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Main - ROM Hacking Related Releases - Megaman Forever Unabridged demo 1 New thread | Thread closed

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Matrixz
Posted on 05-05-09 04:00 PM Link | Quote | ID: 106525


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Jigglysaint: The things you talk about are the "gems". They're not placeholders, but rather some extra stuff if the player feels like an extra challenge.
Spike immunity is coded in. If it works in the demo, it can be bought in Light's Lab as Shock Step.
Rush works like this: Once you beat the levels you find those icons in, you will be able to use those rush items anywhere.
Making the Wire latch onto ladders, i have to remember that, its a good idea.
Too much upgrades will ruin some of the challenges in the game. And those challenges are collecting those gems for the most part.

Thanks, thanks and thanks.

infidelity
Posted on 05-05-09 08:00 PM Link | Quote | ID: 106530


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Brilliant work Matrixz! The asm in this is amazing! You have inspired me to work even harder than I have before. Thank you for sharing this with all of us, and thank you once again for all your help/advice thoughout the years! *bows to monitor*

Insectduel
Posted on 05-05-09 08:43 PM Link | Quote | ID: 106532


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Crap, I went a little too far. Oh well.
I talked too damn much and also entertain too much for my activity sake. I'm not intellect but curious.

Lemme back on my short term MM4 project. I'm planning to use that short term into my long term. Currently chewing some notes I've written but it should be done within a week or two.

Thanatos-Zero
Posted on 05-05-09 08:47 PM Link | Quote | ID: 106534


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I also admit that his asm programming skills are amazing, even though I cannot understand it. I can calculate values and I am very familiar with heximal numbers. All that input is just too much for me to burn it into my brain.

Now to the hack (I haven´t played it yet):
Boiler Man´s and Propel Man´s Stage are mindblowing, because of this screen effect. I wish Fire Man and all other fire and water based Robot Masters would have such stage effects.
Now something what could be added or done better. If you fall into the lava, it should kill you instantly even you are invincible for a short time, also what I would like to see lava in this way.



I always wanted to hear splash noise, when you fall in lava before you dies in it.

Some levels like Solar Man's and Chemic Man's Stage needs more work in design to look more clean and new.



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Jigglysaint
Posted on 05-06-09 05:25 AM Link | Quote | ID: 106564


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Posted by Matrixz
Jigglysaint: The things you talk about are the "gems". They're not placeholders, but rather some extra stuff if the player feels like an extra challenge.
Spike immunity is coded in. If it works in the demo, it can be bought in Light's Lab as Shock Step.
Rush works like this: Once you beat the levels you find those icons in, you will be able to use those rush items anywhere.
Making the Wire latch onto ladders, i have to remember that, its a good idea.
Too much upgrades will ruin some of the challenges in the game. And those challenges are collecting those gems for the most part.

Thanks, thanks and thanks.


Spike immunity is really easy to do anyway. All you need to do is create a trigger that bypasses the spike detection. There is one section of code for colission above and below Megaman, and one for left and right. In my hack, getting an upgrade will let you walk on spikes if your Megabuster is charged.

As for ladder grapple, I kind of cheated a bit and made ladder tiles solid as long as you are in the wire animation. The downside is if you are standing on solid ground and touching a ladder square, but not enough to climb, you will die because the game is set to kill you if you are inside a solid object. It works well in areas where the Balloon and Rush items won't reach, like tight spaces. It's true too many upgrades will ruin the challenge, but upgrades should be looked upon as a means to reach those challenges, rather than a means by which to overcome them. I've noticed a total lack of double jump. Good for you, that's so cliche and not really a Megaman type move anyway. Of course I am a big fan of overpowering the characters. Just look at my Blaster Master hack that totally breaks the game after you get all the new upgrades. I also did that with Megaman 4 as well. Of course new upgrades means new challenges.

RetroRain
Posted on 05-06-09 02:30 PM Link | Quote | ID: 106570


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I am impressed with the work you have done so far, but I have to admit that I am a bit surprised that you'd release this much. It's almost the whole game you are releasing here. I'm sure you have your reasons, that by releasing it you may able to get some people to help you with certain things, and polish it up. And there is nothing wrong with that. Just sounds like you were so close to finishing it that it may have been better to just hold off on it until it was done.

I'm not complaining or anything, after all it is your game, its just that I didn't think you'd actually release this much in a demo.

I have yet to play through the whole demo, due to limited time. But I have been using your debug menu to jump around and play through some things. You definitely put a lot of work into this game. There is no doubt there.

While playing through some specific levels, I get a "Zelda" feeling. I don't know if it is the music, or the levels, or the enemies, or a combination of those things, but when I am at certain parts, it feels Zelda-ish. And that's not a bad thing either. I love the original Zelda, and the fact that it feels like Megaman and Zelda is awesome.

Obviously the game still needs a lot of work. No real point in stating the obvious, because all of this is a work-in-progress.

I think Chemic Man's new behavior is really cool. And I think there is a lot of good ideas and potential in this hack, and it has gotten to the point where it doesn't feel like a hack anymore, more like a new videogame, which is what I'm sure you were going for. Which I can't blame you, as I'd do the same.

I recently just played kuja killer's MM3 hack too, and I have to say I am impressed with the all of the effort that is going into these Megaman hacks. It has definitely inspired me to work A LOT harder on my own hack.

And yes, I have started a new Megaman hack about a month ago, but I won't show off anything until I have a good amount done, but I think people will like it, as I am going for graphics-quality, and one whole level is done, and it looks great.

But back to the topic, your game is shaping up to be really good. I wish you luck with it. I do have a suggestion, which I'm not sure if you decided if you are going to do yet or not.

Enemies. I think you should create new enemies. That is the only thing that makes me think that this is a hack of MM4. Because I know what game the enemies are from. If you could make all-new enemies, you would remove any idea that it was even a hack of MM4. Now, there may be enemies from MM4 you want to keep, simply because they might fit in to a certain level area or something, but if you can, new enemies would make the hack feel even more fresh. And it sounds like you have the potential to do that.

Good luck with your game. If I think of anything that will help your hack as I am playing through the demo, I will let you know.

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Matrixz
Posted on 05-06-09 06:17 PM Link | Quote | ID: 106577


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Infidelity: Glad it had that effect

Thanatos-Zero:

The lava thing is a great idea.

Solarman's stage, some of the background graphics was drawn by myself, it probably would look more "in place" with improved graphics.

RetroRain:

Yeah, i understand its suprising. After all i kept a strict policy not to reveal things, except for the weapons and some stage footage.
That was primarily becouse i wanted it to be "the bomb" the day it was completed. But well.. lets just say i will concentrate on creative outlet. And put the rest aside.
Anyway, realistically, i dont think this will be done in 2009. at all.

I guess the Zelda feeling comes from one of the "puzzle" levels. I suppose some people will like it, some people might dislike.

New enemies.. i agree with you on it. Its almost the only thing from MM4 shining through. But it would mean more work. So it will not happen, except for a few ones.

Insectduel
Posted on 05-06-09 08:35 PM (rev. 2 of 05-06-09 08:36 PM) Link | Quote | ID: 106579


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I was thinking of a same way too about adding new enemies if you have room for it unless you want to expand it to 1024K. I was thinking about putting these Tellies from Mega Man 2 which is my favorite enemy or Sniper Joes from either game.





It can't be a good game without them but it's small amount of work.

MrWeirdGuy
Posted on 05-06-09 11:58 PM Link | Quote | ID: 106586

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I love this hack so much. But it's a little hard, even unfair at times. Like in Wing Man's stage when you're going up with the wind and have to navigate past some spikes by getting hit by one of the ring enemies.

Also, what happened to Ground Boiler? I liked that weapon. D:

JohnCT311
Posted on 05-07-09 08:38 AM Link | Quote | ID: 106608

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Wow, this demo looks exceptionally promising. Can't wait to see the final product. One thing is bugging me though -- the stage start theme. I can't remember where I had heard it before. What song IS that?

Matrixz
Posted on 05-07-09 03:16 PM Link | Quote | ID: 106612


Ninji
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MrWeirdGuy: You don't have to get hit by the saturn bots enemies. When megaman is on the left side of the lower ledge, wait just until he is "above" the row of spikes, then steer to the right into the platform.. then keep holding right until MM has moved so much he can pass between the two upper rows of spike.

Ground Boiler was dropped in order to change the Cyclone Sword into Flame Sword, and make room for a new weapon called "Blow Cyclone". Its still undeveloped, but still fun, hehe..

JohnCT311: Mega Man 8, Wily Stage 1.

Insectduel: I love the tellies too.. i ended up adding the Prop-Top enemy.. a little hard to find, but its in the game somewhere.

MrWeirdGuy
Posted on 05-08-09 09:19 AM Link | Quote | ID: 106661

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Honestly, I'm not too sure why you made a flame sword. I mean, Mega Man 8 already did that. And a flame sword doesn't really seem to be a weapon that Boiler Man would use, just by the name and the edited Needle Man portrait.

I'm also not a huge fan of Blow Cyclone, since it doesn't do damage and doesn't affect guarding Metools. What you could do is turn it into Cyclone Fan or something, a melee attack that sends a gust of wind forward that works just as Blow Cyclone currently does.

And now, the other weapons.

Haze Dasher: I love it. Awesome idea. I don't know if the extra hop you get when holding A as the dash ends was intentional, but it's a good idea. Also, sometimes diagonally dashing into a wall kills me. And I dashed into spikes, killed an enemy and died, and then picked up a small life energy after I was dead.

Jolt Leader: Waaaay too powerful. Maybe make it disappear after a few seconds?

Solar Laser: So much fun to play around with. Oh God it is fun.

Deflect Shield: Well, it works. I'm very neutral about this weapon. Part of me wants you to change it to a standard rotating shield, but another part says that there's already way too many of those.

Propel Blade: Pretty much just Metal Blades. I mean, I love Metal Blades, but you could make it a little different, like making it start off slow and gradually accelerate.

Balloon(?) Ball: I really have no idea what this... uh... "weapon" is for. It bounces off the enemies that I tried it on.

I noticed that I could only aim Solar Laser/Haze Dasher in 8 directions if I selected Complete Arsenal and All Special Weapons. Doing this also gives Propel Blades a Metal Blade graphic.

Matrixz
Posted on 05-08-09 07:42 PM Link | Quote | ID: 106674


Ninji
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Is Jolt Leader really that overpowered? Its useful when you can hide somewhere and destroy all the enemies on the screen, other than those situations, its difficult to use. And many times it will deflect off the enemies, so it goes to a waste.

Blow Cyclone is in development, its suppsosed to work on most enemies, but so far it does only a few. Plus, it makes enemeis stuck into the walls, which is not what its supposed to do either.

The Haze Dasher bug, wow good find, i forgot. Not sure if i ever even saw that bug happen. *noted down in 300-line long bug list*

Nintendude88
Posted on 05-11-09 08:57 PM Link | Quote | ID: 106838


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I have to say, playing this hack can be difficult at times but the way you made it is pretty awesome. I bet it took some time to make the debug menu. I like how you have a shop a la Megaman 7. I like how you used some music tracks from other Megaman games but some sound in different pitches that I can't even recognize them. Overall, I would like to see more and good luck with this project.

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vintersphrost
Posted on 05-13-09 11:34 AM Link | Quote | ID: 106900


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im absolutely not into hacking. thumbs up for everybody who hacks roms, and writes new stuff.

the demo is wonderful! would like to see the next surprise demo :-D

greets
vintersphrost

Insectduel
Posted on 05-20-09 07:46 PM Link | Quote | ID: 107321


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I understand that you need spriters to create bosses and newer art but why replace/recreate the original Chemic Man art. The new one looks like a real soldier rather than a robot.

To be honest, I like the original one. Just a suggestion though.

I want someone to redo my female MM1 robot artwork someday whenever I'm going to release my beta version of Mega Girl another fight story this and next month. Mine sucks.

Keep up the nice work!

Nesty
Posted on 06-06-09 04:19 PM (rev. 2 of 06-06-09 04:35 PM) Link | Quote | ID: 108180


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There's something wrong with the demo. I downloaded it, tried it out, and it didn't work. Is there something I'm doing wrong?

Edit: I tried it again and it worked.

It's pretty good. I noticed you used both the American and Japanese versions of Tengu Man's stage theme from Megaman 8. But if there's one gripe I have, is that that Game Over music sounds terrible. You need to work on that.

kuja killer
Posted on 06-06-09 05:23 PM (rev. 2 of 06-06-09 05:24 PM) Link | Quote | ID: 108182


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Yea i dont like it either..about the game over song being re-vamped from the original...it seriously freaks me out.

And thank god matrixz did NOT keep the super creepy looking giant "game over" red text from one of his earlier demos before this one...that was really scary looking.
No offense to you matrixz.

Matrixz
Posted on 06-07-09 12:14 AM Link | Quote | ID: 108206


Ninji
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It was not meant to be serious, the game over screen and its music. I just put something there of absurd creativity, becouse i had/have no real ideas for the game over screen yet. It sounds terrible, like a drunk band playing or something.. and that was the idea also.

Nesty
Posted on 06-09-09 05:00 PM Link | Quote | ID: 108348


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I will say though, even though the game really doesn't have my favorite videogame tunes, I'll admit, most of it fits pretty well, especially Solar Man's stage. Say, what game does Solar Man's stage theme come from?
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Main - ROM Hacking Related Releases - Megaman Forever Unabridged demo 1 New thread | Thread closed

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