Cutstuff Forum
Gaming => Mega Man Discussion => Topic started by: KhMaIBQ on February 09, 2015, 11:33:52 AM
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Question: What is Rockman Battle Arena?
Answer: It is a Rockman fan game where two characters battle it out to the death in an arena while avoiding hazards and enemies.
I currently do not have a download link for the game because it is not ready for release yet. However, if you are interested in the game, I will be streaming the game on Twitch.tv (/khmaibq) from time-to-time to do test runs of the game to look for bugs. Please come check out my Twitch channel and follow me to see the game in action! It is also a good time to give feedback and offer suggestions to me about the project.
Videos:
Arcade Mode - Rockman vs Snakeman
Versus Mode - Pharaohman vs Clashman
Options Overview
Screenshots:
Title & Options
(http://i.imgur.com/0SsQE08.jpg) (http://i.imgur.com/7EQid1T.jpg)
Versus Mode & Enemy Select
(http://i.imgur.com/vDicgjm.jpg) (http://i.imgur.com/ZeJUnLx.jpg)
Gameplay
(http://i.imgur.com/Bl9M0ga.png) (http://i.imgur.com/ZK5igcX.png)
Below is some more information about my game...
Created In: Game Maker 7.0
Genre: Fighting Platformer
Number of Players: 1 or 2
Playable Characters & Stages: 21
--Heroes: Rockman, Blues
--Rockman 1: Iceman, Fireman, Elecman
--Rockman 2: Metalman, Quickman, Clashman
--Rockman 3: Geminiman, Snakeman, Shadowman
--Rockman 4: Drillman, Pharaohman, Skullman
--Rockman 5: Gyroman, Napalmman, Crystalman
--Rockman 6: Flameman, Knightman, Yamatoman
--Bosses: Dr. Wily
Game Options
--Match Points: Can be set to 1, 2, or 3
--Time Limit: Can be set to 30, 60, 99, or infinite
--Enemies: Can be turned on or off
--Enemy Respawn: Can be set to slow, normal, or fast
--Hazards: Can be turned on or off
--Hazard Damage: Can be set to full, half, third, or fourth
--Items: Can be turned on or off
--Player Life Energy and Weapon Energy: Can be set to a number of different values ranging from 0 to 300
--Hero Knockback: Can be turned on or off
--Player Hit Time: Can be set to short, normal, or long
Sound Options
--Volume Settings: Master, background music, and sound effects can be changed
--BGM Type: Can be set to stage theme, boss battle theme, or random
Video Options
--Window Size: Can be increased by pressing F2 or decreased by pressing F3
--Window/Fullscreen: Can be toggled by pressing F4
--Resolution Change: No
Controller Options
--Customizable: Yes
--Joystick Support: Yes
-KhMaIBQ
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That actually looks neat. Looks kinda like Super Smash Bros..
Will there be a Training Mode to practice in as well?
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Will there be a Training Mode to practice in as well?
The game does not have a Training Mode, but I might add one now since you asked this question. To be honest, I never thought that a Training Mode would be needed since the gameplay is very simple compared to Smash Bros. or any traditional fighting game.
What kind of features would you be looking for/wanting in a Training Mode if it were to be implemented?
Also, thank you for the idea. I'll definitely give you credit if I add it in. :)
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Probably just a simple area without an enemy Robot Master, so you can try a character's moves uninterrupted. You know, like the white plane with Sandbag in the middle, where you test out custom specials in Smash 4.
Don't be afraid to ask for help with graphics, by the way -- 8-Bit Deathmatch has skins of characters that were never properly created in the classic NES style, like Time Man, Oil Man, Duo, and the Genesis Unit. Just mentioning this since your Twitch channel talks about a similar future project featuring online play and additional characters, so it might be helpful.
Good luck with your game!
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Probably just a simple area without an enemy Robot Master, so you can try a character's moves uninterrupted. You know, like the white plane with Sandbag in the middle, where you test out custom specials in Smash 4.
Don't be afraid to ask for help with graphics, by the way -- 8-Bit Deathmatch has skins of characters that were never properly created in the classic NES style, like Time Man, Oil Man, Duo, and the Genesis Unit. Just mentioning this since your Twitch channel talks about a similar future project featuring online play and additional characters, so it might be helpful.
Good luck with your game!
Good idea, SmashBroPlusB! That sounds like a very nice and simple way to implement it. Yeah, I will most likely be needing help with 8-bit graphics of certain characters in the future, so I will be relying on this community for help with that. Also, thank you for following me on Twitch. :D Before I do my next long stream of the game, I need to finish Pharaohman's new stage, the remaining new re-designed stages, and some stuff involving the AI. I hope you look forward to it! :mrgreen:
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For Training Mode, you could be able to change what mode the AI is currently in (stand, walk, evade, attack, player 2), be able to spawn any item directly, be able to spawn in any enemy directly, whether the player or the opponent or both have infinite or regenerating ammo, and toggle stage hazards (like that Force Beam in the Quick Man stage). Not sure about whether you're able to do customisable speed settings.
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For Training Mode, you could be able to change what mode the AI is currently in (stand, walk, evade, attack, player 2), be able to spawn any item directly, be able to spawn in any enemy directly, whether the player or the opponent or both have infinite or regenerating ammo, and toggle stage hazards (like that Force Beam in the Quick Man stage). Not sure about whether you're able to do customisable speed settings.
I'll look into implementing something similar to what you are saying and what SmashBroPlusB said. Here is what I have in mind...
- Generic dummy to test abilities on
- Generic stage with no enemies or hazards
- Unlimited life energy and weapon energy (resets back to full after depleting to zero)
- Set AI action (Stand, Walk, Jump, Evade)
The goal of a Training Mode is to have a safe environment to test characters in.
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It would be nice to be able practice on the actual stage layouts, too. And variety.
That reminds me, will there be a stage replicating the layouts of Battlefield (a flat arena with three small platforms above in a triangular formation with no hazards nor enemies) and Final Destination (a completely flat arena with no hazards, probably where you'll combat Wily in Arcade Mode)?
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It would be nice to be able practice on the actual stage layouts, too. And variety.
That reminds me, will there be a stage replicating the layouts of Battlefield (a flat arena with three small platforms above in a triangular formation with no hazards nor enemies) and Final Destination (a completely flat arena with no hazards, probably where you'll combat Wily in Arcade Mode)?
I'll see what I can do when I try to implement Training Mode. As for stage layouts...
-- Rockman, Blues, and Dr. Wily have completely flat stages with no hazards or enemies.
-- Most hazards and all enemies can be turned off for all other stages. Maybe I will implement a way to turn off special hazards (spikes and pits for example).
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Oh man I love everything about this. Big props for focusing on an offline game first before developing an online version. I know LOTS of people always ask for an online mode with p much ANY multiplayer game but it's nice to have offline games too (especially since they sometimes implement features that are too difficult to keep for the online version). Very excited to play this when it comes out, the idea is great and I'm already liking the screens.
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This looks like what I imagined Power Fighters would be before seeing the game.
I like the idea as well as the options for hazard removal!
If I may ask, what kind of control scheme will this use? Just jumping and shooting as per MM standards?
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This looks like what I imagined Power Fighters would be before seeing the game.
I like the idea as well as the options for hazard removal!
If I may ask, what kind of control scheme will this use? Just jumping and shooting as per MM standards?
That is correct, Turbodude. Just think of an NES controller as the control scheme: 4 directional buttons, jump/confirm button [A], shoot/cancel button , and a pause/special button [Start].
In general, you hold either [Up] or [Down] and press either [A] or to perform special abilities. For example, [Up] + for Elecman will perform his Thunder Bolt special attack.
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Is this lives based? Or is the round finished when one player dies?
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Is this lives based? Or is the round finished when one player dies?
The round finishes when a player dies. You can set the number of required rounds to win from 1 to 3.
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It would be fun if you could set both players as CPU and see both CPU's duke it out with the original Robot Master pattern.
But hey, that's my 2 cents.
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It would be fun if you could set both players as CPU and see both CPU's duke it out with the original Robot Master pattern.
But hey, that's my 2 cents.
That would definitely be quite interesting, but sadly that would take a lot of work to implement with the way the engine works currently. Perhaps something to consider for my next project. :)
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Added two gameplay videos to the main post.
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Looking good! I have a question; do you have the precise, controllable jump height and fall speed acceleration like you would have when playing an official Mega Man game? I had a hard time seeing if they were present, but I'm starting to think they aren't there.
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Looking good! I have a question; do you have the precise, controllable jump height and fall speed acceleration like you would have when playing an official Mega Man game? I had a hard time seeing if they were present, but I'm starting to think they aren't there.
To be honest, the physics are based on old code, so I most likely do not have the jumping mechanics as accurate as they should be to the official games. However, I am still working on improving the gameplay and this will be something that gets updated. I hope the jumping mechanics will be to your liking when the game gets released.
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Some more questions:
- For Training Mode, how about make it so if one of the players fall into a pit, they "teleport" to their spawn point? Or will it wrap round? :lol:
- If you fail in Arcade, will there be continues?
- Will there be difficulty levels?
- Can Rockman and Blues be able to obtain Robot Master weapons, or will they not (i.e. Rockman can only use the Super Adaptor)?
- Will Bass/Forte be in it?
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- For Training Mode, how about make it so if one of the players fall into a pit, they "teleport" to their spawn point? Or will it wrap round? :lol:
They will teleport/respawn at their start point when they die.
- If you fail in Arcade, will there be continues?
There are infinite continues in Arcade Mode just like the official games. You can also save your progress after each battle.
- Will there be difficulty levels?
I plan on implementing this at some point. (Easy, Medium, and Hard)
- Can Rockman and Blues be able to obtain Robot Master weapons, or will they not (i.e. Rockman can only use the Super Adaptor)?
They will not be able to obtain Robot Master weapons. They will each have their own special abilities.
- Will Bass/Forte be in it?
Not in this release. He will be added in a future release of Rockman Versus (my next project).
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So, I'm looking carefully at the gameplay videos, and things do look promising!
My only gripe is that the robot masters appear to lack hitstun, whereas Rock is affected by it like in the games. While this serves nicely for authenticity, the thought of certain characters getting stunned and others not seems a bit discouraging.
Perhaps as a suggestion, have an armor system where certain characters take more hits to be put in hitstun, much like a traditional fighting game?
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So, I'm looking carefully at the gameplay videos, and things do look promising!
My only gripe is that the robot masters appear to lack hitstun, whereas Rock is affected by it like in the games. While this serves nicely for authenticity, the thought of certain characters getting stunned and others not seems a bit discouraging.
Perhaps as a suggestion, have an armor system where certain characters take more hits to be put in hitstun, much like a traditional fighting game?
I was actually thinking of just adding an option to turn off the hitstun animation for characters that have it. (Rockman and Blues)
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At that rate it almost seems redundant to have 'press option here to make these characters suck less', where they could just lack the animations entirely.
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On the other hand, having it as an option could provide an extra challenge if so desired, so I don't see any harm in that.
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I like the mechanic so I want it to be there. I also understand some people don't like it, so having the option to turn it on and off will hopefully please both audiences. I am also looking into adding other options to try and create a more enjoyable experience.
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Project update!
- Game has been updated to run at 60 frames per second (it was 30 before)
- All old stages have been re-designed and balanced
- More game options added... enemies and hazards are now separate options, enemy respawn speed, hazard damage, hero knockback toggle, player hit time, etc.
Video and full list of game options below... (The first post has also been edited to reflect these changes)
Options Overview
Game Options
--Match Points: Can be set to 1, 2, or 3
--Time Limit: Can be set to 30, 60, 99, or infinite
--Enemies: Can be turned on or off
--Enemy Respawn: Can be set to slow, normal, or fast
--Hazards: Can be turned on or off
--Hazard Damage: Can be set to full, half, third, or fourth
--Items: Can be turned on or off
--Player Life Energy and Weapon Energy: Can be set to a number of different values ranging from 0 to 300
--Hero Knockback: Can be turned on or off
--Player Hit Time: Can be set to short, normal, or long
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I would say that the enemy respawn and hit time options could be more spread out, enemy respawn being too quick overall and hit time being MUCH too long overall (short hit time is slightly longer than Mega Man's classic hit time).
Other than that, this looks like it's coming along great. Nice job!
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I would say that the enemy respawn and hit time options could be more spread out, enemy respawn being too quick overall and hit time being MUCH too long overall (short hit time is slightly longer than Mega Man's classic hit time).
Other than that, this looks like it's coming along great. Nice job!
What values for these two options did you have in mind? This is something that I will probably have to adjust when I put the project into balance testing.
Here are the current values...
Enemy Respawn Slow: 6 seconds
Enemy Respawn Normal: 4 seconds
Enemy Respawn Fast: 2 seconds
Player Hit Time Short: 1 second
Player Hit Time Normal: 2 seconds
Player Hit Time Long: 3 seconds
In the small amount of testing I have done with friends, the classic Mega Man hit time was too short allowing both players to just sit there and spam each other.
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I would say
Enemy Respawn Slow: 8 seconds
Enemy Respawn Normal: 5 seconds
Enemy Respawn Fast: 2-3 seconds
Player Hit Time Short: 0.25-0.5 seconds
Player Hit Time Normal: 0.75 seconds
Player Hit Time Long: 1 second
1.) Keep in mind that people are gonna be fighting and jumping all over the place immediately after the enemy's been killed/player's been shot, not just standing next to each other button-mashing the Megabuster. Also, quite a few weapons are not spammable enough to take advantage of that.
2.) If you slightly increased the classic hit time because the original was too slow, wouldn't you want to set that for normal speed and not short? If what is short now is your preferable hit time, can you imagine anyone wanting to play Long?
3.) You're also going to have varying health, up to 300%. Currently, I wouldn't want to play 300% on any of those hit time settings because it would take much too long. Don't forget it's also very easy to get health items if enemies are on.
I would actually suggest a None setting for hit time. Kinda like Sudden Death mode on SSB, it'd be really fun (imo) to play that as a quick thing. Also gives more use to 300% health.
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I would say
Enemy Respawn Slow: 8 seconds
Enemy Respawn Normal: 5 seconds
Enemy Respawn Fast: 2-3 seconds
Player Hit Time Short: 0.25-0.5 seconds
Player Hit Time Normal: 0.75 seconds
Player Hit Time Long: 1 second
1.) Keep in mind that people are gonna be fighting and jumping all over the place immediately after the enemy's been killed/player's been shot, not just standing next to each other button-mashing the Megabuster. Also, quite a few weapons are not spammable enough to take advantage of that.
2.) If you slightly increased the classic hit time because the original was too slow, wouldn't you want to set that for normal speed and not short? If what is short now is your preferable hit time, can you imagine anyone wanting to play Long?
3.) You're also going to have varying health, up to 300%. Currently, I wouldn't want to play 300% on any of those hit time settings because it would take much too long. Don't forget it's also very easy to get health items if enemies are on.
I would actually suggest a None setting for hit time. Kinda like Sudden Death mode on SSB, it'd be really fun (imo) to play that as a quick thing. Also gives more use to 300% health.
I guess the other issue with having very short hit times is the fact that you can die in about 7 hits with some characters. It will definitely take a good amount of balance testing to find the right value. I will definitely keep in mind with what you are saying here during the balancing process.