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Post by Balthazar on Jun 14, 2013 15:11:10 GMT -5
Thanks again for the replies everybody Qwertman, what you're offering and/or suggesting sounds great, as in, a page or wiki to keep track and records of everything to keep things clear. I would like that, and with the sudden jump in interest from the 100,000 Strong post, it's gonna be an essential. I haven't made sprites of all the characters yet, by far I haven't, I haven't even designed most yet. Thomas Was Alone was a little gem I remember playing some months ago, but indeed the lighting isn't what I had in mind persee. It wouldn't look plausable in the old-school pixellyness, I think. Java does leave a bad taste in my mind, so I didn't really want to go with that anyway Unity with it's cross-platform openness might be a good candidate. Game Maker isn't too shabby either. Vlambeer for instance makes true gems on mostly that engine/program, like Super Crate Box and Wasteland Kings, and it offers a lot more then some people might think. I've kept the story under wraps for now because I wanted to focus on just the prologue mission for starters, but it might be time to reveal more soon, at least the 2nd chapter. It'll give you guys a better insight on the vibe for the game I have in mind. Legends fans will probably love it Not sure how to go from here, I'll probably wait and see what people have to offer for a little while longer Oh by the way, the Megaman I made was mostly based off the 3rd one i this image (mainly the waste area and the hands): www.legends-station.com/mml3/artwork/megaman1.jpgThanks again guys!
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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 14, 2013 15:47:10 GMT -5
What it needs most now graphical wise are more Reaverbot sprites, and level tiles but for that I'd rather wait for a level designer to join the fray. So whoever made the original facebook post: Thanks ! When you say level tiles, did you want them to be traditional 8bit tiles? Or could they be something like Pixel's style? I have a method that I use to create tilesets like this, but it won't turn out traditionally 8bit. If that works, I could probably do the environments as well. And maybe even level design, if I have the time; I've never actually done level design, but I'm a big fan of Metroidvanias and open-world games and think I could pull it off. Though, as I said earlier with the music, I'm putting a lot of my creative brain juices into Tuttle (that sounds kind of gross for some reason), so I wouldn't be putting my full 100% into this. But it would still be a pretty hefty percent. XD
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Post by Balthazar on Jun 14, 2013 15:50:10 GMT -5
I don't really have a clue what'll work the best, but I suppose I was thinking of 8-bit tiles, but that might restrict the later levels too much (it'll probably be OK for the dungeons but there'll have to be towns and such later on). The example you've shown looks alright to me. Graphically they'd have to be in style with the characters, obviously. One thing I really, really dislike are sprites with different resolutions (like different sized pixels) so I want to avoid that at least.
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Post by TheFallenReploid on Jun 14, 2013 15:57:21 GMT -5
Will this be a direct sequel to Legends 2? It would be great to have something make up for that cliffhanger.
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Post by Balthazar on Jun 14, 2013 15:59:00 GMT -5
Even the title states it's a prequel I didn't want to cover a sequel, with the bases that have been layed already. The story is unrelated to Legends 1 and 2.
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Post by TheFallenReploid on Jun 14, 2013 16:04:42 GMT -5
Whoops, sorry lol. So far, I'm loving the looks of the project. When I saw this on the 100,000 strong page I immediately came just because it was Mega Man Legends! 2D also seems like it can work out quite well. Especially with the preview you showed us on the first page.
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Qwertman
Habarool
Work work work...
Posts: 736
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Post by Qwertman on Jun 14, 2013 16:05:34 GMT -5
I think a good way to have a consistent pixel size in sprites would be to design the game at a specific small resolution. Sprites would be painted with single pixels at a small resolution (eg 16x16) rather than painted with 4 pixel blocks meant to represent single pixels at a higher resolution (32x32). When the game scales to the user's screen, it would do so without any filtering so that the pixels' borders remain sharp. Real lo-res instead of faux low-res.
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Post by Balthazar on Jun 14, 2013 16:09:13 GMT -5
That sounds very nice. As stated before I think it'll probably be awesome to have the game be wide-screen, versus the square box of the NES games (basicly as in my mock-up shots).
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Post by TheFallenReploid on Jun 14, 2013 19:00:20 GMT -5
Will Rockman Volnutt have a rival in this game? Rival like the Lan and Chaud rivalry in battle network. Just wondering..
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SketchMan3
Poh
That's "SketchMan3". Capital S, capital M and the number 3. It's official (nicknames are ok, though)
Posts: 464
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Post by SketchMan3 on Jun 14, 2013 19:52:04 GMT -5
This has all been very interesting so far. I know you said music is not that important yet but, as I'm most interested in the music aspect of this project...
Have you thought of what format you want music to be? Do you want to go big with mp3s/wavs, or do you want to go with "micromusic" formats like .mod, .xm, .it, etc?
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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 14, 2013 20:01:58 GMT -5
I don't really have a clue what'll work the best, but I suppose I was thinking of 8-bit tiles, but that might restrict the later levels too much (it'll probably be OK for the dungeons but there'll have to be towns and such later on). The example you've shown looks alright to me. Graphically they'd have to be in style with the characters, obviously. One thing I really, really dislike are sprites with different resolutions (like different sized pixels) so I want to avoid that at least. Hmmmm, alright. My technique might not work for this, now that I'm looking at it...The game's style is a bit more simplified than the backgrounds I'd make. :C I'll keep thinking about this, though. But don't wait up, only count me in for music at this point. XD Something else random I was thinking about: Having sections of the dungeon that have barely any visible light, so your view space is limited to your immediate area, while the rest is completely black. Maybe the deeper down you go, the more common areas like this would be.
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Post by namelessperson on Jun 14, 2013 20:25:46 GMT -5
If you want to stay away from Java thats totally fine. Like I said I have a lot of experience coding in general and can easily learn most any language. GameMaker sounds like a great idea.
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Post by Sacul on Jun 14, 2013 22:59:09 GMT -5
Nice progress! I'd like to be the music guy but Mr. Foetus seems to be more... expert xD. Anyway, I could help you on the following things:
- Writing better. Your story is OK, but it has some flaws and the way you narrate it is a bit boring. - Turning normal songs into 8bits (and in High Quality). - Suggesting ideas for the story. - Making a trailer for the game when it's ready. - Future spanish translator.
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Post by Balthazar on Jun 15, 2013 2:43:30 GMT -5
It's not as much a story as it is a script for the game, so I can imagine it's boring to read, it's not like a book or anything Mr.Foetus is really my first choice for the music, as I've bought/downloaded his latest album and replaying it all the time, it's very very good! Music is indeed very important, I just thought, not at this stage, early in the progress when there's not even a playable alpha yet I'd rather people don't give me story suggestions, that will make my overall vision muddy. I've already got a person who helped me with the story (basicly the idea for the whole third act), I think it's best if not too many people have influence on it. I should probably rewrite that first section, yeah. Also I should perhaps continue writing the story (I'm down 5 chapters now) but as stated many times before, if possible I want to focus the game solely on the prologue mission for now, so things don't get out of hand too fast, we can focus on just a small section and make sure all the attention is spend on that, then perhaps release that as a beta, and only THEN continue with the rest. Spending time on future aspects of the game at this early point feels wrong to me and feels like it'll become more then I can handle at the time being. Taking things easy and step my step is in my opinion, the best way too go. Translating the game will be very very nice, as well as a trailer but at this point, not really something to keep in mind, but thanks for the offer! The prologue mission already gives you a rival at the end Thanks again for the feedback, much appreciated!
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SketchMan3
Poh
That's "SketchMan3". Capital S, capital M and the number 3. It's official (nicknames are ok, though)
Posts: 464
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Post by SketchMan3 on Jun 15, 2013 4:19:36 GMT -5
Just wanted to help out and give some pros and cons on using mp3s vs module music formats:
Mp3 - Pros: Just press play, don't have to distribute OST later. Cons: Doesn't loop well, large size.
Modules - Pros: Loops however you want, different sections can be faded/transitioned/activated by the programmer with in-game triggers, small size. Cons: takes a little more effort to actually program into the game, composer may not be willing to learn how to write music with a tracker (Mr. Foetus has experience with trackers, though, and so do I if you ever need a bench warmer, lol)
btw I've heard that .it (ImpulseTracker) format is the "best" format from a programmer's point of view but don't quote me on that as I have no experience with it.
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