I can upload a demo of the game seen here (old engine) if you like. The new engine was made from scratch though, and is far more accurate. This one is obsolete. Would you like me to upload this preview version anyway?
Some people have suggested this. It may be included in the future. After the game is released I will expand on it regularly if it has enough following. Adding new modes and new bosses (from other Megaman games).
I can put up a download of this demo shown on this video now if you like. It's outdated now since I've started the engine from scratch. But I made small improvements on the one seen here just before I started over.
Out of curiosity, are you going to get the movement data from a ROM dump or just emperically? I'd love to know the movement data in hard numbers myself because as of now I've just tweaked numbers based entirely on observation (albeit a LOT of observation). Then again I'm not using the same program as you but I could certainly adapt if I was able to get ahold of the real data.
Empirically, I'm using arrays to determine how many pixels Megaman moves, thus creating movement patterns like (+1, +2, +1, +1, +2, +1, +2, +2, +1) or (0, +1, 0, 0, +1)etc as seen in the NES game when viewed frame by frame. Someone in the TAS community used the term "sub pixels" before, I think this is what they are referring to.
I don't know how to get movement data from a ROM dump. Is is simple to do? Might be worth doing.
Well honestly I only know enough about 6502 assembly to make realise that I know nothing about 6502 assembly. :p Aside from being able to read a tracelog, and even that not very well, I don't know enough about ROM dumping to be able to say. So you are programming movement on a machine cycle basis? I've never thought about stepping through a NES game and capturing pixel motion frame by frame...that's a great idea.
I've never used MMF (GM user here) and I guestimated his movement at 1.3 pixels per cycle side-to-side (although I've doubled the resolution to 512x448, so in my case I use 2.6 px/cycle), and yours averages out at 1.44, so mine must be a bit on the slow side.
Thanks for the input, though...something I'll try to take a look at! And good luck with your project, too!
On FCEUX Megaman 2 runs at roughly 60fps (seems to be 59.9 for some reason). So I've made the MMF game in 60 fps and tried to retain identical movement, frame for frame, pixel for pixel, where possible and where I can find the motivation to do it.
I tried using fastloops but I came to the conclusion that it wasn't possible because you'd need "fractional" loops (1.5 x, 3.2 x etc) which as far as I know aren't possible. I tried to think of elaborate ways to do them with Mod and Divide but in the end I thought f**k it I'll do each frame.
Well, sounds like you have it worked out, then. I'll be anxious to see how it turns out. If you decide to do full levels and single player campaigns I wish you luck. My project took me over 3 months to do (granted I didn't work on it 24/7 either) from start to finish, and I didn't even have to design graphics, AI, or music. Far longer than I thought it was going to take, but I was pleased with the end result so I can't complain. Funny how time gets away from you when you're on a project. :p
I'm now redoing the entire thing from scratch for almost 100% accurate movement to the NES version. It will be the most accurate Megaman game remake ever made.
Why Don't you try to make it so up to 4 people can go through a level at once and to fight more bosses at once? a One screen Four player Mega man would be Great.
I was planning on doing a 2on2 battle mode, that should be pretty simple to do.
I also thought about doing co operative single player (and "counter-operative", controlling the enemies like Perfect Dark), but that'll only be if I can master platform movement in MMF well enough to recreate Megaman's movement and collisions accurate enough for single player.
Before then I'd definately have to recreate the variable jump height.
Looks pretty cool. Out of curiosity, how are you going to go about doing the scripted bosses? Crashman can move all around, but Airman can't walk, only jump, ditto Metalman, Bubbleman (well, float in his case, heh), and Woodman. Heatman can't even do that, and is really only allowed to move (normally) after being hit. It'll be interesting to see how you go about balancing the bosses, so that you won't get windlocked by Airman or wtfpwned by Metalman.
Really good question, I've thought about it in the kitchen for days and haven't come up with a solid answer yet. I have a lot of ideas, but the basic philosophy will follow: keep as close to the original game as possible while giving the player the ability to control the bosses.
The question is on, as you say, "scripted" movements. Technically all the bosses are scripted but I don't see problems with Metalman, Bubbleman and Heatman.
(ctd...) Crashman, for example, would normally jump straight towards megaman as soon as u fire or jump, and always try to fire a Crash bomb as he falls. I gave the player the freedom to fire or not fire whenever (as long as you're in the air) and took away the ability to zoom right to megaman, but retained the automatic aiming of the cbombs at megaman. You could have done this with more or less restriction and I might change it or add options to change the style of play (more free/more realistc)
(ctd...) Generally speaking, where bosses have "sequences", the player will be able to trigger those sequences whenever they like, but they will be identical to the original game. So even if the boss can't move around per se, you can still decide when they are going to fire or change position at least.
The question is how do you balance accuracy to the original game with multiplayer playability and fun.
Yeah, scripting AI is far easier than trying to anticipate something a real live player might do, that's for sure. ;) Given the restrictions and your desire to retain authenticity, I don't envy the decisions you'll have to make, but best of luck doing so! :)
Also, Crashman does have a random chance (I haven't tested the probabilities yet) of just jumping straight at you without you even firing, but obviously this is moot when talking about a real player. He's even more aggressive in MM3...
as Doc Robot, but again that's unimportant. I'll be interested in seeing what you come up with for Heatman since obviously you couldn't let the player turn invincible at will, and even Airman, since his Air Shooter will block any of Megaman's weapons, so it could be used defensively just as much as offensively.
Heh, well I've found when doing things like this it's better to take one step at a time than to try to brainstorm all at once. Otherwise you just get overwhelmed and frustrated. :p
Where can I downloaded this?
Andrzej560 7 months ago
This looks sweet. Have you thought of a co-op mode? also how do i download the game?
Traceinyourface 2 years ago
This game is unfinished. Currently being made.
I can upload a demo of the game seen here (old engine) if you like. The new engine was made from scratch though, and is far more accurate. This one is obsolete. Would you like me to upload this preview version anyway?
RichhhR 2 years ago
@RichhhR please give a demo old or new
SonicFam1102 11 months ago
Some people have suggested this. It may be included in the future. After the game is released I will expand on it regularly if it has enough following. Adding new modes and new bosses (from other Megaman games).
RichhhR 2 years ago
sweeeeeeeet
SaucisseMerguez 2 years ago
/watch?v=4ijt53xp7XY
Update
RichhhR 2 years ago
The next update is up!
RichhhR 2 years ago
The next preview is almost ready.
RichhhR 2 years ago
All the problems/missing things listed in the description have now been fixed/added in the new version. Update video coming soon (ETA end of June)
RichhhR 2 years ago
looks awesome be sure to put up a download when finished man
Oshijizax 2 years ago
I can put up a download of this demo shown on this video now if you like. It's outdated now since I've started the engine from scratch. But I made small improvements on the one seen here just before I started over.
RichhhR 2 years ago
I've now moved to this account, I'm working very hard on the next update. There will be a display of all the weapons.
RichhhR 2 years ago
Out of curiosity, are you going to get the movement data from a ROM dump or just emperically? I'd love to know the movement data in hard numbers myself because as of now I've just tweaked numbers based entirely on observation (albeit a LOT of observation). Then again I'm not using the same program as you but I could certainly adapt if I was able to get ahold of the real data.
WAbenteuer 2 years ago
Empirically, I'm using arrays to determine how many pixels Megaman moves, thus creating movement patterns like (+1, +2, +1, +1, +2, +1, +2, +2, +1) or (0, +1, 0, 0, +1)etc as seen in the NES game when viewed frame by frame. Someone in the TAS community used the term "sub pixels" before, I think this is what they are referring to.
I don't know how to get movement data from a ROM dump. Is is simple to do? Might be worth doing.
Sebace0us 2 years ago
Well honestly I only know enough about 6502 assembly to make realise that I know nothing about 6502 assembly. :p Aside from being able to read a tracelog, and even that not very well, I don't know enough about ROM dumping to be able to say. So you are programming movement on a machine cycle basis? I've never thought about stepping through a NES game and capturing pixel motion frame by frame...that's a great idea.
WAbenteuer 2 years ago
I've never used MMF (GM user here) and I guestimated his movement at 1.3 pixels per cycle side-to-side (although I've doubled the resolution to 512x448, so in my case I use 2.6 px/cycle), and yours averages out at 1.44, so mine must be a bit on the slow side.
Thanks for the input, though...something I'll try to take a look at! And good luck with your project, too!
WAbenteuer 2 years ago
Those arrays I gave were examples not exact arrays I have used but similar.
Sebace0us 2 years ago
Also the video demonstrated here doesn't use the accurate movement which I'm working on at the moment. The next video will show it. :)
Sebace0us 2 years ago
On FCEUX Megaman 2 runs at roughly 60fps (seems to be 59.9 for some reason). So I've made the MMF game in 60 fps and tried to retain identical movement, frame for frame, pixel for pixel, where possible and where I can find the motivation to do it.
Sebace0us 2 years ago
So yes, all of megaman's movement in the next version is done on a frame by frame basis using arrays.
I couldn't work out another way to achieve the level of accuracy I wanted.
Sebace0us 2 years ago
I tried using fastloops but I came to the conclusion that it wasn't possible because you'd need "fractional" loops (1.5 x, 3.2 x etc) which as far as I know aren't possible. I tried to think of elaborate ways to do them with Mod and Divide but in the end I thought f**k it I'll do each frame.
Sebace0us 2 years ago
Well, sounds like you have it worked out, then. I'll be anxious to see how it turns out. If you decide to do full levels and single player campaigns I wish you luck. My project took me over 3 months to do (granted I didn't work on it 24/7 either) from start to finish, and I didn't even have to design graphics, AI, or music. Far longer than I thought it was going to take, but I was pleased with the end result so I can't complain. Funny how time gets away from you when you're on a project. :p
WAbenteuer 2 years ago
how good is MMF ?
looks like a hell of a program, you have freedom to make what you want?
deluxedookie 2 years ago
For 2D, pretty much unlimited. And as simple as can be.
Sebace0us 2 years ago
I'm now redoing the entire thing from scratch for almost 100% accurate movement to the NES version. It will be the most accurate Megaman game remake ever made.
Will post an update video soon.
Sebace0us 2 years ago
Why Don't you try to make it so up to 4 people can go through a level at once and to fight more bosses at once? a One screen Four player Mega man would be Great.
greenluigi24 2 years ago
One more thing, Maybe, If you do levels, Bosses should be Playable in them (If they can Climb ladders).
greenluigi24 2 years ago
I was planning on doing a 2on2 battle mode, that should be pretty simple to do.
I also thought about doing co operative single player (and "counter-operative", controlling the enemies like Perfect Dark), but that'll only be if I can master platform movement in MMF well enough to recreate Megaman's movement and collisions accurate enough for single player.
Before then I'd definately have to recreate the variable jump height.
Sebace0us 2 years ago
lookin good Seb - should be a good time if you can get it working multiplayer over the net - then you just add bosses to keep people playing :D
Chaos680 2 years ago
I'm not planning on making it internet multiplayer before I've done all the Megaman 2 bosses as accurately as possible.
But if you mean other Megaman series bosses then yes that is a good idea which I mentioned.
Sebace0us 2 years ago
Can Crash Man use the Megaman Style Crash Bombs?
Magnemight 2 years ago
No. I don't plan on letting him either,
Sebace0us 2 years ago
This comment has received too many negative votes show
this looks stupid, quickman just stands there, this hack suxors lollllolmao rofl
Shinsou10 2 years ago
Uhm.. its Crashman not Quickman lol plus its a multiplayer remake and not a hack.
Castraphobia 2 years ago 5
Impressive. If you're ever looking for a beta tester, I'd be happy to offer my services.
TheHueyFreeman 2 years ago 3
There's a lot to do before it'll be ready.
Sebace0us 2 years ago
here's the thing...
uploaded on 31th of March
if this is for real, bad timing dude...
imbirthday 2 years ago
Looks pretty cool. Out of curiosity, how are you going to go about doing the scripted bosses? Crashman can move all around, but Airman can't walk, only jump, ditto Metalman, Bubbleman (well, float in his case, heh), and Woodman. Heatman can't even do that, and is really only allowed to move (normally) after being hit. It'll be interesting to see how you go about balancing the bosses, so that you won't get windlocked by Airman or wtfpwned by Metalman.
But looks cool so far! Good job!
WAbenteuer 2 years ago
Really good question, I've thought about it in the kitchen for days and haven't come up with a solid answer yet. I have a lot of ideas, but the basic philosophy will follow: keep as close to the original game as possible while giving the player the ability to control the bosses.
The question is on, as you say, "scripted" movements. Technically all the bosses are scripted but I don't see problems with Metalman, Bubbleman and Heatman.
Sebace0us 2 years ago
(ctd...) Crashman, for example, would normally jump straight towards megaman as soon as u fire or jump, and always try to fire a Crash bomb as he falls. I gave the player the freedom to fire or not fire whenever (as long as you're in the air) and took away the ability to zoom right to megaman, but retained the automatic aiming of the cbombs at megaman. You could have done this with more or less restriction and I might change it or add options to change the style of play (more free/more realistc)
Sebace0us 2 years ago
(ctd...) Generally speaking, where bosses have "sequences", the player will be able to trigger those sequences whenever they like, but they will be identical to the original game. So even if the boss can't move around per se, you can still decide when they are going to fire or change position at least.
The question is how do you balance accuracy to the original game with multiplayer playability and fun.
Sebace0us 2 years ago
I.e. how much freedom should you give the player to do some thing/combination/angle/speed that the Megaman 2 Bosses never did.
That's a challenge I have.
Sebace0us 2 years ago
Yeah, scripting AI is far easier than trying to anticipate something a real live player might do, that's for sure. ;) Given the restrictions and your desire to retain authenticity, I don't envy the decisions you'll have to make, but best of luck doing so! :)
Also, Crashman does have a random chance (I haven't tested the probabilities yet) of just jumping straight at you without you even firing, but obviously this is moot when talking about a real player. He's even more aggressive in MM3...
WAbenteuer 2 years ago
This has been flagged as spam show
as Doc Robot, but again that's unimportant. I'll be interested in seeing what you come up with for Heatman since obviously you couldn't let the player turn invincible at will, and even Airman, since his Air Shooter will block any of Megaman's weapons, so it could be used defensively just as much as offensively.
Heh, well I've found when doing things like this it's better to take one step at a time than to try to brainstorm all at once. Otherwise you just get overwhelmed and frustrated. :p
WAbenteuer 2 years ago
But at any rate I'm anxious to see what you come up with!
WAbenteuer 2 years ago
Thanks, guys. :)
Atm I am updating the game daily with a todo list of additions and fixes.
Sebace0us 2 years ago
Comment removed
WAbenteuer 2 years ago
That is really well done. The controls and the way the game looks like it handles looks virtually identical to how the original played. Well done.
zomglolcats 2 years ago
nice :D keep it up seb :P
karlosftw 2 years ago