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Messages - KhMaIBQ

Pages: 1 [2]
16
Mega Man Discussion / Re: Rockman Battle Arena
« on: February 10, 2015, 06:29:43 PM »
Quote from: "Turbodude"
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.

17
Mega Man Discussion / Re: Rockman Battle Arena
« on: February 09, 2015, 11:41:23 PM »
Quote from: "Beed28"
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).

18
Mega Man Discussion / Re: Rockman Battle Arena
« on: February 09, 2015, 10:06:27 PM »
Quote from: "Beed28"
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.

19
Mega Man Discussion / Re: Rockman Battle Arena
« on: February 09, 2015, 09:42:50 PM »
Quote from: "SmashBroPlusB"
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:

20
Mega Man Discussion / Re: Rockman Battle Arena
« on: February 09, 2015, 08:01:38 PM »
Quote from: "Beed28"
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. :)

21
Mega Man Discussion / Rockman Battle Arena
« on: February 09, 2015, 11:33:52 AM »
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


Versus Mode & Enemy Select


Gameplay

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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