E107 Theta
17-11-06, 03:04
*11/17/06* Updated.
http://ecom.lsb.elon.edu/group6/Rush%20Coil.PNG
http://ecom.lsb.elon.edu/group6/Charge.png
http://ecom.lsb.elon.edu/group6/Menu.png
http://ecom.lsb.elon.edu/group6/Password.png
http://ecom.lsb.elon.edu/group6/Metool.png
http://ecom.lsb.elon.edu/group6/Mockup.png*
*The last image is a mockup screenshot using the "Rockman Forte" Hoax background, Wily Wars tiles, an 8-Bit Mega Man and a retooled 8-Bit Metool indicating the look and feel I'd like the final product to have. I know the policy on "style mixing" and for the most part I agree with it, but I think the combination of attractive levels, "textured" 8-Bit sprites (After all, Wily Wars and MM Game Gear used sprites from the NES games, but they had more colors), and Mega Man remains exactly the same. The motif behind it is "in 20 years, the world has changed, but this is still the same old Mega Man." I've been fascinated with characters standing out from the background ever since Paper Mario's use of 2D sprites in a 3D world.
Anyway, in my free time I've been making a Mega Man Engine. The gameplay is aiming for MegaMan 4-6. As far as I know, this is one of the most accurate engines out there.
It's a tad buggy, (nvm, a lot buggy). It's about 75% complete. What it currently has:
*Movement
*Sliding
*Charging
*Ladders
*Color Changing (Incomplete)
*Rush Coil (Buggy)
*Pyro Torch Weapon
*Items
*Energy Tanks
*Destructible Walls
*Menu
*Scroll 1 screen right \ left \ down
*Doors
*Metool Enemy (Incomplete)
*Stage Select (Incomplete, with old robot masters serving as placeholders)
*Passwords (Incomplete)
What I haven't made yet:
*Most Weapons, Rush Jet, BEAT, Additional Characters (Hmm... maybe a certain red robot in shades might be playable?)
*Scroll Up
*Eddie
*More Enemies
*Bosses
I might release it open source and see if we can get a team effort to work the bugs out and add stuff to it. Course, then you'll see everyone and their grandma usning it, but then again, almost every MM classic game uses the same engine anyway. In the event that I do release an open source version, it will be public domain for the most part, but I would at least like to be acknowledged for the work I've done. But other than that, you'd be free to use it without permission.
Controls:
Z = Shoot
X = Jump
Down + X = Slide
Arrow Keys = Take a wild guess.
Enter = Open, Close menu (about all you can do with it)
+, - = Change weapons
At the stage select screen select Mega Man to go to the engine test.
Know bugs:
*Rush has a tendancy to go through the floor.
*I think I fixed most of the ladder bugs, but it wouldn't surprise me if there's something I missed.
*The counters go haywire, invisible objects appear and the program crashes on closure. I'm pretty sure this is a problem with the runtime, as pretty much everything I've made in MMF has his problem. (God damn piece of crap, I gotta stop being lazy and make games in a real language) Know of any way to fix this?
MM Engine (http://ecom.lsb.elon.edu/group6/MM_Engine_Test.zip)
http://ecom.lsb.elon.edu/group6/Rush%20Coil.PNG
http://ecom.lsb.elon.edu/group6/Charge.png
http://ecom.lsb.elon.edu/group6/Menu.png
http://ecom.lsb.elon.edu/group6/Password.png
http://ecom.lsb.elon.edu/group6/Metool.png
http://ecom.lsb.elon.edu/group6/Mockup.png*
*The last image is a mockup screenshot using the "Rockman Forte" Hoax background, Wily Wars tiles, an 8-Bit Mega Man and a retooled 8-Bit Metool indicating the look and feel I'd like the final product to have. I know the policy on "style mixing" and for the most part I agree with it, but I think the combination of attractive levels, "textured" 8-Bit sprites (After all, Wily Wars and MM Game Gear used sprites from the NES games, but they had more colors), and Mega Man remains exactly the same. The motif behind it is "in 20 years, the world has changed, but this is still the same old Mega Man." I've been fascinated with characters standing out from the background ever since Paper Mario's use of 2D sprites in a 3D world.
Anyway, in my free time I've been making a Mega Man Engine. The gameplay is aiming for MegaMan 4-6. As far as I know, this is one of the most accurate engines out there.
It's a tad buggy, (nvm, a lot buggy). It's about 75% complete. What it currently has:
*Movement
*Sliding
*Charging
*Ladders
*Color Changing (Incomplete)
*Rush Coil (Buggy)
*Pyro Torch Weapon
*Items
*Energy Tanks
*Destructible Walls
*Menu
*Scroll 1 screen right \ left \ down
*Doors
*Metool Enemy (Incomplete)
*Stage Select (Incomplete, with old robot masters serving as placeholders)
*Passwords (Incomplete)
What I haven't made yet:
*Most Weapons, Rush Jet, BEAT, Additional Characters (Hmm... maybe a certain red robot in shades might be playable?)
*Scroll Up
*Eddie
*More Enemies
*Bosses
I might release it open source and see if we can get a team effort to work the bugs out and add stuff to it. Course, then you'll see everyone and their grandma usning it, but then again, almost every MM classic game uses the same engine anyway. In the event that I do release an open source version, it will be public domain for the most part, but I would at least like to be acknowledged for the work I've done. But other than that, you'd be free to use it without permission.
Controls:
Z = Shoot
X = Jump
Down + X = Slide
Arrow Keys = Take a wild guess.
Enter = Open, Close menu (about all you can do with it)
+, - = Change weapons
At the stage select screen select Mega Man to go to the engine test.
Know bugs:
*Rush has a tendancy to go through the floor.
*I think I fixed most of the ladder bugs, but it wouldn't surprise me if there's something I missed.
*The counters go haywire, invisible objects appear and the program crashes on closure. I'm pretty sure this is a problem with the runtime, as pretty much everything I've made in MMF has his problem. (God damn piece of crap, I gotta stop being lazy and make games in a real language) Know of any way to fix this?
MM Engine (http://ecom.lsb.elon.edu/group6/MM_Engine_Test.zip)