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Messages - KhMaIBQ

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1
I released demo 4 very recently. Go check it out! Download link is in the main post.

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Mega Man Discussion / Re: [Fan Game] Rockman Versus (demo 2 released)
« on: March 25, 2018, 09:42:43 AM »
Demo 3 released! The highlights of this release are...
- AI (computer) opponents
- Arcade Mode
- Geminiman
- Metalman's stage
- Character color selection
- DirectInput support.

Please see changelog.txt for more details.

Download link: https://www.dropbox.com/s/z6pbxw6mqwl7zbu/Rockman_Versus_Demo3.zip?dl=0

Screenshots:




3
Demo 2 released! The highlights of this release are the Room Browser and a music format change from OGG to NSF. Please see changelog.txt for more details.

Please delete the old build before extracting the new build.

Download link: https://www.dropbox.com/s/oak7xd7ag5lra0d/Rockman_Versus_v30thAnniversaryDemo.zip?dl=0 (Same link as before)

Room Browser screenshots:



4
This looks great!Im downloading this to test it out,will there be a story/tournament mode?2v2?

I will contact you if i find a bug or something else.

(Not offending,but i never expected somebody without a profile image to create something big like this. (I've been dreaming on this some time ago,coincidence?) )

- The game will just have a standard Arcade Mode. I'm not strong in the story/writing department. lol
- I have no plans to add a Tournament Mode, but maybe if there is a high demand for it later down the line.
- The game will most likely never support 4 players because I feel like the stages will be too crowded with that many players.
- lol @ comment about me having no profile image, and I'm not offended by the comment. I've been lazy about choosing one. :P

5
This is my Rockman fan game called Rockman Versus!

What is in the demo?:
- Local and online play
- Arcade Mode
- Versus Mode
- Artificial Intelligence (computer) opponents
- Rockman, Elecman, Metalman, Geminiman, Pharaohman, Gravityman, and Flameman as playable characters
- Blues, Elec, Metal, Gemini, Pharaoh, Gravity, and Flame as playable stages

Download link: https://www.dropbox.com/s/stjk9a16tuorh49/Rockman_Versus_Demo4.zip?dl=1

Videos:





Screenshots:





Contacts:
Twitter - https://twitter.com/KhMaIBQ
Facebook Page - https://www.facebook.com/RockmanVersus/

6
Mega Man Discussion / Re: Rockman Battle Arena
« on: March 15, 2015, 04:08:54 AM »
Quote from: "TheDoc"
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.

7
Mega Man Discussion / Re: Rockman Battle Arena
« on: March 15, 2015, 12:12:28 AM »
Quote from: "TheDoc"
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.

8
Mega Man Discussion / Re: Rockman Battle Arena
« on: March 14, 2015, 01:57:41 PM »
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

9
Mega Man Discussion / Re: Rockman Battle Arena
« on: February 16, 2015, 01:51:04 AM »
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.

10
Mega Man Discussion / Re: Rockman Battle Arena
« on: February 15, 2015, 08:37:42 PM »
Quote from: "Turbodude"
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)

11
Mega Man Discussion / Re: Rockman Battle Arena
« on: February 14, 2015, 11:44:28 PM »
Quote from: "Beed28"
- 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.

Quote from: "Beed28"
- 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.

Quote from: "Beed28"
- Will there be difficulty levels?
I plan on implementing this at some point. (Easy, Medium, and Hard)

Quote from: "Beed28"
- 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.

Quote from: "Beed28"
- Will Bass/Forte be in it?
Not in this release. He will be added in a future release of Rockman Versus (my next project).

12
Mega Man Discussion / Re: Rockman Battle Arena
« on: February 14, 2015, 11:28:03 PM »
Quote from: "Cerikeno"
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.

13
Mega Man Discussion / Re: Rockman Battle Arena
« on: February 14, 2015, 10:26:54 PM »
Added two gameplay videos to the main post.

14
Mega Man Discussion / Re: Rockman Battle Arena
« on: February 14, 2015, 01:02:42 AM »
Quote from: "skully"
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. :)

15
Mega Man Discussion / Re: Rockman Battle Arena
« on: February 10, 2015, 07:03:14 PM »
Quote from: "Beed28"
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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