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OpenBoR => Mod Center => Completed => Topic started by: NickyP on July 28, 2009, 01:00:03 am

Title: MegaMan: The Power War (Episode 1)
Post by: NickyP on July 28, 2009, 01:00:03 am
Finally... my first completed mod!  :cheers!:

You can download it under Completed Mods in the Downloads section of our site.

Mirror: http://www.mediafire.com/?mumdzzgvm5n (http://www.mediafire.com/?mumdzzgvm5n)

Click the spoiler for the ReadMe:
Spoiler
MegaMan is one of my most favorite video game series ever (if not the most favorite), and my single most favorite video game character. I grew up playing those games, and as a grown man I still do. Needless to say, it was almost a pleasure making this mod.

My idea for this mod was inspired by the MegaMan: Power Battle/Fighters games for the arcade. I had always wished they were 3 or 4 players instead of 2, so the original plan was to just make a remake of Power Battle/Fighters and have 4 player support. However, my love for everything 8-bit kicked in, and that's when I decided I would instead remake all of the NES MegaMan games, with Power Battle/Fighters inspired gameplay. The result is, well, what you're about to play in a few minutes!

~Gameplay~

As I've stated above, this mod's gameplay style gets its inspiration from the MegaMan Power Battle/Fighters games. So, those who have played those games before will know exactly what to do.. to those who haven't: this is basically an arcade-style boss rush game.

Initially the game will appear to only be for two players. To add more, simply go to Options -> System Options to change the max amount of players!

~Controls~

This mod uses the attack1-4, special, and jump buttons.

A description of what each does:
Attack1 - Fires normal buster shot
Attack2 - Summon a helper (more on this soon)
Attack3 and Attack4 - Dodge (you can also dodge by pushing Forward twice and Attack1)
Special - For most characters, this will preform a charge shot.

Remember to set these controls in Options->Control Options->Setup Player #!

PSP users: Simply use the eboot I have provided in .rar. Place MPW1.pak into PSP/Game/MMPW/Paks
PC users: I hope you have a controller. If not, and you are forced to play this game with a keyboard, I sincerely apologize for all of the frustration you will soon endure.

~Characters~

There are 5 characters to choose from. Below is a list of them and a description:

-MegaMan-
The butler-turned-hero robot created by Dr. Light, who has saved the world on numerous occasions. His Special is a charge shot. His Helper is Rush.

-ProtoMan-
Created by both Dr. Light and Dr. Wily, and is also MegaMan's older brother. His Special is a charge shot. His Helper is Beat.

-Bass-
MegaMan's rival, and created by Dr. Wily specifically to be just that. His Special is a charge shot. His Helper is Treble.

-Duo-
A mysterious robot from space that landed on Earth, he claims he's on a mission to destroy "evil energy" throughout the universe. His Special is a charge shot that does more damage that the other characters, but it has very limited range. His Helper is Eddie.

-Gray-
A mysterious young reploid that was in hibernation in an abandoned laboratory. After being awakened by a sudden attack, he acquired the legendary Biometal Model A. With Model A and his A-Trans ability, Gray is determined to unlock his hidden past and, ultimately, save the world. His Special is a homing missle that will make him jump backwards. His Helper is Tango.

~Helpers~

Each of the characters are assigned a Helper that can be called on with Attack2. Below is a list and a description of them:

-Rush-
MegaMan's faithful dogbot. When called, Rush will become the Jet Adapter and attach to MegaMan. While in Jet MegaMan form, MegaMan's Special becomes the Super Arm, a weaker but quicker attack compared to the charge shot. Also, by pressing the Jump button again in the air, MegaMan will be able to preform a double-jump. And while Jet MegaMan form, he cannot be knocked down. MegaMan can revert to his normal form only after losing a life, so choose wisely!

-Beat-
MegaMan's birdbot, given to him by Dr. Cossack. When called, Beat will immediatley fly to the enemy and stay ontop of them, constantly causing damage. After a short period of time, Beat will disappear. Beat is also the ONLY Helper that can be called on in the air.

-Treble-
Bass' dogbot, and possibly Rush's rival. When called, Treble will immediatley fire a charge shot, and then disappear.

-Eddie-
A cargo transport robot created by Dr. Light to send MegaMan supplies. When called, Eddie will throw a bomb forward, then disappear.

-Tango-
MegaMan's catbot, only seen in MegaMan 5 for the Gameboy and Rush's playmate. When called, Tango will cough up a razor blade hairball that has boomerang-like movement, and then disappear.

Keep in mind that calling a Helper will drain the MP bar (located under your Life bar). Different Helpers cost a different amount of MP to call, so use them wisely!

~OpenBOR Version~
Because this uses some script, I recommend you use version 3.2252 or higher. It should work fine on all later versions as well. PSP users just use the version I have provided in the .rar

~Tips~

-Is your game lagging a lot when you fire buster shots in the air? Then go to Options -> System Options and disable File Logging.
-Learn to know when to dodge. Dodging recklessly may make you crash right into an enemy attack!
-Just like in all the other MegaMan games, each boss has a particular pattern. Find that pattern, and think of a way to take advantage of it!
-Don't be too quick to switch to Jet MegaMan. While you gain more maneuverability, you also lose your charge shot, which has much more range than the Super Arm. Gauge the situation, and fight appropriatley!
-While you're charging up a charge shot, you can't move. So, plan them accordingly!
-Certain characters are just plain better to use against certain bosses. If you happen to lose all your lives and still have a continue, think about who you might want to use instead.
-Keep in mind that for each extra person playing the game, a boss's max amount of health increases. The more people you play with, the harder the game is!

Everything in the spoiler tab should explain everything. And yes, if you're wondering, I will be continuing this series (each episode representing a game in the MegaMan series).

Enjoy, everyone!

Spoiler
MY FIRST COMPLETED MOD BABY, WOOO!
Title: Re: MegaMan: The Power War (Episode 1)
Post by: BRimstone-x on July 28, 2009, 01:20:11 am
Swell. I was actually planning to make a Megaman 9 a few years back where it was completly 8-bit, with TONs of robot masters and basically the type of gameplay your talking about. I still have all the music and stuff for it, just never really got around to it as of yet. But this sounds very similar, and as such, I'm DYING to play it.
Title: Re: MegaMan: The Power War (Episode 1)
Post by: NickyP on July 28, 2009, 01:31:31 am
Mirror added. I'd still like for a mod to approve it, though.  :eek:
Title: Re: MegaMan: The Power War (Episode 1)
Post by: tendeep2007 on July 28, 2009, 01:33:15 am
Congrats Nick, I've got to try this.  megaman is my favorite until the end. :cheers!:
Title: Re: MegaMan: The Power War (Episode 1)
Post by: BRimstone-x on July 28, 2009, 01:52:45 am
Been playing it for the last bit. Great game Nick. :applauding:

Edit: Beat it. Good stuff. Just a few tips, on the next one, should show the enemies HP, and decrease it somewhat from what it was.

And also, should make the robot masters selectable. Its every Megaman gamers dream.  ;)
Title: Re: MegaMan: The Power War (Episode 1)
Post by: NickyP on July 28, 2009, 02:11:17 am
Glad you liked! I'll see what I can do about those suggestions, selectable stages is something I wanted to do in BOR period, so maybe I'll finally do it next time.

Out of curiosity, who'd you play/beat it as?
Title: Re: MegaMan: The Power War (Episode 1)
Post by: DARK HAYABUSA on July 28, 2009, 02:12:17 am
Great Nick! Download now ... :thumbs_up:
Title: Re: MegaMan: The Power War (Episode 1)
Post by: BRimstone-x on July 28, 2009, 02:13:41 am
Its was pretty hard the first time around. So everyone except Gray.

The I simply destroyed the castle bosses with Duo.

I played a second time around with Gray, who is pretty good. His Special attack is simply better then the others.
Title: Re: MegaMan: The Power War (Episode 1)
Post by: MatMan on July 28, 2009, 05:18:02 am
Now that's old school, Nice mod  ;)
Title: Re: MegaMan: The Power War (Episode 1)
Post by: maxman on July 28, 2009, 05:32:57 am
Thanks, Nick. This is one of my most favorite games of all time. This is mainly how I got my nick (username) in LavaLit. :laughing: Great job. :thumbs_up: I'll download it. I hope it's gonna be AWESOME! :thumbs_up: :thumbs_up: Two thumbs up on this one from me. :)

EDIT: Sorry for too much emoticons. :oops:
Title: Re: MegaMan: The Power War (Episode 1)
Post by: DARK HAYABUSA on July 28, 2009, 05:40:33 am
Now that's old school, Nice mod  ;)
At some point I had in my pocket NeoGeo color! ;D
Title: Re: MegaMan: The Power War (Episode 1)
Post by: Fightn Words on July 28, 2009, 08:52:28 am
I really liked the old school style- the characters, both bosses & playable were fun, Gray has a strategically useful special attack.
Title: Re: MegaMan: The Power War (Episode 1)
Post by: erf_beto on July 28, 2009, 09:09:20 am
This is really cool!
 :)
Great mod, nick!
 :cheers!:
Title: Re: MegaMan: The Power War (Episode 1)
Post by: NickyP on July 28, 2009, 08:48:38 pm
Just wanted to drop by and say I've already started Episode 2.  :)
Title: Re: MegaMan: The Power War (Episode 1)
Post by: DJGameFreakTheIguana on July 28, 2009, 08:54:37 pm
First off Nicky, Power Fighters 2 was the only game I liked as much as the Megaman Zero games, and the fact that bass, duo, and a new guy are playable, I'm already downloading this game. ;D

Secondly, I'll lookin' forward to EP-2.  :cheers!:

EDIT:
lol, I just beat it. ;D
The sprites were great(for NES edits), and I had a chance to try out everyone(but Megaman, just didn't pick'em). 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:
Title: Re: MegaMan: The Power War (Episode 1)
Post by: maxman on July 28, 2009, 09:38:09 pm
What a nice game, man. Nice sprite edits. Gameplay..... hard. :bored: [sigh] It was ok.
Title: Re: MegaMan: The Power War (Episode 1)
Post by: NickyP 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/ (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/ (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.

Spoiler
http://www.youtube.com/watch?v=ceobfB1FH6k

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!
Title: Re: MegaMan: The Power War (Episode 1)
Post by: DJGameFreakTheIguana 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:
Title: Re: MegaMan: The Power War (Episode 1)
Post by: NickyP 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?
Title: Re: MegaMan: The Power War (Episode 1)
Post by: maxman 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. :) Glad you made it.
Title: Re: MegaMan: The Power War (Episode 1)
Post by: lbf 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:
Title: Re: MegaMan: The Power War (Episode 1)
Post by: Bloodbane 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.
Title: Re: MegaMan: The Power War (Episode 1)
Post by: NickyP on July 30, 2009, 01:58:23 pm
I did. Is that all I have to do? Just write a description?
Title: Re: MegaMan: The Power War (Episode 1)
Post by: Damon Caskey 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
Title: Re: MegaMan: The Power War (Episode 1)
Post by: NickyP 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? ???
Title: Re: MegaMan: The Power War (Episode 1)
Post by: Orochi_X 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.
Title: Re: MegaMan: The Power War (Episode 1)
Post by: Damon Caskey on July 30, 2009, 03:14:45 pm
I might have deleted it by mistake, can't find it on this end either.

DC
Title: Re: MegaMan: The Power War (Episode 1)
Post by: NickyP 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:
Title: Re: MegaMan: The Power War (Episode 1)
Post by: Bloodbane 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.
 
Title: Re: MegaMan: The Power War (Episode 1)
Post by: NickyP 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.
 

??? 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?
Title: Re: MegaMan: The Power War (Episode 1)
Post by: Bloodbane 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.
Title: Re: MegaMan: The Power War (Episode 1)
Post by: NickyP on August 04, 2009, 04:23:57 am
Spoiler
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.

 :-X
Title: Re: MegaMan: The Power War (Episode 1)
Post by: Bloodbane 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.
Title: Re: MegaMan: The Power War (Episode 1)
Post by: NickyP 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.
Title: Re: MegaMan: The Power War (Episode 1)
Post by: Bloodbane 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'.
Title: Re: MegaMan: The Power War (Episode 1)
Post by: 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.

Spoiler
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?
Title: Re: MegaMan: The Power War (Episode 1)
Post by: DARK HAYABUSA on August 08, 2009, 04:19:15 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! ;D
Title: Re: MegaMan: The Power War (Episode 1)
Post by: NickyP on August 08, 2009, 02:42:50 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.

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.  ;)
Title: Re: MegaMan: The Power War (Episode 1)
Post by: maxman 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. :laughing: Or you can get lifebar sprites I think.

Spoiler
Later on, you'll be having a collection of the Power Battle collection. You'll compile the series into one mod.
Title: Re: MegaMan: The Power War (Episode 1)
Post by: NickyP on August 09, 2009, 04:38:05 pm
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!
Title: Re: MegaMan: The Power War (Episode 1)
Post by: 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?
Title: Re: MegaMan: The Power War (Episode 1)
Post by: NickyP on August 14, 2009, 01:31:34 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..?
Title: Re: MegaMan: The Power War (Episode 1)
Post by: CyberSoulX 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?
Title: Re: MegaMan: The Power War (Episode 1)
Post by: NickyP 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!  :cheers!:

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.
Title: Re: MegaMan: The Power War (Episode 1)
Post by: CyberSoulX 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.
Title: Re: MegaMan: The Power War (Episode 1)
Post by: lbf on August 19, 2009, 11:03:49 pm
Weapframe, I believe it's called (haven't had to look it up in a while). Check it out in the manual!  :cheers!:

Weaponframe my good man!  That has got to be my favorite new command! 

@CyberSoulXBe sure to download some skill and peep out the manual for details on its usage.  You can do some sweet stuff with it.

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.

Part2 coming soon! :wow!:  too bad your summer vacation is almost over.  Skip the first week of classes, all the teachers do is spew hot air after handing out the agenda anyway  ;)

Title: Re: MegaMan: The Power War (Episode 1)
Post by: NickyP on August 20, 2009, 12:54:58 am
Skip the first week of classes, all the teachers do is spew hot air after handing out the agenda anyway  ;)

I must admit, that isn't the best advice you've given me!  :laughing:
Title: Re: MegaMan: The Power War (Episode 1)
Post by: EP on September 12, 2009, 11:36:00 am
This is the best 8-bit game I ever played in my life!
Title: Re: MegaMan: The Power War (Episode 1)
Post by: Kinjite30g on November 22, 2009, 02:25:21 am
Man this game is off the chain, i really like it just beat it today on my sega dreamcast, all i can say is thank you very much for making this mod can't wait for the second episode of megaman: the power war take care. :cheers!:
Title: Re: MegaMan: The Power War (Episode 1)
Post by: NickyP on November 22, 2009, 04:46:32 pm
Why thank you Kinjite.  :)
Title: Re: MegaMan: The Power War (Episode 1)
Post by: Kinjite30g on December 01, 2009, 09:59:32 pm
Your welcome nickyp, i forgot to tell you that yesterday peace. :)
Title: Re: MegaMan: The Power War (Episode 1)
Post by: edsephiroth on December 22, 2009, 07:37:53 pm
I loved your game, Nick. Congratulations!
I never thought I could play with Protoman anyway.
Title: Re: MegaMan: The Power War (Episode 1)
Post by: SillyGoose on January 01, 2010, 12:28:18 pm
Only flaw I found in the game was that Megamans Rush costume were he shoots the rocket fist is too over-powered. I could just stand still and mash away at the button for all the robot masters. Should be tweaked.
Otherwise really well done.
Title: Re: MegaMan: The Power War (Episode 1)
Post by: NickyP on January 01, 2010, 04:09:35 pm
I'll keep that in mind as I work on Episode 2. I'm going back to work on it; I got super sidetracked with Maplevania, Fire Emblem, and a bunch of other secret WIPs.
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