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.
WarpMan Boss BattleI can consider this fight done as far as mechanics go.
Maybe change the sound effects at some point and maybe the graphics but otherwise, I'm satisfied.
There is a glitch in the floor animation in this room. I have to fix that.
WarpMan Weapon - TeleFrag GrenadeFirst iteration of the weapon.
You throw a grenade in an arc.
When it hits something (Enemy, wall, ceiling, floor, etc), it explodes, sending two horizontal shockwaves left and right.
This also warps Mega Man to where the grenade exploded.
Be careful what you hit with this thing!
If you hold Up when pressing the Fire button, the grenade will be thrown higher but the distance will be shorter.
Working on WarpMan Stage Graphics
WarpMan Stage - Graphics UpdateAdded ripple effect inside the walls. (Suggestion from BuzzMonkey in the Snupster Discord)
Added teleport effect when hitting an enemy that warps Mega Man. (Suggestion from Casual Tom)
Fixed other errors in the graphics
Music is temporary (It's MeteorMan from HertzDevil)
WarpMan Stage - Graphics ChangesI got rid of the wall animations and instead only made warp effects in certain locations inside the walls.
I still need to work on the backgrounds.
There is also a mistake inside the wall above the sliding corridor.
For the green blocks, I'm going for a FlashMan vibe.
Music is temporary. (It's MeteorMan by HertzDevil)
WarpMan Stage Graphics UpdateAdded more variety to the graphics.
Started adding background elements.
Made the floors different so that I don,t have to make animations for all the edges and corners.
Music is temporary. It's MeteorMan by HertzDevil.
WarpMan Stage Graphics BasicsI started working on the graphics for WarpMan's stage.
This is going to take a while to set up...
Of course there is nothing in the background yet. I'm focusing on the ground-walls-ceiling tiles now.
Music is temporary. It's MeteorMan by HertzDevil.
New Stage Select Mega Man FaceTrying out a new face for Mega Man in the Stage Select screen.
We'll see what happens...
DragonMan - Weapon Demo CutsceneMusic and sound effects are 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.