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Author Topic: MegaMan: The Power War (Episode 1)  (Read 8183 times)
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maxman
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« Reply #15 on: July 28, 2009, 09:38:09 PM »

What a nice game, man. Nice sprite edits. Gameplay..... hard. bored [sigh] It was ok.
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You know, that guy with the pet drum?


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« Reply #16 on: July 28, 2009, 09:41:06 PM »

The sprites were great(for NES edits)


When you read in the credits that I did the sprite editing, it isn't exactly what you think. The sprites for the playable characters come from the NeoGeo Pocket Color game RockMan: Battle & Fighters. What I did was color them and added eyeballs (lol). See MegaMan's original sprite sheet, and you'll know exactly what I'm talking about (first set): http://sprites-inc.co.uk/files/Classic/Megaman/Spinoff/

EDIT: Oh yeah, I also completely recolored Tango the cat. Check here for his original sprites: http://sprites-inc.co.uk/files/Classic/MMV/Wep/

As for Gray, he is NOT a sprite edit whatsoever. In MegaMan ZX Advent for the DS, there's an unlockable minigame in which you play as the character you last used in an 8-bit game. Click the spoiler for a gameplay video.


the only thing I can say A mod like this needs is a Bigger screen. hope you do make that happen on EP2. thumbs_up


Gah, why does everyone say that!?  laughing I think the screen size is perfect because it forces you to use strategy! I mean think about it, if it were any bigger, wouldn't you just dodge all the way to the opposite side of the screen and spam charge shots? There's a method to my madness, I tell ya!
« Last Edit: July 28, 2009, 09:51:07 PM by NickyP » Logged

DJGameFreakTheIguana
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Credit to Vyck_St.Judas, Edited by me.


« Reply #17 on: July 28, 2009, 09:50:43 PM »

Quote
When you read in the credits that I did the sprite editing, it isn't exactly what you think. The sprites for the playable characters come from the NeoGeo Pocket Color game RockMan: Battle & Fighters. What I did was color them and added eyeballs (lol).
Really? i thought they were complete edits, but still go though.
Quote
As for Gray, he is NOT a sprite edit whatsoever. In MegaMan ZX Advent for the DS, there's an unlockable minigame in which you play as the character you last used in an 8-bit game.
Never played it. I DL'ed an emulator but I was just to play sonic Chronicles, and it doesn't even run at full speed.
Quote
Gah, why does everyone say that!?  laughing I think the screen size is perfect because it forces you to use strategy! I mean think about it, if it were any bigger, wouldn't you just dodge all the way to the opposite side of the screen and spam charge shots?
Just for a little more room to breath. I don't think distance would make this any easier since your still going to get hit anyway. you screen is even smaller that I remember from the Power fighters 2. laughing
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NickyP
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« Reply #18 on: July 28, 2009, 10:20:06 PM »

Gameplay..... hard. bored [sigh] It was ok.

Was it that hard? Did you forget about the dodge buttons?
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maxman
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« Reply #19 on: July 29, 2009, 08:31:02 PM »

Gameplay..... hard. bored [sigh] It was ok.

Was it that hard? Did you forget about the dodge buttons?
Maybe it's because of the bboxes, man. It's fun. Smiley Glad you made it.
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Power Perceived is Power Achieved


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« Reply #20 on: July 30, 2009, 12:12:23 AM »

hey yo NickyP

Congrats on the release of this mod!  It is great.

The 1 vs 1 action is well done.  Each enemy's attack patterns must be figured out to beat them.  The ability to summon helpers is a terrific touch as well, they sure do come in handy.

I have to agree with a previous post that stated healthbars being displayed for the enemy would be a welcome addition and perhaps you can arrange the healthbar vertically in the classic style of megaman!

Aight man, I'm ready for Episode 2! yummy
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Bloodbane
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« Reply #21 on: July 30, 2009, 03:08:41 AM »

 Nick, did you notice that your mod upload is denied by DC? you should give him some description to get your mod accepted.
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"The more often enemies attack, the more open they are to counter attacks"
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« Reply #22 on: July 30, 2009, 01:58:23 PM »

I did. Is that all I have to do? Just write a description?
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Damon Caskey
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« Reply #23 on: July 30, 2009, 02:02:29 PM »

Pretty much. If it is a total blank, no one is going to have a clue what they are downloading.

DC
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NickyP
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« Reply #24 on: July 30, 2009, 02:04:38 PM »

lol I'd think the title would explain enough, but that's fine.

I've been looking for the page to update it, but I can't seem to find it. Where is it? Huh?
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Orochi_X
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Now! Count up your crimes.


« Reply #25 on: July 30, 2009, 02:05:05 PM »

A preview .gif would also be nice.

comprising of the title screen , select screen and a few gameplay shots.
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Damon Caskey
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« Reply #26 on: July 30, 2009, 03:14:45 PM »

I might have deleted it by mistake, can't find it on this end either.

DC
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NickyP
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« Reply #27 on: August 01, 2009, 02:15:55 AM »

Well I'll make the preview gif and provide a description, but does anyone else with internet better than dsl wanna upload it? I just don't feel like waiting 45 minutes to upload it for the third time.  nervous
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Bloodbane
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« Reply #28 on: August 04, 2009, 01:12:09 AM »

 Interesting Nick! Good job on this mod! There are couple stuffs that bug me while playing but most part of the mod is fine.

 I can see the strategy you're referring here. Great! I love the idea. Took some time to figure out how to kill enemies without getting hit!

 I agree about that this mod is too small, in size that is. The battle with regular bosses is fine enough for me but against Dr.Willy and that yellow slimeman it's too small IMO. If you worry about player spamming chargeattack, you need to fix enemies AI so they can't be hit by chargeattack easily from far away. I noticed that enemies mostly walk (for those who can walk that is) to get close to player 1st. You need to replace this action by say jumping toward player. Just 1 suggestion.

 The helper is great idea. Beat is the only one with AI problem IMO. He can't fly vertically to chase enemy. I have script for this if you're interested.
 BTW don't you think it's unfair to give Protoman advantage with Beat? It's true, Beat consumes lot of MP but it's not big deal since it can hit high.

 BTW Nick, did you get these error messages?

Quote
FATAL: attempt to spawn object with invalid model name (Star)!
FATAL: attempt to spawn object with invalid model name (Star)!
FATAL: attempt to spawn object with invalid model name (Star)!
FATAL: attempt to spawn object with invalid model name (Star)!
FATAL: attempt to spawn object with invalid model name (Star)!
FATAL: attempt to spawn object with invalid model name (Star)!
FATAL: attempt to spawn object with invalid model name (Star)!
FATAL: attempt to spawn object with invalid model name (Star)!
FATAL: attempt to spawn object with invalid model name (Star)!
...

 This is just couple lines, there are more.
 
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NickyP
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« Reply #29 on: August 04, 2009, 01:50:43 AM »

The helper is great idea. Beat is the only one with AI problem IMO. He can't fly vertically to chase enemy. I have script for this if you're interested.
 BTW don't you think it's unfair to give Protoman advantage with Beat? It's true, Beat consumes lot of MP but it's not big deal since it can hit high.

I didn't know how to make Beat chase vertically, so that's why I made him the only helper that can be called in the air to make up for it. Unfair advantage with Beat?  laughing What, the others aren't good enough for you? With Rush you get way more mobility and a possibly better special. With Treble you get insta-charge shots, which makes him very easy to spam with. With Eddie you get a bomb that does lots of damage and is easy to set up. With Tango you practically can never miss unless the enemy is airborne. In my opinion, all of the helpers are broken... to the point that it sort of adds it's own balance!

BTW Nick, did you get these error messages?

Quote
FATAL: attempt to spawn object with invalid model name (Star)!
FATAL: attempt to spawn object with invalid model name (Star)!
FATAL: attempt to spawn object with invalid model name (Star)!
FATAL: attempt to spawn object with invalid model name (Star)!
FATAL: attempt to spawn object with invalid model name (Star)!
FATAL: attempt to spawn object with invalid model name (Star)!
FATAL: attempt to spawn object with invalid model name (Star)!
FATAL: attempt to spawn object with invalid model name (Star)!
FATAL: attempt to spawn object with invalid model name (Star)!
...

 This is just couple lines, there are more.
 

Huh? First time I ever saw them. Where did they pop up? EDIT: Y'know, I think I know why those errors pop up. My jumpattacks and whatnot all have throwframes. Since usually the only thing that can be thrown in the air is "Star", and I don't have one, BOR instead fires the proper knife in its place and then writes that error. I could be wrong though?
« Last Edit: August 04, 2009, 01:55:55 AM by NickyP » Logged

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