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Post by Pitch on Dec 7, 2008 20:06:20 GMT -5
fab.. .. holy wow .. That's the coolest thing I've seen since .. .. I just really don't know what to say. PLEASE PLEASE PLEASE see this one through to the end!
This is pure awesomeness in a freaking can. I love the sprites(I like the use of the MISSION START/COMPLETE-styled letters, too), it controls smooth, it's got so much potential for awesomeness, I don't even know what else I can say. The concept sounds great; I love the creative mesh of Classic/Legends-style. I can't wait to see where this one goes. I do have some questions, but I'd imagine you're holding back intentionally, so I'll lay off for the moment. Very nice, though. *bookmarks thread*
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Trege
Poh
oro?
Meddling with Legends 1, Legends 2 and Mega Man 64 data.
Posts: 463
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Post by Trege on Dec 7, 2008 20:28:53 GMT -5
Woah, this fangame puts mine to shame I hope it turns out well. I can see myself replaying this a lot when it's finished. (Goes to study gml more, and bookmarks the thread as well.)
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Post by JMC47 on Dec 7, 2008 21:46:55 GMT -5
I don't know what you guys are seeing, but I found a generally unimpressive game design. I'm going to go through my fan game review process.
GAMEPLAY: mediocre at best Okay, the engine itself is generally good, but it's not FUN! I found myself running from reaverbots, turning for a moment, and shooting one of my under powered shots. When I have to run backwards almost the entire stage just to kill a reaverbot, that's bad. All the reaverbots didn't work well with the actual gameplay, they didn't fit. Please, make shots do more damage or something to make it MUCH less frustrating.
GRAPHICS: Pretty Good I know the game is incomplete, but reaverbots seemed stale compared to the great MegaMan sprites. The backgrounds are rich and vibrant, and I'm quite impressed with it.
SOUND and MUSIC: Mixed The Apple Market music was fine, but the music for the Northern area was poor, and forced me to mute the game. Sound effects are great
I know I may be seeming harsh, but I think the problem right now is easily solvable. It's outright poor game design with the reaverbots, and once you tune it to be more pleasant it'll probably be a hundred times better. I mean, there were less than 10 enemies, and a very short section, but it appeared painfully obvious something was wrong.
I don't mean to say any of this rudely, I just hope that before the finished product that something is done to rectify the gameplay. You did all the hard stuff (getting the controls to feel right) perfectly, it should all be tweaking. Anyway, I see a ton of potential in the game, and I do look forward to the next or final release.
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Post by Pitch on Dec 7, 2008 22:07:01 GMT -5
I was mostly charmed by the idea. I can imagine pretty well how this would fit together very nicely as far as an overall game goes; and I can imagine lots of Legends-related things to fill certain aspects of a Classic/X-style game. It was just generally enjoyable to see it in action.
I'm not sure how much I can judge the gameplay from one stage, but yeah. I would have to agree that the reavers seemed annoyingly overpowered/advantaged. That's actually about where some of my questions would've come in, so I'll toss 'em out here...
* Buster augmentation: Could the standard buster stats be worked in? It would be breaking the "Classic" formula a bit, but perhaps gaining a new buster part from each boss in addition to whatever the weapons system might be. (which I'm making a bit of a jump in assuming there will be one) The first four bosses might give single-stat boosts and the latter four combination units of some kind. It would be nifty. Or they could always be found in the ruins.
* Equippables: Can we have the fun stuff like Helmet, stronger Armor, Jet Skates and Jump Springs? That would soften the blow and/or make evading enemies easier.
I didn't really have any complaint about the graphics. I found them quite charming really. And for Music, I kind of just let that go, since it's a demo of one stage, but for stage music that was a bit hard on the ears.
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Post by Blues on Dec 7, 2008 22:19:11 GMT -5
Interesting concept there. I like where it's going. The only thing I hope you'll add is some special movement, like a slide, dash, or even find a way to put in DASH's own dodge/roll movement thing.
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Heat Sonata
Gorubeshu
*takes the art escalator*
Posts: 269
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Post by Heat Sonata on Dec 7, 2008 23:42:01 GMT -5
Very nice! I've got to admit, I'm pretty lazy when it comes to checking up on fanprojects and what not, but when I heard you had a working demo of a classic-styled MML fangame I had to try it. I'll throw in my two cents.
Graphics: I was generally pretty impressed by the sprite and backgrounds. My only complaint, I suppose, and you've probably already realized this, is those exploding guys seem way disproportional to their size in the games.
Sound: Using classic Megaman Legends sounds, I can't imagine what could go wrong. I do kind of agree on the general consensus of the Northern Area music, but I found it tolerable.
Gameplay: I guess I have mixed feelings here. I can't tell from the demo everything your planning to do with it. The gameplay did a good job of carrying the feel of the classic games, but I do have to say that I found myself gritting my teeth with every enemy I encountered besides Foo Roo. Fingerii's shots became incredibly difficult to dodge if you didn't manage it earlier, although they were pretty relenting with damage. Miitan became a frustrating battle of trying to run and shoot, ending usually in failure as soon as a cliff was reached. Gorubeshu was challenging, but I wouldn't have minded getting a break after I finally figured out how to attack him: I ended up making about six or seven jump-strikes on that one enemy. @__@ I know classic fans like it tough, but maybe enemy health values could be tuned down just a bit. Another thing lacking from the classic games were any sort of traps, though I imagine you're planning to do more with that. I guess this falls into the "miscellaneous" category, but I wouldn't mind a more remote location for the for the reset button. I accidentally hit it with my hands in the home row position once. XD
This looks great so far. I'm looking forward to seeing where it goes.
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Post by Chiz on Dec 8, 2008 7:15:58 GMT -5
Well, graphically, the game it alright...however, the reaverbots seem out of proportion with Trigger, unless they're suppose to be giants I'm going to go out on a limb and assume that the enemies are suppose to be Nintendo Hard, although the demo isn't long enough to pose that big a problem to get through. However, the great majority of the reaverbots featured have higher health (or Trigger's buster is heavily underpowered) from the Legends games. Also, at the moment, the game doesn't have the same flow that the classic and X games did, but I'm going to chalk that up to being an early demo. I think going with a 320x240 display is probably a mistake, although more time would have been needed to make the larger sprites. Speaking of, the title and game over text look unnecessarily blocky...was this a style decision or something else? Because, in my opinion, it looks better when it's smoothed out: | | | | | | Original | Redone v2 | Supersized (Click For Full) |
All in all, though, the game seems like a good start. Will be interesting to see what becomes of it.
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Post by Buster Cannon on Dec 8, 2008 16:42:48 GMT -5
Well, I got a chance to play this with my PS2 controller, and it's pretty nice! My only gripe was that some of the enemies did seem a tad bit overpowered.
Also, I agree with Blues in that Trigger needs a movement option. I felt like I was playing through MMX's intro stage (not necessarily a bad thing ), because I had no dash, slide, or anything. You could do what they did in Megaman X8; Axl had a forward roll that gave him immunity to projectiles while he was doing it. Using the Jet Skates as a dash would also work.
As for the buster, you may want to rework the gameplay if you're going to use rapid fire. Quite honestly, the way the game is now, charge shots would be better here (or a Special Weapon system). If you want to use rapid fire, I recommend you give Megaman the ability to 8-way aim (a la Bass/Axl), or power up the shots a bit. Taking out shielded enemies is murder when you have a weak pea-shooter.
Otherwise, it's a great effort. Keep it up! ;D
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Post by fAB on Dec 8, 2008 20:29:36 GMT -5
Wow, I'm a bit overwhelmed by the amount of feedback that came pouring in on this. First of all, thank you for your initial post, Green! Seeing that kind of excitement and encouragement so soon after posting the demo, it's just what someone wants to read when starting out on a project like this. ;D Even though I'm signaling out Green's post, I definitely appreciate all positive comments. As I mentioned, I was a little apprehensive about the whole concept, expecting there might be some people saying, "Ew, that's just wrong! It's a disgrace to both Legends and Classic!" Now moving onto the constructive criticism, also very appreciated though it feels a bit early for a lot of this stuff to come up. It's only been three and a half weeks since the idea for the game first popped into my head, so I felt I'd done pretty well under the circumstances. Also, as the release notes state: This is more or less a basic game engine tryout demo. Some of the elements may be temporary or still require further tweaking, but it gives the player a feel for the movement, graphics and setting of the game.Anyhow, some responses to individual concerns: Enemy Difficulty:Now, I admittedly suck at playing Mega Man games on the computer keyboard, but I found the little level pretty easy to get through myself. Maybe it's just because I've had practice fighting the enemies while I was working on coding them. In any case, I wasn't too worried about fine-tuning them at this point and certainly wasn't worried about difficulty considering Data can be reached just by running and jumping without firing a single shot. XD However, things will of course require tweaking when taking into account longer levels full of reaverbots, and I'll be sure to pay close attention to this aspect for the next demo since it's bugging so many people. Underpowered Buster:This goes hand in hand with the above. Yes, there will be buster upgrades available. I'm thinking Attack and Rapid. These will naturally be purchasable in the town, so even taking into account the worst case difficulty scenario, as long as a player can make it through one path alive, then they can keep repeating it and build up their Zenny supply as much as they want in order to increase their buster capabilities... I don't anticipate making the game so difficult that it will be necessary though. Equipment and Movement:Helmet's a no, armor's a maybe. Dodge roll and jet skates are indeed being considered. Music & Sounds:Yeah, can't go wrong with Legends sound effects. The music is midi and was randomly thrown in at the last minute just to make the demo feel a little more complete. Temporary is the word here. Reaverbot Sizes:I assure you I did not start spriting without thinking about the sizes in advance. In 3D everything is going to be smaller when it's farther away. If you really take Trigger and walk right up to these reaverbots in Legends and Legends 2, I think you may be surprised just how big they are when standing side by side. That said, I may still have made them a little on the large side, but you can't make things too small or there'll be no detail. Also, Trigger is in X's pose, so he slouches a bit. Logo Letters & Resolution:I had a feeling Chiz would comment on the former, and would have taken bets that he'd comment on the latter. The letters were taken from the game and double-sized. Figured I might smooth them out later, but hardly a priority. As for the resolution, I think increasing it to 640x480 would require about 4 times the sprite work. It would look awesome, but I'd never finish it, especially considering that at the 320x240 I have all of MM7, X, X2, and X3's backgrounds and tiles to work with. I don't mean to come off as lazy, but I'm trying to keep the project realistic. Return comments are welcome, and if I've failed to comment on anything important feel free to mention it again, though I may have left things unaddressed intentionally.
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Post by in·clover on Dec 9, 2008 5:29:14 GMT -5
Great! Simple but polished.
I'm hoping you incorporate at least a few aspects of the Legends series into the game. At this point it's pretty much a Classic series fangame with Legends characters.
I love it, though. The high difficulty level really makes this game a challenge. And I don't know about anyone else, but I'm pretty masochistic about my games. I like them to pwn me, big time. There's something sickeningly pleasurable about it. I wouldn't change it unless it were in the form of a difficulty setting/option.
Overall: great graphics, great music, smooth gameplay, challenging enemies. Can't wait to see more. ;D
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Post by Dragge on Dec 11, 2008 15:32:48 GMT -5
That was great. It takes a while to get used to the keyboard controls but I found it to be another great addition to the Sky-Pirate Arcade.
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Post by Pitch on Dec 18, 2008 17:11:06 GMT -5
It's kind of amusing really: not too long ago Buster Cannon and I were talking about something like this over PMs, but the other way around (i.e., I was wishing Capcom would toss Classic MegaMan in a more Legends-like game). This is just as cool, though. *thumbs up* Reason I mentioned it is simply that that conversation was enough to spur my imagination about how this might work out, and awesome possibilities were flying around wildly in my head. (Still are, actually..) That's probably the main reason for my super-enthusiastic response. Of course, with MegaMan 9 just recently released, enthusiasm for this sort of thing ought to be high all around. But in any case, I'm glad my comments could have the desired effect. Why no Helmet, just out of curiosity? And.. Jump Springs? (everyone seems to forget about those) I was doubtful when you said this, but indeed it is true. ; Ya'd think ya' know the reaverbots inside and out after playing so much, but.. yeah. I think this screen kind of shows the relative sizes of Trigger to Miitan. (this was the only one whose size seemed off to me) Trigger's a bit more hunched up than in his sprite, but I'd say it's pretty close to accurate now that I look at it. You learn something new every day I guess.
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Post by Blues on Dec 18, 2008 21:56:18 GMT -5
Really? I love that item. Woah, that is pretty close. Looking at that pic, the sprite only seems slightly off. Just kiddin'.
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Post by Pitch on Dec 18, 2008 22:05:43 GMT -5
Well, you know, he said they might be a bit off. Got to show them details and all.. I think people forget Jump Springs often because they're non-existent in Legends 2. I think they may've been the one piece of MegaMan's equipment that that money grubbing gold digger* Roll didn't sell. MegaMan's got mad hops in Legends 2. ; (* ... pun?) More on topic: I almost don't want to ask, since I'd kind of rather be surprised(or disappointed [not really ]), but is there any chance Yuna might make an appearance? (/me has a cool idea for that... )
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Post by Buster Cannon on Dec 18, 2008 22:46:42 GMT -5
Miitan seem much smaller when you're playing the game, but it's surprising how big they actually are. A lot of the enemies are going to look like mid-bosses.
I'm actually curious to see how special weapons play out in this game. Heck, some weapons would actually have some Classic series counterparts, due to the game being in 3D. The Reflector Arm could play like the Gemini Laser (that'd be pretty sweet), Ground Crawler would act like Plug Ball, Crusher has the effect of X4's Plasma upgrade, etc. It could be a pretty fun system.
IMO, I don't think the Helmet would have a true purpose. He's not doing it in MMX style, and there's only so much enhancement that you can do. Of course, I could be wrong, but hey.
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