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Author Topic: Boss/Bonus character: Weapons Archive  (Read 5164 times)

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Offline Magma MK-II

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Re: Boss/Bonus character: Weapons Archive
« Reply #50 on: February 14, 2016, 09:21:29 PM »
Yeah I just added it.
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Offline Magma MK-II

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Re: Boss/Bonus character: Weapons Archive
« Reply #51 on: February 19, 2016, 04:12:18 PM »
I'm taking a break from this for a while, but I shall return to it soon. Currently these are the weapons available:

Mega Man: Hyper Bomb
Mega Man 2: Air Shooter
Mega Man 3: Hard Knuckle, Gemini Laser
Mega Man 4: Skull Barrier, Ring Boomerang
Mega Man 5: Gravity Hold
Mega Man 6: Flame Blast, Silver Tomahawk
Mega Man 7: Noise Crush
Mega Man 8: Thunder Claw, Astro Crush
Mega Man 9: Hornet Chaser, Black Hole Bomb
Mega Man 10: Chill Spike

This list could be rounded to 20 weapons, two for each game (more could be added later). O Ilu already suggested Crystal Eye for Mega Man 5 and I plan to add Rebound Striker for Mega man 10. That would leave 1, 2, and 7 without a second weapon. Any suggestion is welcome.
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Offline HyperVoiceActing

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Re: Boss/Bonus character: Weapons Archive
« Reply #52 on: February 20, 2016, 09:22:13 AM »
I think the 2nd MM1 power could be Rolling Cutter and the 2nd MM2 power could be Acid Bubble (whatever Bubble Man's power was named)

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Re: Boss/Bonus character: Weapons Archive
« Reply #53 on: February 20, 2016, 09:28:30 AM »
No Crystal Eye? Flash Stopper?
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Offline Magma MK-II

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Re: Boss/Bonus character: Weapons Archive
« Reply #54 on: February 20, 2016, 11:39:30 AM »
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I think the 2nd MM1 power could be Rolling Cutter and the 2nd MM2 power could be Acid Bubble (whatever Bubble Man's power was named)

No offense, but these are exactly the ones I'm trying to avoid.

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No Crystal Eye? Flash Stopper?

Uh, I said up there that Crystal Eye will be in.

As for Bright Flash, since I already put Gravity Hold I think it would become redundant (Bright Flash, Gravity Hold and Centaur Flash all work the same way, basically damaging everything on screen). Unless you have something in mind already.
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Re: Boss/Bonus character: Weapons Archive
« Reply #55 on: February 20, 2016, 11:52:12 AM »
Bright Flash would just freeze all the enemies, not harming them.
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Re: Boss/Bonus character: Weapons Archive
« Reply #56 on: February 20, 2016, 04:30:09 PM »
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Bright Flash would just freeze all the enemies, not harming them.

Like a stun, or like when Sub-Zero freezes his opponent? My idea for Gravity Hold is to work like Ermac, smashing the opponent on the top of the screen.

Of course, the 20 weapons goal is not set in stone, we could easily get it up to 30. I'd also like to include some weapons from the main spinoffs, like Megaman & Bass.
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Re: Boss/Bonus character: Weapons Archive
« Reply #57 on: February 20, 2016, 06:18:41 PM »
Like Subzero. Like I did on my SD megaman.
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Re: Boss/Bonus character: Weapons Archive
« Reply #58 on: February 20, 2016, 06:51:14 PM »
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Like Subzero. Like I did on my SD megaman.

Would it even need sprites, since all it does is flash the screen?
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Re: Boss/Bonus character: Weapons Archive
« Reply #59 on: February 20, 2016, 07:47:25 PM »
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No offense, but these are exactly the ones I'm trying to avoid.
What's wrong with them?

Offline Magma MK-II

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Re: Boss/Bonus character: Weapons Archive
« Reply #60 on: February 20, 2016, 08:59:15 PM »
Too common/overused.
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Offline ExeLord

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Re: Boss/Bonus character: Weapons Archive
« Reply #61 on: February 21, 2016, 07:23:01 AM »
Actual weapons archive had Slash Claw in it, Scorch Whee from MM7l is cool too :-?? as well as Thunder Beam and Leaf Shield are also in original Archive. I do like idea of using Flash Stopper, though and for MM1 you can add Powered Up weapons to chose from, i.e. Oil Slider and Time slow(which will kinda conflict with Flash Stopper).
If you go to MM&B - it's favoritism, but Wave Burner as it belongs to my fav fire robot master and Remote Mine or Magic Card stealing life/energy. Not that it's written somewhere that you need round number of weapons, where 20 is not enough 30 could be too much as weapons have tendency to repeat(Leaf/Skull/Junk/Petal/Star shields/barriers and time-stopping/slowing weapons are good example of this and one is quite enough).
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Re: Boss/Bonus character: Weapons Archive
« Reply #62 on: February 21, 2016, 08:14:57 AM »
Yes, I was thinking on both Oil Slider and Remote Mine. As for the number of weapons, I was only rounding the initial 20, so each game would be represented equaly.
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Re: Boss/Bonus character: Weapons Archive
« Reply #63 on: February 21, 2016, 10:56:15 AM »
2 from each is already solid amount and probably it'll be better to increase amount of "each" than making it 3 to not include redundant ones. Dunno about them though, I'm not a good adviser here though as I have little knowledge of GB titles if there's anything worth including or not. MM&B had a lot of variety and rather unique weapons like Ice Wall you can ride, but I've never played Rockman & Forte: Mirai kara no Chōsensha on WS and have no clue on weapons there.
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Re: Boss/Bonus character: Weapons Archive
« Reply #64 on: February 21, 2016, 11:14:00 AM »
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Would it even need sprites, since all it does is flash the screen?

Just the blink effect. Have you saw how I did in my SD megaman? It would work exactly like that.

About the commands, I saw you made a button combination list but that won't be user-friendly very much.
I suggest you to use a button+direction combination. So, for each direction (I am not counting the diagonals neither the start button) you will have 6 weapons. 6 buttons x 4 directions + 1 neutral = 30 moves.

If you need more, you can add start too, so you will have 35 moves. If you add two buttons combinations, like A+B, the combinations sky rocket.
But I think 30 moves is more than enough.
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Re: Boss/Bonus character: Weapons Archive
« Reply #65 on: February 21, 2016, 12:20:45 PM »
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MM&B had a lot of variety and rather unique weapons like Ice Wall you can ride, but I've never played Rockman & Forte: Mirai kara no Chōsensha on WS and have no clue on weapons there.

Outside of Doppler Attack (which I was thinking to include) the weapons there aren't anything special. Only other games worth including are Megaman & Bass and Megaman V/Rockman World 5.

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Just the blink effect. Have you saw how I did in my SD megaman? It would work exactly like that.

About the commands, I saw you made a button combination list but that won't be user-friendly very much.
I suggest you to use a button+direction combination. So, for each direction (I am not counting the diagonals neither the start button) you will have 6 weapons. 6 buttons x 4 directions + 1 neutral = 30 moves.

If you need more, you can add start too, so you will have 35 moves. If you add two buttons combinations, like A+B, the combinations sky rocket.
But I think 30 moves is more than enough.

That sounds good, the button combination list was just so I could get an idea on how many moves would be good.

So I think this will be the plan: 30 weapons, at least 2 per game.
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Re: Boss/Bonus character: Weapons Archive
« Reply #66 on: February 21, 2016, 12:42:09 PM »
Good. 30 weapons is more than enough.
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Offline Magma MK-II

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Re: Boss/Bonus character: Weapons Archive
« Reply #67 on: February 23, 2016, 07:40:58 PM »
So this is my current weapon list. The ones with asterisks don't have sprites yet but I plan on adding them.

Mega Man: Hyper Bomb, Oil Slider*
Mega Man 2: Air Shooter, Bubble Lead*
Mega Man 3: Hard Knuckle, Gemini Laser, Search Snake*
Mega Man 4: Skull Barrier, Ring Boomerang, Bright Flash*
Mega Man 5: Gravity Hold, Crystal Eye, Charge Kick*
Mega Man 6: Flame Blast, Silver Tomahawk
Mega Man 7: Junk Shield, Noise Crush
Mega Man 8: Thunder Claw, Astro Crush
Mega Man 9: Hornet Chaser, Black Hole Bomb
Mega Man 10: Chill Spike, Rebound Striker

Mega Man V: Grab Buster*
Mega Man & Bass: Remote Mine*
Rockman & Forte WS: Doppler Attack* (can be done by code)
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Re: Boss/Bonus character: Weapons Archive
« Reply #68 on: March 08, 2016, 08:09:50 AM »
I've been quite busy lately saving some wikis, but I managed to add a few more weapons. Need ideas for two more weapons.

Mega Man: Hyper Bomb, Oil Slider*
Mega Man 2: Air Shooter, Bubble Lead
Mega Man 3: Hard Knuckle, Gemini Laser, Search Snake*
Mega Man 4: Skull Barrier, Ring Boomerang, Bright Flash*
Mega Man 5: Gravity Hold, Crystal Eye, Charge Kick**
Mega Man 6: Flame Blast, Silver Tomahawk
Mega Man 7: Junk Shield, Noise Crush
Mega Man 8: Thunder Claw, Astro Crush
Mega Man 9: Hornet Chaser, Black Hole Bomb, Laser Trident
Mega Man 10: Chill Spike, Rebound Striker

Mega Man Dr. Wily's Revenge: Mirror Buster*
Mega Man V: Grab Buster
Mega Man & Bass: Remote Mine
Rockman & Forte WS: Doppler Attack**

* No sprites yet
** Can be done by code
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Re: Boss/Bonus character: Weapons Archive
« Reply #69 on: October 09, 2017, 01:40:22 PM »
Let me bump this. I have some questions.

1-Oil Slider. The WA will slide on it?
2-Charge Kick (by code) - Will the WA rotate and slide on the ground?
3-What is different in Laser Trident? Will it be unblockable or should it do the almost same damage if blocked?
4-Megaman 10 - We could include Sheep Man weapon (Thunder Wool), since it works in a very specific way
5-Mirror Buster - My suggestion is to make it reflect a common projectile back to the enemy and not every character projectile. Remember there are beam like projectiles, like my Elecman's one
6- Thunder claw - This could be a little tricker to code, but I have an idea. Will WA swing on it?
7-Grab buster - will it drains energy from the enemy? This won't work on any boss I've coded, just to say.
8-Gravity Hold - It a fullscreen attack? Should it press the enemies on the ground them throw them all the way up?
9-Doppler Attack - How it should work?
10-Weapon count - With my Thunder Wool suggestion, we had reached 29 weapons. So we need just ONE more. Could it be that wall that one of the bosses does in Power Battle? (I forgot the name).
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Re: Boss/Bonus character: Weapons Archive
« Reply #70 on: October 09, 2017, 02:37:08 PM »
1 - It could work like Sub-Zero's ground ice move.
2 - Yes.
3 - The idea is for it to be unblockable.
4 - Sure.
5 - Sure.
6 - The idea was for it to work like old Joseph Joestar where it grabs the opponent and shocks him.
7 - Yes
8 - It could work like Ermac, where it hist up to a certain distance away from him.
9 - It sends a hologram to attack the opponent.
10 - You mean Stone Man?
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Re: Boss/Bonus character: Weapons Archive
« Reply #71 on: October 09, 2017, 02:44:36 PM »
Quote
6 - The idea was for it to work like old Joseph Joestar where it grabs the opponent and shocks him.
- Like I did to my Famardy? Extend, grab and attack?

Quote
8 - It could work like Ermac, where it hist up to a certain distance away from him.
We would need an effect to display when it executes the move but don't hit

Quote
9 - It sends a hologram to attack the opponent.
Only one? Its like a projectile of a clone of him which travel straightfoward? We could make it shoot 3 copies of him self, each one in one direction

Quote
10 - You mean Stone Man?
Yes. It could build that wall to act as a shield and them the wall could start to move itself after some time.







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Re: Boss/Bonus character: Weapons Archive
« Reply #72 on: October 10, 2017, 07:41:44 AM »
Quote
- Like I did to my Famardy? Extend, grab and attack?

Yes.

Quote
We would need an effect to display when it executes the move but don't hit

You know those arrow sprites in the folder? They could blink when the move misses.

Quote
Only one? Its like a projectile of a clone of him which travel straightfoward? We could make it shoot 3 copies of him self, each one in one direction

Sure.

Quote
Yes. It could build that wall to act as a shield and them the wall could start to move itself after some time.

Sure.
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