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August 09, 2011, 12:10:25 PM
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Offline BiscuitSlash

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[Expansion] Megaman Forever
« on: August 09, 2011, 12:10:25 PM »
This is an expansion based on the really awesome ROM hack of Megaman 4 by Matrixz127! If you haven't played it yet, then go play it! It's really good!

The expansion will include 8 new weapons, 10 new maps and a new bunch of skins to play with! But obviously, I can't do this alone and I think it would be fun if we all got involved!

Weapons:
Solar Laser - Done by FiniteZero
Propel Blade - Done by Michael712
Flame Sword - Done by Michael712, but waiting on HUDs and sprites
Toxic Burst - Done by Michael712
Blow Cyclone - Done by Michael712 (Though it might need a few tweaks)
Haze Dasher - Done by Michael712
Jolt Leader - Not done
Deflect Shield - Not Done

Weapon Descriptions:
Spoiler for Hiden:
Solar Laser:
Fires weak lasers and a very fast speed and rate and has a good amount of ammo. It makes an awesome noise too!

Propel Blade:
Similar to metal blade except it doesn't rip thought enemies and it travels a tiny bit faster. Does around 18% damage

Flame Sword:
Very close range fiery blade that can be used rapidly and quickly shreds apart enemies! Has plenty of ammo. Unlike slash claw, this has less range and power, but is much faster.

Toxic Burst:
Launches a big blob of toxic waste which is fired at a slightly random angle and speed. Upon hitting the floor, it splits into smaller blobs that go in random directions at different speeds.

Blow Cyclone:
Fires two tornado things, one forwards and one backwards. If you aim it correctly, they will move towards enemies. The tornadoes do no damage what so ever, but instead they blow enemies around! Could be useful for blowing them into pits or spikes! (Sure you wont get a frag, but the frag that they lose could cost them big time!)

Haze Dasher:
A fast air dash that hurts enemies. Although you are not invincible, you go strait though enemies and can be difficult to hit. Can also be used as a platforming tool.

Jolt Leader:
Fires a thing that looks somewhat like Spark Chaser. In the original, it used 7 ammo, is controlled manually, does lots of damage and carries on until you pause the game or it goes offscreen. In this however, when you fire it, it chases after enemies, going strait through them and doing a lot of damage to them. The more it stays in play, the more ammo you lose. The Jolt Leader will stay in play until you change weapon or run out of ammo.

Deflect Shield:
Upon firing, you hold up a big shield that makes other projectiles bounce of the shield and go back at enemies. It is stand alone, and cannot be using with other weapons and stuff. Every time something hits the shield, you lose one ammo unit.

Okay everyone listen, Megaman Forever has BIG levels in it, so these maps will have to at least be Medium/Large Size! (Guardman's map must be like Mr. X size only bigger!)

Maps:
Grove Robot Facility (Intro stage) - Not Done
Photonman - Done by Duora Super Gyro
Propelman - In progress by KillerChair
Boilman - In progress by Fr3ckGamer
Chemicman - Not Done
Wingman - Not Done
Hazeman - Done by Duora Super Gyro
Chronoman - In progress by Eon_and_Rush
Guardman - Not Done
Offshore Fortress* - Not Done

*This stage appears glitchy in the MMF demo 3, but not the unabridged one. We can use textures from that

Textures that you can use if you're map making:
Spoiler for Hiden:

(Chronoman textures ripped by Lego)

Skins:
Photonman - Done by Michael712
Propelman - Done by FTX
Boilman - Done by FTX
Chemicman - Done by FTX
Wingman - Done by FTX
Hazeman - Done by Michael712
Chronoman - Done by FTX
Guardman - Done by FTX

Special Items:
Sub-tank - In progress by Michael712
Shock guard - Done By Gummywormz
Weapon energy balencer - Done by SickSadWorld
[?] boxes - Done by SickSadWorld
Shiny chip thing - In Progress by Michael712
Rush Star thing - In Progress by Michael712
Rush Marine - Not Done

Other Stuff:
Bonus Game - Reserved By Michael712

The music has already been done by me! Don't bother making a music pack!

Contribute! Your help is what we need to make this a successful expansion!

August 09, 2011, 01:22:43 PM
Reply #1

Offline CHAOS_FANTAZY

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Re: [Expansion] Megaman Forever
« Reply #1 on: August 09, 2011, 01:22:43 PM »
Shock Guard might prove tough to program.  First off, you'd need a way to program spike pits different from bottomless pits, otherwise you're going to wind up standing on nothing.  =P
Second, you'd need a good, balanced number--"you can stand on these spikes for [X] tics before you die."

I haven't played MMF, but the best of luck to you!

August 09, 2011, 01:52:29 PM
Reply #2

Offline Gummywormz

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Re: [Expansion] Megaman Forever
« Reply #2 on: August 09, 2011, 01:52:29 PM »
I'll try deflect shield / shock guard.

August 09, 2011, 06:01:40 PM
Reply #3

Offline Korby

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Re: [Expansion] Megaman Forever
« Reply #3 on: August 09, 2011, 06:01:40 PM »
Deflect Shield should be really simple, as the same effect is in Chaos Generator.

August 09, 2011, 06:52:32 PM
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Offline BiscuitSlash

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Re: [Expansion] Megaman Forever
« Reply #4 on: August 09, 2011, 06:52:32 PM »
Oh, I completely forgot about that! *facepalms*

I am quite stuck on how Jolt leader should work though. I'm thinking it could be automatic instead of manual? With maybe a skull barrier like ammo bar?

August 09, 2011, 07:44:14 PM
Reply #5

Offline Magnet Dood

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Re: [Expansion] Megaman Forever
« Reply #5 on: August 09, 2011, 07:44:14 PM »
Isn't Flame Sword Sword Man's weapon?

August 09, 2011, 07:48:26 PM
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Offline CHAOS_FANTAZY

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Re: [Expansion] Megaman Forever
« Reply #6 on: August 09, 2011, 07:48:26 PM »
Quote from: "Star Dood"
Isn't Flame Sword Sword Man's weapon?

That's what I was just thinking.
This one sounds drastically different, though.

August 09, 2011, 07:52:33 PM
Reply #7

Offline Magnet Dood

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Re: [Expansion] Megaman Forever
« Reply #7 on: August 09, 2011, 07:52:33 PM »
Doesn't sound like it to me. They're both swords, both burn and slice through targets, and both have a lot of uses.

Not sure on the last statement, but the other two are true. Amirite?

August 09, 2011, 07:53:27 PM
Reply #8

Offline LlamaHombre

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Re: [Expansion] Megaman Forever
« Reply #8 on: August 09, 2011, 07:53:27 PM »
Mega Man Forever's weapon should be renamed to "Fire Blade" for separation's sake.

August 09, 2011, 08:13:32 PM
Reply #9

Offline BiscuitSlash

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Re: [Expansion] Megaman Forever
« Reply #9 on: August 09, 2011, 08:13:32 PM »
Flame sword in Megaman Forever is the weapon you get from Boilman. I haven't played Megaman 8 (yet) so I don't know how that one works but for the Megaman Forever Flame Sword, here's how it works:

You have 28 uses of it before needing to refill. It is very close range but it does a lot of damage and it hits enemies multiple times. Along with this you have invincibility frames, but only when actually using it. It looks different to the MM8 one and sounds different, so yeah, we will be using a different version to the flame sword in the MM8 weapon pack

Quote from: "LlamaHombre"
Mega Man Forever's weapon should be renamed to "Fire Blade" for separation's sake.
Wing man's weapon was actually going to be the sword but it got changed, and I think Matrixz127 probably saw flame sword as the best option if it was Boilman's weapon

August 09, 2011, 08:16:40 PM
Reply #10

Offline Nuy

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Re: [Expansion] Megaman Forever
« Reply #10 on: August 09, 2011, 08:16:40 PM »
As far as I could tell when I played Forever, it seemed to be an exact copy of Mega Man 8's.

August 09, 2011, 09:13:49 PM
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Offline Magnet Dood

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Re: [Expansion] Megaman Forever
« Reply #11 on: August 09, 2011, 09:13:49 PM »
No, Micheal; what Llama means is to change the name of the weapon, so it doesn't conflict with the MM8 weapon of the same name when the MM8 expansion is released.

August 09, 2011, 10:22:54 PM
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Offline Gummywormz

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Re: [Expansion] Megaman Forever
« Reply #12 on: August 09, 2011, 10:22:54 PM »
Questions and stuff:

Does reflect shield give you any other weapons like a weak buster or something? Can you use weapons while it's out? If the shield is out and the user switches weapons, when he switches back should the shield reappear or does he have to fire it again to use it? Should the user be invincible while using it (like proto shield)? Should the shield last on a timer or be out forever? If I remember correctly, shock guard takes 50% of your health when you get hit by a spike. Should this behaviour be implemented, or should you not take damage. Not really a question, but I think toxic burst should do poison damage.

August 10, 2011, 10:24:07 AM
Reply #13

Offline BiscuitSlash

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Re: [Expansion] Megaman Forever
« Reply #13 on: August 10, 2011, 10:24:07 AM »
Upon firing, you lift up the shield. It is a big shield, bigger than proto shield. You only have the shield when the weapon is selected but that shouldn't be a problem since you are using attacks that your opponent is and stuff. I think it should take either 1 or 2 ammo away when it is hit by a weapon and after that it cannot he help up any more and ammo must be collected. The player will not need to be invincible as he/she will usually be able to defend all actual projectiles that aren't things like Pharaoh shot.

As for shock guard, best make it take away half damage and maybe give about 3 seconds invincibility. We'll only put it on levels that have spikes but very little death pits.

Now that you say it, I think toxic burst doing poison damage is a very good idea! Will have to see how well it works though.

Quote from: "Nuy"
As far as I could tell when I played Forever, it seemed to be an exact copy of Mega Man 8's.
We will make a different one for this expansion as it does kinda look different and it definitely sounds different. The icon is different too. We might call the code for the weapon FlameswordBoilwep or somethin'....I'm not sure but something different.

EDIT: Also, if anyone that is making weapons needs sound effects then ask me, as I can give you them

August 12, 2011, 03:32:37 PM
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Offline Blaze Yeager

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Re: [Expansion] Megaman Forever
« Reply #14 on: August 12, 2011, 03:32:37 PM »
Actuallly i have each of the Robot Masters in sheet format.

I can PM it once i get it all compiled