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Mega Man Discussion / So you want to make a Megaman fangame?
« on: January 02, 2013, 05:16:21 AM »
Now this isn't exactly a topic for your step-to-step guide. But rather advice if you ever want to do so.
1 - Keep it Simple
Usually for any department of a game in general, simple can make many things alot easier to work with. If you went really detailed, it'd be very hard to animate it or do other important things.
Hence why there's some games with really impressive graphics, but really poor gameplay.
2 - Improving the Game
Notice on how each Megaman game tries to improve something that the previous game had as a flaw? Or updates the style in a way?
In a way, it's way to make a game more fresh. Even if it's a fangame, it's still possible to improve or fix the flaws the previous or latest games have.
You might also want to make the game look and feel fresh. It's also recommended to avoid editing pre-existing sprites for a new game feel.
3 - Be Consistent
The benefit of having a team work together is to make things alot faster and easier to get stuff done. But there's one backfire to it.
Even with combined efforts, it's hard to match each other's styles perfectly in any department. There's the thing with incompatibly in programming even if its the same engine, instrument and pitch clashing with Music, different ways of coloring and lines with Sprites, it can go on.
It'd look like a mess if you had so many styles in any forms. It'd look fluent if you had it in a fixed way.
4 - Don't get too far-fetched in ideas or go for the overused
When you make a Megaman fangame, usually the very first thing you might be concerned about it is the Robot Masters themselves.
You probably shouldn't get too far in ideas or overuse anything in particular. It's a cliche to have female Robot Masters, or to go for bots like Laser Man, Killer Man, Nazi Man, eg. Try something new, but not out of the bounds of what could happen in a Megaman game.
I might've missed some things since I'm actually tired during the time I'm typing this.
1 - Keep it Simple
Usually for any department of a game in general, simple can make many things alot easier to work with. If you went really detailed, it'd be very hard to animate it or do other important things.
Hence why there's some games with really impressive graphics, but really poor gameplay.
2 - Improving the Game
Notice on how each Megaman game tries to improve something that the previous game had as a flaw? Or updates the style in a way?
In a way, it's way to make a game more fresh. Even if it's a fangame, it's still possible to improve or fix the flaws the previous or latest games have.
You might also want to make the game look and feel fresh. It's also recommended to avoid editing pre-existing sprites for a new game feel.
3 - Be Consistent
The benefit of having a team work together is to make things alot faster and easier to get stuff done. But there's one backfire to it.
Even with combined efforts, it's hard to match each other's styles perfectly in any department. There's the thing with incompatibly in programming even if its the same engine, instrument and pitch clashing with Music, different ways of coloring and lines with Sprites, it can go on.
It'd look like a mess if you had so many styles in any forms. It'd look fluent if you had it in a fixed way.
4 - Don't get too far-fetched in ideas or go for the overused
When you make a Megaman fangame, usually the very first thing you might be concerned about it is the Robot Masters themselves.
You probably shouldn't get too far in ideas or overuse anything in particular. It's a cliche to have female Robot Masters, or to go for bots like Laser Man, Killer Man, Nazi Man, eg. Try something new, but not out of the bounds of what could happen in a Megaman game.
I might've missed some things since I'm actually tired during the time I'm typing this.