MegaMan Armada

Complete Mega Man Armada [updated 12/24/2019] 0.1.4

No permission to download
Project is completed.
Thanks, all.  :) This is a real passion project of mine, and it makes me very happy to know you enjoyed playing it.

darknior said:
The most important things we lost from original games are :
- The charge blast ... some don't have any bullet ... i love in Megaman charging my blaster to blast enemies :p Maybe you can add it to some characters ?
I'm sorry, I wish I knew how to make charge attacks work effectively (I can make it work, but the charge shot won't activate in the air, nor is there a "charging" effect). Maybe one day I can implement it, but for right now it's not happening.

darknior said:
- In Megaman the interest is to find the good order to kill Boss to have the good weapon to fight the other boss ... we lost it here, or it is because we are on a demo and later it we be implemented ? Maybe with a MAP like on some other OpenBOR games ?
So the idea with this game is for me to remake every stage and boss from all MegaMan games. It's a huge task, considering there's well over 80 Robot Masters throughout the series. Once I've made a little over half of them, I was going to implement a MegaMan-style stage select screen. I plan to make it look something like this.

As for the boss health? I personally enjoy the difficulty, I don't think it's too hard at the moment. I previously experimented with decreasing boss health by a moderate amount (some 25%), and the game felt laughably easy.

As for the KO screen length? I was thinking of finding a better victory theme, but one hasn't come to mind yet.

Argulus Gideon said:
Hopefully on the future you could add some of the Dr willy stages just as original games, that would be great I love the music of that stages. Thank you for your effort here my friend
I plan to add all Wily and Wily-related (IE, Mr. X, Cossack, ProtoMan, etc) stages at some point.  :)
 
NickyP said:
I'm sorry, I wish I knew how to make charge attacks work effectively (I can make it work, but the charge shot won't activate in the air, nor is there a "charging" effect). Maybe one day I can implement it, but for right now it's not happening.

Yes i understand, maybe you can found some one who can help you to make a script for this ... in a later version ...

NickyP said:
As for the boss health? I personally enjoy the difficulty, I don't think it's too hard at the moment. I previously experimented with decreasing boss health by a moderate amount (some 25%), and the game felt laughably easy.

I understand, i only think that when your game will be finished, it can be cool to make Boss have same life. But if the player user the good character, he will kill the boss quickly ;)
 
Maybe only reduce it by 10 percent, and or have fodder enemies together with the boss?
 
I'll take reducing boss health into consideration again.

In the meantime, since I've last replied, I kind of changed my mind and started working on the stage select screen now. I'll share more as I develop more.
 
Oof, my last post was in October. Is that long how it's been since I updated you guys? Sheesh.

So I added the stage select screen, a few more characters, and three more full stages. I also changed around a few of the [Unique] character movesets and buffed a bunch more characters, so hopefully the game should feel more balanced than before. I don't know when I'll release the next update, but I'm aiming for sometime next month.
 
Triple post, wuh-oh!  :-X

I posted this in the Discord chat, but I drew sprites for Terry Bogard and put him in the game. Attached is his sheet. Right now, he's a [Mixed]-type character that "shoots" punch waves or whatever. I'm wondering if there's anyone here with greater artistic talent than I that would like to expand the sheet and add more animations--specifically, his special moves from the fighting games, like Burn Knuckle, Crack Shoot, or Rising Tackle. I'm talented enough to edit basic MegaMan sprites into other characters, but drawing completely original animations is kinda where the limit is...  ;D
 

Attachments

  • terry.png
    terry.png
    2.5 KB · Views: 11
NickyP: I tested with his Burn Knuckle attack:
m9ocih.jpg

I don't know if you need another special attack. I hope these frame are convenient for you ;)
 
It looks great!.... But I just realized, I must have mistaken the name of the attack I was referring to.  :o What's that move called where he punches the ground and then a shockwave projectile shoots out? Isn't that Burn Knuckle? If it isn't, that was the move I was talking about. Sorry!

I'm hoping I didn't mistake Crack Shoot and Rising Tackle either. The first one should be a front flip kick that jumps forward, the other one is... kinda like if you made Ryu's Tatsumaki upside down.
 
Just watched the playthrough dafamily , thanks for sharing. Lol I would have picked AVGN as soon as I saw him too

This is an epic mod NickyP , so many characters from so many places, a fan to be found no matter where. I like the different attributes of each character, suit different play styles well.
 
O Ilusionista said:
That is the power wave.
Wow, yeah. That's the one I meant! Would pretty cool if someone could make that happen.  ;)

Glitch said:
This is an epic mod NickyP , so many characters from so many places, a fan to be found no matter where. I like the different attributes of each character, suit different play styles well.
Thanks, I appreciate it.  ;D I aim to please!

In the meantime, I drew sprites for Cammy and added her in! Screenshots attached below. Her main attack is the Spiral Owl. Holding down and pressing attack on the ground lets you perform Cannon Spike. Even though I'm no artist, I really like how well her sprites turned out!
 

Attachments

  • bor - 0022.png
    bor - 0022.png
    4.9 KB · Views: 7
  • bor - 0023.png
    bor - 0023.png
    4.7 KB · Views: 7
  • bor - 0022.png
    bor - 0022.png
    4.9 KB · Views: 10
Double post for a good reason  :P, here's Power Wave (I also rework slightly on Burn Knuckle animation):
swwrc0.jpg

NickyP: Your game reminds me Shockman Zero on SNES, maybye you cand find good inspirations with this game:
 
It looks great, thank you! But can you attach the image file here, or upload it with a different image sharing site? The one you used turned it into a JPG, which added artifacts and basically ruined it.
 
I might need to donate my projectile ground follow script. It would be kind of cool if Terry's Powerwave behaved like Search Snaks. Let them climb walls and such, but have the disadvantage of not crossing pits or water. You can find the script in my Github if you want it.

https://www.youtube.com/watch?v=rRumpsk9gnQ

DC
 
kimono  Thanks! I made the frames and am coding him now! How do you want to be credited? Just "kimono?"

Damon Caskey  I was just going to put subject_to_wall 1 and launch it with throwframe (frame) -1. Shouldn't that have the same effect? This mod doesn't have any slopes or anything fancy, as most of the level design is an abbreviated version of the levels used in the official games. Nor do I think the Power Wave should climb a 90 degree angle up a wall.

You bring up a good point about the Search Snakes though, especially since I plan on making SnakeMan fairly soon.

EDIT: And of course it doesn't work the way I thought it would. I even made sure it had subject_to_hole 1. Sigh. See attached.

I'm looking through your github now, and I'm a little lost on your Power Wave setup. Looking through the projectile's .txt and onmovex.c, I don't see anything that would control whether the entity falls into a pit or off of a wall/platform. Is that the attack.ground.mode 1 line?
 

Attachments

  • ugh.png
    ugh.png
    6.7 KB · Views: 8
NickyP: Kimono is sufficent for me, always at your service if you're being blocked for graphical problems :).
I noticed that you'vz changed the wave spark, the new is better than the one I submit, sorry :/
 
kimono said:
NickyP: Kimono is sufficent for me, always at your service if you're being blocked for graphical problems :).
I noticed that you'vz changed the wave spark, the new is better than the one I submit, sorry :/

Thank you! I may ask for your help again... there's a slew of characters I'd love to put in the game, but lack the artistic ability to create. Pit (Kid Icarus), Morrigan, Sailor Moon, Zelda, Mai Shiranui, Rika (Phantasy Star 4), a Monster Hunter wearing Rathalos armor... there's just too many I want to see!

And the wave spark I'm using is a recycle from the one I made for ClaFan--I just added a black outline and changed the colors. Looks nice, right?
 
Back
Top Bottom