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Author Topic: Mega Man: Robot Master Mayhem  (Read 44582 times)

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Offline Esʞy

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Re: Mega Man: Robot Master Mayhem
« Reply #175 on: January 16, 2010, 07:24:11 PM »
Bombman Stance as of now -
but idk if I'm gunna continue to make him.. I don't have the drive for it from when I started.

EDIT: I will continue working on him just not as much as I was.
« Last Edit: January 16, 2010, 07:38:39 PM by EskEmO »
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Offline Uche_of_IMT

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Re: Mega Man: Robot Master Mayhem
« Reply #176 on: January 16, 2010, 10:59:18 PM »
Bombman Stance as of now -
but idk if I'm gunna continue to make him.. I don't have the drive for it from when I started.

EDIT: I will continue working on him just not as much as I was.
Now that is what I call the perfect Bombman stance. His sprites even look better.
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Offline KudosForce

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Re: Mega Man: Robot Master Mayhem
« Reply #177 on: January 17, 2010, 08:02:56 AM »
EDIT: I will continue working on him just not as much as I was.

As long as you take your time with him and make him look magnificent, that's fair enough.
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Offline DARKTALBAIN

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Re: Mega Man: Robot Master Mayhem
« Reply #178 on: January 19, 2010, 11:08:43 PM »
Bombman Stance as of now -
but idk if I'm gunna continue to make him.. I don't have the drive for it from when I started.

EDIT: I will continue working on him just not as much as I was.

I'm glad you are going to continue on him.I really like what you did here & all the things you have planned for the character
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Mugen, some choose to create and some choose to criticize.^-^


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Offline Esʞy

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Re: Mega Man: Robot Master Mayhem
« Reply #179 on: January 20, 2010, 12:18:55 AM »
TY... DT!
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Offline laspacho

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Re: Mega Man: Robot Master Mayhem
« Reply #180 on: January 20, 2010, 11:03:49 PM »
TY... DT!

That is a real nice stance.   :O*D

Offline DARKTALBAIN

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Re: Mega Man: Robot Master Mayhem
« Reply #181 on: January 20, 2010, 11:14:47 PM »
Yeah EskEmo, just take your time & work on things when you get a chance. He will turn out great. But hang in there & keep spriting  :thumbsup: 
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Mugen, some choose to create and some choose to criticize.^-^


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Offline Esʞy

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Re: Mega Man: Robot Master Mayhem
« Reply #182 on: January 21, 2010, 12:32:46 AM »
That is a real nice stance.   :O*D
Yeah EskEmo, just take your time & work on things when you get a chance. He will turn out great. But hang in there & keep spriting  :thumbsup: 
Yeah, thank Q your really keeping me in this! laspacho I like his stance to but I'm not happy with it.. actually I'm not happy with anything about him really.. Spriting is soooo frustrating!!!
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Offline Tenspeed

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Re: Mega Man: Robot Master Mayhem
« Reply #183 on: February 11, 2010, 01:23:06 AM »
I'm sure that this has come up previously, but there might be some slight ways to make the game feel less like mvc with robots.

instead of having rounds, maybe have the lifebars work like in killer instinct, where the character has two lifebars, so after one bar is gone, the character could fall down, do some sort of angry loss pose, the lifebar could "refill" like in the old megaman games, then fight the "2nd" round. after the second lifebar is depleted, they could explode, megaman style. you could probably even code it so that characters have an E-Tank icon under their lifebar that disappears when the above happens, instead of having those dots for rounds, so that players could keep track of whether tehy have one or two lifebars left.

this would probably have to be coded into the characters themselves, with mugen set to one round, but I'm not really the expert on this stuff. I think it would be a great touch to set this game apart from other MVC styled projects.

you can see what I mean with the seperate lifebars here:
http://www.youtube.com/watch#playnext=1&playnext_from=TL&videos=V7Xu_Fjh_U8&v=jlglPJWNaUs

Offline Rage

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Re: Mega Man: Robot Master Mayhem
« Reply #184 on: February 11, 2010, 02:28:40 AM »
I'm sure that this has come up previously, but there might be some slight ways to make the game feel less like mvc with robots.

instead of having rounds, maybe have the lifebars work like in killer instinct, where the character has two lifebars, so after one bar is gone, the character could fall down, do some sort of angry loss pose, the lifebar could "refill" like in the old megaman games, then fight the "2nd" round. after the second lifebar is depleted, they could explode, megaman style. you could probably even code it so that characters have an E-Tank icon under their lifebar that disappears when the above happens, instead of having those dots for rounds, so that players could keep track of whether tehy have one or two lifebars left.

this would probably have to be coded into the characters themselves, with mugen set to one round, but I'm not really the expert on this stuff. I think it would be a great touch to set this game apart from other MVC styled projects.

you can see what I mean with the seperate lifebars here:
http://www.youtube.com/watch#playnext=1&playnext_from=TL&videos=V7Xu_Fjh_U8&v=jlglPJWNaUs
^^(PM)^ i love this ideal.

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Offline Spidermew

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Re: Mega Man: Robot Master Mayhem
« Reply #185 on: February 11, 2010, 07:27:23 AM »
I'm sure that this has come up previously, but there might be some slight ways to make the game feel less like mvc with robots.

instead of having rounds, maybe have the lifebars work like in killer instinct, where the character has two lifebars, so after one bar is gone, the character could fall down, do some sort of angry loss pose, the lifebar could "refill" like in the old megaman games, then fight the "2nd" round. after the second lifebar is depleted, they could explode, megaman style. you could probably even code it so that characters have an E-Tank icon under their lifebar that disappears when the above happens, instead of having those dots for rounds, so that players could keep track of whether tehy have one or two lifebars left.

this would probably have to be coded into the characters themselves, with mugen set to one round, but I'm not really the expert on this stuff. I think it would be a great touch to set this game apart from other MVC styled projects.

you can see what I mean with the seperate lifebars here:
http://www.youtube.com/watch#playnext=1&playnext_from=TL&videos=V7Xu_Fjh_U8&v=jlglPJWNaUs

I do like that idea, and i think it would be cool for the game.
The only problem is form what I understand it would have to be in the character's code.
It would have to be a standard part of the MMRM template.
Then if you were to take any of our MMRM characters they would have that in normal mugen, imagine going 2 rounds with sniper joe when he's got an e-tank each round.

Offline Rage

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Re: Mega Man: Robot Master Mayhem
« Reply #186 on: February 11, 2010, 07:53:33 AM »
well couldnt you code so it only works with the game or certain characters only.

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Offline Spidermew

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Re: Mega Man: Robot Master Mayhem
« Reply #187 on: February 11, 2010, 08:47:09 AM »
I honestly dont know enough about the coding process to be able to come up with a logical answer rage.

I would like to assume it might be.
Perhaps the screen pack would have to hold a line of code to match up to the characters to actavate this mode? Like a hidden key to open the door.
But im not sure if things work like that, or how to guess about going arround to figuring that out.

Offline Tenspeed

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Re: Mega Man: Robot Master Mayhem
« Reply #188 on: February 11, 2010, 10:53:38 AM »
you could just have two different files in the character's folder, couldn't you? then people not using the character in the full game could just use the regular one. I've seen it done with other features on some people's characters, where it's just a matter or moving a ";" from one line to another in the .def file. Kinda like how you'd change the difficulty of Thor's AI.

Offline DARKTALBAIN

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Re: Mega Man: Robot Master Mayhem
« Reply #189 on: February 11, 2010, 03:00:55 PM »
Yes the character could have two different sets of files. But then certain things are technically being coded twice, which is twice the work.
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Offline b.easy

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Re: Mega Man: Robot Master Mayhem
« Reply #190 on: February 11, 2010, 05:58:12 PM »
Not exactly. It'd be more like something coded once, and then disabled or removed. I like this idea too.

But then again, I'm like Mew in that I guess I would need more knowledge about the coding process to be sure. It seems fairly simple though. Isn't that how rounds worked in KI?

Offline Astaroth

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Re: Mega Man: Robot Master Mayhem
« Reply #191 on: February 11, 2010, 06:25:20 PM »
I don't think it would be all THAT hard to code in.  Wouldn't it just be the same as Gill coming back w/ resurrection?

Should be easy enough to code into the characters exclusively for the game.

Offline Tenspeed

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Re: Mega Man: Robot Master Mayhem
« Reply #192 on: February 11, 2010, 10:31:33 PM »
conversely, you guys could also go the EOH route and release a moleboxed game first, then the characters individually with tweaks.

sure, this might be extra work, but it will help to make this game feel different.

Offline Rage

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Re: Mega Man: Robot Master Mayhem
« Reply #193 on: February 27, 2010, 08:30:57 PM »
I want to ask a question.  Are characters like cut man, ice man, magnet man, etc complete?
I ask cause these characters seem pretty cheap cause they lack punches and kicks but instead are replaced with special moves.

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Offline Acey

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Re: Mega Man: Robot Master Mayhem
« Reply #194 on: February 27, 2010, 09:11:19 PM »
I want to ask a question.  Are characters like cut man, ice man, magnet man, etc complete?
I ask cause these characters seem pretty cheap cause they lack punches and kicks but instead are replaced with special moves.

They will be reprogrammed on the character template.

Offline Rage

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Re: Mega Man: Robot Master Mayhem
« Reply #195 on: February 27, 2010, 11:41:46 PM »
They will be reprogrammed on the character template.

Well yeah thats a given. They got to be redone on the MRM template. But will they receive normal kicks and punches.

Example:

Metal; one of his low attacks is he throws his saw. One this is a special move turned into a one button attack. Two it can be spammed to death.

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Offline Astaroth

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Re: Mega Man: Robot Master Mayhem
« Reply #196 on: February 28, 2010, 02:37:20 PM »
Well yeah thats a given. They got to be redone on the MRM template. But will they receive normal kicks and punches.

Example:

Metal; one of his low attacks is he throws his saw. One this is a special move turned into a one button attack. Two it can be spammed to death.

Actually, I think that's done as a homage to how in MvC, Megaman's Hard Punch was firing his buster shot.  Granted, the nature of Metalman's metal blade makes it a lot more cheap, but I'm sure that will be tweaked.

Magnetman's most recent update gives him an actual hard punch rather than the magnet projectile, btw.  You should check it out. (I guess it's technically a mini-shoryuken, though...)

Offline Deguzz

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Re: Mega Man: Robot Master Mayhem
« Reply #197 on: March 19, 2010, 10:36:18 AM »
 \-/o How much longer until the game is ready to be released for download?  :)

Offline Acey

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Re: Mega Man: Robot Master Mayhem
« Reply #198 on: March 19, 2010, 11:52:48 AM »
\-/o How much longer until the game is ready to be released for download?  :)

Unfortunatly we don't have an officail first beta release date yet but we'll keep everyone posted as the day comes closer.

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Re: Mega Man: Robot Master Mayhem
« Reply #199 on: March 19, 2010, 07:24:55 PM »
Hey there, sorry for my...very, very late post here, unless that doesn't matter...

I was thinking maybe you would like to use my Roll for the project? She's still a beta but she is pretty good if you have tested her out. I'll await your reply...

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