(http://i.imgur.com/VeR0NJK.png?1)
Once again another cooperative mod rises to the scene, though this one aims to be the most difficult out of the bunch. Mega Man Cross X SP as the name suggests, is based on the Mega Man 5 romhack of the same name, Mega Man Cross X. Unlike most romhacks, Mega Man Cross X was more of a boss rush with some mini challenges on the side, though the bosses were no laughing matter. This cooperative mod hopes to keep it the same way, with small stages that lead immediately into a boss fight, so without further ado, here's the important stuff.
For those who haven't seen what Cross X is:
Screenshot(s):
(http://i.imgur.com/NkX2cuk.png)
(http://i.imgur.com/8iUOs3M.png)
(http://i.imgur.com/XTyMaAB.png)
(http://i.imgur.com/IMG4mRL.png)
(http://i.imgur.com/JBOIIec.png)
Q & A: [Will expand on this section later if more questions come in]
Q: Will this mod support Multiplayer?
A: Although HP scaling for large groups of players won't be added until later demos, the mod will work in Multiplayer, albeit unbalanced.
Q: Will this mod include the entirety of Mega Man Cross X?
A: Definitely plan on putting all that I can in, the romhack was never finished but that won't stop me from putting what was finished in.
Q: Are the bonus weapons like Ultra Buster and Drain Cutter going to make an appearance in this mod?
A: Yes! In fact, the Ultra Buster has already been implemented, the only weapons that I won't include are the ones that are non-functional, as no one wants a gun that fires nothing I'd assume.
Q: Any plans to add the entire SP gang to this mod?
A: Not yet, the main idea is to add Mega Man first, then I'll expand from there.
Q: Will Mega Man be able to charge his buster and slide?
A: Mega Man will have both of these abilities, and the sliding does mean that each weapon will have an altfire.
Q: Can I help with [insert task here]?
A: Go for it! I'll look at any maps, weapon concepts, or bosses you send my way. I would suggest sending them to me over Cutmail or my Skype which is, Sonicfam1102.
Q: When will this mod be finished?
A: I don't really have any release date on this, so the only answer I can really give is it'll be done when it's done.
Weapon Concepts
C.X. Buster : C.X. Buster is your standard buster, you can charge it for more powerful shots or you can run and gun with your basic pellets.
U. Buster : U. Buster is a weapon that rather than being chargeable for powerful shots, it fires the charge shot with the press of a button. Unlike the C.X. Buster however, this weapon has an ammo bar. Try using this as a last resort weapon when all else fails.
F. Storm : F. Storm is a chargeable weapon which can either send flames upward or downward, or shoot a fireball at your foes. The uncharged version shoots before mentioned fireball, which can burn enemies for some extra damage added on. The charged version differs completely, depending on if you aim at the ceiling or ground. Whereever you aim, it'll send a fire trap ripping through your foes in the direction opposite of where you aimed.
S. Blade : S. Blade is a weapon akin to Noise Crush, meaning you can catch the rebounding shot of your blade for a buffed version your next shot. Your blades will try to bounce back straight to you, but in the heat of combat, you still ought to try and catch them. The buffed version not only goes faster, but it also rips through anything that dares to challenge it.
T. Bomb : T. Bomb is another chargeable weapon which differs when you fire it, the uncharged version shoots a Toad Bomb, which explodes upon contact with anything. The charged version when fired in the air shoots a Toad Hyper Bomb in an arc, great for hitting those foes who love to be above you. However, if it's fired while on the ground, it shoots a ground-bouncing Toad Napalm.
A. Sniper : A. Sniper is a great weapon to use against those enemies who just won't stop moving, as it fires three Air Snipers, which stop to home into enemies for a second. You can either use this up-close for massive damage, or far-away to target many enemies at once.
M. Shield : M. Shield is the handy dandy shield weapon. It fires two magnets that orbit around you infinitely until you switch weapons or get hit by an enemy. These magnets can also protect you from projectiles and... walls... Something's not right there... I'd avoid walls with these things to save some ammo.
Q. Vulcan : Q. Vulcan makes a great fall-back weapon with low ammo cost and rapid firing rate. It's definitely not a weapon to use when you need sharp-shooting and high-damage though.
E. Spark : E. Spark is a splitting weapon that's amazing at close-range for damage, and great for coverage after the split. You can't decide when the spark splits into the three mini sparks though.
G. Cannon : G. Cannon is yet another chargeable weapon, it mostly can function as an upgraded C.X. Buster with an ammo cost. The pellet shots do have a range though, so be sure to charge it if you're doing some sniping.
W. Blast : W. Blast is by far the most powerful weapon, it sends a capsule flying into the sky, armed with explosives. It's an AOE attack that speeds up as it goes on, eventually ending in a big boom!
D. Cutter : N/A
I. Needle : N/A
Map Specific Needs:
Shocker Man - Hidden I. Needle.
Quick Man - Hidden D. Cutter.
Elec Man - Item-1 Path to Break Eddie Fight.
Shadow Man - Wow, nothing special here huh?
Air Man - Same here I guess.
Toad Man - Item-3 Path to (???) Fight.
Magnet Man - Item-2 Path to Break Beat Fight.
Fire Man - Hidden E Tank (optional).
Things Finished/Being Worked On:
Stages Finished : 0%
Main Weapons Finished : 100%
Bosses Finished : 0%
Bonus Items Finished : 60%
Shocker Man:
Stage - Open
Weapon (Ghost Cannon) - Finished
Boss - Open
Quick Man:
Stage - Open
Weapon (Quick Vulcan) - Finished
Boss - Open
Elec Man:
Stage - Open
Weapon (Electric Spark) - Finished
Boss - Open
Shadow Man:
Stage - Taken (LlamaHombre)
Weapon (Shadow Blade) - Finished
Boss - Finished
Air Man:
Stage - Open
Weapon (Air Sniper) - Finished
Boss - Open
Toad Man:
Stage - Open
Weapon (Toad Bomb) - Finished
Boss - Finished
Magnet Man:
Stage - Open
Weapon (Magnet Shield) - Finished
Boss - Open
Fire Man:
Stage - Finished
Weapon (Fire Storm) - Finished
Boss - Finished
Bonus Items:
Weapon (Ultra Buster) - Finished
Weapon (Drain Cutter) - Finished
Weapon (Item Needle) - Open
Weapon (Weapon Blast) - Finished
Collectables (O-DRIVE! Parts) - Open
With all of the main weapons finally being finished, I think it's about time for an update. This update brings weapon concepts and screenshots. These will give you a general idea of how the weapons will work in a 3D enviroment. Along with those, the two poll winners are Shadow Man and Toad Man, so next update will be bringing Shadow Man in his home turf. All of the new update information can be found on the main post or right here.
New Screenshots :
(http://i.imgur.com/8iUOs3M.png)
(http://i.imgur.com/XTyMaAB.png)
(http://i.imgur.com/IMG4mRL.png)
(http://i.imgur.com/JBOIIec.png)
Weapon Concepts :
C.X. Buster : C.X. Buster is your standard buster, you can charge it for more powerful shots or you can run and gun with your basic pellets.
U. Buster : U. Buster is a weapon that rather than being chargeable for powerful shots, it fires the charge shot with the press of a button. Unlike the C.X. Buster however, this weapon has an ammo bar. Try using this as a last resort weapon when all else fails.
F. Storm : F. Storm is a chargeable weapon which can either send flames upward or downward, or shoot a fireball at your foes. The uncharged version shoots before mentioned fireball, which can burn enemies for some extra damage added on. The charged version differs completely, depending on if you aim at the ceiling or ground. Whereever you aim, it'll send a fire trap ripping through your foes in the direction opposite of where you aimed.
S. Blade : S. Blade is a weapon akin to Noise Crush, meaning you can catch the rebounding shot of your blade for a buffed version your next shot. Your blades will try to bounce back straight to you, but in the heat of combat, you still ought to try and catch them. The buffed version not only goes faster, but it also rips through anything that dares to challenge it.
T. Bomb : T. Bomb is another chargeable weapon which differs when you fire it, the uncharged version shoots a Toxic Bomb, which explodes upon contact with anything. The charged version when fired in the air shoots a Toxic Hyper Bomb in an arc, great for hitting those foes who love to be above you. However, if it's fired while on the ground, it shoots a ground-bouncing Toxic Napalm.
A. Sniper : A. Sniper is a great weapon to use against those enemies who just won't stop moving, as it fires three Air Snipers, which stop to home into enemies for a second. You can either use this up-close for massive damage, or far-away to target many enemies at once.
M. Shield : M. Shield is the handy dandy shield weapon. It fires two magnets that orbit around you infinitely until you switch weapons or get hit by an enemy. These magnets can also protect you from projectiles and... walls... Something's not right there... I'd avoid walls with these things to save some ammo.
Q. Vulcan : Q. Vulcan makes a great fall-back weapon with low ammo cost and rapid firing rate. It's definitely not a weapon to use when you need sharp-shooting and high-damage though.
E. Spark : E. Spark is a splitting weapon that's amazing at close-range for damage, and great for coverage after the split. You can't decide when the spark splits into the three mini sparks though.
G. Cannon : G. Cannon is yet another chargeable weapon, it mostly can function as an upgraded C.X. Buster with an ammo cost. The pellet shots do have a range though, so be sure to charge it if you're doing some sniping.
W. Blast : W. Blast is by far the most powerful weapon, it sends a capsule flying into the sky, armed with explosives. It's an AOE attack that speeds up as it goes on, eventually ending in a big boom!
D. Cutter : N/A
I. Needle : N/A
Yo, since more interest is coming in for this expansion, I figured I might as well finally make a beta-testing group for Skype! You can put your skype name in this thread or send it over Cutmail if privacy's your dealio, and I'll add you to the group. This group will also double for people who plan to contribute regularly to this expansion, so there's that option if beta-testing isn't really your thing. With that being said, I'm amazed I actually created that HUD poll without actually giving a template on what each HUD would look like, so I'm going to do that right now. It's a crime I didn't do this earlier, sorry about that folks, the poll does allow revoting though, so keep this in mind!
MM8BDM Default:
(http://i.imgur.com/uesAUV6.png)
Mega Man CX Bars (No Icons):
(http://i.imgur.com/YmZJ9b8.png)
Mega Man CX Bars (Icons):
(http://i.imgur.com/qlgXI3R.png)
As you can probably notice, depending on the option, the weapon icons indeed do change to fit with the bar. Also I would like to mention, if something you want to contribute is not on the main page, such as bosses like the Break Refights or the Fortress Stages, still feel free to contribute them, I'll just put them into reserve for use in a later update. The same goes for sprites and stage assets.
Hey, this is actually still alive! I figured with both Shadow Man and Toad Man finished aside from polishing, it's about time that I do another update. This update brings just general proof of progress and an update on what needs to be done. For the proof of progress portion, here's a small portion of Toad Man's boss fight.
(http://i.imgur.com/UjLWZu7.gif)
*Everything in this small clip is subject to change
With both bosses finished now, there's not much that needs to be done, here's an updated Progress List (only shows Shadow Man and Toad Man's progress since they're the only two in v1a).
Shadow Man:
Stage -Taken (LlamaHombre)
Weapon (Shadow Blade) - Finished
Boss - Finished
Toad Man:
Stage - Open
Weapon (Toad Bomb) - Finished
Boss - Finished
*Copied from the main post which is updated as progress is made.
I didn't really look through the video in full, I understand the expansion is a SP mod, though curious if you are going to try and keep the weapons unique from other weapons in the core of 8bdm or not worry about it since they don't show up in the mode and if the weapons don't show up in MP.
Apologies for not being able to address this question earlier, though with the update I feel the time's about right. My goal for the weapons is to make something that's clearly distinct from the core weapons however still make them familiar to the user with things such as their speed and fire rate. An example of this is Toad Bomb, it has the same fire and projectile speed of Crash Bomb, but it can be charged for an original effect. Bosses are already going to be difficult in this SP expansion, so I don't want players to have to also struggle with learning an entirely new set of weapons. There will be some weapons which are completely different from anything seen in the core such as Magnet Shield however, so there's no need to worry that the weapons will be blatant recolors of weapons already in core. That'll conclude this update, next update will most likely bring stage progress or who knows, might be the update that releases v1!
As the previous update predicted, Mega Man Cross X SP has its first map completely finished. With no need to stall, let's start with a screenshot of it.
(http://i.imgur.com/1hvuUqb.png)
I'm guessing you guys weren't expecting Fire Man of all stages, certainly a long shot from Toad Man. With that being said, thanks to Knux, not only will the first update include Shadow and Toad Man, but it'll also including the burning man himself. More details coming on this stage later.
Of course this update wasn't just to show off one screenshot, but there's another huge announcement that involves you guys once again! I? ju?st? ?co?uld?n?'t ?ma?k?è t?he? ?d?e?ci?si?o?n? m?y?self ?so? ?o?n?ce ?a?gai?n ?I giv?e ?y?o?ú gu?ys t?h?e ?c?ho?ice of? wha?t yo?u w?an?t ?t?o? s?e?e ?i?n t?he first up?dat?e!? O?h? ?wo?w?, th?at's? pretty? ?ob?nox?iou?s? an?d ?i?n?c?on?veni?e?n?t?. ?Of? c?ou?r?se t?r?a?s?m?issi?on? h?a?d? ?t?o ?t?a??t bre?ak?i?n?g ?úp? d?urin?g ?the? ?up?a?t?e? o?f? ?a?l?? t?imes?. W??e??l??l??,?? ??s?i??n???e ?i?t???'??s c???e?a??r ?????i???s? ??ju?n??k?? ???s???n???'??t? ??g???in??g ??to?? c???l???e??a?r?? ?up? so??????n??,??? ??I'??l???l??? ??j?u??? q?ù??ì?ck??l??y?? ??to?s??? ???t???he ?s?c??r??è?n???s???o??t ???n? he?r?e?? be?f??or?e? ??I? l???ose? ?c??onn???e?c?t?i??o?n ?e????t?ir??e??l??y??.?? Ì???'???m???? ??p???r??????t????t?????y????? ???s?????r???e??? ??y??????u?? ????g????u???y????s???? ???ç?a???n??? ???????a??k????????? ??a?? ????f?????e???w???? ?????s????p???e????u?l??a?????t?????i?????????s????? ????o???n? ?????i???????,????? ???s????o???? ?????g??????o???d????? ?????u???c????k? ?????Í ???g????u????e??s?????s???!?????
(http://i.imgur.com/PKHueqQ.png)
A????????????l????????l???????? ??????????h??????????e????????r????????????????????e????s??? ????????u???n????????i???????t?????e??,??????? ??????????s?????????????????????????????????l????y???????? ??????b??????u????????t?? ????????s??u???????????r??????????e????l??????y???????.??????.???.???
Aight, so let me shed some light on this map.
Fire Man CX, as anybody who's played the hack remembers was just a small room containing one of the "O-DRIVE!" letters, a hallway and the boss room. Since Sonicfam wanted a small challenge in each of the maps though, I went for it.
In this map, the mini-challenge consists of three paths, all connected in a single linear gauntlet of increasing difficulty. These paths, though connected, are separated into three sections all of which run a circle around the boss room. When players start the map, they can opt to run straight towards the boss door in front, or take the O-DRIVE! letter challenge by heading to the left after the starting area. However, behind the starting area, there are three platforms and one bigger one. Upon reaching the end of a section, one of the smaller three platforms is raised. By the time players have completed the mini-challenge, they will be able to jump up these platforms to reach the letter part.
Here's a few screenshots showing all of this off better.
The starting room, looking back to the three platforms leading up to the letter part.
(http://i.imgur.com/sHeYiBX.png)
Looking forward at the boss door.
(http://i.imgur.com/mDifBjm.png)
Head downstairs to the left to take the mini-challenge. There's no health along the way, so thread carefully. If you're successful, there's plenty of Big Health pellets in the letter platform. Don't wanna be at 2HP to face Fire Man after all that, do you?
(http://i.imgur.com/QdBDQp6.png)
So the way each section works is basically adding an element that wasn't present in the previous one, while keeping the element from the previous one. So the first section has Fire Traps and lava, the second adds Fire Pillars, and the final one adds Fire Beams. When a player reaches the end of a section, they'll know because of the green walls and floor not present at the same time in any area of the map. Picture said floor and walls meeting, and that's how a "checkpoint" looks. And I use quotation marks, because if the player dies at any time during the challenge, they must do it all over again! Luckily, it isn't very long or hard, just requires some patience - especially towards the end.
That's about it for this explanation. I hope you'll look forward to this map!
Here's one more because I wanted to show off some aesthetics at the start. :ugeek:
(http://i.imgur.com/Mul4LbV.png)
Now then, there's a couple of things people are probably gonna be wondering about, such as the WW sky and (when the mod is released) the boss room. Simply put, having a black ceiling everywhere looks pretty monotonous and can even be a bit disorienting, so I spiced it up a bit.
As for the boss room, I went for accuracy in looks. So if having horizons inside and not being able to see the layout clearly around it bothers some, then I apologize. Another advantage to keeping this look is players not being distracted by everything going around them, so it's not as bad a decision as it looks. :ugeek: