Videos showing the development I did on the games I’ve worked on. Some videos are trailers, some videos are showing individual features previewed as they are made, some videos are bugs.
MegaPhilX Boss CompilationHere is a collection of the boss I have designed.
I made the graphics and game designs for all of them.
Many of them including WhirlpoolMan and the Maiden of Lightning, I programmed them on my own.
The music used in the Cherry demo is temporary.
DragonMan Stage - Near-CompletionMUSIC IS TEMPORARY - This is the ScorchMan theme from Mega Man Eternal. I use this song for now because I like it. 🙂
I'm currently in the process of just playing the stage over and over again to tweak enemy positioning and behavior.
Next step is working on DragonMan himself.
First DragonMan Stage EnemiesThe TackleFires can also simply be on the ground jumping around.
WushuMan Weapon - Wushu SpearIf Mega Man hits an enemy, the attack is just a fast air dash.
If the attack hits an enemy, 3 weapons appear behind Mega Man and move forward in a pattern similar to the Nail Shield nails.
Also, if the attack hits an enemy, it will increase the distance of your dash.
Weapons So FarMantis Cutter
WushuMan AttacksWushuMan spins the weapon wheel on his back and chooses between 4 stances every 6 seconds.
Does a overhead strike. If it's from the air, it will generate a shockwave and stun Mega Man if he is on the ground upon landing.
Does 3 little hops followed by a piercing strike. Dangerous in corners but can be dodged by sliding underneath him
Does a ground pound that can stun Mega Man if he is on the ground.
Sometimes throws one hammer and goes to retrieve it (à la YamatoMan) will stun Mega Man if he is on the ground when the hammer hits the wall.
Does an upward slash. If it connects, Mega Man will be sent flying upward and WushuMan can follow up with another slash in mid-air if Mega Man doesn't move out of the way.
WushuMan Stage Mid-Boss First PassGraphics are done.
I might change the pattern of spread shots when the last sun hits the ground. It's too hard to dodge.
WushuMan Stage Mid-Boss (Mechanics Only)This is the mechanic of the mid-boss of WushuMan's stage.
The graphics are not done yet.
WushuMan Stage - Showing Platform Types2 Things:
- The bamboo poles are tiny platforms you can jump on and Mega Man will snap to them, standing on one foot on them.
You can shoot, jump and drop off of them by pressing Down+Jump (The dropping part of the mechanics is not completed yet)
Getting hurt while on top of a pole will instantly knock you off the pole.
- Flatheads (That's the name I call them) are platforms that shoot projectiles downwards. You can step on them but it will stop them from moving. You'll have to keep jumping to make them move around.
I also started working on the graphics of the stage.
WushuMan - More TweaksImplemented a "slowfall" mechanic after certain moves (CasualTom suggestion)
Increased hop height when using the spear and Kwan Dao.
Added an air-run with the Kwan Dao and the possibility of triggering a drop attack with it from the air-run state.
Increased jump height between spear attacks.
WushuMan First Gameplay TestsStarted testing the actual fight instead of just implementing things.
Thankfully, I caught a bug while recording this.
I guess bugs like to happen when you just want to record to show off stuff.
I still have to tweak the attack timing, distances, hopping heights etc...
So far i think it's too easy to get cornered.
Right now there is a 6-seconds timer between weapon changes.
WushuMan - Stage Intro CutsceneI made his stage intro cutscene first for a change.
This robot master will involve a lot of animation work.
The stage song is temporary of course and the stage doesn't have anything but slide-testing layouts.
I also might re-work his stage select portrait.
Test Sliding Over 1-Tile-Wide GapsThis is a problem in MMU that has been long overdue for fixing.
Looks like this is working fine now.
New Weapon Get Cutscene GraphicsRedid the graphics for Mega Man.
Blame Nico. 😀
MantisMan - Weapon GetCutscene
MantisMan - Weapon: Mantis Cutter Revolving Mode TestTesting the mechanics of making the cutters revolve around Mega Man when they come back to him.
MantisMan - Weapon: Mantis CutterMantis Cutter or Dual Cutters... I'm not entirely sure about the name yet.
Basically, it fires 2 boomerang cutters. One moving slightly upward and one moving slightly downward.
Both cutters come back to Mega Man after a they have traveled a certain distance.
They go through everything and deal damage over time like the Rolling Cutter from Mega Man 1.
MantisMan Stage - Graphics & Placement Mostly DoneShowcasing the entire stage going through the alternate path.
The alternate path is more difficult but has a few interesting rewards.
I might change a few things here and there (especially the boss' attack timing) but this is pretty much it for this stage.
MantisMan Stage - Grapĥics & Stage Placement Mostly Done
MantisMan Stage - Robot Master Battle 2I finally added all the projectiles.
Of course now it's way too difficult. I have to tweak the timing of attacks and all that stuff.
MantisMan Stage - Robot Master Battle (WIP)Work in Progress
MantisMan jumps around Mega Man and will occasionally (Every 1 or 2 jumps) dash either away from or towards Mega Man.
(Still thinking about what triggers forward or back - Right now he will dash back if he lands a jump near the middle of the room, and dash forward when landing near the walls)
After a back dash, he slashes with his claws and will send a tall wave forward. (Similar to Harpuia in MMZ)
Every 6 seconds he heads for a wall (randomly chosen).
Once on the wall he will throw (not done yet) cutters that will attempt to move toward Mega Man twice and then return to MantisMan.
While cutters are out, MantisMan won't be able to fire the wave he usually does after a dash.
MantisMan Stage - EnemiesI'm done with most enemies in MantisMan's stage.
Except the mini-boss which is next.
MantisMan - Gimmick: Bladed Disappearing Blocks
MantisMan Stage - Basic Test of Stage LayoutI've set up all the room locations and stuff like that. Here I'm testing to see if all the rooms and screen transitions work.
Next I'll probably finish the graphics of the stage and start implementing enemies.
Yes there will be Disappearing Blocks in this stage. 🙂
Or course music and stage design is temporary and will change later as I add enemies and test.
Yes the stage select name is wrong.
MantisMan is an idea from AltimaMantoid
Steam Cloak Weapon - Short DemoSteam Cloak is the weapon you get from SteamMan. (Duh!)
It fires out a bomb that explodes shortly after.
After exploding, it release a steam cloud that you can use for protection from enemies and projectiles.
You can fire it up diagonally. In that case, the cloud will go straight up.
You can fire it down diagonally which will make the cloud remain stationary.
You can also fire it straight forward and it will make the cloud travel straight forward as well.
The cloud damages enemies over time as it touches them.
It instantly dissipates when underwater.
Steam Cloak Weapon Demo B
Steam Cloak Weapon Demo A
Cherry Demo (as of April 2018)Showing the demo as it is right now before adding voice.
I made new sound effects, added some enemies, tweaked the stage and purchased a song for the stage itself.
Other music is from various sources.
SteamMan - Stage Start Cutscene and PortraitI remade the portraits because I thought they looked ugly.
Also, SteamMan's boss intro is done.
SteamMan Stage - SteamMan Fight Preview [Pre-Polish]I'm pretty much done with implementing the core mechanics of this fight.
As you can see, it's matter of tweaking and bug-fixing now.
There are too many unfair situations that can crop up so I gotta fix those.
Keep in mind the steam eats your shots so it can be hard to hit what there is lotsa steam around.
Namely the steam bomb clouds stay a bit too long before going away.
Also, I might have to reduce the steam clouds' hit box size.
Moving the 2 steam clouds further to the sides during the overheat attack might make the fight better as well.
It's kinda easy to get cornered by a his simple jump + bomb attack. Right now he alternates between throwing a bomb and no bomb. I might have to review that. Or maybe make him stop in mid-air to throw the bomb (?)
Also I have to fix a crash that happens when dying and when you close the game as well as SteamMan not turning yellow in the first overheat cycle for some reason.
SteamMan Stage - SteamMan Lives!He exists now!
Of course nothing is tweaked yet and he does nothing else.
I'm messing around with his overheat mechanics...