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Post by Balthazar on Jun 7, 2013 10:16:51 GMT -5
Hey everyone, I'm quite new to this forum, but ofcourse I'm a big Megaman Legends fan, and I wanted to use my expertise as an artist to bring something to the people! I've been writing a story for a Megaman Legends prequel, which I wanted to convert into a 2D, 8-bit graphics fanmade game! This game would start with a prologue mission, a single dungeon, similar to that in MML1, and this dungeon would be all we'd focus on at first. It'll be more of a test to see how well the Legends gameplay can be converted to 2D, and it can be used as a pitch to greaten the interest even more. I've created a complete Megaman Volnutt spritesheet in 8-bit graphics,which features pretty much all the movements he had in Legends, and I've added crouching, ladder climbing and walljumping to cover the lack of strafing and overal 'analog movement'. I've also made a copy of each frame, so there is a helmet and non-helmet version. Actions speak louder then words, so here are some animated previews: Besides that spritesheet, I've also made a bunch of mock-up screenshots and a couple of attracts (small posters): With that out of the way, let's focus on what's needed to bring this project to life: I, Balthazar, will be fully capable of drawing 8-bit graphics for characters, and I'll stay in charge of the story. Besides that, I've also drawn concepts of areas and the level design for the first dungeon.A lot of people that come up with an idea for a game aren't really capable of doing anything else besides, well, coming up with an idea, so I thought this might be comforting to hear. Here's what we'll need: 1) An ace programmer, with knowledge of, and love for, classic Megaman and Megaman Legends 2) A level designer. I'm well capable of drawing the concepts, but actually designing and programming the levels is a different story. 3) Sound/music guy, but that's not so important at the moment.I guess that's it. If you're interested in joining or supporting this project; speak out and let me hear it! The story I've been writing for this game is, without lying or boasting, really interesting, and heart-warming, like a good Megaman Legends game should be. But, until there has been enough buzz here about the concept, I'll keep it under wraps. Here's the first chapter, which is for the prologue mission (this is what I wrote first; it gets more elaborate and more involving as it goes on). ~~~ Thanks for taking your sweet time to read through my game pitch, Balthazar. ps. for those unfamiliar with me, I've been quite active in the MUGEN community, I'm especially known for my DBZ characters for which I've done the concepts and graphics. If you're interested in that, take a look at my youtube channel, which has a slew of videos featuring those characters in action. www.youtube.com/user/Balthazar321
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Post by Dashe on Jun 7, 2013 13:16:09 GMT -5
Put me in the "cautiously optimistic" camp. I like what I'm seeing for the most part, with the exception being the crossover element in your promo pic. That aside, you seem to be well aware of how many people post parts of fangames in places like this and then drop the project later, so do continue to keep that in mind. On the other hand, I do like your spritework a lot, especially the machines. You know, Flutter. Reaverbots. Weapons. HUD. The actual level itself could use some more Legends-style motifs, though. It's sorely lacking in eyes and weirdly placed glowing dots. Hopefully you can pick up a good level designer soon!
I don't really do any of the things you're looking for, but since the game seems to be story-driven, if you need a proofreader for dialogue and such, I'm probably the most thorough one around. MS Word and autocorrect just can't keep up with my mad skills.
Also, wall jumping is one of my favorite gameplay elements.
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Post by MegaTuga on Jun 7, 2013 13:20:48 GMT -5
Balthazar... let me be honest with you... When I read the title for this thread I was already thinking of a reply: "Oh, look another guy who just thinks he can make up a concept with story and talk about it so others can do the work", because, yes, sadly there are many like these... me included... and I am not proud of that. Now... as soon as I opened up the thread... my jaw dropped to my feet. These sprites... the animations... they might be the very first that really made me this excited. The smoothness of the frames and the quality of the colors combined with the pixels... it isn't just a Megaman Clone with a recolor. (Sure, at close inspection it really looks like an edited Classic Megaman sprite, but that's beside the point). The kick and the roll were the animations that got me the most... and of course Data. You really have to show us that spritesheet once the project gets going. I would like to feast my eyes on all those marvelous pixels. Now, is the time when I stop licking your feet and get serious XD You might be the first to show such an imposing and breathtaking project with already several work of it done besides the main idea. Kudos for that. Sadly, as much as I would like, I cannot aid in your mission. I have little to no programming skills, or ever done anything musical. btw, WHAT YOU MEAN MUSIC IS NOT IMPORTANT...just kidding I will give all my moral support for this. I hope people will also get interested and soon all your tasks will have more than enough people to help. But then again, we have all of them right here in Legends station! SO I am sure that once they know, they might be interested. Heck, if you doubt me, check the other fangame projects! Well that is all from me. May the Master System be with you and your journey.
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Post by Balthazar on Jun 7, 2013 14:19:37 GMT -5
Thanks you both, you've given it a good reception, and understand where I'm coming from here! Dashe, a proof-reader would be nice, since I've written it in Notepad. No autocorrect or anything there As for the cross-over aspect, I believe you're referring to the Metool there; yes it will be using some characters from the Classic series, actually that's a pretty big part of it. My story doesn't feature the Bonne family on purpose, instead you'll have to face off against a rival digger crew, which features hardy men based off a few of the Robot Masters. It's kind of the big 'thing' about it. Walljumping is awesome indeed, I wanted it in Legends, so here's my chance. The way I'm envisioning it, you can even dodge-roll off a wall, when sliding off it MegaTuga, moral support is just as important, so don't feel left out! The Legends Station does seem like a bunch off well-put-together guys, not really seeing any trolls here so far, so I just might show off my spritesheet here soon, or just part of it for starters. Music is indeed VERY important and made Legends that much more attractive (especially the eerie ruin ambiances), so a sound guy will be needed, I just ment it's not really neccesairy at the very beginning on a project Thanks again guys!
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Post by Dashe on Jun 7, 2013 14:44:22 GMT -5
Oh, I make sure the troll quality control is airtight around here. Any trolls we may encounter will always be the sort to give us a top-quality trolling experience, to the point where you don't realize they're trolls. Classic crossover? Sounds like you're making a lower-res version of Mega Man Digger. If that's the case then I'm sure a LOT of people who aren't me will want to sacrifice puppies to ensure it gets out faster. Personally, classic is my least favorite of the other Mega Men, but it seems to be popular these days, and popular is what'll net you those programmers you need. And one more thing...don't forget that Sky Pirate Arcade accepts demos as well as completed games! Only a completed game can net you a badge, but putting the WIPs in the arcade'll get the game some extra publicity.
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Post by Bean on Jun 7, 2013 17:15:36 GMT -5
I like the idea of a retro-looking fan game. I'm curious to know if you'd go full on Mega Man classic or mix in Metroid elements to have more of that whole ruin exploration thing. Either style is fine with me, but I want your take on it!
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Mr. Foetus
Arukoitan
Disclaimer: Subject is not an actual foetus. Please stop congratulating his mom.
Posts: 155
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Post by Mr. Foetus on Jun 7, 2013 17:36:36 GMT -5
I'm chiming in with MegaTuga when I say that when I initially saw this thread, my immediate thought was "Oh no, someone else is trying to make a game with just a concept and no substance". I've seen that on countless forums, and even did a lot of it in the past, so it's become a natural (and very unfortunate) reaction. But then I entered this thread and saw everything, and I must say...this is damn amazing. While I won't say I'm a big fan of the Robot Master throwback (I like the Robot Masters, but the mixture doesn't seem to sit well with me for some reason), I'm loving everything nonetheless. I especially love the idea of wall-jumping, since that's also something I wanted to see in MML.
I'd like to contribute music, if possible. Though, I'm working on the music for Tuttle's Legendary Travels, so I'm not sure if I can put my 100% into this. The music (and concept art) for TLT is my "main" thing at the moment and I want to devote as much energy as I can to it so I can ensure that my end of the project is as shiny as it can be. But I'd do my best with what other time I had to help make this game shiny as well. I can also work in both normal and 8bit styles.
I also do parties. Just no balloon animals. There was an incident.
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Post by Balthazar on Jun 8, 2013 3:49:23 GMT -5
Thanks again for the welcomed reception, guys! I wasn't aware of Megaman Digger, I've checked it out and looks quite nice. What I'm going for will indeed be more retro, classic 8-bit (but with a bit more colors). The dungeons will be interesting, I can't really say they'll be Metroid-ish because, I never played those games (yes that's quite bad). But the concepts I've drawn for the dungeon are interesting to me, I've tried incorporating a few unique elements, and some rewards that are hidden away. Thanks for the musical offer, Mr. Foetus, I'll check out some of it from Tuttle's Legendairy Travels if there's some to listen to.
Now as for the control scheme, here's a little bit how I'm envisioning it:
-Note: All controls and discriptions are noted for a player facing right.
left key = run left = decrease speed while Jet Skating = dodge roll left (double-tap key)
right key = run right = increase speed while Jet Skating = dodge roll right (double-tap key)
down key = crouch = climb down ladder = drop down (when hanging on a ledge) down key = full-crouch (double-tap key)
up key = climb up ladder = leap on ledge (when hanging on a ledge)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
JUMPING
num 0 key = small jump (tap key) = high jump (tap and hold key) = walljump (when near wall) = mega slide (when crouched)
Jumping is Megaman's bread 'n butter. He can do a small jump, a high jump, jump while running, jump off a wall, jump while crouching or full-crouching, jump while climbing a ladder...you name it, that little blue guy can do it!
DODGE ROLL
When things heat up and you're backed into a corner, it might be good to use your dodge roll. Double-tap the directional key into the direction you want to dodge roll into. Megaman is completely invurnable during the full animation of the dodge roll. You can also perform a dodge roll while clinging on a wall (see below). Lastly, you can even perform the dodge roll when crouching, or even when full-crouching! This will make for some real acrobatics! Finally, as in MML, you can dodge roll off the edge, turning it into a very cool looking somersault through the air!
WALLJUMP
While jumping, near a wall, tap and hold the directional button towards it, and Megaman will cling on the wall and slowly descent, similar as in Megaman X. While clinging to a wall, tap the jump key to do a small hop off it, tap and hold the jump key to do a large dismount jump, or double tap the directional button in the opposite directon of the wall to dismount with a dodge roll, making Megaman leap and flip through the air. Similar to the normal dodge roll, he's completely invurnable during the roll.
MEGA SLIDE
Since this game is 2D, not 3D, Megaman loses some mobility, therefor he gains a few more special moves! So, he gains the sliding from the classic Megaman. To perform it, press the down key and then the jump key, and Megaman will slide across the ground, dodging medium to high projectiles and to slide under Reaverbots attacking you or even to swiftly pass under low-hanging ceilings. Upgrading your boots will even make this move damage enemies!
CROUCHING and FULL-CROUCHING
Even more special moves for good old Megaman Volnutt! Because of it's 2D nature, in this game you won't be able to simply strafe and dodge projectiles that way, so Megaman gains a crouch, allowing you to dodge high projectiles coming your way in a split-second. But you won't be able to dodge everything this way. The crouch itself is actually not all that useful. It's the full-crouch what really shines. By double-tapping the down key, Megaman quickly falls down into push-up position, dodging high AND medium-high projectiles and attacks. From both crouch and full-crouch, you can even go into a dodge roll, as described in the dodge roll section above.
HANGING ON LEDGES
If you're taking a leap of faith, well, sometimes faith just isn't with you all the way, but if you get to the edge of a cliff about shoulder-height, Megaman will grab on for dear life! So now you're just kinda hanging there, but you can use the up key to jump onto the ledge. If you'd rather just drop down, press the down key. If you want to get really fancy, after dropping down, quickly press the direction towards the cliff to softly descent down by clinging to it, or even walljump after that!
WALKING
Running is Megaman's thing, but sometimes you just have to take slower steps. You can do so by holding down the investigate button, then holding down the left or right key.
num 1 key = shoot arm buster = kick (when arm buster is not armed)
num 2 key = use special weapon = lifter (when special weapon is not armed)
num 3 key = interact with people/chests/doors = jet-skates (hold key down)
. (period) key = auto-aim
ENTER = open/close pause menu
So yeah...LOTS of possible movement...the idea is to make the dungeons be your playground. *EDIT I've included the first chapter of the story I've written in my first post, on the top.
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Post by MegaTuga on Jun 8, 2013 5:05:23 GMT -5
Not a bad start but I have my feelings about fights that you cannot win... Like Vile in MMX.... Anyway, the story right it's not exciting but I suppose that's because it is only the beginning, so don't read much on it.
Now the gameplay aspects you envisioned... I was afraid you would put Megaman X walljumping mechanics here. But then again it might be just me who doesn't like. Now as for the Dodge roll... I don't know why but I like it. Seems like things you could do in a hack-and-slash game, doing all sorts of acrobatics not only because it's fun to watch but also because it is useful.
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Post by Balthazar on Jun 8, 2013 5:13:22 GMT -5
Yeah, something like that And the story ofcourse, it doesn't really develop until Chapter 3. The first 2 Chapters are just build up.
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Post by Kyle on Jun 8, 2013 12:10:51 GMT -5
I also do parties. Just no balloon animals. There was an incident. I can sympathize with you, Mr. Foetus. I've never been comfortable with balloon animals ever since somebody made that balloon Snake.Awesome work, though, Balthazar. Quick question. Will the Dodge Roll have any collision with enemies, or does Volnutt just pass straight through them?
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Mr. Foetus
Arukoitan
Disclaimer: Subject is not an actual foetus. Please stop congratulating his mom.
Posts: 155
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Post by Mr. Foetus on Jun 8, 2013 13:05:07 GMT -5
Thanks for the musical offer, Mr. Foetus, I'll check out some of it from Tuttle's Legendairy Travels if there's some to listen to. Here's everything that's been posted already. Though, as I said, I can work in 8bit as well. Here's some 8bit stuff I've done, though the style isn't Legendsy. Also, might I suggest: A lot of sidescrollers have implemented the "z, x, c + arrow keys" button configuration (sometimes with an additional shift/spacebar/etc), which I find to be the most convenient and is easy on the fingers. Like Fathom or Cave Story, for instance. Or Depict1, but the controls are a bit backwards there given the nature of the game. It's good to stay with a configuration setup that people are more familiar with. Maybe have "z" for jet skates/interact, "x" for normal buster, "c" for special buster, and "spacebar" for jump?
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Post by Balthazar on Jun 8, 2013 13:16:02 GMT -5
That 8bit music sounds very good, no doubt you'll be able to do 'Legendsy' as well! The control scheme you mentioned sounds like it makes sense. Playing with the arrow keys and the numpad on the right can get a bit cramped, I guess. *Edit I liked the album you linked to so much, I bought it @kyle: Yeah I did plan to have dodge roll pass through the enemies. I don't think it'll be able to fulfill it's purpose if it collided with enemies, especially in this 2D situation.
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Mr. Foetus
Arukoitan
Disclaimer: Subject is not an actual foetus. Please stop congratulating his mom.
Posts: 155
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Post by Mr. Foetus on Jun 8, 2013 14:38:21 GMT -5
I can sympathize with you, Mr. Foetus. I've never been comfortable with balloon animals ever since somebody made that balloon Snake.Oh god, that balloon Snake. It's...it's horrifying. I have seen the face of fear, and it is rubbery. That 8bit music sounds very good, no doubt you'll be able to do 'Legendsy' as well! The control scheme you mentioned sounds like it makes sense. Playing with the arrow keys and the numpad on the right can get a bit cramped, I guess. *Edit I liked the album you linked to so much, I bought it Baaaww, thanks! :,D And yeah, PC players tend to be more comfortable with their hands separated, making use of the left and right side of the keyboard, or the left side of the keyboard and the mouse. The only time I've ever heard of people using the far-right numpad is with multiplayer on a single keyboard, but that's gotten pretty rare these days, what with the interwebnetonlines.
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Post by Balthazar on Jun 9, 2013 4:13:12 GMT -5
*big post alert* Alrighty, time to display the concepts I've drawn for the prologue dungeon. I've taken walljumping into the designs, so you can't go without! The dungeon consists of 4 screens (I mean the times you'd go through a door and the screen fades out/fades in, not like 4 screens in the sense of a classic Megaman game; that'd be tiny!), the 4th screen is just a little bonus screen where no action happens (it'll be at the foot of the structure, outside, so you can enjoy some ocean freshness. I didn't scan that 4th screen because I drew it later, when I was away from my parents again, and I don't have a scanner here) Also keep in mind, different from classic/X levels, these are made so you can play through them either way, since backtracking/discovering is a big part of Legends (in classic and X you couldn't even really walk back to the left most of the time). Also note that there's one of those destructable walls you'll need Drill Arm or whatever for, which leads to a second elevator shaft and will contain another section of ruins to play through, so you'll have to return to this dungeon later on when you're stronger. Hope you like them, feedback/suggestions are always welcome!
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