Project: Mega Man PC
||21st October, 2008
||25th August, 2009
This is my current project in the works. It's a rehash of the old DOS Mega Man game. (Not sure why I'm drawn to recreate old shitty games into something better, but meh). Anyhoo, here's a rundown of what you can expect.
Customizable Controls w/ Gamepad Support
Ability to adjust the window size in game
Ability to switch between full screen and windowed mode in game
Adjustable music and sound volume
Uploadable score data
Revamped Graphics, Music, and Sound Effects
Play the original stages in Retro Mode or brand new stages in Modern Mode
Unlockables galore (Including "One Ugly Robot" mode)
MMPC FAQ (v1.2)
Q. What is this project exactly?
A. This is a remake of the 1990 DOS Mega Man game by Hi-Tech Expressions
Q. How did this get started?
A. Lord Omega: Sup?
Strider: Bored. Playing MMDOS.
Lord Omega: Wow.. That's bored.
Strider: ...Hey, we should remake this.
Lord Omega: Doo eet!
Q. What's the difference between Modern and Classic modes?
A. Classic mode retains the maps from the original game with minor to major changes included. It stays as faithful to the original while making it play like an official Mega Man title. Modern mode sports new maps, new bosses, and new items.
Q. Who are the Robot Masters in the game?
A. Volt Man, Dyna Man, and Sonic Man
Q. Only three?
A. Yeap. The original game only sported three Robot Masters. Therefore, this title only has three.
Q. Does classic mode sport the original's graphics?
A. God, no. Both modes of the game sport the updated graphics and sound effects. However, there is a mode you can unlock called "One Ugly Robot Mode".
Q. What's One Ugly Robot Mode?
A. By finding and defeating the original DOS Mega Man, the player will be able to play through modern and classic mode as DOS Mega Man.
Q. What's this game being made with?
A. Multimedia Fusion 2.
Q. Awesome! Can I help?
A. Up until the demo is released, no. I have all the help I need. After the demo's release is another story, as I will be needing a team of spriters to help get this game done faster. I'll let you know when we're hiring.
Q. Don't you have a playable demo now?
A. Yes, but that's primarily for the testing crew. I do hand it out to select individuals on occasion for comments and criticism.
Q. Can I try the demo?
A. Only if I feel you can contribute more than just saying "OMG THSI IS 2 COL!!11". I want people to try this game and tell me what they think should be added/omitted. I want to know what the fans would like to see and base my decisions off that.
Q. When is the public demo coming out?
I'm shooting for a June release if possible. 70% of the demo is ready to go as of this moment. More is added each day. Eventually
Q. What other features are included?
A. There's quite a bit to list, aside from better gameplay, graphics, and music. The game will come with keyboard and gamepad support, control customization, force feedback support, volume adjustments, the ability to switch from windowed to full screen, and a few other things I may toss in before the public release.
Q. Will Rush be in this game?
A. No. This game takes place before Mega Man 3. Therefore, no Rush.
Q. Will Proto Man be in this game?
A. Too soon in development to tell. I may include him as a playable character. But as far as the story goes, no, he's not in the game itself.
Public forum for open project discussion
On: 24th Mar 09, 11:52:13 AM
Private forum for project members only
New Video - Part 2
Gameplay Video #1!
Mega Man PC Website now live!
Posted 24th Aug 09, by DS Strider
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Finally got around to adding the damage system to the game. Now, MegaMan can take damage and be killed by enemies.
Charge Shot now damages foes
Enemies can now damage/kill Mega Man
Charging does not get halted by enemy contact
Charge shots bounce off non-destroyable objects
Turbines in the lower half of the stage are now taller
Powerline Detectors and Waterfall sprites are now single active objects to help save RAM
The spheres that appear during the death animation have been slowed
The spheres during the death animation have been changed from yellow to blue
Gabyoall's animations have bee lengthened, which allows for easier passage past the enemy when the electricity isn't active
Fixed a glitch which made Mega Man still visible while the pause menu is active (After hit flickering)
Fixed a bug which broke Mega Man if he was hit while charging
Fixed a bug which kept Mega Man flashing if he was hit during a charge
Fixed a bug in which destroyed enemies still hurt Mega Man
Fixed a bug which kept your currently equipped Master Weapon active after death (Even though the meter was gone and Mega Man was his normal color)
Fixed a bug which caused some enemies not to harm Mega Man at all
Fixed a bug which caused weapons on screen to become stuck mid-air if Mega Man died
Fixed a bug which changed Mega Man's initial color if he died while charging
Powerups get stuck in the ceiling at times
BigEye isn't finished
Nuclear Detonator incredibly buggy
Placement issues regarding Chibee
Movement doesn't occur if the D-Pad is pressed before the teleportation/hit animation is finished
Telly still moves and doesn't turn invisible when the pause menu is active
Gabyoall is not affected by the pause menu
Spydah do not turn invisible when the pause menu is active
Yeah, a lot of work has been done, and a lot more needing to be finished. But we're trucking along.
Posted 3rd May 09, by DS Strider
That's right. The long awaited website for this project is now up and running. As such, I'll be doing all project updates from here. (I'll still post here when the need arises, though. I rather enjoy this place).
So come on by and check us out. =D
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