View Full Version : Megaman Delta
I'm starting a project with Game Maker 7 called "Megaman Delta". It takes place in between the classic and X series, but explains an alternate story that tells how the biometals (from the ZX series) originated. You play solely as a character named Delta, whom has his own personal apperance but eventually becomes Megaman shortly after the beginning of the game. The storyline (rather, the prelude to the story) is attached to this post, as well as a full sheet of Megaman "Model R". (The R stands for Rock, and we all know who that is. xD)
The game will incorporate a "Element Brew" system, which will allow Delta to combine 6 different elelemts to create 36 different weapons,each with different features! Elements are Fire, Water, Earth, Wind, Lightning, and Astro. Megaman also has the "Giga Crush" technique in this game, which he eventually finds as a hidden pickup in one of the levels. On top of that, Megaman has the use of a one-slash saber as well as his buster, which can also be combined to form a blast wave. They can't be combined with the elements though, or so I'm planning. The Giga Crush CAN, though... but that'll be a heck of a lot of work!
Not to mention, Delta will be able to shoot and slash while sliding, wall slide/kick, and use his slide to double over as a jump-dash utility.
After I post this and compile the system, I'll let you all see the basis for the game, which was originally meant for a Megaman Network Transmission game (hence NES Megaman EXE.)
PS. Originally, there was going to be a lot of elements (about 8 or 9) but I knew that was going to be WAY too much work. That's why there's other icons for the weapons.
PSS. "Zerozero Machina" is the name for my digital music group, which right now only cosists of myself. xD
[fish in space]
13-01-08, 21:25
The red on the human's hair looks bad. Try changing the placement. Love the way you did the mugs.
If you can get the system up and working, This game would be fantastic.
I have one comment/suggestion though. For the elements, make sure they aren't just gimmicks, but actually contribute to the game.
By that, I mean certain boss/levels are alot easier with a certain combined elements, or some bosses die faster with some combo. Always, try and stay away from making one element more powerful then another, because it could be abused. Each should be balanced, but you dont have to worry about any of that yet now.
You have a good idea going here.
Way to be way over the color limit.
You should have a max of 5 colors, using 2 layers.
From the looks of it, you're at least 3 times over it.
Thanks for the comments, everyone! Looking at it now, the red and yellow hair does look a tad bit tacky. And, is exceeding the color limit particularly a bad thing? Meh, maybe I'll just 16-bitify it. At any rate, thanks. Due to technical problems, I'll have to post the feature demo or some time later in the week.
--Don't forget to read the story!!!
Also, pertaining to the elements, of course they won't be gimmicks. That would make Megaman fans really upset, and I'd be mad at myself as well. xD... Anyway, the elements will be able to be combined for offensive, defensive, and utility purposes. Example, water and earth can be combined to form a mud-platform, which damages enemies that it hits (until contact with solid ground or water.)
One last thing- once I have the basis for the element-brew system, I'll let you all know if you can help. That is, well... if you want to.
Suggestions for story characters would also be helpful.
2 questions:
#1 : Are you going to have a Bass-type character in this?
#2 : If so, Can I design him? I have a design for him.
Oh, and I think you should change the name, The word "Delta" is WAY over used
Legendary Hoamaru
14-01-08, 17:57
Way to be way over the color limit.
You should have a max of 5 colors, using 2 layers.
From the looks of it, you're at least 3 times over it.
He stated that it was going to be 8 bit? He could be detailing it more than just 8 bits from the look of it while keeping the sizes relative to the 8 bit games...
As long as the rest of the game stays consistent with the style I don't see the problem. You know tons more about sprite design than I do though, so maybe I should stay quiet haha :P.
Pinkie Pie
14-01-08, 21:41
Few problems with the sprites:
1) Hair is not shaded that way. Ever.
2) Not very good colour-wise. They clash in places. Want a NES pallette? Here's one:
11516
If you're going for an 8Bit look, why not go all the way and use NES colours? :P
3) The custom poses range from decent to awkward. The awkward ones? Shooting whilst sliding, shooting whilst climbing the ladder...
4) If you want an accurate 8bit look, the NES could handle around 6 colours MAX.. with layers. How-ever save yourself a headache and don't sprite with layers when theres no need to XP
._. xD... Pardon ME. xD... But thanks, I will most definitley use that NES palette! And as for a Bass-type character, if you read the story that would be the character named "Cipher". He actually looks like Protoman a little bit, but then again I haven't even done sprites for him. I'm probably gonna keep this NES, because 16 bit effects would kill me. Quite a bit. As for the bosses they'll either be exact rips of robot masters from MM1 - 6, but I'm not sure. Help with bosses would be nice as well... x3 Er... would somebody read the frickin' story? XXDD Corrections in the story concerning Kalinka would be nice, if there are any. And if I'm not mistaken, the classic and X series were 100 years apart right?
PS - New names for the title would be useful. I'm not changing Delta's name, mainly because his design as MegaMan sorta is based on it.
Marl Duothimir
16-01-08, 03:29
No, if I remember correctly, they took place only thirty years apart. And I suppose I might be able to help with editting sprites, though you seem to have that down well enough on your own. As for sprite ripping, I can't help you there. I don't even know how to.
Type-BLUES.EXE
16-01-08, 04:33
No, if I remember correctly, they took place only thirty years apart. And I suppose I might be able to help with editting sprites, though you seem to have that down well enough on your own. As for sprite ripping, I can't help you there. I don't even know how to.
No, it was 100 years apart. The diagnostics tests were supposed to run for 30 years, but Light died before then, so it ended up being 100 years after sealing before Cain found him.
Since I'm no expert at sliding, I'll be more of a mechanics guy:
In order to not be a gimmick, an Elements system would need to be more than just elements. Assuming you follow a standard Megaman type system where you gain additional weapons after defeating Robot Masters, some of the Robot Masters would have Elemental damage based weapons, in which Delta's Element system would either compliment or clash with the weapon (example Fire complimenting Fire for damage boost, Ice clashing with Fire for damage reduction). But that's just me and my pickiness.
Is the element brew system going to be similar to the one in Kirby 64?
...? Oh, that. Hmm... no, because you can switch the elements (like the weapons) on the fly instead of having to pick them up. And as for getting weapons and elements, that would be a horrible pain in the ass, because mixing 6 elements is 36 different weapon possibilities in total, and adding weapons would only mean more animations, which I'd probably keel over if I had to deal with. xD
In the game, there will be 3 bars showing instead of two, consisting of Delta's LE, the WE for the 1st weapon, and the WE for the second. When the combos are used, the WE of both bars goes down.
Hmm... if someone could help with the wall slide coding (including the dash-jump off the wall) that would be much abliged.
Due to technical difficulties in my life this project is shut down until further notice. I apologize for the inconvenience.
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