Showing posts with label Mega Man. Show all posts
Showing posts with label Mega Man. Show all posts

Wednesday, July 25, 2018

MM8BDM Skin: Springman (ARMS)

Yup, after four years I finally complete another full skin for the little known game Mega Man 8-Bit Deathmatch. Today's subject is Spring Man, the title character of Nintendo's 2017 arena fighter ARMS.

This is the raw development sheet of the skin, based on a Mega Man-styled sprite I made of Spring Man back in 2017. I then touched it up, added rotations/movement, gave it some ARMS (heh), and this was the result:

his hair is supposed to face the other way agh





Oh wait, wasn't there another Spring Man already in the game...?


Oh right.

Download the skin here.
Dropbox Mirror (with Classes support)

Sunday, April 10, 2016

Super Mega Man 10




What the heck is a Super Mega Man? Tune in... some day in the future.

Thursday, December 27, 2012

The unofficial Mega Man Weapon Color Template

Hey 'ya all! I hope you had an epic holiday season. Sorry I couldn't get something planned for the holidays, but here's a something else I had on my Photobucket for some time to (hopefully) make up for it.



Ever wanted to mess with the colors of Mega Man? With this template, you can easily alter two colors and see how other poses, items, and even the life bar would be affected. Use it for whatever ideas you may have. until then, here's a few examples of this template in use.

If you can't tell, yes I like colors and messing with color palettes. That's what part of being an artist does to you.

Tuesday, November 6, 2012

Tired of Mega-Fever yet? Have a stupid sprite-comic!

Once again, big kudos to the Rosenkreuzstilette gang for making me seek out other and more original MegaMan-esque games. 

Anyways, what the title says.

Saturday, November 3, 2012

Mega-Fever continues. Let's have some Crazy Color Combos!







I can't really say this is anything but an experimental project to see every possible color Mega Man/Rockman could achieve across any NES via both original games and fan mods/hacks, using all it's primary colors from the system's pallette (as they appear in NEStopia).

Since the image's size is far too large to upload onto any image-sharing site (and it'd make this blog very cluttered), you can find the image over at this link. I warn you it's a very big image.

Feel free to link the palettes to weapons from Mega Man clones that don't play in classic 8bit style and/or don't feature Mega Man as the main player's character. Or use it for whatever purpose you desire.

UPDATE: Here's one I made for Weapon Energy Pellets and Weapon Energy Capsules.

Saturday, October 27, 2012

How do I see Freudenstachel?

Yea, two Rosenkreuzstilette posts in a row.

Not sure if I've really played enough of Rosenkreuzstilette Freudenstachel to give a full heads-on review, so I'll just list my own personal pros and cons.

=Pros=

*State-of-the-art visuals, scenery and sprites.
*Great character design.
*A very in-depth storyline.
*Decent level structure.
*Music selection is much improved over the original game I found myself shedding tears of joy over Trauare's level theme.

=Cons=

*Japanese vocals got repetitive; I found myself muting them.
*Once again, enemy sprites (and some items, tiles, etc) are flat-out taken from other games, re-colored, and just scaled to a larger size. Some of these edited sprites do not fit with the gothic structure of the game as a whole, coming off as cartoonish, and it seems like it wants to cram in "I'm Mega Man 11", with stuff like Strudel's Not-Rush ice sculptures as if we didn't know this was a Mega Man clone from the start. There is a clear difference between tributes/refrencing and theft. Just see Trucks and Skulls. I see no Birds with extensive shading and higher quality in that game.

EDIT: Okay, I see where I may have gone there. Remember when I showcased Fegaman in a previous post? Well, that game uses the original unaltered sprites from both Super Mario and Mega Man, but unlike Rosenkreuzstilette, Fegaman has the balls to admit it's a non-profit fan game and credit where all its material originated, while WOMI never put in "Original Concept © Capcom and all respective owners" on the [erka:es] startup screen.

*Controls seem a bit slippery at times, especially in underwater segments. Freudia seems very heavy and hard to control in water while Cheep Cheeps (yes, the Mario enemy, with the same design) attempt to drown you. I dunno; swimming just worked out so much better in Mega Man 8.
*Schwer-Muta's level is flat out filled with trial-and-error segments, filling it with severe fake difficulty. Thankfully it's not a bad as the first game, but having to fall down a pit that looks bottomless and a quiz room that asks "What classic Mega Man weapon does Freudenstachel allude to?" somehow brings it up a notch. Real difficulty, like those featured in MegaMari, are more welcome.
*Freudia is presented with no new abilities that the protagonist of the previous game, Spiritia Rosenberg, didn't have. No crouching (ala Magical Doropie and Darkwing Duck, the later being a Capcom game), and no 8-way firing abilities (like any Contra game, or Bass in Mega Man 10).
*Taking a cue from the Mega Man X games, upgrades aside from the item that gives you Beat Strudel that enhance Freudia's power, speed, and other factors.
*Freudenstachel uses the same Mega Man 4 passwords (yes, still no proper save feature, despite Mega Man 8, 9, and 10 having such) as the original, yet follows the "Doc Robot" patterns with the Schwarzkreuz. While not what I'd like, Mega Man 3's passwords would allow support for remembering which of the four Schwarzkreuz were defeated.
*Many, if not all, of Freudia's learnable powers seem next to useless, in ways similar to Mega Man 5. This is where I mention Rockman 4 Minus Infinity, where the abilities you learn from the Robot Masters in this game are true upgrades over the Mega Buster, with at least one advantage over the weapon you start with, thus making you want to use those when necessary rather than sticking to your default weapon. Try for yourself and see what I mean.
 *In contrast, any weapon should have a good effect on any boss, with each having resistances to specific (between zero to two) weapons and a weakness to one weapon, which this one weapon should deal double damage.
*A pop-up help screen should be present detailing all the nooks and crannies of every power up accumulated thus far, including upgrades if present. See Rockman 4 Minus Infinity.
*No W-Tank (recovers all the energy for one weapon) or S-Tank (recovers all life and weapon energy for all weapons) support, just your basic E-Tank.
*Lack of shops, present in every Mega Man game since 7.
*Lack of any additional game modes, the biggest being "Challenge" and "Endless". Has WOMI ever played the ninth or tenth Mega Man games?

Just a quick reminder, these are my personal opinions, and I'm sorry if you don't like them. But as I say with people making Breakout clones, it would really, and I mean really help if you played more than just the official Mega Man games and maybe one or two fan clones. Rosenkreuzstilette was the first of the series, so it was fair to expect so little. But there was a massive four-year gap between this and Freudenstachel, so I was hoping for some true balls-to-the-wall gameplay that at least gave out new enemy types with appearances not used by Nintendo or Capcom. While I did enjoy getting it, and it does have it's moments of fame, the first few minutes afterwards of playing and having to think "Knockoff graphics" and "Unimproved concepts" killed the joy for me. Honestly, a big disappointment for me after all the hype, but that's not to say others, like yourself won't enjoy it. If you liked the original you'll certainly love the second, but as for someone that had to mod the first game to get some enjoyment, I can't really say a vanilla Freudenstachel is for me. -___-

Wednesday, October 17, 2012

Freudenstachel; LETS PARTY

Corrected a few things based on advice from TDOMMX.
And corrected some more.


After me and many others having to wait four years through development hell, the well-hyped sequel to Rosenkreuzstilette will be released this Saturday. And even if I'm not demonstrating my levels of excitement as much as most of the fan base, I am eager to dive into Freudenstachel and give it a closer look.

Keep in mind I'm not going to play just one level and then write up a negative review with no valid criticisms present, as I did for the first game, I'll give an in-depth look though the prologue stage and the initial eight levels (planning to conquer at least half of them, either up to the boss or boss included) before I cite my opinions. And before you ask, I do have early thoughts on the game based on pre-release screens and information (many of which I got from following the blog Schwer and Schwer Alike) which I'll go over quickly in my own perspectives.

The game, as you probably all know, is a Mega Man clone playing under the viewpoint of Freudia Neuwahl, whom was a boss in the first Rosenkreuzstilette (and the only of the eight to share unique traits and have a significant place in the plot), going on to battle a crew of black-magic users (Word along the Grapeline calls them "Dark Magi") known as the Schwarzkreuz, or Black Cross, led by Pamela Arwig, in addition to dealing with the same girls from the first game Spiritia Rosenberg had to defeat herself, alongside newcomer Dolis taking the place of Freudia in an all-new environment raging with plant-life and Guts Man lifts. All the levels of the returning characters look similar with almost identical tile sets, but with new layouts, making Freudenstachel seem in ways a "1.5" entry and in others a true sequel.

Excluding Liebea and Schwer-Muta, the other Magi users have undergone a "timeskip" in their clothing, now being presented with more advanced outfits (i.e. Trauare Wrede looks more like a warrior, Sichte Meister shreds her clothing for no reason, and Grolla Seyfarth, another fan-favorite, gets upgraded armor and now carries the sword of her deceased grandfather, Raimund Seyfarth, which Raimund's spirit possesses. And of course not to mention the implants. *slaps myself*. Rather than taking their weapons ala Spiritia, Freudia upgrades her main weapon, the Freudenstachel, by combining it with one of her friends' after they fall, thus transforming it into a new weapon (aside from changing the color of Freudia's hair ribbion and cross-shaped blood-stain). Fans speculate that Iris Sepperin, the final boss of the original will return, and much like Grolla from the first game, Black Cross leader Pamela Arwig will become the protagonist in her own side-quest.

This is where my words may become slightly more severe, but please keep in mind I'm not trying to do any harm to the series in any way, just voice my thoughts. For one thing, while perhaps doing the following crucial to the story and the Dark Magi's plans and having new attack methods, why reuse seven of the eight initial bosses when you could have said bosses being new recruits to the RKS, with ID numbers RKS10-12, and 14-17 respectively? With how well WOMI designed the original cast and how many talented Japanese artists volunteered to create Strudel, Dolis, and the entirety of the Black Cross back in '08, the addition of new characters would enable the series to expand further, but in defense, this does spark some "quantity over quality" issues where it's better to have a few characters done well than a bunch with little to no proper backstory given, thus preventing us, the players, from connecting socially to these new characters. If anything, the Black Cross could be larger with five additional members, the runner-up eight (of course including Eifer, Schirach, and the Refrakita Twins) serving as the main bosses with Pamela Arwig afterwards in her own fortress. Again to speak out against myself, this'd render Dolis useless, making her a throwaway character at the last second, and with all this drama about Freudenstachel's tough development process, I'd say not waste a good character. Bottom line, I say keep things the way they are. so we don't have to go through another two seasons of guessing and crazy rumors. Just hope it's done right so the fanbases don't go raging on like Legends 3. Seems Capcom is really diving into some deep chit, so now we need to have the fans fill in after the great Inafune departed from Capcom.

I'm not going to bring up the whole "it's unoriginal bla bla bla" scenario, as I've said what I need to more than enough, whenever it be deviantART, Twitter, or this very blog. Though to add fuel to the fire, one other source for how a proper Mega Man clone could be done right, are all these ROM hacks of the original sextet of NES Mega-Man games, regardless of if it's a Japanese or English person doing all the modding, though for this instance, the one I'm going to bring up is Rockman 4 Minus Infinity, which features a good number of unique twists to the original formula, such as the sloped surfaces that normally didn't come until Mega Man 8, Quick-man lasers that don't kill immediately but appear a little quicker (whenever this is good or bad is up to you) and shorter wait times between death and restarting a level. And not to mention the custom soundtrack for Minus Infinity, while not original compositions, fits very well with their assigned stages. Other hacks would induce alternate game modes, like the "Endless" series that puts you through random rooms where the goal is to survive, and not to mention time attack in Mega Man 9 and 10.

With non-hacked games, there's Fegaman. Just Youtube game footage and just see how heart-pumping it is. Or just look below.



On a similar topic, I want to bring up that a while back, I figured out how to create mods for the original game with the assistance of TDOMMX's RKS Data Archive Decoder and some guides from Ravy Comics (Link to his RKS pages), mainly music and sound modifications, to ones that were a little more intense and went with the stages a single tune was assigned to. A few examples as to what this mod did are below.

*The sound effects are changed to ones that sounded more realistic, and when a Magi user fired off her weapon, the sound it makes is like a basic real-life gun being shot. Later versions eventually had me using equliveant sounds from both Mega Man and Darkwing Duck, though long after I decided against it, as the realistic sound effects made me chuckling every time I fired off a weapon.
*Zorne and Sichte's stages use music from both Super Monkey Ball and Super Monkey Ball 2.
*Schwer-Muta uses the factory music from Kirby 64.
*the Iris Palace bosses use the "armored boss" theme from Super Mario RPG.
*Others I don't really recall from memory, but all the songs were defiantly modded.

Soon after I posted the modded OST on Grolla's Dungeon, so anyone who owned a non-pirated copy only had to replace the needed files to execute the mod successfully. The download itself wasn't the full game, and I never intended on posting the game as a whole. The most I'd see myself doing is just posting everything in the game's "data" folder that could be modded easily pre-decompressed, no .exe file or anything like that.

With that said, Freudenstachel contains files compressed in a different format, which makes the RKS decoder useless in attempting to extract everything. Via e-mail, I got in touch with TDOMMX, and based on what he stated, the Decoder will not be updated due to the extensive amount of piracy the tool had inadvertently caused (Why work on something that'll make it worse?) Even if I could somehow rip all that the game has without some complex tool and still mod it for my own enjoyment, I'd keep the mods to myself if it's for the goods of the bigtime followers of the series' development, and I respect TDOMMX's final thoughts on the scenario, not wanting to force him into a very detailed project. Unmodded or not, I'm sure Freudenstachel will still remain enjoyable even without me gutting everything out.

I'm leaving one final song to end the post.

Saturday, February 25, 2012

The one fangame you'd like to see but never will

...Well, until I figure out programing and s@it.
If this doesn't look like anything to you, here's the ever-so-popular Kingdom Hearts (stripped of all Disney and non-original characters) crossed with Capcom's well-loved but now suffering series Mega Man. It's an idea I had on me for quite some time (true story) and it follows a fan-created story-line (and as such, is not connected to the main Kingdom Hearts canon).

It's pretty much just a Mega Man clone with Kingdom Hearts characters slapped on it. Here you're seeing a mockup stage select built from Mega Man 6's, but colored violet and with different names (obvious) for the Masters, in this case, eight of the Organization XIII members (my favorite of the characters, tied with Demyx and Axel). The "X" in their names are custom, and so is the "ï" in Saïx's name.

Gameplay wise, it's still identical to Mega Man's, but with some liberties taken with clever level design and enemy/boss programing, similarly to the Mega Man clone I've previously talked about focusing on my own set of characters. I plan to create both games in future years, granted I can find a good team of spriters and programers (yes I plan to assemble a team). Back on topic, it will still feature the weakness system, but will have two different weakness "paths", or otherwise known as "suggested orders"; one that would be taken with Xigbar, Xaldin, Saïx, Marluxia, and Larxene, and the other with Vexen, Axel, and Demyx. I'm going to give every boss clever and/or fast tactics, so you won't find any easy bosses performing like Toad Man that can be taken down with little to no effort at all. They will all utilitize semi-random patterns to keep players on their toes and help with providing real difficulty and challenge.

Enjoy what you get fellas. And if any of you give a flying fluck about Bleach Pac-Man, keep in mind that v1.2 of the hack will be put up (hopefully) in the next few days. I'd say whenever because I can't keep a constant schedule (even if I promised it), so it'll be "when I feel like it".

Next time.

Sunday, January 1, 2012

Realm of Sixty Million Mega Man Clones

And yet we have our first post of the new year.

On the beginnings of January, I have a announcement. You know how clones of everything exist nowadays? Well, in the future (yes, re-read that, future), I would like to develop just for the fun of it and the entertainment of my followers, plus to the dismay of the haters and prove to them how a clone, especially one based on Kenji Inafune's flagship series, is done right.

This Megaman clone will be based on my OC series and it's characters. The plot will be somewhat similar to the original Mega Man; eight guys have gone bad thanks to an unknown villian, and you're sent to straighten their butts out and return the area back to normal. The game has an opening stage, the classic "Target Select" screen with 8 bosses,  then a final castle with five levels (and a true final stage), belonging to Joker. The game would have some bonus features, like an "Endless" mode, a "Challenge" mode, "Time Attack," "Score Attack," "Boss Attack," and an unlockable "Intense" difficulty. As for saving, the game uses both a basic save and Mega Man-styled password feature, though using passwords prevents the player from unlocking any new features playing through the game, as the passwords can send the player right to the beginning of Joker Stage 5.

Online leaderboards would be put into full effect, showing off the fastest and highest-scoring players in the main game, Time Attack, Score Attack, Boss Attack, Endless.

To control Aozora, the player can use the arrow keys to move, look up, crouch, climb up, and slide down ladders, plus aim your weapons upwards and while crouching. X jumps (which can also be done to drop off ladders and other climbable objects, like hooks and ropes), Z fires your active weapon, and C or a combination of X and down makes Aozora slide, in which he may also fire while sliding. Enter and Esc both pause the game to switch weapons and use items (including setting misc options with display and sound; these can also be set from the title screen's Options menu), while automatic weapon switching would be done mid-game through the A and S keys. These additional commands are not to make the game easier; which leads to the game's difficulty.

The difficulty will not come from cheap and confusing level designs, but from skilled enemies and AI with original designs, few (though not many) level puzzles, and balanced level lengths, sort of like a cross between core Megaman games, Megamari and Rokko Chan.

Gamepad/Controller support is also present incase keyboard controls prove to be too difficult for the player.

The weapons you obtain from the bosses of the eight stages are actually intended to be upgrades to your starting weapon, and are therefore meant to cause much more havoc, besides better firing capabilities and/or more powerful projectiles. Bosses don't take as much damage from special weapons as normal enemies do. Using a bosses' main Weakness will multiply it's attack power by 1.5, while using a resistance will halve the attack power of the weapon. The planned weapons can be read here, but the support/transport items are shown below as I never spirited them.

Springboard-One: Like the Rush Coil. You'll plant a springboard on the ground and use it to bounce higher.
Hover-Two: Like Item-1 from Mega Man 2 or the balloon item from Mega Man 4, place it and you can stand on it for a short time, allowing you to get to higher places. It's a little safer than Springboard-One.
Winger-Three: A cross between Item-2 from Mega Man 2 and the newer versions of Rush Jet (the ones available in Megaman 4, 5, 7, 9, and 10), this one allows you to cross certain chasms. or take shortcuts across difficult parts of the level. Can be steered.
Aquatic-Four: This game's version of Rush Marine. Jump in and you have added protection (enemy attacks only do half damage when you're in the Aquatic Four) and better control underwater.
Darn, that was a lot to process. But believe me, I'll figure out how to make it all work.