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Mega Engine GB - Finally, it's Mega Engine but in Game Boy flavour.

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MEGA ENGINE GB
a.k.a. MEGA ENGINE: GAME BOY EDITION


Mega Engine GB is my own unofficial version of WreckingPrograms' Mega Engine, which aims to modify the original version's source to resemble the aesthetics of the Mega Man Game Boy Series (Mega Man: Dr. Wily's Revenge, Mega Man II, Mega Man III, Mega Man IV and Mega Man V). Like the original Mega Engine, it is an easy to use engine and has been acclaimed for surpassing the code quality of Blyka's Door's Mega Man Engine, but includes some differences departing from the original version. This idea of a modified Mega Engine with the Game Boy style was born from my imagination and it was a challenge to prove my GML coding experiences. The development for this engine took almost a month, starting from the mid-December 2017 to mid-January 2018, with help from some people over at Sprites Inc.

Features include:
  • 60 FPS Classic Mega Man Gameplay adapted into the Game Boy version of the games, complete with physics modification.
  • Retaining the flexibility to modify the engine.
  • New samples of the Title Screen, Stage Introduction and Weapon Get screens, gathered off from the Mega Man Game Boy games.
  • A new, more basic, Pause Menu.

Everything in Mega Engine GB has pretty much the same functionality, just it changes some visual aspects as a ready-made template to make your own Game Boy styled Mega Man fangames. Currently, this engine is only usable in Game Maker Studio 1.4. No plans for a Game Maker 8.1 version , while GMS2 has to be yet ported with help of someone.

Screenshots:
F.A.Q.:
Changelog:
Download:
Game Maker Studio 1.4

Credits:
  • WreckingPrograms: Original Mega Engine
  • NaCL: Beta testing
  • Soulephant: Programming assist
  • SnoruntPyro: Programming assist
  • PKWeegee: Mega Man IV sound rips
  • Blyka's Door: Mega Man V sound rips

Be sure to give me feedback and have fun using the engine.

TEMP EDIT: v1.1 is already on the works now that someone over at the discord chat is having the "day one" problems with it. Be patient.

NESMaker

The Dreams of Annabelle Sunray

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Yesterday i finished playing all the games of this short horror RPG Maker game series called The Dreams of Annabelle Sunray, which centre about a girl known as Annabelle, who has psychological problems with her father. Along with her friend Melody, she has to find the truth through her dreams. It's main focus is inspired from Yume Nikki, but the story for the games are linear. Beware as these games do have a cheap amount of scary content, but they're not scary as Amnesia: The Dark Descent. These games have a decent pixel art style but keep in mind that you'll get annoyed in the games' chase sequences, which are really choppy and difficult to beat due to VX Ace's pretty uncomfortable collision system, but other than that, the story is fine.

Currently, there's two entries of this series, The Dreams of Annabelle Sunray and The Dreams of Melody Moonlight. I'd give a go to play these games, as they're short, and i absolutely recommend to play them in order (Annabelle Sunray -> Melody Moonlight), they're not separate stories.

Robot Masters for adoption

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So I decided to draw some robot master portraits and put the robot masters themselves for adoptions. You just need to request one of ' em, after this feel free to use it on roleplays, artworks or fan games.
[Image: 3780_21_01_18_9_14_38.png]

You can also give feedback and ask for more info about them.

Adopted Robot Masters:
  • Particle Woman

Thojoewhit's MegaMan Style Camera System (BETA V0.5 DEMO)

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[Image: 73okWhQ.gif]

Well, I'm back. After some personal stuff, and dabbling with MUGEN, I'm back working on my Mega Man Engine.

Though this isn't it, it'll be apart of it.

My Mega Man Style Camera System will help people who want to create a MM engine, but have trouble with trying to replicate the Camera. Since I decided not to release my engine, due to it being vastly inferior to the much better Mega Engine, this will be a decent starting point for people who want to make their own.

Also, Simon's there instead of Mega Man, because reasons. Also Infinite Jump is active.

Tips and constructive criticism are welcome!

For Game Maker 8.1. May or May not be GMS1 or 2 compatible.

Controls:
Arrows - Move
Space - Jump

DOWNLOAD LINKS:
(DEMO): https://www.dropbox.com/s/1hwsx4ywfo3s3f...5.zip?dl=0 (V0.5)
(GM8.1 File): TBA, when it reaches V1.0

CHANGELOG:

V0.5
Added Mostly Smooth Go/Stop Camera system (The Red/Green Bars in the level)
Added Instant Camera Shift when half way outside view.
Added very early doors with one way system.

MaGMML2 Tier Challenge Race!

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This is an idea me and some other fellows came up whilst racing MaGMML2: since not much people have the stamina,practice and experience to race whole games,why not race by tiers?

But after looking at the idea,I felt like it lack a bit of....."pizaaz" to it,so I figured that throwing some other challenge in the mix will definitely be fun!

So I decides to hold this "contest": to see who can finish the set tier the quickest!The contest will be held every 3 weeks,the challenge will be revealed at 4:00 A.M.(EST +0) on Wednesday,and the submission time will be from 1:00 A.M.(EST +0) on Saturday to 11:59 P.M.(EST +0) on Sunday on the same week.

The way to participate in is to simply record the video of the run that fits the criteria, and submit it here!(the run starts when the player teleports in the tier,and end when you grab the tier boss element.ANY RUN THAT DOESN'T CONTAIN THOSE TWO MOMENTS ARE INSTANTLY DISQUALIFIED.)

Currently the challenge is not set,but I have a few ideas about it,I will let you guys vote for which one,the poll will end tomorrow.

1. Tier 1: leave the worst untouched! (weapons(normal/alter) are allowed,cheat mode and super mode MUST be disabled,M tanks are allowed,and you must NOT take any form of damage(including suicide) at any point of the run.)
Run Requirement: 4 elements,1 nickel and tier boss

2. Tier 3:the tier buster (weapons(normal/alter) are NOT allowed,cheat mode and super mode MUST be disabled,E/M tanks are allowed)
Run Requirement: 6 elements,5 nickels and tier boss

3. Tier 6:rolling and slashing (ONLY Slash Claw and Wheel Cutter are allowed(yes,Mega Buster is actually disabled),cheat mode and super mode MUST be disabled,E/M tanks are allowed)
Run Requirement: 6 elements,2 nickels and tier boss

Mega Man Battle

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Mega Man Battle, I'm developing this game is still missing as I'm developing I'm posting the videos of the progress of the game, Download the trial version, test the game for your opinion

download [Demo Test]
https://gamejolt.com/games/MegaManBattle/314164

Video demonstration


Mega Man Paragon - A Classic Series RPG

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Hello everybody! I'm StupidStudiosN, and I come to you all today to propose a concept I've had in the works for a while now: "Mega Man Paragon", a JRPG taking place in the Classic Mega Man series, with new characters and a story that would fit within the pre-established setting.

Progression-wise, the plot would progress in a non-linear chapter-based system, with new missions/chapters unlocking in a way similar to Mega Man & Bass (Start out with 2 missions that branch out to more, as you clear them). The curve-ball to this formula is that you aren't explicitly told what Robot Master is going to be the chapter boss, with the player needing to go off of the mission description to piece together the theming of the boss. As for the areas and locations themselves, they'll be populated with various NPCs that can give you hints on where to go, provide sidequests, or even own shops for you to buy items from. Once you visit an area for plot reasons, you can revisit it at any time, much like the Mega Man Battle Network and/or Paper Mario series of games.

In terms of gameplay, combat would be handled using something referred to as the "Linear Motion Battle System" (LMBS, for short). The LMBS is a system of battling popularized by the "Tales of" series, where fighting takes place on a 2D Plane in real time. Your active character can perform a standard attack, various special moves that can be mapped to hotkeys, and guard oncoming attacks from enemies (or just dodge them outright). Dangers wouldn't end at the enemy encounters, though, as some of the Robot Masters would have stages to travel through with their own hazards and puzzles to navigate in order to get to them.

Plot-wise, it would take place in an undisclosed time after Mega Man 10 (...and probably Mega Man 11) where, after a long time of silence with Wily's most recent defeat, a time of peace is enjoyed from the Light Bots. Unfortunately, Dr. Light is made aware of a strange radio signal coming from the condemned remains of Wily Castle 10. Mega Man, naturally, is sent out to investigate the disturbance, only to find that Mets and various other robots are guarding the place. Assuming that Wily is up to no good once more, Mega Man presses onward into the castle to stop Wily before his new plans can go through.

And... That's it for the basic idea pitch. I could go into detail about how I want "X" mechanic in the game and such, but I'm not about to beat around the bush like that... Classic Mega Man has had an astonishing lack of quality fangames that aren't traditional platformers, and it's something I hope to change with Paragon.

Now, while I would end it there, I've actually prepared a small proof-of-concept demo made in RPG Maker MV to show off the gameplay idea a bit better. That said, I'm fully aware this isn't as polished as it should be, and I would like to stress that this is not by any means what I would want the final game to end up being. This is just something I cobbled together in my spare time over the course of about a month or so.

https://www.dropbox.com/s/jy5lcvyew5129p...t.zip?dl=0

So, that was my fangame concept for "Mega Man Paragon". If any of the following things mentioned here interest you, I would be more than glad to discuss things 1-to-1 over on Discord (My contact over there is @StupidStudiosN#1447). Anyways, I hope that with enough support this idea can go through, and I appreciate you all for your time in reading this.

Mega Spartan-X Man

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A.K.A. Mega Kung Fu Man - A Kung Fu/Spartan-X crossover game.

* May contain spoilers*

Basically a sprite/character swap of Kung Fu/Spartan-X with Mega Man characters, and slightly different game play. Climb to the top to save Roll from Dr. Wily.

Start with Rock (Powerless Mega Man). Player would have fist attacks & combos. Secret technique unlocks such as Hadoken and Shoryuken.

* Minor Enemies - Most likely Joes, or Mets. Some flying enemies most likely Telly, or shield attackers.
* Bosses - 1 robot master from each MM1-6 game:
1F -> GutsMan
2F -> Crash Man
3F -> Top Man
Mid Boss -> Proto Man. Happens after defeating the 3rd boss.
4F -> Ring Man (Or Toad Man, but this could be too similar to a Guts Man fight)
5F -> Gravity Man
6F -> Knight Man (or Plant Man).
7F -> Castle guardian boss.
8F -> Final Boss - Dr. Wily
* Secret Boss (Would unlock by clearing without losing any lives, or take no damage) - Roll. -> She exams Rock's fighting abilities after being rescued. Otherwise if requirements aren't met, Roll rescue mission only.

Each time the game is cleared, new costume/outfit is unlocked. First time being Mega Man helmetless, 3rd time cleared unlocks full Mega Man suit + Mega Buster. Perhaps unlock new game difficulty settings.

My Robot Masters

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Hi, I'm MechaFan108, also known as (Allan Doug) (DouglasArtGallery) etc... this is my first topic so I would like to present a pixel art of mine from Robot Masters OCS, here they are.

[Image: what_would_my_robot_masters_look_like__b...c1eor8.png]

List: MM - Sigh
Amazon Woman
Model Man
Blaze Man
Flood Man
Beaver Man
Saw Man
Rust Man
Acid Man


I hope you like it =/

MM 11 Wishlist

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Ok, we've seen some footage and read everything we can get our hands onto and I for one am getting antsy for some new stuff. In the meantime, I'd like to toss this question out: What features from previous MM games would you like to see return?

For me, the primary things that I would like to see return are multiple playable characters.
Bass, unchanged in his play-style from MM10
Roll
Protoman with some adjustments from previous play-styles to allow him to feel different from playing as Megaman (now that Rock will have his slide and charge shot back), while sticking to his aesthetic. Maybe keep the effect of his shield, give him Bass's dash, fewer levels of charge, but more power than MM, I don't know.

Being able to play as the robot masters a la MM Powered Up would be awesome, too (or just let us play as the MM 1 bosses)

I really want them to incorporate the ESCAPE option from the X-series (make it available as soon as you beat a stage, instead of having to buy it from the shop).

I would also like to see more hidden upgrades/items like MM5-8.

Maybe we could bring back the Rush adaptor (I actually really liked that)

In need of Megaman Xtreme style sprites.

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As the thread suggests, I'm looking for any good spriters out there who would be willing to make some sprites in the Megaman Xtreme style. I need at least, Blizzard Buffalo and Toxic Seahorse from Megaman X3, but I wouldn't mind it if someone worked on bosses from Megaman X 4-8. Any help is greatly appreciated. Smile

Shadow and Gaea armor's happens to have boss weapon palettes.

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Hey, first time here! MM - 1up

So while fucking around with cheat codes on both MMX5 and MMX6, I decided to try out those fancy armor codes, that forcefully changes to selected X armor no matter what other armor you select before going into a stage.

But the best part about those codes is that you can make Shadow or Gaea armors have boss weapons equipped, even though they shouldn't able to equip them in the first place!

Which also means that we are able to see new color palettes for these armors, which makes them completely unused without some usage of cheat codes!

But currently, I only happen to have screenshots of these armors to showcase, so sprite rips for them would be nice.

Screenshots

.bmp  Yammar Option.bmp (Size: 382.55 KB / Downloads: 45) Yammar Option

.bmp  Ground Dash.bmp (Size: 382.55 KB / Downloads: 45) Ground Dash

.bmp  Ice Burst.bmp (Size: 382.55 KB / Downloads: 45) Ice Burst

.bmp  Meteor Rain.bmp (Size: 382.55 KB / Downloads: 44) Meteor Rain

.bmp  Guard Shell.bmp (Size: 382.55 KB / Downloads: 45) Guard Shell

.bmp  Metal Anchor.bmp (Size: 382.55 KB / Downloads: 45) Metal Anchor

.bmp  Magma Blade.bmp (Size: 382.55 KB / Downloads: 45) Magma Blade

.bmp  Ray Arrow.bmp (Size: 382.55 KB / Downloads: 45) Ray Arrow

More screenshots


.bmp  C-Shot.bmp (Size: 382.55 KB / Downloads: 30) C-Shot

.bmp  Dark Hold.bmp (Size: 382.55 KB / Downloads: 29) Dark Hold

.bmp  F-Laser.bmp (Size: 382.55 KB / Downloads: 30) F-Laser

.bmp  Gel Shaver.bmp (Size: 382.55 KB / Downloads: 30) Gel Shaver

.bmp  Ground Fire.bmp (Size: 382.55 KB / Downloads: 29) Ground Fire

.bmp  Spike Ball.bmp (Size: 382.55 KB / Downloads: 29) Spike Ball

.bmp  Tri-Thunder.bmp (Size: 382.55 KB / Downloads: 28) Tri-Thunder

.bmp  Wing Spiral.bmp (Size: 382.55 KB / Downloads: 28) Wing Spiral

Mega Adventure

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Inspired by a concept from a Mega Maker level, this is basically open-world Mega Man.

The game is broken up into four (basic) regions: Surface, ocean, volcano, and fortress. In each of the first three, your goal is to defeat three robot masters, then get to the exit point. You can tackle each three in any order.

And yes, you do get nine weapons at the end.

Upon reaching the fortress, locate and battle each robot master for a key. This key leads to one wily-style boss, followed by traditional Wily Machine and Capsule.

The actual masters/enemies/bosses themselves are going to be modified/upgraded versions of Capcom masters/enemies/bosses, and the tile set will also be ripped from the original games, so graphics work isn't much of an issue, unless a tile needs tweaking. All that this game would need are composers, level designers, and programmers. The game is going to be using GMS2 Mega Engine (Just import the GMConfused 1.4 version).

Mega Man Love - Free Open-Source Mega Man Engine For Love2D

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Might as well actually release this.

The Mega Man Love engine is a free open-source NES-styled Mega Man engine built for Love2D 0.10.2. Its main focus is accuracy and flexibility, being very close to its source material, while also being easily changeable. Two years of work has led to the engine's stable release.

Notable features:
- 60 FPS
- Dynamic asset loading, no memory crashes or stuttering
- Instant start up, making for fast debugging
- Lua and Love2D: a simple and quick scripting language, and an easy framework with a massive community, making for an excellent resource
- Dynamic player: everything can be changed, from Mega Man's left slide speed, to his right walking decel. All actions can be toggled to fit the gameplay style of any classic Mega Man game
- Tiled: the best tile map editor out there, just export maps to Lua. Mega Man Love can use as many object layers and tile layers a map file has, and loading only takes a single function call. Animated tiles are supported
- Collision system based on groups instead of object types
- JSON save system
- Pick-ups
- Checkpoint system
- Section and transition system. The camera will make automatic shifts if necessary
- Rush Jet and Coil built in
- Example demo stage with everything the engine includes, tinker around with it!

Video testing the demo:




F.A.Q.

Downloads:
Zip file of the source code
Windows demo
Love demo

Installation instructions for newcomers:
- Download the code editor, ZeroBrane
- Install Love2D
- Start ZeroBrane. Go to Project > Lua Interpreter, select Love, then go to Project > Project Directory > Choose, choose the folder with the Mega Man Love source code
- Run with the play arrow on the top toolbar or by pressing F6

Notes / bugs:
- Sliding doesn't work properly on slopes unless Mega Man's basicSlide variable is set to true. If you want to slide over one tile gaps and don't care about slopes, then I don't recommend basicSlide
- There are moving one-ways, but no moving solids

I appreciate any feedback given.

Make a Good 24 Hour Mega Man Level

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[Image: R180GPI.png]

Make a Good 24 Hour Mega Man Level


Hey everyone, I know this is kind of unexpected but here's a small treat a few of us put together. We put together a private mini test contest (mostly as a proof of concept) where contestants were given a box of 4 random items (2 enemies and 2 gimmicks) and had to make a level in 24 hours. We ended up getting 6 entries by known designers and they got scored by three judges.
This was all done in a version of the MaGMML2 devkit started on May 30th 2016. The contest ran for about two months then fell into production hell until this winter.
Questionably more important than this contest itself is that we will be running another similar contest open to everyone once the MaGMML3 devkit is public.
Yea, the games a bit rough around the edges but it should still be a fun experience!

Judges:
ParmaJon
MiniMacro
Creshman




FAQ


Why didn’t I hear about this?
The contest was only known about in a private server with about 20 people, it was just easier to run in a small closed environment to work all the kinks out.

Can I join this server?
No, it’s a private hangout server.

How were the judges selected?
A few of us knew wanted to try judging so this gave us an opportunity to judge on small scale and see how we liked it without trying to get into one of the main MaGMML’s.

How were the weapon choices chosen, it genuinely puzzles me that people would’ve selected them?
Honestly we just kinda threw about 10 names for weapons out there and voted. Since we weren’t even sure if this would be released as a game or without any foresight there was no thought to selecting decent or balanced weapons.

When will the next contest be?
Whenever the MaGMML3 devkit is out. In that one it will be organized and structured much better with a different judge set.



My game wont save
Make sure it doesn't share a folder with another game that has main.sav and file.sav otherwise there will be a conflict. If you are unsure keep it in its own separate folder



[Image: h58fzoP.png][Image: lHjA9gi.png][Image: tcY69sO.png][Image: X12m4DD.png][Image: lu34Lr0.png]

A fix for those who have problems loading custom costumes/skins

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When i had unlocked the custom skins during my first run in MaGMML2, i was having trouble loading the skins due that it caused the game to freeze whilst you can play even when the screen freezes at the skin selection screen.
I was disappointed for many months until when i messed around options.ini, which it had some graphical settings inside. I basically inverted the first three options and i was able to load the custom costumes like normal now.

I'm not sure which option you have to change, but for those who have problems loading the custom skins should be able to download my modified options.ini: http://puu.sh/zxslx/10bc459a69.ini and replace it. I will 100% gurantee.

Super Smash Bros. for Nintendo Switch

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So, they finally announced the new Smash Bros. game for Switch in the new Nintendo Direct. Because of course there was going to be one.

The trailer confirmed Inklings from the Splatoon series will be in the game.

Any guesses on other new characters? Think it's a whole new game, or just an expanded port of the Wii U version?

For new characters, I'm gonna guess:
Shantae
Rex from Xenoblade Chronicles 2
Alm & Celica from Fire Emblem Echoes: Shadows of Valentia
Spring Man from ARMS
Aluche from Nights of Azure 2
Frisk from Undertale

Mega Man Time Adventure

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The Story:
In future 20XX,Mega man know wily give up evil,let mega man felt suspect, he want survey this event.
So mega man decide goes to the wily mystery area try to stop the wily plan.
Next mega man mystery missing. other mega man family peoples find the mega man.
After...

Gameplay Footage:
1.



2. Tap Man Stage Demo
http://www.youtube.com/watch?v=Wr5-IaAfWls

Crystal Shader - 2D shader/recolor tool for GameMaker Studio 1.4

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The Crystal Shader is a 2D shader for GameMaker: Studio 1.4 developed by Team Circadia, the team currently developing Mega Man Shattered Diamond.

This palette shader allows you to recolor graphics in your projects using user-defined palette images. The main application of this shader in the context of Mega Man fangames is obviously to handle weapon palettes, but there are countless different applications for the shader.
The shader is being released by us at Team Circadia, as an open-source project licensed under the Mozilla Public License 2.0. You can find the shader at the GitLab repository, where you can clone the repository or download it from the main page.

The shader is fully documented at the repository wiki, which also includes a 4-stage tutorial for getting started on using the shader. For further reference beyond this OP, check out the wiki. We'll field more nuanced questions at our dev blog, on our Discord server, or in this thread. Make sure to read the documentation before asking a question, it is likely that your question is answered within.

Important links:
(For more about the history of the shader, check out the extended version of this blog post.)

(This is not explicitly a fan game, so if staff deem it necessary this thread should be moved. I placed it here since it is related to fan games and it would receive the most visibility here.)
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