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Main - ROM Hacking - Megaman the Wily Wars - Mega Edition ~ (Informational & Showcase Thread) New thread | New reply

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Synthetekh
Posted on 01-15-17 11:25 AM (rev. 17 of 05-31-22 10:44 PM) Link | Quote | ID: 164746


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I'm working on making an Expansion + Improvement hack of 'Megaman - The Wily Wars' to include all the Classic Megaman Games from 1 - 10, plus MM&B, instead of just 1 - 3.

So far I've decided to call the game 'Megaman the Wily Wars - Mega Edition'.

It's in pretty early stages (total WIP), but here's some main points of my plan :


It'll undergo tons of bug fixing and game mechanic changes to improve the playability / enjoyment, added features, and improvements to the Game Engine to fix further issues.
Everything I fix/implement for my Classic Fluency hack will be a base for this. http://acmlm.kafuka.org/board/thread.php?id=8962
- I suspect an inefficient Collision Detection system may be the main reason for the unpleasant slow-downs the game suffers.
And I've seen some times where the game loads some Data & Addresses every single frame instead of just when needed, so that could also be a reason.



Expanding to include all MM Games:
Hopefully I won't run out of data and have to split the game into two parts. The Genesis allows for a Game to be up to 4MB max, but there is 4MB reserved for the Sega CD, and another 4MB reserved for the 32X as well, and from what I've researched that full memory range can be used by just the Genesis itself. There's an 8 MB Indie made Genesis game called "Pier Solar and the Great Architects" that was released on Cartridge & works on real hardware.
I also eventually plan to make a 32X port of it.


Extra Playable Characters
- Protoman, Bass, and Roll.
- X and Zero for a ridiculous romp-through of the game.
- Robot Masters & Enemy characters as bonus unlockables, for anyone that wants to experience a crazy-fun play through or battle against other players (same for any character).


Multiplayer :
- Co-Op: I will make a (non-split screen, and maybe optionally a split screen) co-op Multiplayer mode (this will mostly be for the 32X version, due to Palette limitations on the Genesis, but I should be able to at least do 2 Players on the Genesis).
- Turn based: Just like the old Super Mario Bros. games do it. Optional scoring method(s) selectable to determine a winner.

- Battle: I'll also make some kind of nicely made Battle Arena multiplayer mode.
- Counter-Op: A mode where other player(s) can control enemies that come on-screen in a Level.


Graphics & Sound:
- I'm will enhance the Sprite Artwork where I see fit, and some of the Level Art.
- As well I will make some enhancements to the Music / Sound Effects wherever it feels helpful to do.
Note: I will also make an alternate version of this game without the Graphical & Sound enhancements for a more original experience. I'll draw original styles of the additional characters for that version.


Cheats & Customizations:
- Optional Cheats will be accessible for each game beaten in the collection, and the cheat unlocked will be based on the game the feature is from, for example being able to slide & charge in games you normally can't, etc. So to charge your Plasma in MM1, you'd beat both it and MM4 (where charging is introduced).
- Other customizations such as complete control config, and saving profiles of sorts to allow for loading in different customization sets.
- And whatever else I come with for customizing the game!



Some images at their current progression:

.
Credits to Zynk for drawing the first versions of Roll.
The Energy Tanks shown here are just for the Weapon Menu (too many colors to use in stages).

(94 bytes collapsed: ) - Wily Wars Characters from 11-10-2020





...
The Door on the Left will be for the 8 Robot Masters
The one in the Middle for either special stages such as Doc Robots & 1st Castles like Cossack - Fake Protoman - Mr. X.
The Tall Door on the right for either Castle Bosses or just Wily himself (perhaps Yellow Devil as well).
And a short sized Door for MM5.


- I made a mock-up "in game" example of Wind Man's Level, but it's not finished. Also in this image, the Health and Weapon Energy revivers feel slightly large to me, so I'll shrink them down a little at some point.
The Clouds are a work in progress (for now I just recolored the ones from the NES game).

HP Bar is a concept design, it'll need some reworking. Weapon Energy Bar is my completed design.

- Block Sets for Wind Man's & Grenade Man's Stages; currently incomplete.
...



I slapped in Fire's Icon for Plasma temporarily, since it would be similar enough looking and Plasma doesn't originally have its own. Haven't modified the Text yet. The Selected Energy Bar is an initial concept and will be subject to some changes.



Weapon Bar Icons:

MM1:                                                                                                                                                             MM2:
                                   


MM3:



MM4 - MM6 Weapon Bar Icons:
(346 bytes collapsed: )


MM7 - MM&B Weapon Bar Icons:
(350 bytes collapsed: )



MM9 - MM11 Weapon Bar Icons:
(350 bytes collapsed: )







~ Post History ~

Edited - 10-02-17 06:10 AM
(7854 bytes collapsed: )

PKstarship
Posted on 01-17-17 10:40 AM Link | Quote | ID: 164761


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I'm quite interested in seeing where this goes. Just one question: will this hack include the DLC levels and weapons from Megaman 9 and 10 (Fake Man's level and the levels and weapons for Enker, Punk, and Gallade)?

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XTTX
Posted on 01-17-17 08:37 PM Link | Quote | ID: 164762


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Wow, this is and has to be a pretty big undertaking! But I cant wait to see where this goes. Will you ever think about or plan on having some sort of demo for people to try out or help find bugs or what not?

Keep up the great work and please keep us informed. I am sure I speak for a lot of folks here!

Synthetekh
Posted on 01-18-17 09:30 AM Link | Quote | ID: 164770


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I'll definitely include the MM9 DLC stage + Fakeman (and I like that it's a sort of small epilogue to the game).

The MM10 DLC is an interesting thing to figure out. Was there any story involving them in MM10 (I need to go and actually play those DLCs for myself still, though I've beaten MM10 otherwise), or were they just 3 tacked on bonus stages and weapons?
Someone else has a thread on sprites-inc of the idea of a Wily Wars 2 / Expansion Idea, and the thought of using the Megaman Killers as Bosses for a 2nd Wily Tower kind of game was brought up, but then to fit that format those 3 additional weapons from MM10 wouldn't be gained (although it's not like there's some rule that they absolutely can't...). I'm not sure what should be done with that yet. Any ideas are very welcome.

The goal is to achieve the highest quality expansion / remake, and to fix any issues in any of the Classic games where appropriate without really changing the games.
Or at least, I would have a Basic version which would be just as I described, and a Delux version (or w/e to call it) that would add a few additional improvements where it would be fitting (such as fixing many of the boring and rather short MM1 Level Layouts, and perhaps giving Breakman his own mini-stage...).


Definitely, I will put out numerous demos ;D. And you all are very welcome to look for bugs and any other issues that may arise, and make suggestions (and I'll very carefully think about them all and be happy to discuss them plenty).

Yeah this is such a large project, I know that a good portion of the work will just end up getting done when I'm having some very efficient days where my mind is just clear and very well focused, but I feel highly confident that I have it in me to do it, and get it done well.

Thanks! And absolutely, I will keep the information coming!
I'm sure as well that this will be a very desired thing to have as a reality for many!

PKstarship
Posted on 01-18-17 10:29 PM Link | Quote | ID: 164774


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I don't think the MM10 DLC levels actually have amy story or anything, they're just new levels to play. Interestingly enough, I think you can use the weapons for the Megaman Killers in the main game, even from a new save file.

Also, out of curiousity, I have a few other questions.

-Will Mega Man's abilities be limited depending on what he could do in each game? (No sliding in 1 or 2, for example)
-Will Proto Man and Bass play exactly like in MM10?
-Will Proto Man, Bass, and Roll have the same set of abiliies no matter what game you play as them in?

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Synthetekh
Posted on 01-19-17 05:42 AM (rev. 2 of 01-19-17 05:44 AM) Link | Quote | ID: 164775


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- Megaman's and everyone else's abilities will be limited / changed by the game as appropriate for each character and game.
Since Megaman, Protoman, and Roll are pretty much the same in functionality, I'll have them gain abilities when Megaman gains his (sliding, charging), unless there's some supporting story to show that one character would gain an ability sooner than another. Also, I find the idea of allowing Roll something unique to her interesting, like Protoman has his shield~ and that keeps 3 of the 4 normal characters from being 100% clones (maybe there's something in her housekeeping etc. toolkit that could be interesting and adapted for combat or additional mobility, or some other feature that would be fitting for her).
And when it comes to charging for MM PM & Roll, I'm not sure if I'll just make it the same charge shot for each game (I honestly don't care for MM4's charged shot), or change it by the game.

However to allow the freedom to play any of them how you please in each game, I'm going to make a section of options in the main menu allowing you to customize your gameplay, with the additional option to save your customizations as presets that can be loaded up anytime (not bound to the game save file), or also set to auto-load for a particular save file if desired.
I'll also allow for grouping of those presets when desired (which can also serve as a "profile"), so if you have a friend play or simply just want to organize them even more for your own purposes, you can do so.

Perhaps the gameplay customization should either need to be unlocked, or if allowing it from the start you just won't be able to unlock other content by beating the games while it's enabled.


- I'll have Bass and Protoman play just the same as MM10, with maybe a few exceptions.
Bass' dash will be assigned to a separate button by default like Megaman X has (but the option to have down + jump to dash will be available, through very flexible Button customizations for any character; part of that flexibility being allowing for Button combinations to be set).
I don't know if the way Bass shoots in MM7 and The Power Battle / Fighters (plus the ability to charge) is how he is really supposed to be at that point in the story, or if they decided to reboot how he works later on to how he is in MM&B and MM10, but having some change in abilities by the game for him could be considered.
I also want to see if I can find an effectively good way to allow him to move around while shooting (maybe if standing still before shooting he'll stay in place so you can easily aim, and if moving before shooting he'll only stay in place if you let go of firing and then start again when standing), and also stand in place to shoot and aim when desired. And as far as rapid shooting, vs normal firing and ability to charge goes, maybe he could switch modes in the weapon menu (he is afterall more of a Robot that Wily created to be based around Power, and the rapid fire only does half the damage as Megaman's basic shot).
Bass also has a Double Jump to consider in MM&B... and while that might be a little cheap to have as a normal ability of his, I'm not sure if removing it would impact MM&B too much, or if it should only be available in that game... (without customized gameplay options set)

The only difference I'm aware of with Protoman that exists, is in MM7 and The Power Fighters he dashes with his shield in front of him. Not sure yet if that should even be included.

Feel free to give feedback and ideas about all of this.

Trinitronity
Posted on 01-19-17 11:54 PM Link | Quote | ID: 164778


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Actually, if Roll becomes playable, I think the best course of action would be to make her attack with her broom.

And when MegaMan gets the sliding, Roll gets a walljump.
...is it just me, or am I just describing Zero's gameplay from the PSX MegaMan X games?!

Synthetekh
Posted on 01-20-17 01:23 AM (rev. 2 of 01-20-17 01:23 AM) Link | Quote | ID: 164779


Ninji
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Hahaha yeah, that does actually seem pretty similar to Zero.
A secondary attack as a close range one could be pretty interesting though.

Realistically I think the wall jump would probably be too advanced for her though (except to maybe magnetize to certain surfaces and then be able to simply drop or push off of it to the side afterwards).

Thanks for sharing ideas though!~

dreamerman
Posted on 01-21-17 04:03 PM Link | Quote | ID: 164781


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You could leave the DLCs (MM9 and 10) as part of the main game.

For example:
MM9
8 Boss, Willy Stage 1, Willy Stage 2, Willy Stage 3, Fakeman Stage, Willy Stage 4.

MM10
8Boss


4 Killers


Willy Castle

Trinitronity
Posted on 01-22-17 12:39 AM Link | Quote | ID: 164782


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Posted by dreamerman
You could leave the DLCs (MM9 and 10) as part of the main game.

For example:
MM9
8 Boss, Willy Stage 1, Willy Stage 2, Willy Stage 3, Fakeman Stage, Willy Stage 4.


Better idea: 8 robot masters, then Fakeman, then all the Wily Stages.
Also, it's Dr. Wily and not Dr. Willy.

Synthetekh
Posted on 01-22-17 02:02 AM (rev. 10 of 10-02-17 02:13 PM) Link | Quote | ID: 164783


Ninji
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The idea for MM10 sounds like a pretty good solution (and I find it will be pretty interesting in this case that you get 4 more weapons unlike in Megaman 3).

The MM9 one however would alter the story of the game a little, and the ending would make less sense.
Megaman isn't sure if the Dr. Light he sees in the cage is the real one or a fake robot imitation (where Protoman comes in and tells Megaman that he thinks it's obviously a trap).
While killing Fakeman ahead of time wouldn't actually determine if that Dr. Light is a fake or not (or whether or not Dr. Wily actually captured Dr. Light at all~ Dr. Light could be held at an actual Police station or w/e, but arrested by Dr. Wily's fake police robot), Wily tells Megaman there at the end that the Police robot was his rather than a real Police robot (exposing this fact right then), and shows Megaman to Fakeman along with the supposed Dr. Light.
Dr. Wily and Fakeman leave the room, after Megaman is harmed because he decides to go for it anyway...

Then after Dr. Light is found innocent and returns to the lab, I guess it's presumed that you'd go and hunt down Fakeman (maybe so that there's not a fake Police robot still around... I guess, or maybe just to take out any of Wily's remaining robots).

Immediately following this scene, there's a tiny bit of story explaining what happened after defeating Wily. I think I'll probably make it so that at the end of this you have two choices:
-> 'Epilogue - Annihilate Fake Man' (afterwards the Credits will start as normal)
- - 'Continue to the Credits'


----
Btw, I updated Megaman X at the end of the first post~ attempt #2!
(looks far better, though still need to maybe adjust the arms a bit)


--- This is old now~ First post has more updated Roll Gfx ---
And here's a little demo of Roll's gfx after doing the retouching on what Zynk has given me so far (thank you so much Zynk for creating her standing frames, and working on the rest! ) :

I haven't worked on refining her MM8 sytle body yet, but I have done Classic style's body and hair, and on the right I have MM8 style's Hair done as well (I just used the Classic body with the MM8 style Hair for now).



(animated to blink :o)

Edit : Zynk made some even further improvements to the face and hair (his adjustments to the MM8 style looks far better), but I'll wait until we pretty for certain finalize it before showing any updates to it (not to say that we can't go back and make tiny adjustments etc. much later even.... it's honestly hard to 100% finalize anything I usually find haha).
Mainly I just wanted to let you all have a glimpse of what Roll may look like in Wily Wars style.

hossbags2
Posted on 02-05-17 07:14 PM Link | Quote | ID: 164828


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Can you allow Megaman to slide in Megamans 1, 2, 9 and 10. This way he slides in all the games

PKstarship
Posted on 02-06-17 07:12 AM Link | Quote | ID: 164829


Shyguy
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I'd like to ask, if this hack will be widely customizable, will there also be an option as to which Charge shot Mega Man can use in each game (that is if you have an option to enable it in 1-3 and 9-10)? I'd love to rip through the Mega Man series with the grossly OP Mega Man 5 charge shot, I bet that would be a blast.

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Synthetekh
Posted on 02-08-17 03:03 AM Link | Quote | ID: 164841


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Yeah the slide, and also the charge shot will be customizable so you can optionally use whichever you want in any of the games.
Really any differences in what the character can do from one game to the next will be fully customizable in every possible way so you can play to your preference.
I'm also going to make it so that you can set which Items you can use in a game (Rush of all kinds and Rush Adaptors, Magnet Beam, etc.), and I think a fun little bonus thing would be to allow you to set which weapons you receive from a Robot Master (say if you wanted to play MM3 with MM4's weapons, or mix weapons from different games, etc.).

And again, they'll be like having cheats on in a sense (so I won't count any of the games as beaten in your save file, unless completed while all of the cheat-like customizations are off).

PKstarship
Posted on 02-25-17 04:54 AM Link | Quote | ID: 164917


Shyguy
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Sorry for bugging some more, but one final question: are you interested in adding in an endless mode like the ones in MM9//10? Such a huge set of levels and Robot Masters would probably make the game almost never get stale, especially with two players (and the option to customise your own perfect weapon set would make it even more fun).

Just a thought, although I'd understand if it wasn't possible.

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Synthetekh
Posted on 03-04-17 08:28 PM Link | Quote | ID: 164969


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I appreciate the thoughtfulness, but NP at all, feel free to ask as many questions as you want, and also to ask about details of any questions already asked .

I am interested in adding in an Endless Mode like in MM9 & 10, and also very short challenge stages, but I might leave them both for the Deluxe version as they'll be custom stages that I'll just have to make up, and since I'll want to leave the Basic version more original.... but we'll see, maybe I'll do it for both versions.

To elaborate on the Challenge Stages:
They would be kinda like in MM10 (also with an order of progression of difficulty), but with most of them having more to them~ that is, using enemies and objects in rooms arranged to be like fun but challenging little obstacle courses.
Part of the reason I want to do this is to give the opportunity to experience alternative creative ways that many objects etc. in the game can be used.

I also will make a version of the game that will be solely for making and playing custom stages, and downloading and inserting other people's custom stages.

flamepanther
Posted on 03-06-17 05:06 PM Link | Quote | ID: 165075

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Posted by Synthetekh
Hopefully I won't run out of data and have to split the game into two parts, as the Genesis allows for a Game to be up to 4MB max, but there is 4MB reserved for the Sega CD, and another 4MB reserved for the 32X as well, and it might be possible to use them with just the Genesis by itself; I need to research this more.
If you do run out of space, would you consider moving the game to CD-ROM?

I also eventually plan to make a 32X port of it.
Yes please!


Megaman's and everyone else's abilities will be limited / changed by the game as appropriate for each character and game.
...

Perhaps the gameplay customization should either need to be unlocked, or if allowing it from the start you just won't be able to unlock other content by beating the games while it's enabled.
...

And again, they'll be like having cheats on in a sense (so I won't count any of the games as beaten in your save file, unless completed while all of the cheat-like customizations are off).
How about a "continuous" mode? You'd start with your character's full set of normal abilities (slide, charge shot, Power Battle wall kick, etc.) and weapons would carry over between games (all MM1 weapons available in MM2, etc.)... but you'd have to go through all 10 games in order and nothing from a "continuous" save counts toward the individual games in normal mode.


I don't know if the way Bass shoots in MM7 and The Power Battle / Fighters (plus the ability to charge) is how he is really supposed to be at that point in the story, or if they decided to reboot how he works later on to how he is in MM&B and MM10, but having some change in abilities by the game for him could be considered. I also want to see if I can find an effectively good way to allow him to move around while shooting (maybe if standing still before shooting he'll stay in place so you can easily aim, and if moving before shooting he'll only stay in place if you let go of firing and then start again when standing), and also stand in place to shoot and aim when desired. And as far as rapid shooting, vs normal firing and ability to charge goes, maybe he could switch modes in the weapon menu (he is afterall more of a Robot that Wily created to be based around Power, and the rapid fire only does half the damage as Megaman's basic shot).
It would be interesting to (perhaps optionally) have two fire buttons--one for MM7/arcade style and one for MMB/10 style. Of course you'd need to support the 6-button controller if you've already got a separate dash button.


The only difference I'm aware of with Protoman that exists, is in MM7 and The Power Fighters he dashes with his shield in front of him. Not sure yet if that should even be included.
My preference would be for Down+Jump to be a slide move and a dash button or forwards double-tap to be the shield dash. In the interest of balance, the dash could be a little faster than the slide, but wouldn't decrease the height of your hitbox. He also has that crazy multiple-charged-shot thing in the MM7 fight.


Someone else has a thread on sprites-inc of the idea of a Wily Wars 2 / Expansion Idea, and the thought of using the Megaman Killers as Bosses for a 2nd Wily Tower kind of game was brought up, but then to fit that format those 3 additional weapons from MM10 wouldn't be gained (although it's not like there's some rule that they absolutely can't...). I'm not sure what should be done with that yet. Any ideas are very welcome.
Why not use the first DOS game (Volt Man, Dyna Man, Sonic Man) as a basis for the second Wily Tower? Then the Killers are still reserved for the DLC stages ...unless you decide to incorporate the GameBoy games

If you're considering bonus characters like X and Zero... Gunvolt and Beck would be a fun idea

Synthetekh
Posted on 03-21-17 06:37 AM (rev. 2 of 03-21-17 06:42 AM) Link | Quote | ID: 165245


Ninji
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Posted by flamepanther

If you do run out of space, would you consider moving the game to CD-ROM?

I'd like to avoid that if possible, but I suppose if it becomes the only option, then maybe so (and would have to to add a 'Continuous' mode).
I like the idea of having support for it though, so people could edit the game and use it if they desire.



(32x Port)

Yes please!

;D !! (plus it can have the Genesis' Hardware in combination with it, and can support the CD too haha)
Definitely happening someday!!



How about a "continuous" mode? You'd start with your character's full set of normal abilities (slide, charge shot, Power Battle wall kick, etc.) and weapons would carry over between games (all MM1 weapons available in MM2, etc.)... but you'd have to go through all 10 games in order and nothing from a "continuous" save counts toward the individual games in normal mode.

Oh!!, that sounds awesome ;D. I'd love to include that as a game mode. Yeah I feel goo about making all of the character's abilities available from the start in this mode.
And maybe to make it a true continuous mode, I could even add limited 'Continues' (with some ways to gain more perhaps).


It would be interesting to (perhaps optionally) have two fire buttons--one for MM7/arcade style and one for MMB/10 style. Of course you'd need to support the 6-button controller if you've already got a separate dash button.

Yeah I think I'll go ahead and do that, along with allowing a way to switch the primary plasma type in the weapon menu (would be like equipping a different weapon like the Hyper Cannon in X3, just in the sense that there's two Plasma options in the menu). Definitely going to need to add 6 Button support!


Why not use the first DOS game (Volt Man, Dyna Man, Sonic Man) as a basis for the second Wily Tower? Then the Killers are still reserved for the DLC stages ...unless you decide to incorporate the GameBoy games
I feel like that's a pretty good idea... except.. gosh I just can't stand the way Voltman looks. The other two look like they'd work well though.
Maybe I can cut Voltman out, and put in some of the better looking Gameboy Robot Masters... so that there's more than 2 lol.
I've seen pictures of the Gameboy Robot Masters, but I need to play those games and get familiar with them still.
It's certainly a consideration though.



If you're considering bonus characters like X and Zero... Gunvolt and Beck would be a fun idea
Heh.. I honestly feel very disappointed with how the characters look from that game (plus the character names...)... but maybe I could make yet another version of the game with characters outside of Megaman and put them in that.... hmm this could actually get quite interesting lol

I also feel like... Inafune would have preferred to just have the rights to the Megaman series anyway, and if he had his way I imagine he would have just kept on with Megaman. Even though a lot of people say Might No. 9 is Megaman's spiritual successor, I just feel like it was a degraded version of Megaman that was an attempt for him to have his Megaman series one way or another.

Red-Capped Hedgehog
Posted on 03-21-17 05:16 PM Link | Quote | ID: 165248


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This is a rather cool idea! Hope it succeeds!

flamepanther
Posted on 03-22-17 08:21 PM Link | Quote | ID: 165253

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The DOS robot masters all look a little weird and would probably need design tweaks. I haven't played the fan remake of the DOS games yet, but I imagine the team who made it has already had to deal with that. Maybe they'd give permission to adapt their redesigns?

I think Gunvolt and Beck would fit the aesthetic just fine if their sprites were based on how they both looked in Mighty Gunvolt, which was made in the classic 8-bit Mega Man art style. But it's your call, and probably a low priority either way.
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