Megaman Powered Up REMIX

O Ilusionista

Captain 100K
This is a game I worked on the past, and I need to keep working on it.
But I maybe will move it to OpenBOR instead of mugen, but just when I reach the desired skill levels in OpenBOR, since on this game I've made many things that aren't common on Mugen.

The game is based, somehow, on Megaman Powered Up game.
I was trying to make something more unique than another MVC based game.

megaman-powered-up-remix.jpg


Thanks to that, we have:

- No block, as Megaman games
- Vertical animated and interactive lifebar
- Animated select screen (something way harder to do on Mugen)
- Short jump and long jump
- No trip moves, no lieground states
- Short invencible time, depend on each move (you will start to blink when you are invencible)

mugen001.jpg

mugen002.jpg

mugen003.jpg

mugen004.jpg

mugen005.jpg

mugen021.jpg


On this beta, just 3 chars are avaliable: Bomb Man, Elec Man and Mega Man X. But much more to come.
Mugen 1.0 1280×720 only (you can play it at 640×360 by editing the mugen.cfg file). NO WINMUGEN VERSION WILL BE RELEASED.

Video:
http://www.youtube.com/watch?v=l7TWylSxyQg

Download at http://adf.ly/B93V8
 
It's a nice one!
Very professionnal even if it's a demo.

This is what all my works need in Mugen and OpenBor.
 
Thanks for the support, guys.
There are a LOT of content to still be added to this project:

Confirmed chars:

Jd9Pz.png
sJkpR.png
Bhq12.png
FFV5X.png
79Ud9.png
G8R1H.png
fqyDm.png
lDzFS.png
VqJFd.png
GDH5m.png
3oh2S.png
Vf7de.png
DppKq.png
YKhZN.png
m8Kgp.png
Q1yd6.png
Ktk8k.png
Zul4d.png
lmbK8.png
oyiAq.png
YCLGL.png
cKDeG.png
rtLgn.png
XBRaf.png
fC6HU.png
sI8e4.png
X8qho.png
SoV3D.png
iXTDx.png


NOT CONFIRMED
eTVuu.png
AfC2c.png
qmaZ7.png
Tn9E1.png


Notes:

  • Sharkman is NOT canon, it comes from Megaman DOS, but I like it anyway
  • Flashman and Skullman will take a long time until the release, thanks to personal reasons from the editor.
  • The roster can (and should) change anytime.
  • I think is waste of space and ram to use 1280x720, since I don't use HD sprites.
  • I've made a test now, and 2 of the problematic stages of this game (Frostman City and Night at Symphony City) has no more slowdowns, so I think I will modify it to 640x360 ( I won't use 480 because I don't want to redo everything).
  • Since I will need to modify the SP to find room to the big roster (almost 40 chars), I will remake many things to fit the new size, and with this I hope to reduce the file size to the half.
  • Well, I'm working in many things at once (don't blame me, its the way I am, sorry) so to make the things easier, I will keep releasing Betas with 3 or 4 chars added for every release.

See more at http://mugenguild.com/forum/topics/megaman-powered-up-remix-132549.0.html
 
wow it looks like a lot of fun!!

where do these chars come from? it looks like the psp game, but pixelated and the psp version is... not sprite? drawing?

storm eagle looks incredible cool!!

I have never played a game with Axl and Tron. so instead of them I would prefer Enker, Break man (as a prototype Sniper Joe instead of disguised Protoman) or Yellow Devil.
 
All the chars were edited from the scratch. Some by GregarLink, some by ZerodeArmentis, some by other guys. Many of then were traced over the 3D graphics.
 
I love that project. too bad I don't have time to work on it.
One of the main problem is that I changed the resolution from 1280x720 to 640x480, and this makes me redo a lot of stuff.

Plus, the way we can do animated select screen in mugen is VERY painfull to work. For each new char, we need to modify the image. And since I want to rearrange the chars, I need to redo everything everytime...

I am considering to port this to OpenBOR heavily. But there are things I did on this game that I have no idea how to do in OpenBOR yet.
 
Conversions are sometimes complex.
I had one more mugen project. It has to be a kind of Warzard type remake, but with other enemies (just monsters) from GG Judgement and more, and original heroes (in CVS style).

Then I had the idea to convert it to openbor, so the big enemies can be used as bosses in levels full of smaller enemies. I worked on some concept screenshots and even posted some in the old Lavalit site (early days) but at this time even the way to create a slam was a total mystery.
So I cancelled it without even starting it. I have few of the sprites ready to be used, but no more interest in making it because the gameplay is too simple. Paradoxally I prefer mods with "complex" gamplay. (don't know if it's the right word)
 
Whoa, I never knew there are such Megaman sprites.

I am considering to port this to OpenBOR heavily. But there are things I did on this game that I have no idea how to do in OpenBOR yet.

For ported to OpenBoR version, would it be 1vs1 game or Power Battle style or regular Megaman game (with platforms etc)?
 
1 vs 1 (or more) but with platforms and such, but not like a regular Mega Man game.

But to make it possile, first I must raise my coding skills. I am a bit satisfied with what I already have, but to match the same level I had on that project will still takes time.
 
Sorry a bit off topic,

But I've hit this resolution problem with mugen too.

I started in 1280x720 too.  But noticed just about every other mod I've downloaded is running as 640x480. 

I tried several screenpacks that simply don't display properly for me, some fonts are too big etc.
so I'm totally unsure what to use now.

I use 1600x900 desktop size, the only way mugen will look good is force it too my desktop res in mugen.cfg. 

Its best to use 640x480 for mugen 1.0?  Is it actually possible to make a mugen that works on any screen mode?
 
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