« Reply #1 on: November 19, 2014, 04:28:12 PM »
The extra sprites would be nice to have, but it would literally break every custom skin in existence. And there are a lot of them.

November 19, 2014, 05:52:59 PM
Reply #2

Offline tsukiyomaru0

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Re: MegaMan Adventure Story For The Game
« Reply #2 on: November 19, 2014, 05:52:59 PM »
The extra animation frames won't happen because it would mean that they would need to redo EVERY skin in the game to adapt to this change, I think

November 19, 2014, 06:08:41 PM
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Offline Rozark

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Don't take this too seriously
« Reply #3 on: November 19, 2014, 06:08:41 PM »
Timestopper not on the list.
You aren't a true fan.

November 19, 2014, 06:27:02 PM
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Offline Kapus

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Re: MegaMan Adventure Story For The Game
« Reply #4 on: November 19, 2014, 06:27:02 PM »
The only one of those games in that suggestion that's being considered is MMV.

The best robot master weapon in the game, objectively, is Ring Boomerang.

November 20, 2014, 12:33:29 AM
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Offline fortegigasgospel

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Re: MegaMan Adventure Story For The Game
« Reply #5 on: November 20, 2014, 12:33:29 AM »
Yea, R&F2 is going to be a fan expansion slated to be worked on after DOS is finished, and will be part of a fan story arc already.

November 21, 2014, 05:42:16 PM
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Offline MegaBoyZexa

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Re: MegaMan Adventure Story For The Game
« Reply #6 on: November 21, 2014, 05:42:16 PM »
Extra Frames Coul Happen But Just Minor Ones Like Jumping Also Im sorry To Confuse People On The Poll Best Wepons From The Classic Series Sorry :(

November 21, 2014, 05:52:23 PM
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Offline fortegigasgospel

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Re: MegaMan Adventure Story For The Game
« Reply #7 on: November 21, 2014, 05:52:23 PM »
would still mean every single skin in the game, custom as well, would need jump frames added.

November 21, 2014, 06:17:50 PM
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Offline Ceridran

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It feels like we aren't making any progress
« Reply #8 on: November 21, 2014, 06:17:50 PM »
I'm sick of the "oh there's alot of skins as well as custom skins you'l break the custom skins" argument. Whenever someone jumps, it doesn't feel like they're jumping. It's like they just went upward a little, and.. Yeah, that certainly did something.

Every custom skin would be broken? Okay. I wouldn't mind seeing that a majority of skins out there just got turned incompatible with the newest version of MM8BDM by adding extra frames to skins, like Jump frames, Jump+Fire frames, idle animations, et cetera.
If you're gonna break every custom skin, make it big.

BUT WAIT, DOESN'T [X] BOSS(ES) USE THAT ONE LETTER FOR ONE OF THEIR ATTACKS?!? Well I have news for you, YOU CAN RENAME THAT FRAME AND EVERYTHING RELATED TO IT REALLY EASILY AS OPPOSED TO THE DIFFICULTY OF ALL THE OTHER THINGS!!!!!!! I DOUBT IT'S REALLY THAT HARD!! WE'RE AT A STANDSTILL! OUR FRESH LETTUCE IS AT A STANDSTILL BECAUSE WE CAN'T USE THE FIND AND REPLACE TOOL! OH NO!

On the subject of jumping, would it be possible to make jumping feel more like it does in a Megaman game?

November 21, 2014, 06:26:11 PM
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Offline BookofDobson

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Re: MegaMan Adventure Story For The Game
« Reply #9 on: November 21, 2014, 06:26:11 PM »
Even though you could simply CODE the jump frame to the VANILLA MEGAMAN CLASS
class mods are doing it I don't see why people can't do that with the megaman class.

But "there is so many skins!! ahh! too hard!"

November 21, 2014, 06:57:49 PM
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Offline Messatsu

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Re: MegaMan Adventure Story For The Game
« Reply #10 on: November 21, 2014, 06:57:49 PM »
Yes, there are a lot of skins.  Here's the reasons jumping frames are completely unreasonable:

1.) It would require jumping rotations for every skin in the game.  This is over 80 skins easily of which need 5 rotations each.
2.) In ADDITION, it would require jumping ATTACK frames as well.  So yup, another 400 frames to draw (bare minimum, I'm lowballing the skins big time)
3.) Climbing ladders would look incredibly stupid with the jump animation.
4.) Every custom skin would break.

So yea, it's pretty much never going to happen.  It's not worth it for the cosmetic effect in the core game.

November 21, 2014, 08:43:16 PM
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Offline BookofDobson

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Re: MegaMan Adventure Story For The Game
« Reply #11 on: November 21, 2014, 08:43:16 PM »
Quote from: "Messatsu"
Yes, there are a lot of skins.  Here's the reasons jumping frames are completely unreasonable:

1.) It would require jumping rotations for every skin in the game.  This is over 80 skins easily of which need 5 rotations each.
You are aware that not every RM has jump sprites right
2.) In ADDITION, it would require jumping ATTACK frames as well.  So yup, another 400 frames to draw (bare minimum, I'm lowballing the skins big time)
Wait... so you can afford to do whole expansions but 8 frames for almost every skin is way too hard and to long?
3.) Climbing ladders would look incredibly stupid with the jump animation.
Yea because walking into the ladder(or idling up one) look way more cooler and less stupid than one foot higher than the other showing SOME effort of climbing
4.) Every custom skin would break.
UPDATING! and the fact that multiple people are going to be adding 8+ frames

So yea, it's pretty much never going to happen.  It's not worth it for the cosmetic effect in the core game.
You kinda sound like one person is gonna be doing all this. "unreasonable" is debatable but the fact that multiple people will be in on this makes the argument of "TOO MANY" a tad lame

November 21, 2014, 10:08:22 PM
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Offline fortegigasgospel

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Re: MegaMan Adventure Story For The Game
« Reply #12 on: November 21, 2014, 10:08:22 PM »
Quote from: "BookofDobson"
Quote from: "Messatsu"
Yes, there are a lot of skins.  Here's the reasons jumping frames are completely unreasonable:

1.) It would require jumping rotations for every skin in the game.  This is over 80 skins easily of which need 5 rotations each.
You are aware that not every RM has jump sprites right
2.) In ADDITION, it would require jumping ATTACK frames as well.  So yup, another 400 frames to draw (bare minimum, I'm lowballing the skins big time)
Wait... so you can afford to do whole expansions but 8 frames for almost every skin is way too hard and to long?
3.) Climbing ladders would look incredibly stupid with the jump animation.
Yea because walking into the ladder(or idling up one) look way more cooler and less stupid than one foot higher than the other showing SOME effort of climbing
4.) Every custom skin would break.
UPDATING! and the fact that multiple people are going to be adding 8+ frames

So yea, it's pretty much never going to happen.  It's not worth it for the cosmetic effect in the core game.
You kinda sound like one person is gonna be doing all this. "unreasonable" is debatable but the fact that multiple people will be in on this makes the argument of "TOO MANY" a tad lame
Expansions add roughly 8 skins which need all the rotations, you are basicly asking to as he mentioned do another 5 frames for each of the over 100 skins already in the game. We are easily talking about over 500 frames for just the jump alone, another 500-1000 for firing frames cause some skins use two frames for firing.
Not ever boss having a jump animation means one needs to be MADE, like how not ever boss has a run animation for many had them made, hell less bosses have running animations then don't.
And yes, ever single custom skin would break, and not everyone who made a skin is around anymore to update their skins, or the skill to do jumping frames (which would be challenging to make rotations for, even more so then running), so that would be over 200 skins AT LEAST that would break.
You really have a rather low concept of how the process of things being done works don't you?

November 21, 2014, 10:09:24 PM
Reply #13

Offline Messatsu

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Re: MegaMan Adventure Story For The Game
« Reply #13 on: November 21, 2014, 10:09:24 PM »
1.) So you're point is that for those robot masters there's no difference anyway.  Not a compelling argument.  Also don't forget that some robot masters like Bubble Man actually have multiple frames of air (or water) animation.  So that's 2x the load for those.
2.) In relation to #1, I forgot that robot master like Metal Man also have multiple frames of attack animation, so again, 2x the workload there.  Also, yes, 9 games CAN be covered....over many years time.  (The original workload by CMM and crew is astounding though)
3.) It looks less stupid than Megaman with his arms up in the air.  This is subjective, but.....no ...no it's not, it would look stupid.
4.) All those skin creators aren't necessarily around any more.  So for those skins they would remain broken.

Look, you can argue the point endlessly, it's not going to happen.  As I mentioned above it's a purely cosmetic and the work needed to make it happen is so massive compared to the payoff that it makes no logical sense.  And yes, even for 2,3,4, or even 5 spriters, it's pretty unreasonable.  Let's move on from this subject please.

On an unrelated note, yes, MMV is currently scheduled as an official expansion.  The other games are not and are fine if someone wants to make a fan expansion.

November 21, 2014, 10:17:29 PM
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Re: MegaMan Adventure Story For The Game
« Reply #14 on: November 21, 2014, 10:17:29 PM »
fun fact
a while ago i measured how fast you go up ladders in zandro's units/tic or whatever and it would be relatively easy to have both climbing and jumping sprites and have them activate with little overlap

it's still a ridiculous amount of effort for something like that though

there's also the situation of most bosses having to have new pain sprites as well if we gave them jump sprites, because many use their jump sprites as pain sprites in this game.