Megaman Unlimited Goes Alpha! Here’s a new trailer! April 29, 2013Posted by MegaPhilX in : Uncategorized , 2comments
To celebrate the game going alpha, here is a new trailer in the Japanese style showcasing some of the features of the game! Enjoy! ^_^
Look for Megaman Unlimited on Facebook here for detailed updates.
Theme Song: “UNITE!” performed by Ayumi Hamasaki
“Megaman’ and “ロックマン” are registered trademarks of Capcom Co. ltd
Trailer Editing: Myself
At the moment this trailer is uploaded, the game is very close to being feature complete and we have started QA testing. The game is still under development.
Happy 25th Anniversary Megaman! December 17, 2012Posted by MegaPhilX in : Art, Megaman, MegaMan Unlimited , add a comment
I noticed while I visited Capcom-Unity to download Street Fighter X Megaman (Which is free by the way so, go right ahead and download it), that my last blog post on Capcom-Unity was about Keiji Inafune leaving Capcom… Yeah, not much has happened to the iconic blue robot since then. And it’s a real shame.
It’s nice however to see Capcom Unity releasing a Megaman fan-game for this special occasion. It would be nice to see Capcom take a look at other fan-games too, since there are alot of fans showing their love for the blue bomber. Of course I’m not only talking about Megaman Unlimited (Check out our epic Megaman Unlimited Facebook page) but also about MegaMan X Corrupted and more recently, Megaman 25th Anniversary.
Developing a game and seeing it through to the end is a big deal for 2-3 people and I sincerely hope we’ll be able to get Megaman Unlimited done very soon. We are almost content-complete (Alpha)! But we still have QA and debug after that so, in our free time, there is no telling exactly when it will be ready. In the meantime all of the fans’ support is what keeps us going so it is truly powered by Megaman fans. Stay tuned for more updates from the Facebook page soon! Oh and Capcom, this goes for you too! Check out our stuff! You’ll see it is worth it! ^_^
Anyway, here’s to you Megaman/Rockman! Happy 25th birthday! Your fans will always support you. ^_^ Here a little piece of artwork I made for the occasion:
My Issues with the DmC Demo December 5, 2012Posted by MegaPhilX in : Uncategorized , add a comment
Because somethow I still felt like doing game design after work, I’ve put together this list of issues I have with the new DmC demo. Now most of these are about gameplay and controls but I also give my personal opinion on the game in terms of art and sound. This is my opinion as a Devil May Cry fan. I’m not judging the game on its own merit, I judge it as I expect it to be: A Devil May Cry game. After all, it is named “Devil May Cry”. Now I know it’s a demo but many of these things are intentional and won’t be fixed. Keep that in mind.
I played the crap out of DMC4, 3 and 1. Especially DMC4. Also, I’m playing the demo on PlayStation3.
Thanks to Richard for reminding me of other problems I forgot to mention.
No Lock-On – This causes the following problems:
- Can’t target a specific enemy from far away in harder difficulties.
- No way to know which enemy is going to get attacked, so this can put me in danger by targeting an invulnerable enemy and mess up a Style Ranking
- Since Directions can’t determine a move, we must Double-Tap forward on the Analog Stick to perform a Stinger, which is a core move.
- If an enemy is off-screen, you can’t be sure of where it is. Yeah, the camera tries to do it for you but it can’t read your mind so you are at the mercy of the camera if you have to manage a complex battle.
- Can’t perform Two-Some Time.
Some enemies are immune to all weapons except a particular one.
- It only emphasize the problem of lacking a lock-on function, since your attacks will often focus on the wrong enemy.
- This breaks the flow of a battle and doesn’t feel DMC-like.
- It forces you to use a particular weapons, whereas DMC games were always about improvising with what you have and everything was somewhat useful against everything instead of being completely ineffective.
No different fighting styles.
- This crams too many moves into a limited control scheme. This is basically the cause of weird input commands like Forward-Forward for a Stinger and Jump+Shoot for the Rainstorm.
Stinger Input Doesn’t Always Work.
- Double-Tapping Forward on an Analog Stick is awkward.
- If you don’t hold the Analog Stick after double-tapping forward, the recoil of the Analog Stick makes Dante perform the Stinger in the opposite direction.
- Can’t incorporate a Stinger into a combo since it doesn’t cancel or buffer.
Having to hold the triggers to perform different moves is awkward.
- Personally, I switched the Angel/Demon weapons to L1 & R1 instead of the L2 & R2 so it was better but it’s still weird.
If there are only ground enemies, they are basically defenseless as soon as you are in the air.
- This makes the grappling moves way too powerful. You can just go in the air where it is safe and bring enemies to you to take them out there.
- It is too easy to stay in the air. Even when there are no enemies in the air with you.
Ebony & Ivory (Guns) are useless
- We can’t rapid fire charged shots like before. Instead they fire a single charged shot like Nero in DMC4. in DMC1, 3 and 4, you can rapid-fire charged shot with these and it was awesome, now you just fire a single shot and watch what happens.
- They don’t deal enough damage
- They don’t give you enough style, even with the Demon Dodge style bonus.
- Enemies are invulnerable to them too often (i.e. Boss)
- Since the grapple moves are so powerful, guns are not needed because you can just pulls enemies close to you and damage/style the enemy a lot more this way.
- The Demonic Shards feel like they were added just to justify the use of guns.
- The sound effect of Ebony and Ivory doesn’t sound powerful.
The Style Meter doesn’t go down with time so:
- You can farm style points within each arena with the Demon Evade and multiple-hit moves like the stinger , and then repeat the same move all the time for the rest of the fight.
- This makes the Demon Evade move too powerful since it grants you a huge bonus of style
- This thus rewards you for being a turtle
- This emphasizes the lack of a taunt button because if you play as a turtle, you have nothing else to do but taunt. But you can’t.
You can’t time a parry in the middle of a battle. (Like with a Royal Release in DMC3 – 4)
Enemies don’t attack often enough when you just stand there. (Even in Son of Sparda Mode)
There is no taunt.
- Taunt is a big part of the DMC game play, even in the first game. To remove it and still have parry and dodge moves is ridiculous.
- There is no reason narratively to remove it. I don’t care what your reasons are, if it doesn’t make sense, make a new animation and make him say something else that makes sense.
Dialog has too much swearing. This was not necessary.
The morphing environment is always the same thing and is not interesting gameplay-wise and certainly not interesting the second time onward.
The Demon cameras bring nothing interesting to the table. They don’t keep spawning monsters when they are active so they just act as keys to unseal the arena.
Dante has no Wall Jump. But this would introduce LOTS of bugs with the morphing environment so I can see why they didn,t put it in… Or maybe it’s unlockable. Anyway, there is no Wall-Jump so that’s a let-down. It was useful to get air time in the previous games.
The cutscenes where Dante destroys the surveillance cameras are unskippable. All cutscenes in other DMC games could be skipped, even the arena un-seal cutscenes.
- This feels tedious when re-playing a mission for high scores.
Many cutscenes take too long to skip and there is even a loading time before the cutscene can be skipped.
- This feels tedious when re-playing a mission for high scores.
The music isn’t catchy (At least from what I played in the demo.) I know this is more subjective but to me, the music is bad and doesn’t get me pumped up to kick ass.
The camera constantly tries to look up at the scenery in certain navigation sections.
- I want to look at the ground because a narrow pit might appear thanks to the morphing environment. But because of this behaviour, I constantly have to adjust the camera position with the Right Analog Stick
Dante won’t latch on to a grappling point if it is off-screen.
I got attacked by off-screen enemies at some points but I haven’t tested it extensively.
I haven’t tested cancelling much but I had this feeling that the game is stiff when fighting:
- Too many moves can’t be canceled with other moves.
- Many attacks have too long of an animation and performing another moves during this animation won’t carry off to the end of the animation (Buffer is too short or there is none at all.)
There is no reason to use the Osiris (The Angel Scythe) in the boss fight or against tough enemies, as it does too little damage.
The grappling points that appear to tear up the boss’ wires are just disguised Quick Time Events.
- They don’t require skill and since you don’t know what the designers had in mind in terms of scripted action, they require Dante to explain to you what you have to do: You have to move somewhere else to reach the grappling points.
- Their cutscenes are unskippable.
- It feels tedious when having to go through all that from the second time onward.
Often in terms of speed, it seems like the game is struggling to keep up. The framerate drop and it looks choppy.
- Everything just feels choppy.
- The shading looks very bad in the cutscenes. (When the camera zooms in on Dante’s face)
The double jump feels weird. I doesn’t feel like it goes far enough and the camera doesn’t seem to follow the jump correctly.
The menus looks bland and uninspired, especially the title screen. But then again, it’s a demo, so that might change (The Title Screen I mean).
I don’t like the design of the orbs.
Overall, I don’t get the feeling that my character is versatile and powerful and that I can just handle any situation. (Like the feeling I had playing DMC1, 3 and 4) Also, this Dante is so different that I simply don’t really care what happens to him. So if the story and gameplay don’t really draw me in, there is not much else left…
A New Mini-Trailer for MegaMan Unlimited August 28, 2012Posted by MegaPhilX in : Uncategorized , add a comment
Here is another short preview of MegaMan Unlimited for you to see:
Just showing a bit of new footage along with a couple of special weapons.
At the time of the release of this little preview, we are working on implementing the last bosses of the Wily Castle.
After that, we still have menus to implement as well as adding a few more features. Nothing too big but it still takes time so I can’t provide a release date..
After that, we’ll enter the debug phase. Fun times… ^_^
The best I can tell you is to check out our Facebook page for more detailed updates.
The NES cartridge is just another NES game with a MMU sticker on it. There won’t be any cartridge version of the game. I just made this cart as a cool item to send to the awesome people who are helping making this game a reality. This is also a nod to the good old times. ^_^
I made all the box and manual design myself and got it printed at a print shop. I’ll post the art on Facebook, Deviantart and megaphilx.com too.
Hope you enjoy this (still) short little preview! ^_^ See ya around!
Here is the original trailer for MegaMan Unlimited:
MegaMan Unlimited Trailer! February 20, 2012Posted by MegaPhilX in : Uncategorized , 1 comment so far
At last, MegaMan Unlimited now has an official trailer!
The game is still under development though. I’m going to post updates when the game is ready.
MegaMan Unlimited is a PC game developed by MegaMan fans. It has been in development for a few years now. We do this in our free time so I can’t provide a precise release date yet. It’s going to be free.
At the moment of the release of this trailer, the game has all 9 Robot Masters functional.
8 Robot Master stages out of the 9 are designed and the 9th “secret” one is still in the enemy tweaking/placement phase. (Almost done)
All enemies (except one) are functional.
Music has been redone for JetMan, TrinitroMan, NailMan and the Title Screen. We still have a few songs to re-do. Among them, one of the Wily Stage songs and a couple of other improvements are needed here and there.
Wily stages have most of their enemies placed but still require tweaks because:
- We still need to implement the special weapons system and Rush.
- Wily Bosses are still not implemented.
We also have to implement the menus, cutscenes and save/load feature.
The game still has many bugs we need to fix too.
But we’ve come a long way since the start of the project. I can’t thank all of those who helped me enough.
Enjoy the trailer!
To follow our progress, I encourage you to check out the Facebook page of MegaMan Unlimited. This is where we post detailed updates as stuff gets done.
Small Update – Facebook Page – New Programmer In! August 3, 2011Posted by MegaPhilX in : Uncategorized , 3comments
NEW PICTURES in the Megaman Unlimited Section
Now keep in mind I draw those in my free time. Working on the game itself is a priority so don’t expect me to upload all the enemies or weapons anytime soon. : P I have most of the Tankman enemies drawn but they still need color and it’s long to scan, color and polish them. Before I know it, the evening is over and it’s time to go to bed. : P
MMU now has a Facebook page! So I encourage you to join in and check the page for updates. It’s easier for me to post short bits of information there so, check it out!
One of my friends has joined the project to help me continue making the game. He has already started working on fixing some of the bugs and other problems with physics and has even added a new platform into the game for TrinitroMan’s stage. Welcome on board! ^_^
Kevvviiinnn has got a bit of his motivation back so we might have new songs for some of the stages. ^_^ I’m also thinking about replacing CometWoman’s stage song that I made with this one. Let me know what you think! ^_^
Thoughts On E3 2011 June 16, 2011Posted by MegaPhilX in : Uncategorized , 9comments
So, like pretty much everyone in the game industry, I’ve been following the events at e3 very closely. I’ve watched the Microsoft, Sony and Nintendo press conferences (Or “media briefings” as they like to call them) and here are my impressions on them and the even in general.
To me, Microsoft is the loser out of the 3 conferences. Now keep in mind I’m not speaking for everyone! I’m just giving my personal opinion.
That being said, the XBox 360 did absolutely nothing in this presentation to convince me to buy their products. Basically, it was Call of Duty Modern Warfare 3, Gears of War 3, Halo 1 remake and Halo 4-5-6 (Overabundance of shooters) and the rest was Kinect pushing.
The last 3/4s of the event was litterally just Kinect crap. Now again, don’t get me wrong it might be great for little kids (Disney and Sesame Street stuff) but it doesn’t appeal to me in the slightest. Mass Effect 3 voice recognition, XBox Live avatar scanning and Ubisoft’s gun customization using voice might be pretty flashy as a tech demonstration but it’s still not a game. It doesn’t look fun.
Another thing about their Kinect showings is that. The response time is STILL AWEFUL. That Kinect Star Wars game seems to react half a second after the guy was moving.
That Ryse trailer looked fun but, think about it: It’s a pre-rendered trailer. Using editing, it’s easy to make anything look awesome. It wasn’t actual real time gameplay.
So Microsoft pretty much showed nothing interesting to me and their conference was very similar to last year’s. I’m going to go back to playing those 3 bullet hell arcade shooters I got on the 360 and I should finish Alan Wake at some point : P
Well, Sony’s conference was kind of a mixed bag.
Their big thing was the PlayStation VITA as they now call it (It was called the NGP up until now) which is the successor to the PSP. It looks like an awesome device. And there seems to be a surprising amount of third party support for it. (I think I heard that there was going to be BlazBlue on it so it’s very cool)
The touch screen in the back of the device is an awesome idea to me. Being able to use touch controls without hiding half the screen is a great idea.
I’m probably going to get the PSVITA at some point. I don’t want to get an iPhone or iPod and I use my PSP for music so the VITA is a logical update for me.
There will be 2 versions, a WiFi one for 250$ and a WiFi+3G version for 300$ which is a pretty decent deal.
The 3G will be AT&T exclusive in the US, which made some people angry but personally, I don’t care, I’m in Canada and here, it will probably be on some network with insanely over-priced fees so, I don’t know if I’m interested yet…
Other than that, Sony showed a bunch of exclusive content on many PS3 games. I’m happy for them but… I don’t know… I want games I’ll actually be getting instead of exclusive stuff for games I don’t really care about…
Oh and, Uncharted 3… Can’t exist on this planet without being told that Uncharted is awesome… : P I think it’s “okay”. I’ve discovered over the years that I don’t really like those ruin-exploring-climbing-puzzle-solving-Indiana-Jones-like games.
Well, Nintendo… everybody is talking about the new console they have revealed. It’s called the WiiU, and its controller will be like a tablet.
It’s got buttons on the sides and a big screen in the middle. You’ll be able to use that smaller screen in conjunction with the TV screen in your game.
I find the idea interesting. There are some cool things to do with that BUT… I feel that Sony will probably do the same thing with the PSVITA and the PS3 by the time this console comes out.
AND, Miyamoto said that the console will probably support only one controller which is ridiculous considering the very NAME of the console means “We”. But then again, Reggie Fils-Aime said it could support 2 controllers so I’m going to tell you the truth now: They don’t have a goddamn clue if it’s going to work or not. ( :
Other than that, the conference was about The Legend of Zelda’s anniversary and more games milking their usual franchises: Mario, Zelda, Kid Icarus, etc… The 3DS got a reasonable amount of games announced but I’m still not interested. Too expansive and the 3D doesn’t interest me.
I have to say that this e3 for me was one of disappointments. As you may know I love the action hack & slash genre and, well I’m a huge fan of the Devil May Cry series. 2 of the games I was looking forward to know more information about at this year’s e3 were DmC and Ninja Gaiden 3.
Both were disappointing displays…
I was waiting anxiously to know more about this title because I don’t like the new direction this is going.
Following the horrible trailer revealed at TGS, Capcom and Ninja Theory have been hitting fans with crappy interview after crappy interview.
No in-game footage, no gameplay. And they kept telling us it was going to be great and it would surpass even DMC3 (Which is considered to be the best in the series) They kept telling us to wait for more info.
And at e3 this year, there was only a “gameplay” trailer. Now I put “gameplay” in quotes because the trailer is so full of cuts and camera shakes that it’s impossible to see if the game seems as smooth at the other games in the series. But it looks slow and the framerate seems to drop. Cuts and shakes are sometimes signs of wanting to hide flaws in the game.
Also, it wasn’t playable on the show floor. So, if Capcom wanted to prove me wrong, the trailer they shown did nothing to ease my concerns (And the concerns of many DMC fans) which are about Gameplay Speed and Framerate.
On top of that, they did a very short interview with the producers of the game the next day and that interview was downright frustrating. We learnt absolutely nothing. And during the whole interview, people were asking legit questions on the live chat.
When they got to answer fan questions, they answered stupid questions instead of the legit ones. So, Capcom, if this game is going to be so great like you keep telling us without any proof, then can you please answer the following 5 gameplay questions on the e3 trailer:
1: The gameplay seemed kinda slow in the trailer. There has been a rumor that the game will run at a locked 30 FPS instead of the 60 FPS from the previous games? Is this rumor confirmed? Fast frame rate is very important to the DMC series.
2: We’ve heard rumors about the guns incorporating some sort of overheat/cooldown system. This hasn’t been a part of DMC before and we wanna know if A: It’s true or not and B: If it’s true, why?
3: Is the slow-motion in the trailer actually in the game or just added for dramatic impact?
4: Can Dante switch between styles like in DMC4?
5: Why the different changes in motion trail color effects? Is this a hint as Heavenly Sword-style gameplay?
Again, I want Capcom to prove me wrong on this. I want a new DMC game. I’m a huge fan of the series. But I don’t want it to suck like that Castlevania Lords of Shadow reboot that was ironically ALSO handed to another developer. Ninja Theory doesn’t seem to know how to make a deep game if we judge from their last 2 games and they don’t seem to actually respect the series and the fans if we judge from their overall attitude.
If you want to read a really good article on why exactly the DMC fans are not happy about the whole thing, I highly suggest you read this article from First Name on the subject. He’s a passionate Devil May Cry fan from the Capcom-Unity forums and he explains in details why the backlash is so strong. And that it’s not just about Dante’s hair. Check it out.
If you want to voice your opinion on things or take a look at the fan reactions, head over to this forum.
EventStatus on Youtube is an awesome guy, speaking for the gamers in general. He is very charismatic and his show is a blast to watch. Very up-to-date info on the industry in general.
Ninja Gaiden 3
Now, I’m not that big of a fan of Ninja Gaiden, but in this day and age, the true deep action hack & Slash gameplay is disappearing along with the horror genre.
Now we have God of War button mashing and QTE-Heavy clones that are but just weak and pale imitations of games like Ninja Gaiden and Devil May Cry.
So, Ninja Gaiden 3 was one of the games I was looking forward to at this e3. And what do we get? QTEs of course! Everyone seems to be GodorWarizing combat gameplay and Unchartedizing their games now.
I saw a climbing sequence in NG3 were you have to press L and R in sequence to stick your kunais in the walls to climb it.It’s slow and looks boring as hell.
Why they choose to do this instead of jumping from wall to wall LIKE IN EVERY NINJA GAIDEN GAME is way beyond me. Now he climbs with boring quick-time events and dives off from high buildings like… oh I dunno, A LOT OF GAMES! : P
Now here, I’m going to list the games I think are interesting to follow and those that I just thought were disappointing or that I feel are just not interesting to me. Remember, I’m just voicing my own opinion:
More Games to Follow:
Silent Hill Downpour – Looking forward to what they’ll do with the franchise. I don’t want the horror genre to die. : ( Tecmo, here’s a hint: MAKE A FATAL FRAME GAME ON THE PS3! Use the PSMove if you really want to add motion control to it…
Twisted Metal – Looks like this game has a lot of great gameplay. I’m a fan of Twisted Metal Black so I like this new one. Definitely checking it out. Great ideas.
Asura’s Wrath – This game looks epic. Gameplay seems to run smooth… Only thing I’m not too sure about. Quick Time Events… yeah…
Dragon’s Dogma – Imagine Demons Souls but made by Capcom with combat that looks smooth and epic monsters to battle. This one is on my radar.
NeverDead – Konami’s next action game. The main character can’t die and he can throw his own limbs at enemies. Not too sure but I’ll keep checking.
Metal Gear Rising – Of course. It wasn’t at e3 but I’m a huge fan of MGS so this one is on my radar too.
Metal Gear Solid HD Collection – 1st day buy. It’s MGS2, MGS3 and MGS Peace Walker on the PS3. ’nuff said.
Zone of the Enders HD Collection – God I loved this series, especially ZOE2. Definitely getting this one.
Games I don’t care for:
Mass Effect 3 – Not that big on RPGs, especially ones that try to be First-Person Shooters. I heard it’s good but I’ve got The Witcher 2 to play right now.
Battlefield 3 – 0 interest
Tomb Raider – This one is kind of in the middle of the Care/Don’t Care ground. I think their re-design of Lara Croft looks good, but then again, all games look good nowadays. Having pretty graphics is no longer a problem. But as I said, ruin-exploring cinematic wannabe games… not that interested…
Call of Duty Modern Warfare 3 – 0 interest
Uncharted 3 – Everyone and their mother is talking about this but… Not that interested, as I explained earlier.
BatMan Arkham City – I know everyone is having orgasms over this one but… meh… Still haven’t finished the first one. I don’t know I’m not motivated by this. In the first one, I remember some shallow combat and button mashing to tear off ventilation ducts lids.
Final Fantasy XIII-2 – I saw some gameplay. It looks the same, now with more QTEs and the paradigm system has been “Refined”. but I didn’t really like the system so… More endless monster fighting, yay!
So, in conclusion, this year’s e3 was, too many shooters and not enough focus on the things I prefer in games: action depth and horror. It looks like it’s all eye candy. Oh and, industry, COULD YOU STOP PUTTING QTEs IN YOUR GAMES DAMMIT!? It sucks!
In closing, I have a very important article you should all read if you consider yourself a gamer: READ THIS
Oh and there is now a FaceBook page for MegaMan Unlimited! Check it out!
Anyway, see ya around! ^_^
New Pictures!!! April 4, 2011Posted by MegaPhilX in : Uncategorized , 10comments
In the MegaMan X Pictures Section:
NEW! – X Delta Armor
NEW! – MegaMan X9 in 16-Bit?
NEW! – Or MegaMan X9 in HD?
NEW! – Katana Scorpion, a Maverick I designed when I was younger that I re-drew.
Important: Keep in mind I DON’T plan on making a X fan-game. Those are just for fun.
Also in the Mystérieuses Cités d’Or section:
NEW! – Zia Retrace
4 out of 8 Robot Masters Stages Done! March 10, 2011Posted by MegaPhilX in : Art, MegaMan Unlimited, Updates , 8comments
Just a quick update just so you guys don’t think I’m dead or something like that. Since my last update, many things have happened both to the MegaMan Unlimited project and in real life. : P
There has been a ton of progress on MMU itself. As of right now, we have 4 stages functional (Enemies, platforms and Robot Masters for those stages are done, tweaked and placed).
The completed stages are: Yo-yoMan, RainbowMan, TankMan and CometWoman. (They still have few bugs but are mostly functional.)
So far, my favorite robot master is CometWoman. I mean all 4 of them are fun to fight but I think CometWoman is my favorite.
There are 2 other stages in progress with just a few enemies and platforms done so far: JetMan and GlueMan.
Huge thanks to Gabriel and Jocelyn for their hard work. Especially Gab who programmed many enemies and bosses in a very short time. ^_^ Awesome!
Now, events at our real job kinda slowed down production these days so there hasn’t been much progress. But I did a lot of work on improving the tilesets of a few of the stages: NailMan, TankMan, GlueMan, TrinitroMan and Yo-yoMan. (TrinitroMan’s stage background has been redone completely.)
I also re-drew illustrations of all 8 Robot Masters in normal poses (Not the action poses you’ve seen around). Those will be released when the game will be more finalized. I wanted to have up-to-date versions of the Robot Masters. This will probably be the last time I draw them all. : P
One last thing, we don’t know if we will be able to include YokuMan in the game yet. For a variety of reasons, among them that we want to finish the project as soon as possible and that we are tired. Also, StarsimsUniverse is nowhere to be found. I mean I have designed a new YokuMan Stage but still we’ll have to cut a few enemies from the game in the regular stages so adding another robot master to the list will be a lot of work. Anyway, we’ll see. Don’t worry though, we’ll have plenty of enemies to make the game fun as it is.
So… that’s pretty much it… 4 robot masters out of 8 done! I like those odds! ( :
Happy New Year! January 13, 2011Posted by MegaPhilX in : Art, MegaMan Unlimited, Updates, Videos , 4comments
I wish all of you guys a happy new year and take this opportunity to give a few updates on the status of MegaMan Unlimited.
But, first and foremost, I have updated the website a lot. I’ve put all the pictures I wanted to add here in the “Pictures” section. Take a look! I’ve posted a few pictures that DeviantArt removed from my account because there was nudity in them. : P There is also a special MMU pictures section in the MegaMan Unlimited area. I’m also adding all of my main videos from Youtube in the Videos section (Still under construction). So basically, it means that this website will slowly start to be my main update area. I suggest you visit from time to time. I’ll make new posts here everytime there is new stuff added. I’ll probably also keep my DeviantArt updated too but I’ll be spending more time on this website.
Now, on to the meat: MegaMan Unlimited. These days, I’m not going on Youtube or DeviantArt much because, I’m working on making the game. Gab has been back into programming enemies, bosses and features and we got a lot done since the beginning of January. Whenever Gab adds objects, it takes a lot less time than we expected and very quickly I can get to work on placing those enemies in the levels and tweak stuff. So right now, we’ve got Yo-yoMan and RainbowMan’s stages completed. (Enemies + Robot Masters), TankMan’s stage is completed for the enemies, all that remains is the Mid-boss and Robot Master for that stage. Work on JetMan’s stage has begone and we have 1 enemy done in it so far. So pretty soon, we should have 4 stages done. ^_^ Of course I’m constantly updating the placement of objects in the stage to make them fun to play so things change all the time.
Music is implemented in all those stages along with the majority of sound effects (A few are still not assigned to their events). We’ve got most of the core mechanics of MegaMan done and many of the issues are fixed or being fixed at this time. So, whenever we’ve got time, a lot of tweaking and implemeting is done. I’m trying to make the game challenging but still fair. When the 8 robot masters stages will be done, I will edit an awesome trailer and release it on Youtube. Again, please be patient. We’re definitely working hard…
So now that all the assets (Sprites, Backgrounds, Sound Effects, etc.) are done, what I’m doing its playing the game a lot, tweak what we have and report bugs to Gab and Jocelyn. StarsimsUniverse is supposed to have YokuMan’s stage and boss behaviour done next week so we should be building that stage soon. I’m also working on making a new cover art for the game. So, stay tuned. ^_^