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Author Topic: Mega Man Zeta: The rise of Alto!  (Read 6471 times)

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January 01, 2013, 07:22:33 AM
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Offline Hatmandoo

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Mega Man Zeta: The rise of Alto!
« on: January 01, 2013, 07:22:33 AM »
Hello! It's me, GelMan.EXE (MagnetDood-How do i change my name). I'm here to tell you my current fangame idea. First off....
CURRENT TEAM:
It's basically me and my freinds, but someone has to do mugshots (too hard for me) in the vain of 9 and 10, and someone has to do music. You must prove yourself, though. Each song needs a certain criteria. You can find me on deviantART as Metarus.

January 01, 2013, 07:37:37 AM
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Offline Galactan

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Re: Mega Man Zeta: The rise of Alto!
« Reply #1 on: January 01, 2013, 07:37:37 AM »
There's already a fangame that a lot of us have signed up to work on.  Sorry.

January 01, 2013, 05:29:56 PM
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Offline squidgy617

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Re: Mega Man Zeta: The rise of Alto!
« Reply #2 on: January 01, 2013, 05:29:56 PM »
While I'm not intending to sign up to help for this game - I have to say, Galactan, there really aren't that many people on Dr. Freeman's team for the new game, so most of the community still has plenty of freedom to work on other projects, if they wish.

January 01, 2013, 07:11:59 PM
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Offline Hatmandoo

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Re: Mega Man Zeta: The rise of Alto!
« Reply #3 on: January 01, 2013, 07:11:59 PM »
Next......
Plot!
Basically a new robot named Alto is attacking Monsteropolis and want's to take over the world with his robot gang, the Tenor Unit.

Players:
Mega Man - (New) Mega Buster
Bass - Bass Buster
Proto Man - Proto Buster
Duo - Duo Knuckle
Roll - Roll Swing

Also, might not update too much, for developement is going slow, and no coding will happen until my coder learns BlitzBasic and all graphics (me) Mugshots (?) Music (?) and art (a friend) is done.

January 01, 2013, 08:34:33 PM
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Offline CHAOS_FANTAZY

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Re: Mega Man Zeta: The rise of Alto!
« Reply #4 on: January 01, 2013, 08:34:33 PM »
I remember being this guy.  Fun times.

Your storyline is...well, incredibly basic, to say the least.  I can understand not wanting to spoil the story, but as it is...all we've got is Robot Invasion.  The plot's the same as every other game.
I specialize in story and character design if you'd like, but as the topic is right now, we have no idea how to help you.  Please, be more specific.
Finally, lots of playable characters is a little ambitious.  Focus on getting Mega Man playable before anyone else.

EDIT:  Actually, to sum up how I feel about this, don't nutshell anything.  In order to earn our support, you'll have to pull out all you have to show.

January 01, 2013, 09:27:14 PM
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Offline Hatmandoo

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Re: Mega Man Zeta: The rise of Alto!
« Reply #5 on: January 01, 2013, 09:27:14 PM »
Well, there IS more to the plot, but I don't want to spoil the "twist", and the plot isn't supposed to be complex. Many fangames have basic plotlines, at least I have a unique new ani-hero character to change it up. Also, my playable characters will be certainly up to Mega, Proto, and Bass, but if my team has the skill and time, we will definitly add Duo and Roll. Also, Duo and Roll's gameplay isn't that much different. I understand your point, though.

January 02, 2013, 03:00:21 AM
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Offline LeafBlade

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Re: Mega Man Zeta: The rise of Alto!
« Reply #6 on: January 02, 2013, 03:00:21 AM »
All I really gotta say is that not a lot of people give a whoop about plot in the Mega Man series.... I mean the gameplay is the important factor. There are certain games, like Final Fantasy, where the story is a big part of why I play it. Mega Man is a franchise that I don't have that attitude even in the slightest.

January 02, 2013, 04:21:05 AM
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Offline Hatmandoo

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Re: Mega Man Zeta: The rise of Alto!
« Reply #7 on: January 02, 2013, 04:21:05 AM »
Exactly my thoughts.

January 02, 2013, 04:42:17 AM
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Offline CHAOS_FANTAZY

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Re: Mega Man Zeta: The rise of Alto!
« Reply #8 on: January 02, 2013, 04:42:17 AM »
It appears that I am fairly unique in that regard.  Since we're here making a fangame, I figure we can try to toss in new and interesting things, like...yeah, a plotline.  Since we're not pulling out a lazy excuse or an It Was Really Wily All Along (You'd better not be using an It Was Really Wily All Along), I think that it's important for the game to have some semblance of plot.  Hell, if I were in charge of Mega Man fangames, I would give them all at least an opening cutscene.
Of course, this could easily be just me.

Once again, I must ask you to put forward more information and potentially tell us what you might be looking for from us.  I am also fairly curious about the gameplay differences in Duo and Roll, since they're not playable in any other Mega Man platformer.  I swear to SunStar, if Roll isn't perfect, I'm gonna...

January 02, 2013, 04:52:11 AM
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Offline GameAndWatcher

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Re: Mega Man Zeta: The rise of Alto!
« Reply #9 on: January 02, 2013, 04:52:11 AM »
Quote from: "CHAOS_FANTAZY"
Once again, I must ask you to put forward more information and potentially tell us what you might be looking for from us.  I am also fairly curious about the gameplay differences in Duo and Roll, since they're not playable in any other Mega Man platformer.  I swear to SunStar, if Roll isn't perfect, I'm gonna...

Quote from: "CHAOS_FANTAZY"
I am also fairly curious about the gameplay differences in Duo and Roll, since they're not playable in any other Mega Man platformer.

Quote from: "CHAOS_FANTAZY"
Roll

CHAOS, there's this game you need to look at. It's called Megaman Powered Up. She may have just been DLC, but still!

January 02, 2013, 09:14:13 AM
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Offline NemZ

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Re: Mega Man Zeta: The rise of Alto!
« Reply #10 on: January 02, 2013, 09:14:13 AM »
Duo is also a playable charecter 'class' in that korean-only megaman mmo.  just saying.

January 02, 2013, 12:32:10 PM
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Offline Beed28

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Re: Mega Man Zeta: The rise of Alto!
« Reply #11 on: January 02, 2013, 12:32:10 PM »
Wasn't the "korean-only megaman mmo" canceled?

The only games is can think of Duo being playable is Mega Man 2: The Power Fighters and Battle & Chase.

January 03, 2013, 11:34:14 PM
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Offline Donutyoshi

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Re: Mega Man Zeta: The rise of Alto!
« Reply #12 on: January 03, 2013, 11:34:14 PM »
Ah the ideas of Duo and Roll being playable.

Reminds me of something I tried once, but never really worked to it. it reminds me on how I had a list of playables bigger than MMPU's roster.

it was like.

Megaman
Protoman
Bass
Roll
Duo
The 16 Robot Masters

and if you add it all up. it'd be like 21 playables. Geez kinda too much for a Megaman game.

I even attempted to have a new villain just like you did. All I can say I might've done things too excessively, and you shouldn't try thinking on features.

Try getting Game Maker and a simple engine like the Skullman example or Damage's. Maybe you can figure it out. Maybe.

January 04, 2013, 03:49:16 AM
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Offline squidgy617

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Re: Mega Man Zeta: The rise of Alto!
« Reply #13 on: January 04, 2013, 03:49:16 AM »
I have to say, I find it odd that people think characters are such a daunting task.

With the numerous projects I've worked on, I've found that it can become very, very easy to add characters in a game.

INCLUDING a MegaMan one. I actually have an engine with a fully playable FireMan, and (soon-to-be-finished) Elecman and ProtoMan. Each of these took me like an hour to finish. If you have everything laid out right, you can easily set up a system for adding characters quickly and painlessly, though REALLY complex characters could become a challenge. I think the hardest part is balancing them out, but that's another story all together.

Though, for an inexperienced user, it could be quite a challenge.

January 04, 2013, 11:39:58 AM
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Offline Donutyoshi

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Re: Mega Man Zeta: The rise of Alto!
« Reply #14 on: January 04, 2013, 11:39:58 AM »
I dont think a character alone is too hard to program. It's just being excessive can be a problem.