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Work in Progress / MegaMan Redemption - Retro Remakes Entry

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Emperor Baal
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Joined: 1st Dec 2003
Location: The Netherlands - Oudenbosch
Posted: 30th Aug 2004 10:56 Edited at: 30th Aug 2004 11:11
I picked MegaMan 2 NES for a make-over. This is the game for the Retro Remakes competition:



This is the title screen. In the original game you could select normal or difficult. I've added a third option, MM X-Treme. Believe me, it's hard!



The original intro, ofcourse, it's working 100%. The camera goes up and you'll see MegaMan standing.



The stage selection screen. Nothing fancy.




Bubbleman stage screenshot. The monsters move (I've also coded the special events. For example, these monsters lose their armored shells when hit)




The beginning of the under-water battle. Again, I've coded the special events. MegaMan moves slower, jumps higher and dies when he hits a spike.




Some nice alpha fading effects on the gunfire. Nothing special though.




Yup, the frog is back, and he shoots baby-frogs at you, just like in the original game.


There's more, hehe:



The wily "extra" stage. If you think megaman is not animated, your wrong. I know he's the same over and over, but that's because I cannot capture the right moments




What the *beep* is that?





The robot guy is coded aswell.




Hehe. Life-pickups are present!


Now you all are thinking, many sprites, many routines, many functions. It must run slow! Well, let me show you:



The debug screen, the fps is constant 310 when you modify the settings.ini file (set fps cap to 0)
And, because D***Coder nagged, a screen that shows you I'm not
trying to cheat using a blank screen and then printing the fps:
http://www.posergallery.com/wip/20040829-211814.jpg



After making a schedule I noticed this game is finished on 20th September. That gives me 7 extra days to do some serious tweaking, debugging and re-coloring graphics.

I hope you guys will like it (I think it's not allowed to post demo's)

JoelJ
21
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Joined: 8th Sep 2003
Location: UTAH
Posted: 30th Aug 2004 11:10
lolo ownz you :p


looks awsome tho

dark coder
22
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Joined: 6th Oct 2002
Location: Japan
Posted: 30th Aug 2004 11:14 Edited at: 30th Aug 2004 11:16
Quote: " because D***Coder nagged"


whos dorkcoder??

on the skyscraper scrolling up looks like someone forgot to set the transparancy flag on

also on the 1st water stage you can clearly see the level is being drawn over the health bar apart from that looks cool


walaber
21
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Joined: 22nd Oct 2003
Location: Los Angeles, CA
Posted: 30th Aug 2004 12:25
looks very impressive... I was thinking I hadn't seen you on the forums much lately... now I see what you were doing

good luck on the compo!

Go Go Gadget DBPRO!

Athlon XP 2400+ || DDR-SDRAM 1GB || Nvidia GeForce 4 Ti4200 AGP 8x 128MB
PiratSS
22
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Joined: 18th Oct 2002
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Posted: 30th Aug 2004 14:51
Yes, looks really good and awsome fps as well

medwayman
22
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Joined: 27th Aug 2002
Location: uk
Posted: 30th Aug 2004 17:42
Looks great! cant wait to have a go of that

Based on Amiga PD game Squigs. Early shots: http://www.custardsoft.pwp.blueyonder.co.uk/images/03.png

Vues3d on Kalimee
20
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Joined: 12th May 2004
Location: NYON (SWITZERLAND)
Posted: 30th Aug 2004 18:45
Really looks great & funny!!!

Guido
http://www.vues3d.com
3ddd
20
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Joined: 14th Apr 2004
Location: Orlando, FL
Posted: 31st Aug 2004 11:03
Looks awesome! I recommend using Tile Studio to grab the tile images. It has this handy little utility that lets you chop up a game screenshot (e.g., from an emulator) into a grid to speed the process along.

Also, I hope you decide to post the code after the competition. I have yet to see the entire source code to a completed 2D platform game.


He's evil, but, he'll die. I like it.
Emperor Baal
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Joined: 1st Dec 2003
Location: The Netherlands - Oudenbosch
Posted: 31st Aug 2004 18:58
The media is already finished, just need to place enemies and tiles now.

Here's a new screenshot, of the AirMan stage which I finished yesterday. Only have to code&place the enemies now:



I'm work 1 or 2 days on each stage. Only have about 10 to do.

Mitchell
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Location: The Netherlands
Posted: 31st Aug 2004 20:36
Coool!!! This is one of my favourite games!

"A delayed game is eventually good, a bad game is bad forever"
- Shigeru Miyamoto
Emperor Baal
20
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Location: The Netherlands - Oudenbosch
Posted: 1st Sep 2004 10:32
Thanks for your replies, here's another screenshot:



The clouds are working and moving around now

Emperor Baal
20
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Location: The Netherlands - Oudenbosch
Posted: 2nd Sep 2004 01:17
Ok, this is bizar, Ive replaced my collision function (which returns the tile number when an enemy collides with the tile) with
a far better one, and behold:


Again, this is not just an empty screen which is rendered. I grab the fps in the game loop, and when you hold "A", that value is printed.

Emperor Baal
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Location: The Netherlands - Oudenbosch
Posted: 2nd Sep 2004 22:23
Oh man, this is great. I just finished cutting the tiles and background for the QuickMan Stage:



It gets boring very fast, because I'm coding the tile-based levels in notepad

The screenshot above is actually this:


Mitchell
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Posted: 2nd Sep 2004 23:48
hehe

"A delayed game is eventually good, a bad game is bad forever"
- Shigeru Miyamoto
Turoid
21
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Location: The Netherlands
Posted: 3rd Sep 2004 05:11
That last screen is superb!!

syntax error??? it isn't an error, it is a feature

gothboy 101
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Location: Watonga, ok, usa
Posted: 3rd Sep 2004 11:18
i love megaman!

www.freewebs.com/dragonseige/
JoelJ
21
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Joined: 8th Sep 2003
Location: UTAH
Posted: 3rd Sep 2004 14:17
lolo will be better, you just wait... :p


anywho, that really looks awsome, are you going to releace the source?

Emperor Baal
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Posted: 3rd Sep 2004 19:12
Yup, everything is free. Media and source.

Mitchell
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Posted: 3rd Sep 2004 19:43
that media aint yours right?

"A delayed game is eventually good, a bad game is bad forever"
- Shigeru Miyamoto
Emperor Baal
20
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Location: The Netherlands - Oudenbosch
Posted: 3rd Sep 2004 19:55 Edited at: 3rd Sep 2004 19:56
the sound effects and some tiles and enemies are.
I've put in a list in the readme, it contains every file that is royalty-free and may be used. The midi's Im using are made by others
and I've got their permission to use them.

Emperor Baal
20
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Location: The Netherlands - Oudenbosch
Posted: 4th Sep 2004 00:16
The quickman stage is done, ah, finally. Omg, look at this:





if anyone says writing a retro is easy (without using a mapeditor), then shoot him

Great Knight
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Posted: 4th Sep 2004 04:55
It looks very good. I might not even finish my game in time for this compo.

Are you a leader or follower.
Pricey
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Posted: 4th Sep 2004 06:13
sw33t c0d3z dud3!

Mitchell
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Posted: 4th Sep 2004 07:06
heh.. Yeh, codes great

"A delayed game is eventually good, a bad game is bad forever"
- Shigeru Miyamoto
Emperor Baal
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Posted: 4th Sep 2004 19:44
Hehe:



Mitchell
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Posted: 4th Sep 2004 23:59
I hate those enemies

"A delayed game is eventually good, a bad game is bad forever"
- Shigeru Miyamoto
Emperor Baal
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Posted: 5th Sep 2004 11:45
You're not the only one
And they are even worse in my version



Ilya
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Posted: 5th Sep 2004 13:01
Demo?

Emperor Baal
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Posted: 5th Sep 2004 20:07
I'll post a demo on 1 October

Mitchell
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Posted: 5th Sep 2004 22:12
Are you gonne make better media? I mean, it's not ugly, but the power and health bar, and the media in that own level of yours, dont look at all like the real megaman gfx. I'd like to try and improve some of those sprites if you weren't planning on replacing them.

"A delayed game is eventually good, a bad game is bad forever"
- Shigeru Miyamoto
Emperor Baal
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Posted: 5th Sep 2004 23:16
they are all placeholders >_>

Mitchell
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Posted: 6th Sep 2004 00:08
Mooi

"A delayed game is eventually good, a bad game is bad forever"
- Shigeru Miyamoto

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