Canceled Megaman & X : The Final Battle [Demo 4/28/2019]

Project is halted prior to completion and will not receive further updates.

betterbold

Active member
In my childhood, I repeated to watch a certain flash anime series.
It's title named "Megaman & X : Final Battle".
I watch and enjoy it even now. :)

First Demo [4/28/2019]
https://www.mediafire.com/file/6zozcfenwxau4tw/MM%26X.zip/file
yNGvtg1.png

ulPomna.png

8ydwgZ0.png

I want to learn more and more about OpenBOR. ;D
 
Woaw really impressive it seems like a real Megaman :D
I only notice a problem with the moving platform that is not really smooth :p
Great project taht will maybe open the road to many other platformer games on OpenBor ;)
 
As the classic Mega Man and X as my favorite Capcom platformers, I really like that project. I really like your video so far. Looking at gfxshadow from the explosion entity bothers me, but I assume you plan to remove it. I think it would be better to use velocity script for the moving platform. I suggest you use Bloodbane's delay entity, along with that "Warning" sign blinking as a group before you defeat Vile. Great job!
 
darknior said:
Woaw really impressive it seems like a real Megaman :D
I only notice a problem with the moving platform that is not really smooth :p
Great project taht will maybe open the road to many other platformer games on OpenBor ;)

But there already many platformer games done in OpenBOR. Bloodbane mad a perfect Contra Game, for example.

And I agree with maxman : that explosion with shadow is kinda weird.

For the platform, instead of using MOVE, use changeentityproperty velocity. The result is way better.
 
Yeah. That's my point about velocity.

Code:
void velo001(float fX, float fZ, float fY){
     
    //velo001
	//Damon Vaughn Caskey
	//05/06/2007
	//
	//Replicates movement effect.
	//
	//fX: X axis speed.
	//fZ: Z axis speed.
	//fY: Y axis speed.
	
	void vSelf = getlocalvar("self"); //Get calling entity.
	
	if (getentityproperty(vSelf, "direction")==0){ //Is entity facing right?                  
     
         fX = -fX; ////Reverse X direction to match facing.
         
    }         
	
	changeentityproperty(vSelf, "velocity", fX, fZ, fY); //Apply movement.

}

Example:

Code:
anim idle

delay 55
loop 1
offset 45 99
@cmd velo001 1 0 0
frame data/chars/misc/platto.png
@cmd velo001 -1 0 0
frame data/chars/misc/platto.png

Or you can use a single line script for a none type entity like this.

Code:
anim idle

delay 55
loop 1
offset 45 99
@cmd changeentityproperty getlocalvar("self") "velocity" 1 0 0
frame data/chars/misc/platto.png
@cmd changeentityproperty getlocalvar("self") "velocity" -1 0 0
frame data/chars/misc/platto.png
 
Oh, I didn't notice about it( gfxshadow from the explosion entity ).
Thank you for everyone's advice. :D

maxman : Thank you for your explanations. I'll try it. ;D
 
I agree this is a great start. I'll also throw a suggestion into the pot. Consult Bloodbane about shooting on the move. His Contra mod has it, and IMO it's a must for any MegaMan game.

DC
 
Nice start betterbold :D

I also give these suggestions:
1. Start a boss fight in a safe place without hole. This is to give safe and fair boss fight
2.  Vile could use better AI. I suggest scripted AI with which he attacks in certain pattern or with random pattern. Most if not all Megaman bosses use that kind of AI
 
Vile also likely wouldn’t just explode like that. Pretty neat to see the Super Adapter included. The first stage could also use more enemy variety. And I agree that starting the first boss arena with a pit is poor design.  Hyped for this project.
 
It's definitely a good start! If I could just offer a few suggestions:
  • For stages, try to stick with MegaMan 8, RockMan & Forte, and X4-6. X1-3 backgrounds don't mix very well with the sprite style you're using for the characters and enemies.
  • Flame Stag's stage theme is jarring as a boss theme. I would go with any of the MegaMan X boss themes instead. You could even use Vile's theme from Maverick Hunter X for fights against him.
  • Enemy projectiles are moving too slow. Replay MegaMan X4-6 for an idea on how fast they should travel. You want to create some challenge for the player, as the core of a lot of MegaMan's design philosophy is testing the player's reactionary skill.
  • Paxplode MegaMan Armada and utilize the blink takedamagescript. It gives the player a brief window of invulnerability after they take damage, just like official MegaMan games.

Now that the suggestions are done... please tell me how you did charge shots? I'd love to incorporate them into MegaMan Armada.
 
Well. He got that from White Dragon's code for the charging shot which O Ilusionista requested.
 
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