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MegaMan: The Power War (Episode 1)
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Topic: MegaMan: The Power War (Episode 1) (Read 7926 times)
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Bloodbane
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Dark Dragon
Re: MegaMan: The Power War (Episode 1)
«
Reply #30 on:
August 04, 2009, 02:41:21 AM »
Quote
In my opinion, all of the helpers are broken... to the point that it sort of adds it's own balance!
Yeah, until you face Dr Wily and that yellow thing, Beat beats the others.
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OpenBoR Manual
"The more often enemies attack, the more open they are to counter attacks"
NickyP
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You know, that guy with the pet drum?
Re: MegaMan: The Power War (Episode 1)
«
Reply #31 on:
August 04, 2009, 04:23:57 AM »
Beat and Eddie are the only helpers that can hit the Yellow Devil and Wily. So technically, ProtoMan and Duo are respectively the best characters to use for those fights.
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Bloodbane
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Dark Dragon
Re: MegaMan: The Power War (Episode 1)
«
Reply #32 on:
August 05, 2009, 03:05:20 AM »
Awww do you really have to be unfair like that? give advantage for others too so it's more balanced.
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OpenBoR Manual
"The more often enemies attack, the more open they are to counter attacks"
NickyP
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You know, that guy with the pet drum?
Re: MegaMan: The Power War (Episode 1)
«
Reply #33 on:
August 05, 2009, 08:27:53 PM »
Nah, we see it differently BB. Character tiers exist in all kinds of games, this one isn't really an exception. I mean, I even said it plain as day in the readme that some characters are just plain better against bosses than the others... that was just one example of what I meant.
For example, try using Bass against Fireman, or Gray against Iceman. You should notice it's significantly easier than it would be if you were using other characters.
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Bloodbane
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Dark Dragon
Re: MegaMan: The Power War (Episode 1)
«
Reply #34 on:
August 07, 2009, 07:47:47 PM »
[sigh] ok then.
Oh yes, how about episode 2? As we all know, Megaman 1 only has 6 robots (-mans) but the next series have 8. Are you going to have 8 boss fight, like in the game, or just 6 , like in Power Battle?
Actually, I would like to suggest stage select so players can choose which robot to beat 1st but I have problem with 'cansave'.
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"The more often enemies attack, the more open they are to counter attacks"
maxman
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Re: MegaMan: The Power War (Episode 1)
«
Reply #35 on:
August 08, 2009, 12:15:33 AM »
How about htis, Nick? Uhmmm...... How about you make the lifebars in vertical side like the Mega Man games? Next time, when you make a sequel, make sure to use vertical sided lifebars. Your player
char
lifebar on the left and enemy lifebar on the right.
OK. Format for a lifebar and mpbar.
Quote
lbarsize {w} {h} {noborder} {type} {orientation} {border} {shadow} {graph} {backfill}
mpbarsize {w} {h} {noborder} {type} {orientation} {border} {shadow} {graph} {backfill}
{w} is the maximum amount of health the bar can display. Defaults to 100.
{h} is the height of the lifebar in pixels. Defaults to 5.
{noborder} turns on or off the border and shadow around life bars. {0} means there is, {1} means no outline or shadow.
{type} is a flag that sets how lifebar show health. 0 (default) means if an entity's health goes over width, the life bar will wrap around and 'double up' on top of itself (1 unit of health is 1 pixel long.). 1 means the lifebar is shown in percent based.
{orientation} is a flag that sets lifebar's orientation. 0 (default) means horizontal while 1 means vertical.
{border} sets layer adjustment of outer border. Default to 0.
{shadow} sets layer adjustment of border shadow. Default to 0.
{graph} sets layer adjustment of graph fill. Default to 0.
{backfill} sets layer adjustment graph background. Default to 0.
So... can do, Nick?
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BurnKingdom
Denjin Makai Zero
Double Dragon Gaiden
Fire Emblem (by NickyP)
Rhythm of Destruction: Street Fighter Edition
Valdivia Ransom (demo)
Whoever doesn't understand text speaks, ask me and I'll translate (for you) to English.
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DARK HAYABUSA
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Working in the shadows
Re: MegaMan: The Power War (Episode 1)
«
Reply #36 on:
August 08, 2009, 04:19:15 AM »
Quote from: maxman on August 08, 2009, 12:15:33 AM
How about htis, Nick? Uhmmm...... How about you make the lifebars in vertical side like the Mega Man games? Next time, when you make a sequel, make sure to use vertical sided lifebars. Your player
char
lifebar on the left and enemy lifebar on the right.
OK. Format for a lifebar and mpbar.
So... can do, Nick?
I have a surprise to Nick about this and more hope you like!
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NickyP
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You know, that guy with the pet drum?
Re: MegaMan: The Power War (Episode 1)
«
Reply #37 on:
August 08, 2009, 02:42:50 PM »
Quote from: Bloodbane on August 07, 2009, 07:47:47 PM
Oh yes, how about episode 2? As we all know, Megaman 1 only has 6 robots (-mans) but the next series have 8. Are you going to have 8 boss fight, like in the game, or just 6 , like in Power Battle?
Of course Ep.2 will have more bosses. MM2 has more -mans than MM1, it'd be silly of me to leave some of them out.
Admittedly, as I make more episodes, each next mod will probably be longer than the last, simply because the amount of bosses it's corresponding game has.
Quote from: maxman on August 08, 2009, 12:15:33 AM
How about htis, Nick? Uhmmm...... How about you make the lifebars in vertical side like the Mega Man games? Next time, when you make a sequel, make sure to use vertical sided lifebars. Your player
char
lifebar on the left and enemy lifebar on the right.
So... can do, Nick?
Could do. LBF suggested it to me as well. Vertical lifebars would be a neat addition because the original games had them. I'm not sure though how that will affect 3-4 players though, and if I'll have to make adjustments to place where the lifebars are. I'll expirement with it. Besides, you do realize that Power Battle/Fighters has horizontal lifebars, right? Just saying.
«
Last Edit: August 08, 2009, 02:54:50 PM by NickyP
»
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maxman
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Re: MegaMan: The Power War (Episode 1)
«
Reply #38 on:
August 09, 2009, 04:12:03 AM »
Yep. Yes-shurryyyyy. I forgot to mention if you can make lifebars to be with some small rectangular boxes like them. You can sprite edit or handdraw the lifebars.
Or you can get lifebar sprites I think.
Later on, you'll be having a collection of the Power Battle collection. You'll compile the series into one mod.
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Favorite mods from now:
A Tale of Vengeance
Art of Fighting: Beats of Rage Remix III
BurnKingdom
Denjin Makai Zero
Double Dragon Gaiden
Fire Emblem (by NickyP)
Rhythm of Destruction: Street Fighter Edition
Valdivia Ransom (demo)
Whoever doesn't understand text speaks, ask me and I'll translate (for you) to English.
Projects on WIPS (and not):
Dragon Duo (on WIP)
Captain Commando (MVC style, not yet started)
NickyP
Hero Member
Offline
Posts: 2063
You know, that guy with the pet drum?
Re: MegaMan: The Power War (Episode 1)
«
Reply #39 on:
August 09, 2009, 04:38:05 PM »
Quote from: maxman on August 09, 2009, 04:12:03 AM
Later on, you'll be having a collection of the Power Battle collection. You'll compile the series into one mod.
That was one of the original ideas, yes. I would just have each MM game be selectable as a set. The reason I instead opted to release individual mods was because of two reasons: 1) because the completed mod would be well over 140+ mb, and 2) because the loading times would be simply horrendous. Could you just imagine? Consider the fact that each enemy needs it's own projectile (with some having 2+), and each MM game having about 10+ bosses... yeah, you would be staring at "Loading" for probably 20 minutes! And that's if you still had RAM left!
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CyberSoulX
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Posts: 159
Re: MegaMan: The Power War (Episode 1)
«
Reply #40 on:
August 14, 2009, 12:59:47 AM »
I want to play this real bad but the game keeps on crashing after the loading screen. Where are you guys getting the pak from?
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NickyP
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You know, that guy with the pet drum?
Re: MegaMan: The Power War (Episode 1)
«
Reply #41 on:
August 14, 2009, 01:31:34 AM »
Quote from: CyberSoulX on August 14, 2009, 12:59:47 AM
I want to play this real bad but the game keeps on crashing after the loading screen. Where are you guys getting the pak from?
What version of OpenBOR are you using? There's no way it should be crashing unless you're playing on an older version..?
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CyberSoulX
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Posts: 159
Re: MegaMan: The Power War (Episode 1)
«
Reply #42 on:
August 19, 2009, 12:22:37 AM »
I finally got it to work. This mod was awesome. I hope you have some 8bit beats and some side scroll beatem up action for the next episode. How did you get megaman to morph?
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NickyP
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Posts: 2063
You know, that guy with the pet drum?
Re: MegaMan: The Power War (Episode 1)
«
Reply #43 on:
August 19, 2009, 12:44:09 AM »
Weapframe, I believe it's called (haven't had to look it up in a while). Check it out in the manual!
Some updates regarding Episode 2: well, my summer vacation ends in like 4 days.
Episode 2 is about half-way done (5/10 bosses done). With life going back to business, I'm not sure how much time (if any) I'll have to work on it. So needless to say, it's a bit delayed.
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CyberSoulX
Full Member
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Posts: 159
Re: MegaMan: The Power War (Episode 1)
«
Reply #44 on:
August 19, 2009, 09:03:59 PM »
Love episode 1. It would be cool if you had a battle royal in the next episode. Its almost too easy when 2 or more players dip on 1 enemy.
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