Cutstuff Forum

Gaming => Mega Man Discussion => Topic started by: NemZ on December 13, 2012, 09:37:20 PM

Title: Now Hiring! (Megaman Fangame)
Post by: NemZ on December 13, 2012, 09:37:20 PM
Current Status:

Core Team - Assembled!
RM Design - Contest is over, 4 winners chosen + 4 originals from the team.
Plot - good to go!
Title - Assigned!  (kinda)
Engine - We're going with Game Maker.
Music - Several song fragments, but nothing concrete.
Sprites - Some progress on both RMs and enemies.
Tiles - Partial tilesets for several stages and select screen
Stage Design - concepts only, still piecing it together
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: Max on December 13, 2012, 09:44:06 PM
I'd enjoy making sprites for it. I made some for my own game but I quit when I realised the coding wasn't going anywhere.
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: Colonel ServBot on December 13, 2012, 09:57:05 PM
colonel servbot references?
megaman x cutstuff?
no?
im kinda having my hands full with CSZ, so. if i finish, and were still making this, ill help.
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: Korby on December 13, 2012, 10:12:11 PM
I have definite interest in this, as long as it's Megaman centered, not Cutstuff centered.

I'd love to help out with sprites where I can, and ideas(hurrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrr) where I cannot.
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: LlamaHombre on December 13, 2012, 10:16:36 PM
I can design some enemies once I have an idea of stage and boss, though it's not my strongest spot.

I can also cover some songs and try to compose some fancy new compositions, depending on what you guys would enjoy most.

Should it come to either though, I'd like to get an idea of preferred soundchip so that I can get down to planning.
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: Zytix on December 13, 2012, 10:32:32 PM
I'd be willing to dabble in spriting if this takes off, itwould be a fun and interesting idea.
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: Magnet Dood on December 13, 2012, 10:33:31 PM
I can sprite and give enemy/item ideas. I'd be willing to help out.
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: NemZ on December 13, 2012, 10:34:01 PM
I definately mean to create a megaman game first and foremost, not just some self-serving tribute to CutStuff injokes and the like.  Ideally the end result will look and feel like it could be a regularly numbered game in the series... whatever series that might end up being, classic, X, zero, or whatever else.  That's a question to consider later.
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: Hallan Parva on December 13, 2012, 10:34:12 PM
SMASH MAN
*As seen on Cutstuff War: Seasons 1 and 2!!


call now and receive five enemy types absolutely free

Thrower Joe!
Multi Mettall!
Grapple Fist P and Grapple Fist C!
Quarter Joe!
Metal Metall!
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: Dr. Freeman on December 13, 2012, 10:37:13 PM
I might be capable of composing musics.
...Might.

Edit: I'm actually suddenly motivated to do stuff. So that might is closer to a "Yeah, I'll compose stuff. If it doesn't sound like bad"
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: PressStart on December 13, 2012, 10:38:39 PM
No doubt the talent is here and willing... it would be utterly pointless, though, unless the team had a strong lead programmer. Someone who is dedicated to having the project done (which usually means the main idea for the fangame has to be coming from the programmer themself, as they know their own limits and possibilities, and are not working under an idea they're not totally for).

I really do hope something comes of this... there's a lot of people I know (myself included!) who would love to join in on making an amazing Mega Man fangame project.

(edit: in the time it took me to post this, so many more interested people posted. Exciting!)
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: Blaze Yeager on December 13, 2012, 10:40:39 PM
I'd be interested in helping out the sprite department. Perhaps creating enemies for this might get me into a jolly mood.
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: Hallan Parva on December 13, 2012, 10:54:53 PM
I was about to say I could help program the game, but then I saw
Quote from: "PressStart"
who is dedicated
and I was just "lol nope". Everyone knows I delay things out the AZZ. :p



I'd be willing to assist another programmer though.
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: Beed28 on December 13, 2012, 11:02:33 PM
I'd be intrested in designing the levels. Probably give some of them multiple paths to choose from.

What engine are we going to use?
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: PressStart on December 13, 2012, 11:04:42 PM
Quote from: "SmashBroPlusB"
I'd be willing to assist another programmer though.
Ha, I'm actually talking with a friend of mine who would love nothing more than to have an assisting programmer. He works in MMF2, tho, and has some specific/advanced issues that need working out.

He's the guy who programmed this:

Play it in your browser here! (http://underground.bananachan.net/mml/RaceFLASH2.html)

If he could get those issues worked out, he would love to make a full fledged Mega Man fangame.

(Also don't knock yourself, SmashBroPlusB! We all get busy with other stuff now and then. )
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: CHAOS_FANTAZY on December 13, 2012, 11:07:59 PM
Oh, sure, now we're interested

I may be able to help with storyboard, character/boss design, and potentially spriting if I ever stop being mediocre at it.
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: Hallan Parva on December 13, 2012, 11:15:04 PM
Quote from: "PressStart"
He works in MMF2
WELL SHIT.

I know UDK, Game Maker, C+, even a touch of Visual Basic... but not Multimedia Fusion.



Well, looks like I'm learning a new language over the holiday. :ugeek: Yep, I still want to do this...
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: Heat Man on December 13, 2012, 11:15:20 PM
I'd love to supervise and tell you all what to do, so count me in if you need that!

Hm, I know a guy who was developing a pretty good MM engine in Multimedia Fusion, I think (same thing SFxMM was done in). I don't know how willing he'd be to work on a project, but perhaps he'd be willing to let us use his work? I could talk to him if such a thing is necessary here.
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: Hallan Parva on December 13, 2012, 11:19:08 PM
Quote from: "Heat Man"
hey guys I can boss you around if you want maybe
HOLY [expletive deleted] IT'S HEAT MAN

AS IN

THE HEAT MAN FROM MEGA MAN NETWORK QUESTION MARK QUESTION MARK QUESTION MARK ???
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: PressStart on December 13, 2012, 11:20:06 PM
I thought SFxMM was done in Game Maker. Am I mistaken?!
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: Beed28 on December 13, 2012, 11:24:20 PM
Argh, MMF2. I don't own that, and I don't know if it's worth the money to spend it on.
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: Dr. Freeman on December 13, 2012, 11:29:18 PM
I've heard mixed reviews about MMF2 to be honest. Apparently it crashes a lot.
Though I could easily be mistaken.
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: LlamaHombre on December 13, 2012, 11:29:46 PM
I've messed around in Fusion 2 before. It's very simple - most of the "programming" is just checking boxes. I've heard it crashes often though I'm not one to be able to judge that.
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: PressStart on December 13, 2012, 11:38:33 PM
MMF2 is made by Clickteam, and so if you've ever tried any of their programs they're very similar. It is mostly "checking boxes", but it still gets complex, especially if you're trying to do something as specific as recreate the NES Mega Man engine!

DinnerSonic's engine is just one option though. I'm all for seeing other people's Mega Man engines!
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: Hallan Parva on December 13, 2012, 11:43:55 PM



the game maker option
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: LlamaHombre on December 13, 2012, 11:46:30 PM
On the other hand (http://stealth.hapisan.com/E02/)

E02 was used for the like of Triple Threat and while I don't know exactly how it works, it seems like it could potentially come in handy.
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: JaxOf7 on December 13, 2012, 11:49:30 PM
Hey.
Determined programmer here.
And spriter.
And I think Blyka's engine is cool.
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: Beed28 on December 14, 2012, 12:00:20 AM
I agree on using Blyka's engine, because at least I have Game Maker 8.0 and I can open the engine's source file.
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: PressStart on December 14, 2012, 12:03:44 AM
I'm hearing mad support for Game Maker and Blyka's engine. While I have no experience with that whatsoever, I'd still be all for it, helping out with sprites or art or something!
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: Donutyoshi on December 14, 2012, 12:12:39 AM
It's not like someone like me actually is working on his own Megaman engine and has a passion towards Cutstuff.

Oh wait. I am. I'd probably show stuff of it when I get a handful of stuff done. it'd seriously impress you all really.
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: PressStart on December 14, 2012, 12:30:09 AM
Quote from: "Donutyoshi"
It's not like someone like me actually is working on his own Megaman engine and has a passion towards Cutstuff.

Oh wait. I am. I'd probably show stuff of it when I get a handful of stuff done. it'd seriously impress you all really.
Awesome! This is exactly the kind of thing I think a lot of people would enjoy helping out on; a self-driven project that just needs a few extra hands. Looking forward to seeing it : )

edit: One thing DinnerSonic mentioned to me is that it would be great to have a Mega Man fangame that really sticks out from the crowd. Most Mega Man fangames are done in the "8-bit style", so it would be amazing to see one done with Mega Man 7 or the arcade game's level of graphics. There's a good number of reasons why this is not usually done but... it is something we should seriously consider if we do start up a new project.

editedit: He also suggested the Battle & Fighters (Neo Geo Pocket game) style, sort of an "updated 8-bit" look. This would be easier to achieve while still helping our game stand out!
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: DinnerSonic on December 14, 2012, 12:50:39 AM
I'm guessing you guys will stick to Game Maker or that N64Mario MMF2 engine, those are probably superior to mine anyway, but since Start's tossing our brainstorms here I wonder if I could help with that? If I can find a middle ground between contributing nothing and trying to take over the game.

What I was thinking myself (as mentioned in Start's edit) was a mix between 7/arcade and NES using the Battle & Fighter sprites from the NGPC as a start. Give them an 8-bit or SNES style makeover, they can keep familiar bits like the face style while coming off just a bit more modern, moreso if you gave them the 16-bit makeover, while avoiding the issues of animating a larger sprite.

It also keeps it within the classic size limits, it'll play more like the 8-bit games physically but could expand more while not feeling like you're breaking the rules. You could have stages with a flood of 8/16 enemies or moving platforms and feel right, you could put weapons that are more like 7/8 or even X games without looking overdone and you'd have three characters with most of their sprites done! All that and you stay however much out of the "MM9 clone" feel that might begin to feel old after SFxMM comes out. You'll be "That one with the small 16-bit sprites" rather than "That OTHER other 8-bit game that feels genuine" and being forgotten.

I could toss in more ideas(for a year or so I've had mental images of a different variant of Mega/Proto/Bass gameplay and my engine was the testing ground for several weapons and Mega Buster upgrade concepts) but, again, don't want to take over, just want to help.
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: Heat Man on December 14, 2012, 12:52:51 AM
I'd recommend doing original graphics from the ground up myself. Of course I'm not MAKING any so that's easy to recommend. But I think it would help the game have a consistent look, as opposed to borrowing some MM7 sprites and then trying to make everything else also look like it's MM7. But I do agree, a 16 bit-esque style would look nice. They don't even have to be all that detailed, just more expressive than the standard NES sprites.

Just to throw up an example, the mock screens in this article (http://www.themmnetwork.com/2011/02/18/resurrecting-mega-man-mania-a-pitch-concerning-the-values-of-mega-man/) stand out quit a bit, but if you were to comb over them you'd realize they don't use very many colors - less than what MM7 displayed. They wouldn't need to be all that lavishly animated either - a six frame running animation is probably just fine (this is what the Zero/ZX games used, I believe), as opposed to the ridiculous 12+ frame animations of the PSX era games.
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: Magnet Dood on December 14, 2012, 01:00:36 AM
Well then, if we try to go to a different style, that counts me out of spriting.

I would especially like to see MM7 style for this game, though, as I love that game to pieces and the art style was pretty cool but unfortunately underused.
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: Hallan Parva on December 14, 2012, 01:06:13 AM
Quote from: "PressStart"
Quote from: "Donutyoshi"
It's not like someone like me actually is working on his own Megaman engine and has a passion towards Cutstuff.

Oh wait. I am. I'd probably show stuff of it when I get a handful of stuff done. it'd seriously impress you all really.
Awesome! This is exactly the kind of thing I think a lot of people would enjoy helping out on.

He also suggested the Battle & Fighters (Neo Geo Pocket game) style, sort of an "updated 8-bit" look. This would be easier to achieve while still helping our game stand out!
If I'm not mistaken Donut's engine used those BattleFighters sprites. They sort of look like an 8-bit Mega Man 7 (where he looks around when not moving) right?
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: LlamaHombre on December 14, 2012, 01:08:16 AM
You know? We have a sizable chunk of people willing to work on this. If there are people wiling to go an extra mile to make the game that much more satisfying, I say we should take advantage of it. The only difficult thing is thinking where to start when it comes to an art style like this. We could mimic those screenshots rather well and come up with some rather vibrant and memorable environments, which to me makes a game so much better. I wouldn't want a 7 styled game or an &Forte one for that matter. I feel like DinnerSonic and Heat Man are right when they say that a completely unique art choice could benefit this game beyond belief and make it stand out that much more.

It'd be a challenge, but I'd be willing to help contribute to an entirely new graphical design.

As a famitrackerererer though, it does leave the question of what to do with the music. Switch to one of the more complex sound chips like Konami VRC6 or just remove famitracker from the equation completely and use some other music making station?

By the way, welcome to the forums, Heat Man and DinnerSonic!
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: Heat Man on December 14, 2012, 01:12:33 AM
Actually I'm beginning to have second thoughts. I think the method I mentioned would be the ideal route, especially for impressing people. However, everyone who wants to be involved really needs to think about how much effort they want to put into a project they cannot own or sell (and in fact may be kaboshed by Capcom if it becomes high profile).
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: Donutyoshi on December 14, 2012, 01:13:47 AM
New styles could be great.

Would it seem satisfying for both sides if we with the NES style, BUT without any of the NES restrictions? Fine with the regular style too.
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: Hallan Parva on December 14, 2012, 01:19:03 AM
I'm in support for the NeoGeo sprites. I've always loved pixel art, and using pixel art that isn't named Mega Man 2 would keep things in a familiar tone yet add a needed breath of fresh air not only to fan games, but to Mega Man in general.

Also, I want NeoGeo sprites so we can have pimpin' Famitracker compositions to go with them.

-----------------------------------------------------------

As the game is going to be loosely based on Cutstuff, why not have some 8BDM-inspired weaponry for Mega Man to obtain? For instance, an offensive barrier weapon that depletes ammo over time but deals "hugging" damage, similar to our Fire Storm and Star Crash.

Also I'd like to know if Smash Man would be an acceptable Robot Master. If so, I could start on some tiles and create an AI draft.
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: Donutyoshi on December 14, 2012, 01:21:47 AM
First, let's just not focus on Robot Masters this early.

And I'd really go with a fresh lineup instead actually.


And normally the stages usually come first before the robots from what I seen from Capcom's methods.
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: LlamaHombre on December 14, 2012, 01:22:36 AM
I'd also be fine with NeoGeo sprites as they're different yet same and gives us excuse to go crazy on animations, but I'd definitely need some more color out of them.

Mega Man just looks kinda bland with only three colors on his being, after all.

We have spriters, coders, and musicers so far. I could help with map/tile design. Anything else needed?
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: Donutyoshi on December 14, 2012, 01:34:38 AM
Anyone can mimic the official artwork can be a neat addition, but really optional.

Other than that, we got the people for the job.
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: Heat Man on December 14, 2012, 01:34:49 AM
I would say it would be best to plan out stage/boss themes first. And this is what will really make or break the project. It needs to have a fresh, newish feeling without getting to out there. The common theme is, Dr. Wily often steals robots made for other purposes (usually industrial/labor) and reprograms them into battle robots. The robot masters ought to reflect this but without getting too off the wall. Don't want to insult anyone's tastes, but let's stay away from the Plant Mans, Spring Mans and Clown Mans.

In the meantime, you need to craft out what the world is like. What kind of facilities haven't been done before and would be interesting to explore? What kinds of elements or industrial functions haven't been touched? With as many MM games that have come out, it might be hard to think of things that really feel fresh. My best advice is, look at how MM3 follows MM2. All the robots were virtually new ideas and didn't reuse any elements. As just one example, steam hasn't really been explored as a theme in MM, and having a steam themed stage and boss would negate the need to come up with fire and water type stages. Of course it also needs to be considered what interesting mechanics and weapons can come from the themes that are thought up.
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: Donutyoshi on December 14, 2012, 01:36:05 AM
Funny enough I thought of some bot concepts that's hardly used or even occured.
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: Dr. Freeman on December 14, 2012, 01:38:56 AM
I've been trying to get ideas for composition, and I may have a few ideas in mind, that don't sound horrible.
Of course ideas are first, because the song follows the theme to a certain extent.
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: LlamaHombre on December 14, 2012, 01:56:54 AM
Let's come up with levels before we break our minds over songs, Freeman.

That can be saved for later.

One thing that could be done rather well is a cavernous level reminiscent of the likes of Crystal Snail and Skull Man. Occasionally you'd get glimpses of a stormy outdoors, but for the most part you're in an eerie, dimly illuminated cavern with emphasis on more ghostly enemies and hazards. There could even be signs of previous mining efforts abandoned because of the spectrums, like hard hats lying around. Some could even flip themselves over and act as ghost mets. Enemies could be more focused on messing with the terrain ahead than messing with Mega Man himself, like flipping platforms or dropping boulders from higher levels or so on and so forth.
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: Dr. Freeman on December 14, 2012, 01:59:17 AM
Quote from: "LlamaHombre"
Let's come up with levels before we break our minds over songs, Freeman.

That can be saved for later.

One thing that could be done rather well is a cavernous level reminiscent of the likes of Crystal Snail and Skull Man. Occasionally you'd get glimpses of a stormy outdoors, but for the most part you're in an eerie, dimly illuminated cavern with emphasis on more ghostly enemies and hazards. There could even be signs of previous mining efforts abandoned because of the spectrums, like hard hats lying around. Some could even flip themselves over and act as ghost mets. Enemies could be more focused on messing with the terrain ahead than messing with Mega Man himself, like flipping platforms or dropping boulders from higher levels or so on and so forth.

That's mostly what I meant with my second sentence, I could have worded it better.

Though I am fond of that idea.
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: Heat Man on December 14, 2012, 02:17:17 AM
For organization's sake, it might be best to have a forum or Google document accessible by everyone. That way stage and boss themes, enemy ideas, robot master ideas, etc can be kept in their own place for reference, and this one thread won't turn into a sprawling mess.

Also, I kind of hate to say it, but one or two people really should be "on top" of this whole deal. Especially when you have more than three or four people involved, projects like these can fall apart with everyone wanting to go in their own creative direction. There really should be someone helping to bring together a unified vision, and settling disputes. I am definitely not volunteering for the task. Ideally it would be a programmer, since they're the most integral members of the team.
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: PressStart on December 14, 2012, 02:23:35 AM
Quote from: "Heat Man"
For organization's sake, it might be best to have a forum or Google document accessible by everyone. That way stage and boss themes, enemy ideas, robot master ideas, etc can be kept in their own place for reference, and this one thread won't turn into a sprawling mess.

Also, I kind of hate to say it, but one or two people really should be "on top" of this whole deal. Especially when you have more than three or four people involved, projects like these can fall apart with everyone wanting to go in their own creative direction. There really should be someone helping to bring together a unified vision, and settling disputes. I am definitely not volunteering for the task. Ideally it would be a programmer, since they're the most integral members of the team.
Totally agree with this. I don't mind setting up a document and organizing some things, but the lead programmer will have to take charge. Whether that's DonutYoshi or someone else, we just need someone to start exploring a project idea THEY want to do, and then we'll see if everyone is on board for it or not.
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: DinnerSonic on December 14, 2012, 02:26:59 AM
I realize the whole idea I came up with was basically "Wily Wars with NGPC character sprites" and made a cheap mockup with a shaded Mega Man from a canned project of mine and some scraps. Far from perfect but it gives an image to my text dumps.
(http://i.imgur.com/BUaea.png)
16-bit characters and tilesets while keeping in the general 8-bit collision boundaries, bosses can be a bit bigger than 8-bit for more character, HUD that's close to 8-bit but with some of the extras of 8 showing you how many shots per weapon and exact HP.

I also made it pseudo-iPhone half resolution because it was a "real" resolution that wasn't the traditional NES or SNES ones. Also because if MMF2 did come into play it could be exported to iOS/Android theoretically without too much issue. What can Game Maker export nowadays, does it have any similar multiplatform things now? HTML5 exports or whatnot?
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: Donutyoshi on December 14, 2012, 02:34:15 AM
Right now for engine. It's best to work with 8.1, because Studio is ridiciously expensive. Like $499?
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: NemZ on December 14, 2012, 02:39:42 AM
Well then, I guess we're ready to get down to business, eh?  Excellent!

It seems that classic megaman is the overwhelming favorite choice here, so let's just assume that's the series we're going with for now.

I'm definately in favor of keeping the 'feel' of 8bit, but ramping it up in quality at the same proportional size to the screen resolution.  7 looked great but it just felt wrong because the sprite's scale was much larger than we're used to as well as everything feeling sort of slow.  I'd also suggest that sticking with bright and friendly color schemes is a big part of what makes classic feel classic.  The best way to stand out here is probably with high quality animation (lots of frames per action in an expressive style, perhaps like SF Alpha as a model?); doing a simple thing well is better then and making it wild and crazy.

As far as the bosses go, maybe we should style it on one of the sidestory sorts of games and make the RMs based around some common theme such as the stardroids or constellations, not 8 variations of (something)Man?  Coming up with such a theme would help guide the process of creating RMs and stages.  

I'm fine with taking an organizational leadership role but whomever is the lead programmer should definately be front and center in terms of concept approval, if nothing else than because they're in a better position to tell us what is and isn't feasible to pull off.
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: Donutyoshi on December 14, 2012, 02:43:51 AM
still not if nows a good time to consider concepts.

i'd think about stuff tommarow, hopefully we'd get started
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: Hallan Parva on December 14, 2012, 02:44:24 AM
Quote from: "Donutyoshi"
work with 8.1
I will cry because Beed and I are stuck with 8.0 and I don't want to pay maney for something that likes to break
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: JaxOf7 on December 14, 2012, 02:59:53 AM
16 bit sounds overly ambitious and hasn't really been done successfully before.
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: Hallan Parva on December 14, 2012, 03:17:50 AM
Alright, now I'm a little confused. Is this a Mega Man game with Cutstuff flair? A collective representation of the Mega Man community? Just a generic fan game with nothing to do with "inside jokes" or community references?


Knowing which direction this game's background is going would help me come up with stages and what-not.
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: Dr. Freeman on December 14, 2012, 03:20:39 AM
I believe it's the third, though I could be wrong.
Except replace generic with sorta kinda different sorta kinda...?
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: PressStart on December 14, 2012, 03:21:34 AM
I was thinking it was just going to be a high quality Mega Man fangame, made for all Mega Man fans. There could be little in-jokes and stuff, but the focus wouldn't be on including stuff about the Cutstuff community.

edit: Thinking it might be best for everyone to consider what we've seen so far, then have all serious-programmers give a "pitch" so everyone else can vote on their favorite concept or idea. (Programmers would have to show portfolio proof they're capable of programming a game, just anything they've finished in the past.)
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: Korby on December 14, 2012, 05:18:36 AM
Quote from: "NemZ"
As far as the bosses go, maybe we should style it on one of the sidestory sorts of games and make the RMs based around some common theme such as the stardroids or constellations, not 8 variations of (something)Man?  Coming up with such a theme would help guide the process of creating RMs and stages.  

I'm just going to throw Greek Mythology out there because it is hella cool.
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: DarkAura on December 14, 2012, 05:29:43 AM
What about my idea for Rockman World VI that includes those Stardroid (or Astraloids I call them now) I've been making That I currently stalled on?
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: NemZ on December 14, 2012, 05:42:57 AM
Hmm... kinda tricky since MM5GB already kinda covered most of the well known ones by their Roman names.  Also mythology is sorta MMZero's deal.  Lovecraft Mythos, maybe?  Not sure how well those would translate into robots though.

Dark Aura's stuff is interesting too, though the designs are a little unorthodox.

Actually another thing that sprang to mind... what if Doc Robot was the main character?  He has weapon copying powers so it could work on the same basic lineup but also give an excuse to change things with the formula, but also offer an excuse to make weapons also change your movement options... sort of like ZX Advent but without actual shape-shifting.

Just throwing some ideas out there.
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: Hallan Parva on December 14, 2012, 05:59:28 AM
Quote from: "NemZ"
What if Doc Robot was the main character?
Excuse me while I waste time writing up a design document around this because it's hilarious. :ugeek:
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: MusashiAA on December 14, 2012, 06:48:15 AM
A game where you can choose to either go straight to Wily's castle from the beginning or fight the robot masters and gain weapons.

Wily's castle is not stage-divided, but rather one huge stage that can be explored any time. Save rooms, new areas, cool stuff to collect like CDs or parts to recreate old Classic MM weapons, boss battles, fortress battles... You'll eventually need SOME special weapons to proceed or some abilities to gain access to secret areas and special parts/bosses. If you beat all the 8 masters before beating Wily's castle, you get to play a different fortress altogether that IS set in a number of stages like any normal Wily stages from Classic MM games. After you beat it, you can go to Wily's explorable castle.
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: Emmanuelf06 on December 14, 2012, 06:52:45 AM
I worked on a fangame but only, it was too hard to make it, but i did some robotmasters who worked perfectly with some maps (but bad graphism).

Wily robotmasters'adventure, a Megaman powered up with all the robotmasters from mm1-6....

With mmf2, i worked 8 months on it :3
Need a powered up 2 with more robotmasters playables (oh, there was MMU..... :/ )
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: Ivory on December 14, 2012, 06:56:52 AM
Ahem.
Just to throw this out there. If this little project shows life and actually goes somewhere, it can be granted its own development forum. But you'll need to get some concrete plans, probably sprites, even programming before I'll accept it.

More importantly, it has to survive the initial new project idea excitement. Which has effectively been a reason with what kills off pretty well every other game idea this community wanted to do.
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: MusashiAA on December 14, 2012, 07:38:53 AM
Free exploration game literally needs a Classic engine with all the stuff that was added to its gameplay on the Zero and ZX series.

Stuff like backgroung doors, smooth screen scrolling and all that jibbyjazzble.
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: Max on December 14, 2012, 07:49:24 AM
Whoa, this jumped ahead 4 pages whilst I wasn't looking!

I'd like to see this game in a 16-bit Wily Wars style, with a similar sprite size to 8-bit. I'm also pretty adamant that we should keep it classic and not add game-changing factors.

I'm still willing to sprite no matter what we choose! The Neo Geo sprites look pretty, but every robot only had three colours which made them look a bit odd...
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: Emmanuelf06 on December 14, 2012, 10:09:16 AM
EDIT (v1a, forgot the correct link): Here my -8 months work- http://www.mediafire.com/?2ukias6o12ozw8m (http://www.mediafire.com/?2ukias6o12ozw8m)

If someone want help me to make it correctly can i was alone ;___;

All the robotmasters are playable (try by exemple Elecman, Tomahawkman, Crystalman, it's pretty like the real game) but not all are on the v1 (just in the program file Multimedia fusion 2)

I will be ok to have a team because it's a MMU style project i had in 2008 but i can't finish it only (or maybe).

MMF2 had some updates, i hope that the problem of "head on the wall" work better...

Don't forget to read the "readme" file if you want play it, there is a way to play directly with the others robotmasters.
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: Geno on December 14, 2012, 11:07:33 AM
I was about to say that I would be happy to sprite, but it seems over a dozen of people already said that.
 :(
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: LlamaHombre on December 14, 2012, 11:11:08 AM
You know what they say; the more, the merrier!
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: Turbodude on December 14, 2012, 12:34:09 PM
I could try learning whatever programming language/game maker you guys would be using and assist with coding. :ugeek:
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: NemZ on December 14, 2012, 04:01:48 PM
Quote from: "Ivory"
initial new project idea excitement. Which has effectively been a reason with what kills off pretty well every other game idea this community wanted to do.

Yep, I'm completely in agreement on that.  The mm8 expansion's "inner circle" model is probably the way to go to actually get shit done and not just spin in circles for a while until people burn out.  I've long been annoyed at the number of projects I've contributed to that don't go anywhere, or at least haven't seen results yet.
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: BiscuitSlash on December 14, 2012, 05:07:43 PM
I've had an idea for a Cutstuff based Battle Network game (BN with Cutopian Operators and NetNavis) and Rockman & Forte 3. The latter would be a MM&B game but with different styled graphics compared to any MM game that we've seen (like how RM&F2 had a different graphic style) and new robot masters and all that stuff. It would probably have the potential to be a great game, especially since we don't have to recreate the 8-bit games, but it would need some awesomesause features like what 4MI had (except these features would have to be original).

But this thread has gone really fast and you probably don't need this idea. So I'll just take a step backwards taking both ideas with me, letting them fade away.

I may help with some things later such as enemy designs, but only if this actually kicks off.
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: Ivory on December 14, 2012, 06:25:02 PM
Management in single handily the most important aspect of any sort of project. If the leader loses interest in the project, the project suffers for it, if not eventually dies out. And I'll be blunt and straight to the point. Cutstuff has a lot of talented individuals. Music, graphics, spritework, mapping, ideas, etc. I will say without a doubt that there is no lack of talent. What Cutstuff is lacking though is effective leaders.

Managing something as big as an expansion or a fan game is no easy task. They don't get done in a week (least of substantial quality). They often take times. Months, maybe even over a year. There are dozens of qualities a good leader needs. To give some examples. Diligence, capable of keeping everyone motivated, quelling heated arguments (while taking no sides, even if you are on a 'side'), willing to jump in and help wherever needed, having to be willing to take heat from the community when projected releases need to be delayed,etc etc etc. I could go on for paragraphs giving examples of good traits, but what I'm getting at is effectively leading a group of people isn't an easy task.

Now to the other side of things. A leader needs an effective team. Now I know a lot of community members hates how I run the MM8 Expansion as a team based operation behind closed doors. But quite frankly, It's a great way to manage a project. There should be no dead weight on a team. Everyone needs to contribute something. Some will contribute more than others, but that's okay too. As long as everything goes to progressing the project, all help helps. You'll need a strong synergy of different talents who are all working towards the same goal. Don't invite all your friends. Invite the people who you believe will offer the best to the team and project. Even more importantly, keep the team to a reasonable size. This is where many leaders fall short. Everyone needs to be bringing something to the table, but at the same time. If you have too many members on a team, then it's harder to progress forward. Having too little members on a team means there isn't enough different voices to make effective choices. When you allow the entire community to have a voice, it takes forever to progress anywhere because there are too many different voices trying to get a say in, and quite frankly, thinking that what they say is the one and only way.

Anyways, that about wraps up my little speech about leadership and teams. Hopefully it helps out with deciding on how to handle this project. Best of luck.
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: fortegigasgospel on December 14, 2012, 06:49:17 PM
Quote from: "Ivory"
(click to show/hide)
I'm just here to quote Ivory, this is one of the best things I've ever read on the internet.
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: Donutyoshi on December 14, 2012, 07:08:32 PM
Agreed.

I'd kinda interested to see a game worked on a community. Not sure if I'd be the one with the finished engine and management.
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: Dr. Freeman on December 14, 2012, 08:21:28 PM
Can I propose a random level idea and just go off topic from the leader thing for a second?
Sure.

One thing I really think should happen if we get the necessary people is that each robot master level should have an unique environment. Yes, most levels already do (Ring Man has fake space, Pharaoh Man, is in a pyramid, Toad in the sewers etc.) but to take as much advantage of the environment as possible.

For example, while my mind was wandering I thought of a possible level that takes place in a medieval castle of sorts. "BUT FREEMAN" you may be saying "KNIGHT MAN ALREADY DID THAT SORTA" That's true, but this would take more advantage of the castle. Like the level would start outside and there'd be a moat or something you'd have to cross over with maybe a drawbridge, then you do some inside castle stuff with traps and crap, and at the end there would be a tower climb at some sorts, and you'd fight the robot master at the very top of the tower with lightning in the backround.

Cause lightning looks cool.
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: NemZ on December 14, 2012, 08:26:30 PM
...and that's why Ivory is awesome.

To be honest I'm not the best team player, and I know it.  I tend to be more of the "just tell me what you want and then leave me alone to do it" sort.  I do have management experience and know how to organize things, but I'm not really a 'people person' and I don't know enough about several aspects of what this project needs to be able to judge who is right for such a team.  I often procrastinate on projects, but only when it's my own pet projects (mostly because I keep coming up with new ones before finishing the old ones)... when it's for someone else or part of a group effort I'm diligent about deadlines.

What I'm getting at is that while I don't mind taking some authoritative role here (perhaps art director?), I fully acknowledge that I'm not the guy to run this thing.
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: LlamaHombre on December 14, 2012, 08:29:47 PM
I currently trust Jax the most as coder though I'm not sure about his stance on leader.

We'd need to treat this seriously though with deadlines and stuff or we're going to fall under Mega Man Water syndrome and not do a single thing once we have the entire game laid out.
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: CHAOS_FANTAZY on December 14, 2012, 08:36:10 PM
Leaders?  Teamwork?  Should've figured that this was a weak spot.

I would love few things more in the world than to help make a good Mega Man fangame in some way.  I do have a good history as being able to reason with others, such as the time I reasoned with a highly religious game dev about allowing magic-using characters into his game (Which was--surprise--cancelled).  I *would* audition for the position of team leader...but overall, I'm not important enough to this team to earn such a position.
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: NemZ on December 14, 2012, 08:47:20 PM
I'd think that we would be best served by a small core team organized in some private manner off of the forums, but with outreach to the larger community for brainstorming purposes such as RM and enemy designs, preferably through more focused threads than this one.  Perhaps requesting submissions with or without sample graphics, but with the understanding that the core team will probably alter whatever you submit before it hits the final draft.  Best of both worlds?
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: Donutyoshi on December 14, 2012, 08:55:09 PM
I'm not going to go. GUYS LET ME TAKE CONTROL OF THIS GAME.

but i'd probably would be since im experienced in this stuff anyways. but it's a maybe. whoever's programming or what engine used is going to be a big debate really.
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: Max on December 14, 2012, 08:58:21 PM
A leader could recruit a few 'core' spriters, composers and coders into a team, then leave the rest to suggest ideas or create small things the cores can't / don't want to?
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: Geno on December 14, 2012, 09:37:39 PM
Quote from: "Yellow Devil"
A leader could recruit a few 'core' spriters
That seems like an okay idea.
*leaves
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: Donutyoshi on December 14, 2012, 10:27:05 PM
guys we really shouldnt pick or anything. to make it a community effort, anyone's whose part of Cutstuff and actually acts probably should have whatever's accepted.
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: NemZ on December 15, 2012, 02:08:00 AM
Quote from: "Yellow Devil"
A leader could recruit a few 'core' spriters, composers and coders into a team, then leave the rest to suggest ideas or create small things the cores can't / don't want to?

That's exactly what I was suggesting, yes.  Conceptual input from the community as a whole but a select group doing most of the production work and having final say for quality control purposes.
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: NemZ on December 19, 2012, 07:34:06 AM
Just to make it clear, nothing is happening in secret yet.  Nothing is happening at all until a programmer steps up.
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: tsukiyomaru0 on December 19, 2012, 09:57:31 AM
This may sound like a dumb idea (specially if you guys ALREADY have an idea), but... Megaman and Capcom All Stars.
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: GameAndWatcher on December 19, 2012, 04:52:30 PM
^I see what you did there, that is all.
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: CutmanMike on December 19, 2012, 05:20:01 PM
If you make it in game maker I will probably hate it by default. I'd like to make one to be honest, I'd have to make my own engine. Sadly if I knew how to do that I'd probably want to make a game that could actually earn me some £££££
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: Donutyoshi on December 19, 2012, 08:07:28 PM
hard to tell whose starting to go first.

im a GM programmer yeah. and i was working on a GM MM engine, but I dunno. Usage of GM is very overlooked in my view, hopefully I got something that make you say otherwise, but it's just a matter of when I get to it.

We got some MMF2 programmers and all. But I hear and see MMF2 got these crazy restrictions when it comes with some games. Such as the painful placement of tiles, constant buggy stuff in programming, and runtime issues [all these are coming from words of a friend of mine whose experienced in Clickteam stuff, probably you MMF2 guys can prove otherwise]

MMF2 really wasn't just made for games in mind. Mostly for programs and those point n click games.

Again, I think we have also Tesserex's Megaman engine, done in C++ and you can make stuff by editing the XML. I'm not sure if he quit working on the engine since MMTT was recently canceled. And he's really updating his engine mostly for MMTT.
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: ? Manibogi ? on December 19, 2012, 08:20:52 PM
Guys, how about N64Mario's Megaman engine? I'm pretty sure it's the one Megaman Unlimited uses (I think it's MMF2, actually)
Also, I think that we should tweak the formula a little bit, not completely change it. If you look at SFxMM, you can see that some changes were made to the normal Megaman formula (most notably the super moves), while still keeping the core gameplay similar. If we deviate too much, it won't make much sense as a Megaman game, and we might as well give it another name. If we don't change anything at all, it will be too similar to previous Megaman titles, and I'm sure nobody wants to see another Megaman 4/5/6.
As for 16-bit graphics, I'm afraid how much effort that would take to do, or if anyone would be up to it. While it seems like a cool idea, I think sticking to 8-bit will be for the better.

Also guys, if you need any sprites, RMs ideas, or quick concepts, just hit me up  ;)
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: Dr. Freeman on December 19, 2012, 08:27:39 PM
I think it'll still be 8 bit graphics Mani, except the graphics will be more detailed. (Like the Neo Geo Power Battles game)
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: Donutyoshi on December 19, 2012, 08:42:12 PM
Unlimited's not using N-Mario's engine anymore actually.

Rather an engine in C++ that's not done by N-Mario. Heard the news on dA?
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: squidgy617 on December 22, 2012, 05:06:55 AM
Whoa, whoa... what's so wrong with Game Maker? Its my go-to program for making games, other languages I only know how to actually... well, make programs with.

I have yet to see any disadvantages in it, at least from a player's standpoint. How could playing a game made in Game Maker be any worse than one made in another program?
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: tsukiyomaru0 on December 22, 2012, 05:44:36 AM
In my opinion, Game Maker has absurd loading times... I once downloaded a fangame (I think it was a "Megaman" one) and, I kid you not, took 15 minutes to load.
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: NemZ on December 22, 2012, 08:20:34 AM
if SFxMM was made in gamemaker than that seems a pretty damned big vote against it.  That was a mess.  It still boggles my how the hell something like that could make my fairly decent PC go into slowdown and stuttering.
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: tsukiyomaru0 on December 22, 2012, 03:47:47 PM
Then I wonder how he reducded the loading time to roughly nothing.
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: Donutyoshi on December 22, 2012, 03:50:05 PM
When I say overlooked. People forget ways around the problems with GM games in general.

1 - The framerate, by default for some reason whatsoever. Rooms usually go by the speed of 30. And 60's really a more acceptable framerate and made better for games in general. People also tend to forget the activation/deactivation object method, which if they forget it exists. Their games are always laggy/slow.

2 - Teh loading times and size limits. Usually the big reason it takes forever to load would really be just the wavs and mp3s stored. If you take them out, you'd actually find the game alot lighter and faster to load. The rest is hardly a MB really, unless you went excessive with anything. To work around with that, it just took the magic of external music and oggs with the help of FMOD or anything close.

3 - Programming, most of the time you might want to use DnD for starters, but the great usage of GML really could put interesting results. The fact GM actually can support external DLLs is a really neat touch.

Of course it's nothing like C++ or any other engines. But GM's useful if you simply wanted to make a game, especially with good use.

And if we make it in GM, can we please not use some random engine you can simply find and download? Blyka's engine is overused, and that Protoman thing is too.
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: squidgy617 on December 22, 2012, 04:23:50 PM
Blyka's engine is used alot because its a really, really accurate engine.

However, using a totally new engine would increase the feel of SUCCESS the game would have, and we could truly call it our own.

But eh, I don't know how much I'd be able to help, though if we really do some sort of new graphical style, I might want to try my hand at some spritework in it. For the most part, though, I'm kind of tied down to other projects right now.
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: Colonel ServBot on December 22, 2012, 04:30:48 PM
hey guys. you can use my 8bit zero sprites for this in my art thread.as well as any other sprites i will be posting. but you can ONLY use it for this project. and no scribblenauts sprites. whatwould sc3ibblenauts be doing in mega man?
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: Donutyoshi on December 22, 2012, 04:32:39 PM
Except using Megaman edits is a problem.

Not that Zero would appear in this game anyways.
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: Colonel ServBot on December 22, 2012, 04:34:45 PM
hey guys, have you started up some kind of a story line? if not, can i contribute to the story?
ill even contribute some easter eggs.
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: Donutyoshi on December 22, 2012, 04:35:52 PM
stories can we think later?

we never really got to solidifying robot masters. and even the programming.
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: NemZ on December 22, 2012, 09:09:47 PM
Again, NOTHING will happen until a programmer steps up.  NOTHING.
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: JaxOf7 on December 23, 2012, 04:03:00 AM
Quote from: "NemZ"
Again, NOTHING will happen until a programmer steps up.  NOTHING.
Quote from: "JaxOf7"
Hey.
Determined programmer here.
And spriter.
And I think Blyka's engine is cool.

Blyka's engine still sounds like the best choice because it is already made for megaman and released and just requires game maker which I already have.
But I guess I can research some other engines too. (http://en.wikipedia.org/wiki/Category:Free_game_engines)
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: Donutyoshi on December 23, 2012, 04:13:19 AM
okay im probably not touching anyways.

wasnt sure if i'd really feel like i had the will to lead.
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: Galactan on December 23, 2012, 04:21:14 AM
I've got some robot master ideas that I can throw out if anyone's interested.

I could also probably not do spriting.
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: Dr. Freeman on December 23, 2012, 04:22:18 AM
The only reason I'm worried about Blyka's engine is that I heard that Game Maker eats a lot space when running games. But that's only stuff I've heard.
But I suppose we should just let Jax do what he wants, that would be the best idea.
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: CHAOS_FANTAZY on December 23, 2012, 04:23:07 AM
Again, I would love to help with story, character design, and potentially sprites...but, of course, it's all up to if you guys want my help.  I do want to help in the small ways I can, though I wouldn't be surprised if the team doesn't need or doesn't want me.  Just want to make sure I'm not forgotten when development does start...
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: squidgy617 on December 23, 2012, 05:20:08 AM
I'm also a GML programmer, though not too terribly experienced.

And I do like Blyka's engine.

Though not so sure how much I could add to this project, if it gets off the ground I might help out so long as its in a language I know (so, pretty much GML.)
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: Korby on December 23, 2012, 06:47:56 AM
If we have a bunch of Game Maker coders, there's a usable Game Maker engine, and Game Maker is probably the easiest route to go, we should probably go with MMF2 Game Maker, just saying.
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: Dr. Freeman on December 24, 2012, 12:39:35 AM
While coders exist, there still needs to be a leader person...

I would like to think that I can handle running something if I'm not alone, but my lack of skill in the important stuff (spriting, coding etc.) makes it feel like I shouldn't.

Also the whole "like to think" part of that first sentence, because I don't know.
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: Korby on December 28, 2012, 12:13:24 AM
I'm going to nominate Freeman for leadership because he actually knows what it takes to lead so yeah
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: Dr. Freeman on December 28, 2012, 12:35:17 AM
I accept nominations and stuff I guess. But I don't want to leap up like "One guy said it, it must be so!" so I'll wait for other people to post thoughts and stuffs.
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: Neo on December 28, 2012, 05:00:00 PM
Im suprised no ones mentioned that we already have made one, its called megaman 8 bit deathmatch. but in all seriousness, i may not look like it, but i can code quite well if you all are planning to use game maker, i HAVE been using it for the past 1-2 years to create my own "Megaman themed" fangame, and since it wouldnt JUST be me working on this, id be glad to lend a hand to any/everyone who'd be working on this project. sign me up if there ever is a signup sheet =P, plus, i could also sprite as well, the only thing i cant do is make music, never have been able to, due to no program(s) to do such a thing(would i need to give a screen cap of my works to prove i have done so?)

**EDIT**
in terms of engines, id recommend (i forget its actual name), but its made by the person who made the hard hat games, and its what i learned from so that i could make my own game.
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: Colonel ServBot on December 28, 2012, 05:10:13 PM
well, why not just nab some engine off that yoyo games thing. get a whoole bunch of guys who code and stuff. i saw this one mega man zero engine and it works pretty good.
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: NemZ on December 28, 2012, 06:01:58 PM
Quote from: "JaxOf7"
Hey.

Ahh... sorry about that.  And there seem to have been a few other programmers stepping up since I last logged in so perhaps the work can be divided up somewhat.  Well then, let's get this rolling shall we?  Dr. Freeman seems like an okay dude to me so I'll second that nomination, and suggest he(?) and Jax go about assembling a 'core' group via some other means of communication, perhaps googlegroups?  Dropbox or a similar service would also likely be a good idea so that all files are redundantly saved and easily accessible.

People keep sending me PMs assuming that I'm in charge, so I suppose I might as well volunteer to be the official 'forum liaison' if nothing else, directing the crowdsourcing angle of things while someone else heads things up in the private group to actually get things done.  I am of course also offering to do the stage tiles as well as pitching in on sprites.
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: Dr. Freeman on December 28, 2012, 06:03:22 PM
If we don't have anything else, I can easily set up a small Skype group. But then you'll people need Skype if you don't already have it.
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: NemZ on December 28, 2012, 06:25:43 PM
I have skype, I just almost never use it if I can help it.  Not really a fan.

I suggested google groups (or something like it) because it's ubiquitous, gets around timezone issues, and means everything is archived so nobody has any excuse for missing anything.
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: Dr. Freeman on December 28, 2012, 08:04:29 PM
Skype archives stuff...But whatever, that's not the biggest deal at the moment.

Under the assumption that I am going to lead this project as I don't think anyone else really wants to, I think one of the better ideas to gather a group of core spriters, level designing, other coders that aren't Jax etc. would be to PM me a little "resume" thing of sorts where you'd show some stuff you've done, then the people already on the team (currently only me and Jax) would be like "Yeah, this is cool" or "Yeah, this is NOT COOL ENOUGH"

Or something like that.
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: Dr. Freeman on December 29, 2012, 11:01:52 PM
Hey everyone, it's a double post.

At this point we're just looking for one or two more core spriters, and one more coder so Jax isn't all alone in this crazy world. Or something like that. If you're interested, either PM me or contact me on Skype. After that, I'll jump into part 2 of this plan.

Oh yes, the coding will be done in Game Maker. That is important to mention.
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: Donutyoshi on December 29, 2012, 11:11:36 PM
I guess I'll help cause I know GML and all. Aha...I still have 8.0 by the way.


I do spritework, but I'm better at programming.
Title: Re: IT HAS BEGUN! (Still seeking coders/spriters)
Post by: squidgy617 on December 30, 2012, 03:23:50 AM
I would join in on this, but I really don't want to be stuck working on a big project like this when I have so many other things I'm working on at the moment. I feel like I'd slow you guys down.

Can't wait to see what becomes of it, though!
Title: Re: IT HAS BEGUN! (Still seeking coders/spriters)
Post by: CHAOS_FANTAZY on December 30, 2012, 04:25:16 AM
So.
I see I'm not a part of this after all.
I can't say I'm surprised.
Have fun being part of something amazing, you guys.
Title: Re: IT HAS BEGUN! (Still seeking coders/spriters)
Post by: Blaze Yeager on December 31, 2012, 01:33:20 AM
I'm interested with this. Shoot me a PM and I'll help out.
Title: Re: IT HAS BEGUN! (Still seeking coders/spriters)
Post by: Colonel ServBot on December 31, 2012, 02:15:32 AM
well, im pretty busy with CSZ and all that.
but i'll supply you guys with a sprite sheet. a Custom-ly EDITED SHEET
Bwahahahahahahaha!
Title: Re: IT HAS BEGUN! (Still seeking coders/spriters)
Post by: Hatmandoo on December 31, 2012, 03:28:02 AM
Um... I'm lost. What exactly has begun?
Title: Re: IT HAS BEGUN! (Still seeking coders/spriters)
Post by: Colonel ServBot on December 31, 2012, 03:47:18 AM
the developement of a mega man fangame.
Title: Re: IT HAS BEGUN! (Still seeking coders/spriters)
Post by: Dr. Freeman on December 31, 2012, 11:58:03 PM
Hello everyone, we got the final team setup. Let me do a run down.

I'm Doctor Freeman I do leader stuff, and some music in Famitracker.
But to make sure the music I make isn't total crap, Llama Hombre will take the songs and make them sound 200000 times better in Famitracker.

Onto the spriting side of things, the KING OF ALL THINGS SPRITING is Korby who will be a king.
Under Korby's reign of whatever is Manibogi and Blaze who will do other spriting stuff. NemZ is also here for bringing this together, and make tilesets.

Lastly, we got LORD OF CODING AND ACTUALLY MAKING THE GAME A GAME: Jax who will do all that stuff.

Now, there's a chance a second helper Game Maker person will show up, but it's not for sure. At the time we are done accepting stuff.
However, that doesn't mean we are not listening for random ideas, so if you have ideas feel free to post them here. Of course we can't go with every idea, but I will make sure to at least look them over.
Title: Re: IT HAS BEGUN! (Still seeking coders/spriters)
Post by: Fyone on January 01, 2013, 12:02:42 AM
I never looked at this topic at all or read anything but if this uses gamemaker I'll be willing to help code.
Title: Re: IT HAS BEGUN! (Still seeking coders/spriters)
Post by: Donutyoshi on January 01, 2013, 12:16:17 AM
I keep saying I know GM and all. But you guys dont listen. I really could prove it by showing what I work on.

I'd help Jax seriously.
Title: Re: IT HAS BEGUN! (Still seeking coders/spriters)
Post by: Beed28 on January 01, 2013, 12:30:50 AM
Can I do level design? I have Game Maker 8.0, if that matters.
Title: Re: IT HAS BEGUN! (Still seeking coders/spriters)
Post by: Fyone on January 01, 2013, 06:01:08 AM
Alright I read through this topic and yeah I know your not adding anyone. However if you do, I can code and do stuff in famitracker.
Title: Re: CALL TO ACTION! Let's make our own legit megaman game!
Post by: CHAOS_FANTAZY on January 01, 2013, 06:19:38 AM
Quote from: "Dr. Freeman"
Skype archives stuff...But whatever, that's not the biggest deal at the moment.

Under the assumption that I am going to lead this project as I don't think anyone else really wants to, I think one of the better ideas to gather a group of core spriters, level designing, other coders that aren't Jax etc. would be to PM me a little "resume" thing of sorts where you'd show some stuff you've done, then the people already on the team (currently only me and Jax) would be like "Yeah, this is cool" or "Yeah, this is NOT COOL ENOUGH"

Or something like that.
Since apparently I'm not the only one who missed the big notification, let me highlight it in the passageway above.
If you want to be on a team, compile a portfolio of your work and take it to a PM in Dr. Freeman's mailbox.

Meanwhile, I am biding my time.  Waiting for the right moment.
Title: Re: IT HAS BEGUN! (Megaman Fangame)
Post by: BiscuitSlash on January 01, 2013, 11:49:26 AM
I might take a shot at fortress boss designing, as I already have a good idea for one. If this game takes off then I'll get the idea down on an image file with sprites and send it.
Title: Re: IT HAS BEGUN! (Megaman Fangame)
Post by: Dr. Freeman on January 01, 2013, 04:24:22 PM
I don't want to be Rude McRude Pants (Jr.) but we're not really looking into recruiting more people at the moment. Things may change in the future, but for now we're good.

Once again, still feel free to post ideas/random sprites (because why not, it doesn't harm anyone) in the topic.
Title: Re: IT HAS BEGUN! (Megaman Fangame)
Post by: CHAOS_FANTAZY on January 03, 2013, 10:17:54 PM
I guess it's time for me to say something.

After a quick talk with Korby yesterday, it seems that the game does in fact have a storyline.  Good start.  I think we're all good enough storytellers to make this into a good story as well as a good game.  But when it comes to a good storyboard...well, I believe there's no better option than myself.

But wait!  Why do you need a story to begin with?  True, you can just make a fun game and leave it story-less.  There's nothing wrong with that.  But we're not on the NES, and we don't have the restrictions they did--why not put in a good story?  It's an interesting enough universe to make telling a good story interesting.
Not enough reason for you?  Let's look back at the mission statement, then:  The objective here is to create a high-quality Mega Man fangame that everyone can enjoy.
That can be rewritten as doing something new and interesting with the series without breaking normal game formula.
An easy way to do both is with a good story.

To start on a few key points:
- When it comes to Wily, the choice is yours.  A simple fact is that everyone does seem to use Wily, and an easy way to make yourself notable is to, well, not use Wily.  I was told that what's being planned right now is an "It Was Really Wily All Along" somewhat similar to 4-6 with its own weird twists, and while that could work, look at the scenario and other plot devices to determine if it would be better to steer clear of Wily entirely.
- I recommend against the permanent death of any major character.  People have their favorites; it's a simple fact.  Turns out that character you thought nobody liked actually has a huge fanbase.  Death can be employed well for storytelling, but in fan works like this, you run the great risk of angering people by killing off their favorite.  Goes against the everyone can enjoy it bit up there.  Generally, killing your own FCs is fine, and remember that most everyone is a Robot, but other than that, I would steer clear of death.
- Absolutely do not use or mention Zero.  At all.  As an experienced plot writer, I demand that every fangame maker who decides to use Zero as their final boss be beaten over the head with a comically oversized fish.  Not only is it stupidly overdone, making the idea no longer unique, but Zero is generally stupidly overpowered and very bland in his attack patterns whenever he appears, therefore just making him a bad fight in general.  Fighting him will leave a bad taste in everyone's mouth; better to steer clear of him entirely.
- Make sure your story works for all playable characters planned.  I don't know what's floating around backstage, what sort of characters we're going to get, but if more than Mega Man is playable, not every cutscene will work for everyone.  Go the extra mile and fine-tune the dialogue to make playing as a specific character feel more personal.  Powered Up nailed this, but obviously, we won't have quite as much talking going on.

I'm not part of the core devteam; I can't dictate where the story goes.  I'd just love to have a hand in it--since there is a story, let's make it a good one.  Hell, I'm not even interested in conning you into using one of my old game scenarios...I just want to be a part of this more than another voice shouting from the bleachers.
Title: Re: IT HAS BEGUN! (Megaman Fangame)
Post by: Donutyoshi on January 03, 2013, 10:25:23 PM
Now I'd question you with this.

Why do you have to so concerned with the story? This isn't an RPG game where you find plot the important factor in gameplay.

And since this is a classic game. The classic series seems to be the only Megaman series with the least concern for story stuff. Classic Megaman is supposed to be the simplest form of Megaman.
Title: Re: IT HAS BEGUN! (Megaman Fangame)
Post by: Tengu on January 03, 2013, 10:26:46 PM
Ahahahahahahahaha.

STORY IN A MEGA MAN GAME. THAT IS A GREAT JOKE.
Title: Re: IT HAS BEGUN! (Megaman Fangame)
Post by: Hallan Parva on January 03, 2013, 10:46:27 PM
Quote from: "Donutyoshi"
Now I'd question you with this.

Why do you have to so concerned with the story? This isn't an RPG game where you find plot the important factor in gameplay.

And since this is a classic game. The classic series seems to be the only Megaman series with the least concern for story stuff. Classic Megaman is supposed to be the simplest form of Megaman.
Quote from: "Tengu and Tango"
Ahahahahahahahaha.

STORY IN A MEGA MAN GAME. THAT IS A GREAT JOKE.
personally


I thought the MM8 chapter in v3a was fucking awesome







you know just saying
Title: Re: IT HAS BEGUN! (Megaman Fangame)
Post by: Beed28 on January 03, 2013, 10:49:26 PM
I was thinking of having Roll appear as the "supposed villain" in a conceptal fangame I once had; she would go out shopping one day, but not return, and then three days later, the city becomes under attack. Mega Man would go outside, run into a panic stricken Wily, and see Roll behind him having stolen his UFO; and imitating his eyebrow waggle. Roll would then tell them that it's her turn to rule and then reveals her eight Robot Masters. Mega Man then goes to defeat them.

After defeating them, Mega Man confronts Roll, but Proto Man intervenes and blasts her, revealing her to actually be a new Dark Man 5 robot, who says that Wily was really behind it all and had kidnapped Roll, holding her captive. Mega Man defeats him, and then procedes on to Wily's Castle to rescue her.

Is that good enough?
Title: Re: IT HAS BEGUN! (Megaman Fangame)
Post by: Donutyoshi on January 03, 2013, 10:51:41 PM
Story I personally find a nice piece of candy for a game.

It's not really necessary for everything.


And if you think Story is important and all, you might as well make your own fangame and try everything yourself.
Title: Re: IT HAS BEGUN! (Megaman Fangame)
Post by: CHAOS_FANTAZY on January 03, 2013, 11:12:20 PM
Quote from: "Donutyoshi"
Now I'd question you with this.

Why do you have to so concerned with the story? This isn't an RPG game where you find plot the important factor in gameplay.
> We're going to have a story anyway; let's make it a good one
> We have this huge interesting universe here, why not
> That: v
Quote from: "CHAOS_FANTAZY"
The objective here is to create a high-quality Mega Man fangame that everyone can enjoy.
That can be rewritten as doing something new and interesting with the series without breaking normal game formula.
An easy way to do both is with a good story.
How are you all not concerned with having a story?
Quote from: "Donutyoshi"
And if you think Story is important and all, you might as well make your own fangame and try everything yourself.
Oh, believe you me, I will.  I shall return one day, with the tools I need, and I shall design a Mega Man fangame that I lead.  Just not now.  There's more nothing to be done.  Perhaps in a year or so, when I can actually be learning junk about computer programming.

As for the one guy who's taking me seriously (Thank you, by the way):  Recycling Dark-Man doesn't sound too appealing to me (Unless you have some crazy, extravagant design in mind), but either Evil Roll or Roll getting kidnapped are both ideas to tinker around with.  Hell, everyone here knows it; I'm all for interaction with Roll.  Not that my opinion means much, of course.
Title: Re: IT HAS BEGUN! (Megaman Fangame)
Post by: Dr. Freeman on January 03, 2013, 11:17:51 PM
Funny this topic should come up, we are discussing story in the SECRET CHAT right now.

To say a few things to FANTAZY. Killing off characters would be dumb, not doing it. Zero would be dumb, not doing it. SO YOUR FEARS ARE SAFE!
woo
Basically the main thing we're talking about is what do with Wily. But that's secret stuff right there what we decide.
Title: Re: IT HAS BEGUN! (Megaman Fangame)
Post by: Donutyoshi on January 03, 2013, 11:24:52 PM
Making a simple fangame yourself isn't that hard. It's really hard work if really wanted to precise with everything, which is something I'm going for with my own.
Title: Re: IT HAS BEGUN! (Megaman Fangame)
Post by: Colonel ServBot on January 04, 2013, 12:37:12 AM
wtf, uh, hows about zero's FIRST APPEARENCE?
BASS?
WILY?
VOLNUTT?
SIGMA?
BARRELS!?
NINJA JOES?
MAVERICKS?
ROBOENZA?
CONFUSION?
MEGAMAN NOT EXPLODING INTO A MILLION OF TINY CIRCLES?
PROTOSHIELD?
ANIMATED CREDITS?
BARREL ROLLS?
CUTSTUFF.NET ICON?
AWESOME?
im OBVIOUSLY not listing off IDEAS!
just thought you might need some INSPIRATION.
Title: Re: IT HAS BEGUN! (Megaman Fangame)
Post by: Donutyoshi on January 04, 2013, 01:25:46 AM
if you wanted that Colonel. than your better off making your own.

That is if you ever will figure out Game Maker.
Title: Re: IT HAS BEGUN! (Megaman Fangame)
Post by: Colonel ServBot on January 04, 2013, 01:30:14 AM
im messin' with y'all.
almost any fangame from cutstuff would end up being better than sfxmm
Title: Re: IT HAS BEGUN! (Megaman Fangame)
Post by: Dr. Freeman on January 04, 2013, 03:20:24 AM
Does anyone want a small story thing?
Mostly here to prove we're not slacking off. This will basically be what happens in the intro, except there will be dialogue in the intro instead of this synopsis

In the year 20XX, Megaman has defeated the evil Dr. Wily once again and restored peace to the world.
Until one day...

Explosions erupted around Dr. Light's Lab. When Megaman arrived to find out, Light revealed that four of his latest creations went haywire and ran off. Shortly after, Light receives a call from Dr. Cossack telling him that four of his new robots also went crazy and ran away. Believing this to be Dr. Wily's doing once again, Megaman is about to set off to stop the rampaging robots, but he is stopped when someone knocks on the lab's door and it is burst open, revealing Dr. Wily.
Wily explains that he was working on one powerful robot he called "Bossa Nova" but when he reached completion the robot ran away and began to cause havoc, and it started by gathering 8 powerful robots to work for him. Wily says that if Bossa Nova were to roam free, it would be the end of the world as they know it. Seeing who the enemy is, Megaman sets out to stop Light's and Cossack's robots, and Bossa Nova.

Megaman: Challenging Sentience

..Or Megaman: CS for short  :ugeek:
Title: Re: IT HAS BEGUN! (Megaman Fangame)
Post by: CHAOS_FANTAZY on January 04, 2013, 04:08:53 AM
Eeenteresting.  I specifically like the fact that I cannot tell if it Really Is Wily All Along.  MM9 and MM10 showed a particularly dastardly Wily that posed as a hero until late in the game, and it would've kept me guessing for a while if it wasn't obvious CapCom can't imagine a villain other than Wily.  In a fangame, however...who knows what could happen?

It's a marginal improvement from the story Korby was talking about, anyway.  He was talking about this story where it was Wily, then it wasn't Wily, then it was Wily again.
...Then it was Ra Thor.
.........Then Ra Thor was Wily.
...Though it definitely has its points in the humor department...I don't think this was intended to be a joke game.

I notice two groups of four...somewhat similar to Mega Man 7 and 8.  Does this mean we're gonna do the nonsense where you have to clear one wave of four Robots before the other four appear...or is this simply because the community half comes from one scientist whereas the core devteam four come from the other?

I'd like to hear what Bossa Nova's powers are, but that's clearly intentionally left a mystery.  Curse you, giving me only the minimum amount of information then making me wonder.

That name is intriguing.  Sounds like we're in for a very interesting story about the inner workings of "Robotic Free Will."  Or it's just a clever acronym.  I don't know.  I did just get a dastardly idea about it, but I cannot be certain if I'm right.  In any case, you definitely have my attention.
Title: Re: IT HAS BEGUN! (Megaman Fangame)
Post by: Fyone on January 04, 2013, 04:23:46 AM
Well ... Doesn't make sense since Dr. Light is supposed to make robot masters that help people so how would the robot "Bossa Nova" make Dr. Light's robots into combat robot masters (unless Dr. Wily is deceiving Megaman and Dr. Light). Also, why would Cossack make 4 more robot masters for no purpose? The name could use some work as well :L ... but in the end if the robot masters are relevantly put together with the notion of Dr Light and Dr. Cossack maybe it could work.

I'm also kind of disappointed that Megaman wasn't introduced to any new upgrades, characters, or anything like most of the Megaman games (unless your thinking of adding these features later in the game).
Title: Re: IT HAS BEGUN! (Megaman Fangame)
Post by: Korby on January 04, 2013, 05:18:25 AM
I'm just gonna address stuff you brought up.

Think about Concrete Man. He's simply a huge dude with a concrete mixer for an arm, and yet he's very capable of wreaking havoc when he "went maverick," so to speak.
For Cossack, why wouldn't he make more robots? After all, an artist doesn't just randomly stop making art forever. Cossack, a robotics scientist, would more than likely continue to work on various robots.

Megaman isn't usually given his super adaptors in the intro sequence, and Bossa Nova sort of qualifies as a new character.
 ;)
Title: Re: IT HAS BEGUN! (Megaman Fangame)
Post by: Max on January 04, 2013, 10:47:52 AM
Do you think it would be possible for a few of Wily's robots to 'get roboenza'? Light's robots are obviously based on industry, and Cossack's tend to be based on sciences and study (Dive studies the deep sea, Toad studies agriculture), so including Wily robots would allow for combat robots to be included and really cover the whole spectrum.
Title: Re: IT HAS BEGUN! (Megaman Fangame)
Post by: Donutyoshi on January 04, 2013, 11:45:08 AM
I think his own bots shared an immunity. Or he could atleast fixed them and all.

I don't really want to question or look at the plot. I find it simple enough.


And jeez, I know the game is only starting. For the game itself, how much progress has been gone since the hideout was made?
Title: Re: IT HAS BEGUN! (Megaman Fangame)
Post by: Dr. Freeman on January 04, 2013, 08:15:14 PM
Quote from: "CHAOS_FANTAZY"
I notice two groups of four...somewhat similar to Mega Man 7 and 8.  Does this mean we're gonna do the nonsense where you have to clear one wave of four Robots before the other four appear...or is this simply because the community half comes from one scientist whereas the core devteam four come from the other?
.

Just a little thing because 4 are made by the community. I dislike the fighting in two groups of four, while it doesn't ruin the game, it just lowers your choice a lot. And that's not really fun.
Title: Re: IT HAS BEGUN! (Megaman Fangame)
Post by: Fyone on January 04, 2013, 08:52:53 PM
This is me

Quote from: "Korby"
I'm just gonna address stuff you brought up.

Think about Concrete Man. He's simply a huge dude with a concrete mixer for an arm, and yet he's very capable of wreaking havoc when he "went maverick," so to speak.

Dr. Wily had to reprogram the robot masters to make them capable of combat... From the description you gave on this "Bossa Nova", it is understandable that it is a power-hungry wrecking machine not a scientist.

For Cossack, why wouldn't he make more robots? After all, an artist doesn't just randomly stop making art forever. Cossack, a robotics scientist, would more than likely continue to work on various robots.

Well as I said, as long as you can make robot masters look like they were created by Dr. Cossack then it could still work. (Same goes for Dr. Light)

Megaman isn't usually given his super adaptors in the intro sequence, and Bossa Nova sort of qualifies as a new characters.
 ;)

When I said new features I didn't only mean super adapters, rush features, etc. I meant things like new charging sequences or for example megaball. When I said new characters I mean playable characters not new antagonists like King in MM&B.

I would also suggest creating a whole new doctor to be the creator of this "Bossa Nova" to mix it up a bit and to make the game slightly more original. However it's you guys choice what you want to do of course.
Title: Re: IT HAS BEGUN! (Megaman Fangame)
Post by: Donutyoshi on January 04, 2013, 10:10:07 PM
Bossa Nova is probably like on how Sunstar was.

We don't really need to get far into backstories.
Title: Re: IT HAS BEGUN! (Megaman Fangame)
Post by: Fyone on January 04, 2013, 11:45:36 PM
Even if Bossa Nova is supposed to be like Sunstar there is no explanation on how he is able to reprogram the robot masters for combat.
Title: Re: IT HAS BEGUN! (Megaman Fangame)
Post by: NemZ on January 05, 2013, 12:34:00 AM
It's a megaman game.  They're robots.  Guess what?  They fight.
Title: Re: IT HAS BEGUN! (Megaman Fangame)
Post by: Fyone on January 05, 2013, 02:53:23 AM
It's up to you guys if you don't want to make the story properly and sensibly in line with the Megaman series, the game will probably still turn out pretty well despite the plot.
Title: Re: IT HAS BEGUN! (Megaman Fangame)
Post by: Dr. Freeman on January 05, 2013, 03:05:03 AM
While the design is still early, I'd like to imagine Mr. Bossa Nova isn't some complete feral robot, he can take a chill pill and not blow up cities for 2 minutes, and can in fact do some programming. When you live with Wily, you pick up on it. =D
And then he can go back to blowing up cities.
Title: Re: IT HAS BEGUN! (Megaman Fangame)
Post by: Fyone on January 05, 2013, 03:18:48 AM
Quote from: "Dr. Freeman"
While the design is still early, I'd like to imagine Mr. Bossa Nova isn't some complete feral robot, he can take a chill pill and not blow up cities for 2 minutes, and can in fact do some programming. When you live with Wily, you pick up on it. =D
And then he can go back to blowing up cities.
What your saying is that Dr. Wily created Bossa Nova with a good amount of brain power to be able to program all on it's own while also having the capabilities of smashing. Which seems reasonable to an extent but if the design doesn't match up with this description (i.e. it should not be: some giant robot guy that looks like he crushes stuff all day. Instead: a robot that looks smart but strong/skillful(lolidk)) it could work... (judging from the name it does not sound like a smart robot though...)
Title: Re: IT HAS BEGUN! (Megaman Fangame)
Post by: Dr. Freeman on January 05, 2013, 03:23:15 AM
Why would our main villain be some mindless brute robot? If he was a mindless brute, he wouldn't be able to lead.

Though I have to keep other story things on the back burner. What you guys get to know is the intro, and we gotta keep it at that.
So I can't be spilling random info, I'm blaming myself and no one else. geezzz
Title: Re: IT HAS BEGUN! (Megaman Fangame)
Post by: Fyone on January 05, 2013, 05:54:11 AM
Fair enough, I wish you guys luck that everything goes well.
Title: Re: Submissions welcome! (Megaman Fangame)
Post by: NemZ on August 01, 2013, 03:31:11 AM
As work continues to progress we've reached the stage where we're starting to think about enemies/traps/gimicks and such.  Not a contest or anything this time, but if you have cool, nifty, fun ideas you'd be willing to share here we're interested, and in-game credit will of course be provided.

and here, have a little sneak peak, tentatively called "Metini":

(http://i344.photobucket.com/albums/p343/nemss1/met.png) (http://s344.photobucket.com/user/nemss1/media/met.png.html)
Title: Re: Submissions welcome! (Megaman Fangame)
Post by: ZeStopper on August 01, 2013, 04:31:44 AM
I get the name: Alcohol reference, in a game that children will play!
Title: Re: Submissions welcome! (Megaman Fangame)
Post by: Rozark on August 01, 2013, 06:45:41 AM
So I heard you needed ideas:

- Take Gravity to the next level; Walk on Walls.
- Sniper Joe MK III; A Sniper Joe that runs at you and jumps/shoots.
- Take Quickbeams to the next level; have the walls of the entire screen slowly move in to crush you.
- Floor Spikes MK II; A selection of spikes that throws itself upwards then slowly moves back down.
- Master Chan; An enemy who just sits still meditating. When fired at, he rushes at you at full speed for a good amount of damage.
- Crocodie; An enemy who waits underwater and must be used as a platform to cross things. If you move too slow, he takes a snap or whack with his tail.
- TellyWhiz; A wizard who teleports around to set locations/random shooting a stream of tellys at you.
- Baller; An enemy who enjoys rolling bowling balls at high speeds on the ground towards players.

If I think of more/if these were even useful I might come back and deposit more.
Title: Re: Submissions welcome! (Megaman Fangame)
Post by: NemZ on August 01, 2013, 07:23:58 AM
Interesting ideas Rozark, though the jumping spikes is just plain evil.
Title: Re: Submissions welcome! (Megaman Fangame)
Post by: Rozark on August 01, 2013, 08:16:03 AM
Quote from: "NemZ"
Interesting ideas Rozark, though the jumping spikes is just plain evil.
Think Knightman ceiling ones except floor; they wouldn't be sudden, rather, you just timing yourself to get through.
Title: Re: Submissions welcome! (Megaman Fangame)
Post by: Hallan Parva on August 01, 2013, 09:13:31 AM
these were enemies from Smash Man's stage but here you go anyway


Grabbit-A: A huge green robotic hand that is plenty large enough to grab Mega Man. After clutching its prey, it moves to a nice pit to drop our beloved blue bomber into. Mash buttons to break free of its grasp (like Burst Man's trapping bubbles) then shoot it while it flexes its opened hand in pain.

Grabbit-B: A large red robotic hand, but not large enough to grab a full-size robot. It will attempt to punch Mega Man as it has the exclusive property of dealing obscene amounts of knockback. It usually tries to punch the player into a wall for added damage, off of platforms so you have to climb all the way back up, or sliding from a cliff into a pit of doom.

Multool: This Metool looks quite boring at first. It doesn't shoot, it doesn't walk, and it hardly ever hides in its helmet. However, it can quickly become a nuisance if not dealt with. While exposed, it can create cybernetic copies of itself (Wire Frame Metools) that run around and attempt to ram Mega Man. A single Multool, if left unchecked, can quickly fill a walled-in area with tons of Wire Frame Metools. Shoot the pest before its clones try to swarm you.

Thrower Joe: Joe units lacking shields and buster arms. Instead, they jump and tumble around to assault Mega Man with close-ranged punches and kicks. Its namesake comes from the fact that they try to grab you on occasion, which can lead to either a few quick punches or a spinning back throw. As long as you avoid its grabs and keep your distance, you should be able to whittle down its health with few problems.

Meditool: A variety of Metool that can heal other robots. It comes out from underneath its hard hat, flashes for a second, then sends out an energy wave that slightly repairs every other enemy on the screen. Most of the time its healing efforts are in vain, but when paired with a robot resilient to damage such as the Thrower Joe, make an effort to take this one out first.

Party Pete: Tiny robots that like to hide in Party Balls in order to surprise enemies. He skates across the floor, spinning and dancing to deal contact damage. His small size might make it hard to deal damage with the Mega Buster, so use a special weapon, shoot him before he falls to the ground, or wait until he jumps before attacking.
Title: Re: Submissions welcome! (Megaman Fangame)
Post by: NemZ on August 02, 2013, 04:42:27 AM
you should have called him Judo Joe... rolls off the tongue better.  :D
Title: Re: Submissions welcome! (Megaman Fangame)
Post by: NemZ on August 28, 2013, 05:42:21 PM
We have an opening on the team!  Blaze has decided to focus on a different fangame project and with v4 stuff taking priority for several of our team members We've decided to open the gates to one or possibly two additional sprite artists to help get things moving.

If interested, send me a PM with links to some of your previous efforts and I'll pass them along to the rest of the team for consideration.
Title: Re: Submissions welcome! (Megaman Fangame)
Post by: Dr. Freeman on August 28, 2013, 06:38:57 PM
Oh, if NemZ is offline you can PM me stuff too. Not a big deal but ok.
Title: Re: Now Hiring! (Megaman Fangame)
Post by: NemZ on August 31, 2013, 03:26:09 AM
We thought we'd go ahead and show off some concept art I made the other day (designs are still being tweaked here and there, and obviously this is not final artwork), both to show how your four winners are coming along and to finally introduce the other four new RMs.

First the four winners, aka Dr. Light's missing bots:

(click to show/hide)

and introducing the the four missing Dr. Cossack RMs:
(click to show/hide)
Title: Re: Now Hiring! (Megaman Fangame)
Post by: Magnet Dood on August 31, 2013, 02:52:33 PM
I've honestly got no idea what Tremor Man and Borealis Man are supposed to do based on their designs. I'd recommend making Tremor Man big and powerful while going for a more Quick Man like approach for Borealis Man.

Also, what is Casino Man based off of? The white ball used for roulettes?

Marine Man, Noir Man, and Sketch Man all look ridiculously cool by the way
Title: Re: Now Hiring! (Megaman Fangame)
Post by: CHAOS_FANTAZY on August 31, 2013, 05:23:01 PM
To be deathly honest, I am less than thrilled.

I feel like a lot of unnecessary flair that doesn't even look that cool to begin with were attached to the contest Robots—Sketch and Dragon, specifically.  Did you have to butcher the design of his beret and add those dumb-looking palette shoulders?  Did you have to give Dragon-Man a look that screams "Snake-Man except he's a dragon?"  And then Tremor who looks so boring my eyes skip over him, and the "what" designs of Casino and Borealis...I can't even.

I was looking forward to the game before I saw these.  I should learn to stop having hope.
Title: Re: Now Hiring! (Megaman Fangame)
Post by: ZeStopper on August 31, 2013, 05:47:44 PM
While the Cossack RMs are cool looking, they don't scream "IMA COSSACK ROBOT!"
They're kinda dull save for Noirman who kinda captures the feel.
Light's robots are better with their unique design, however Dragonman does look like Snakeman as stated above and Furnanceman needs some work.

Since this just concept art they are going to be worked on soon, right?
Title: Re: Now Hiring! (Megaman Fangame)
Post by: Hallan Parva on August 31, 2013, 06:33:36 PM
I think that Casino and Noir are ridiculously awesome. However, I also agree that you really really butchered Sketch Man's design, and that Tremor Man is overwhelmingly dull and lifeless.
Title: Re: Now Hiring! (Megaman Fangame)
Post by: Dr. Freeman on August 31, 2013, 07:27:13 PM
Peek a boo!

On top of everything, I can confirm that Tremor is being redesigned completely, Furnace and Sketch will be returned to closer to their original design among other changes.   These are just something NemZ made for fun, and concept art will always be subject to change, trust me when I say that the designs will be improved upon.

Especially Tremor.
That's a thing.

Though I must thank you all for your opinions and critique! That's the main reason these were posted, because we want to make sure that this game isn't a pile of crap, so feedback from all of you is really important.
Title: Re: Now Hiring! (Megaman Fangame)
Post by: NemZ on September 01, 2013, 05:08:55 AM
I guess they still need some work, but to address various issues:

Title: Re: Now Hiring! (Megaman Fangame)
Post by: ZeStopper on September 01, 2013, 05:11:50 AM
Furnace looks more like a G1 autobot but whatever.
Noirman's pistol makes him unique and the cool guy for this fangame.
Title: Re: Now Hiring! (Megaman Fangame)
Post by: TheDoc on September 01, 2013, 06:17:41 PM
You should make Noir's hat stick out of his stage select window like Quickman :D ..... y'know cause he kinda.....you want him to stick out?......right?