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Mega Man Discussion / Re: [Fan Game] Rockman Versus (demo 4 released! <2019.06.27>)
« on: July 02, 2019, 08:11:11 AM »
I released demo 4 very recently. Go check it out! Download link is in the main post.
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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?) )




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 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!
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?
- 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?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).
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.
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.
Is this lives based? Or is the round finished when one player dies?