øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&topic=854.60e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexb8e2.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&board=8.220e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexb8e2.html.zxº&h^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈà•¤MÂOKtext/htmlISO-8859-1gzip@øÕMÂÿÿÿÿÿÿÿÿWed, 11 Mar 2020 00:02:26 GMT0ó°° ®0®P®€§²ð®¹&h^ÿÿÿÿÿÿÿÿùM -NOT MM5 Hack- [FANGAME] Megaman: Power Up!

Author Topic: -NOT MM5 Hack- [FANGAME] Megaman: Power Up!  (Read 29092 times)

darkmage

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Re: MM5 Hack: Mega Man Powered Down
« Reply #60 on: July 17, 2009, 12:16:39 AM »
Thanks! I haven't done that much spriting, but it sounds like I should definitely make it a hobby.  :happy:

I approve of the Bomb Man edit, too! I wasn't happy with the eyes, but I couldn't think of what to do with them.

Hmmm...Gyro Man's poses could work for Cut Man, definitely. I'll see what I can do with them and let you know!

koala_knight

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Re: MM5 Hack: Mega Man Powered Down
« Reply #61 on: July 18, 2009, 01:41:06 AM »
Don't worry about using Gyroman's poses for Cutman. You continue doing what you're doing and I'm sure they'll all come out great.
You do seem to have a talent for spriting. You've done a pretty damn fine job so far. ^_^

darkmage

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Re: MM5 Hack: Mega Man Powered Down
« Reply #62 on: August 08, 2009, 04:08:12 PM »
I haven't been able to do too much lately on this...between my main computer dying and getting the house cleaned up I'm on hold right now with spriting for a bit. I'll let you know if I can get some more done, KK. Hope the mod is going well!

koala_knight

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Re: MM5 Hack: Mega Man Powered Down
« Reply #63 on: August 11, 2009, 12:57:47 AM »
No worries! ^_^

koala_knight

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Re: MM5 Hack: Mega Man Powered Down
« Reply #64 on: March 11, 2010, 05:58:52 AM »
Megaman Powered Down the ROM hack is officially canceled.

I no longer have the time needed to reverse engineer the ROM, so I'm moving the project to GameMaker8.

The bad news is that it will be impossible to play this on a real NES cart.
The good news is that anyone will be able to enjoy the game much sooner since I can code much faster in C-type languages than in ASM. Also, there will now be much more content from the PSP version and some new game modes modeled after the recent MM9 & 10 content.

So I will leave you all now with a tidbit from the new project...

New Title Screen!


New Stage Select!

Odbarc

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Re: MM5 Hack: Mega Man Powered Down
« Reply #65 on: March 11, 2010, 11:07:04 AM »
Why are all the images being deleted? :(

koala_knight

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Re: MM5 Hack: Mega Man Powered Down
« Reply #66 on: March 11, 2010, 03:14:36 PM »
Oh, that's just because I had some images in the wrong folder in my photobucket, but I haven't updated the links. Sorry! I'll probably just delete the old ones as I recreate them in GameMaker anyway. So look for updates at the thread linked in my sig.

koala_knight

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Re: MM5 Hack: Mega Man Powered Down
« Reply #67 on: January 03, 2012, 02:15:25 AM »
I am working on this still. Got a new open source engine to use as a base.
I'm working on redesigning the physics engine at the moment, but I only have a small tech demo right now.
I don't have any of the PSP layouts unfortunately. I was working with them last year before my PSP died.
VGMaps.com has all the original maps, though.

For those of you lamenting the death of the ROM hack, I will say this: the GM version will have pixel perfect physics, and a huge roster of playable characters including many not present in Mega Man: Powered Up. It will also have several game modes as seen in MMPU including, but not limited to, Challenge Mode, Time Attack, Endless Attack and possibly 2 construction modes. There's no way I could have done all that in a ROM hack given my skill level with ASM.

By the way, there's also a new project title. "Megaman: Power Up!!"






Small status update. Rebuilding everything from the ground up.

What's done:
Standing blink animation redone so it doesn't use a sprite with over 20 images.
Facing mechanic redone from scratch to accommodate separate left & right sprites.
Step animation before running added.
Shooting animation further refined from original.
Redefined global variables and constants.
First step for configurable controls implemented.
Changed default keyboard layout to 'A' for fire button & 'Z' for jump button.

What's next:
Reinsert my new jump mechanic.
Refine falling code.
Reprogram running code from scratch.
Refine jump-shooting animation.
Reprogram slide & climb mechanics so they don't use separate (unnecessary) objects.

Another demo will be out as soon as I finish all of Megaman's basic moves.

koala_knight

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Re: -NOT MM5 Hack- [FANGAME] Megaman: Power Up!
« Reply #68 on: January 26, 2012, 01:25:16 AM »
Harddrive crash wiped all my recent work. Starting over from my hand-written notes.

Here's A little something I've been working on since the loss of my data.
Started as an upgrade of just one frame of the original Megaman sprite for a friend. Also, includes an 8-bit X & and an 8-bit-ish Megaman.EXE based on Zero (v2.0). Those are for a perler bead project for my friend's nephew, they aren't gonna be in the game.



When I finish it, it'll be used as a base for some of the other playable characters. He ended up about the same size as Megaman from the Wily Wars, so I took part of one of those sprites for mine.

Edit:
Threw this together for an edit I'd like to do to Megaman Zero Collection so I don't have to put up with the rather nonsensical palette choices.



Moar: