Some Ideas for Mega Man: Robot Master Mayhem
- Weapon Changing: You could implent this feature that will make the game LEGENDARY! How it could work...the same way Buyog is programming his Parasite, BUT with the exception that the Char will get the ability after he defeated his enemy and not with an attack (I am not a coder, but I think that might be possible, especially because it is a Full Game and Buyog's Parasite also keeps the stolen abilities for the next enemy)
Select Screen Idea I had...
(http://img441.imageshack.us/img441/9180/selectg.png)
Player1 is the Char in the Middle in the first row ("P1" could be written next to it on the right)
Player 2 is the Char in the Middle in the Second row ("P2" could be written next to it on the right)
The Player1 Name is listened above in the first row
The Player2 Name is listened above in the second row
So this how it would work...coded
This is the big portrait of Protoman (it has to include the Char on the left and the char on the right of it which are listened in the select.def in GRAYSCALE!) So if you press to the left Megaman gets highlightened and Protoman is on the right of Megaman in greyscale
(http://img140.imageshack.us/img140/1216/bigportrait.png)
So the select.def would look something like this:
Megaman.def
Protoman.def
Cutman.def
This would also be a great way to add secret chars.... you can hide a secret char if you place it benath Megaman for ex.
x = char
- = slot
X - X - X - X - X - X - X X X - X - X - X - X - X
Make 100 columns (means 50 regular chars in the first row) and 2 rows
The second row are SECRET CHARS (you can only go to the secret chars if you press down on Protoman for example...and then left& right...U see that the only way to press down is on the first slot in this example)
Didn't Zvitor do that with his screenpack?yea, but it is private, and Acey did that before in 2099 screenpack.
I suggest for the character select theme, a remixed version of the Megaman 6 stage select theme. Everything else wouldn't build up for a fight so well as X-Men:COTA or Street Fighter 2 *mvc select themes come to mind.*
Just like I said...this will be Protoman's Big Portrait (so the char on his left and right (or up and down in the select.def have to be included in it...in grayscale!) do you get it?
(http://img140.imageshack.us/img140/1216/bigportrait.png)
So when you press left Megaman's Big Portrait will be activated and his big portrait is in colour in the middle and the char left and right to him are in grayscale...
The idea behind this is to have only 6 chars visible (in this select screen idea) BUT you can have a million chars in the "background"...I don't know how to explain it well...but if you like the idea I can make an animation and explain it further with more examples...
I'm currently working on music coordination. If things pan out well, I'm sure you'll be more than satisfied.
Sounds interesting. Any Youtube remixers involved (no need to tell me any names)?
I see my Megaman Screenpack was a good base for this...
actually the lifebars are from Megaman Powerfighters...
(http://img245.imageshack.us/img245/1784/lifeabrs.png)
And where Calamix's versus screen is also a copy of Powerfighters...
(http://img338.imageshack.us/img338/5854/42562744.png)
the IMT version is based on The NES Megaman 2...
(http://img508.imageshack.us/img508/4648/vsmm2.png)
:-??
Capcom would be proud of us. :D
Not really.
Okay, they would obviously give a lawsuit, but at least they'd be flattered that the IMT's using their usual practice of recycling things (sprites, gameplay, etc). Imitation is the best form of flattery, after all.
well the sprites and screen pack are very well made, but the game play is basicly SMvC:EoH with megaman characters, and the EoH game play isint very that great.
very clever.
Eh, nobody's perfect. :-?? Not all of Capcom's games are winners, either.
Let's not forget that the main reason why we got so many editions of Street Fighter 2, was so that they could refine the system and fix technical issues.
Well, that, and money. :P To wit: http://tvtropes.org/pmwiki/pmwiki.php/Main/CapcomSequelStagnation (http://tvtropes.org/pmwiki/pmwiki.php/Main/CapcomSequelStagnation)
It's not too different from what the IMT's doing, really.
i dont think you get what i mean.
Is this sarcastic? /:O
I'm not sure I understand what you're saying...
Calamix Screen Pack
(http://img169.imageshack.us/img169/8938/calamix.png)
IMT Screen Pack
(http://img142.imageshack.us/img142/9834/imt.png)
The Megaman Screenpack I released isn't this. This is the V4 of my game. The V1 has the same fonts you used...
...Also original Mugen hasn't a gameover.def and sff. But this screenpack and mine has the same... the same sprite saying GAME OVER...
Not sure if the Rockman 2 deal works, and the little part with the scrolling images and the word VS enlarging lacks punch. Otherwise that's neat.
Small suggestion - Crashman should really have Hyadain's version of his theme and voice.
http://www.youtube.com/watch?v=LdzjVnH9YoY# (http://www.youtube.com/watch?v=LdzjVnH9YoY#)
That's what you're trying to tell me, right? :-w
Kudos, let it go.
What he's telling you is that he feels that Capcom would find out project offensive because he feels that our stuff does not play like MvC2.
What he fails to see is that we never said out stuff plays like MvC2. The one person that did something close to that would be KONG by tagging his characters as "character_MvC2", but because that one person seems to speak for all of us somehow, even though he doesn't post outside of this forum and hasn't been here for the better part of a year, that accuracy statement is somehow validated.
And yet, since a strictly Megaman fighting game doesn't exist in Capcom's cannon roster, Zerok really has no basis of judgement, does he?
Um, no. ???
No offense, but God_King's version of his voice is good enough as it is. It suits his CD Data card personality quite well.
http://megaman.wikia.com/wiki/Crash_Man (http://megaman.wikia.com/wiki/Crash_Man)
God King's is fine, but I just don't get the impression that he really likes men.:DxDie
http://objection.mrdictionary.net/go.php?n=3279313 (http://objection.mrdictionary.net/go.php?n=3279313)HOT DAMN! :o
great job on the intro acey :cool
I still think that Eternaga's idea for XR's screenpack's portraits would be pretty cool to see, but keep what everything else that's an idea we'd have currently. I think it'd be a bit more work with the custom portraits, though.
Just a thought, not really a suggestion.
(http://img138.imageshack.us/img138/1057/sppg1.gif)
:-??
How do you unzip this? 7-zip can't because it says it can't open RobotMasterMayhem_SP.ace as an archive.
I still think that Eternaga's idea for XR's screenpack's portraits would be pretty cool to see, but keep what everything else that's an idea we'd have currently. I think it'd be a bit more work with the custom portraits, though.
Just a thought, not really a suggestion.
(http://img138.imageshack.us/img138/1057/sppg1.gif)
Etg made the Cutman portrait and that start of that screenpack. I always liked the looks of that screenpack also. RMM will be using this screenpack. Remember this is only V1 of the screenpack it will see updates in the future. :cool
Who maybe one day Etg might release that other screenpack. :-?? [-O<
Seems this thread is super dead? Anyway, I found hi-res scans I had of the Rockman 20th artbook and they have these amazing images for every robot master that came with the psx reissue volumes in Japan... I wanted to suggest them to select or vs screen portraits. They're friggin great, and they're super hi res so sprite conversion should be easy enough. You guys are still working on this game's HUD, yes?
those beautiful mvc pics everyone made are not being used. :(
those beautiful mvc pics everyone made are not being used. :(
Actually, with the most recent adjustments to the screen pack there is a plan to use them in game for all the characters, if we can get them all completed.just wish some one wouldn't have killed everyones motivation.
The current set up is made for "if we have them" and "if we don't" so we're not tied down in case they don't all get finished.
just wish some one wouldn't have killed everyones motivation.
Anywho glad to hear there on the table. We worked hard on those. who needs one. CHARACTERS THAT ARE ACTUAL WIP. NOT THOSE WE KNOW ARE DEAD-ENDS.
A. - You guys HAVE to use those 8-bit heads for the character select. Don't even gaudy them up by converting them to pillowshading, they're perfect.^^(PM)^ we just need all the characters in this style
If you mean me, then yea sorry about that. :-[The past is the past we just gotta learn from it. By killing the steam on the team wip its affected some other team oriented wip too.
The past is the past we just gotta learn from it. By killing the steam on the team wip its affected some other team oriented wip too.
Laspacho can you send me a list of the completed characters waiting for coding that need a portrait? Im going to do them as the characters are completed.
Not for nothing but some of those MVC portraits are really, really rough looking and idea is played out mugenwise. I know you guys put the time into 'em... but using something with a bit more flavor makes a lot more sense.Maybe im missing something. PLEASE in all honesty tell me whats wrong with the quality of the portraits. Ive been looking at them so long ive may have become to comfortable with there appearances. We are not using all posted in that thread cause some need work done still. Its good to have a out side eye on things. Also ive been the main one behind people rallying for these so i feel like my name is on this. So i dont want it to terrible.
We've redone the GK portraits... christ. Many times. We're pretty happy with the sfa3 style, and since they're harder to make, no other project is using them. Can't say the same of the MvC ones, though.
Maybe im missing something. PLEASE in all honesty tell me whats wrong with the quality of the portraits.
In all honesty? Hard edges everywhere, this is what is wrong. And this happen in almost every portrait. Its a problem that I see on some edits too ( I already talked about it some time ago).All Honesty cause most people here sugar coat things. I want the truth. And so far that truth has been .... These need a lot of work. They need a lot of shading and line work so far.
Let me show you using your image:
(http://i.imgur.com/UBLnk.gif)
Take a look at the circles. In every case, there is no aliasing process at the hard black lines, while in Megaman all the lines are smooth
you are welcome, Rage. I am known by NOT sugar coat things :)I know and thats why i respect you. ::salute::
I think people just doesn't improves if you sugar coat everything.
I like what you did with the screen pack. I like Megaman flying around on Rush while in the other menu's, ect.I went to the Infinity wiki to read more about the project. I found only the screen pack download version the winmugen plus and I did not see no recollection of a mugen 1.0 version :-SS
I love the mugen 1.1 compatibility with the zooms on the stages.
The current alpha Rmm build does have the screen pack on mugen 1.0 but not 1.1. You had some different ideas and did some stuff differently that what we did. I'll make sure it's used in the final product. :)
Thanks for the contribution! ::salute::
This is perfect for everyone who wants to use the currently released Megaman characters with the newer Mugen and hold everyone over until an actual Rmm release.
Any chance you might have experience in coding characters? That is what is holding RMM up from being released.