Rockman Nova


You can download the latest beta version of Rockman Nova: Version 0.5 (more info)
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 Download the latest playable release of RMN here!
ragingmime
Posted: Apr 3 2006, 08:39 PM


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Sounds good... I'm glad someone's taking care of the issues with our current sprite. Once that's done, animation and stuff can get going again.
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Gungriffon Geona
Posted: Apr 4 2006, 12:56 AM


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QUOTE (DualX2 @ Apr 3 2006, 08:36 PM)
No I didn't forget, I just don't want to post it until I feel it's ready.

ah, okay. guess I misunderstood then
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chimeraman2
Posted: Apr 4 2006, 10:58 PM


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I came up with an Idea: Why don't we use MMX sprites or something like that until we finish the actual sprites? It would make it seem that much batter of a release.
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DualX2
Posted: Apr 4 2006, 11:14 PM


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That wouldn't work because of two reasons:

1. We would have to make the X sheet with armless sprites so he can work with the 360 aiming.

2. Since both of those characters are different sizes, he would have to adjust the position of the arm again after we finish the Nova sprites.
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ragingmime
Posted: Apr 5 2006, 01:09 AM


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Yeah, pretty much... I appreciate the suggestion, but I think using temporary X sprites would be more trouble than it's worth. Besides, I'd rather have interesting, unfinished, original art than grab rip an animation from another game.

Just FYI, we will need a Nova spritesheet (even a rough one) before I can start using the Neo engine. (It's an incredibly solid program, and with some tweaks I think it would work well for Nova). All the spots for animations and rotating arms and whatnot are already in there, and we can't release it with the current Neo sprites. In the meantime I'll tweak things in with the current enigne and plan to carry the features and level design over to the new engine when things are ready.
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chimeraman2
Posted: Apr 10 2006, 07:15 AM


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Lets just edit a lto of X sprites to resmble nova? Send me the NEO sprites you can get out of the code and I'll edit X sprites to replace those.
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Guest
Posted: Apr 10 2006, 10:35 AM


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Uh-Oh... he said the "N" word...
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Vectorman
Posted: Apr 10 2006, 10:36 AM


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^^;; my bad... twas me before
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chimeraman2
Posted: Apr 10 2006, 10:56 AM


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Actually, saying Neo I could be refering to the matrix. laugh.gif

But, I'm just searching for what I can do to help.
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PlagueNova
Posted: May 2 2006, 06:23 PM


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i can make a good boss menu/map.

if we include a shop in the game the shopowner can be my project's main character as a cameo (he is a digger, so he sells equipment and other stuff, kind of fits with the game, he is just making money.)

give me a list of the menus and what they should include

should the boss menu be squares with their faces or a map of the world? theres selective bosses, right?
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ragingmime
Posted: May 15 2006, 09:05 PM


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I'm finishing up version .45 (maybe I'll call it .5) of the RMN beta. Any requests/suggestions before I put it online?
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Regantor
Posted: May 15 2006, 09:19 PM


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Hazzit got powerups in it yet?

> No = forget this.

> Yes = Remeber to make them 'time out'.
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ragingmime
Posted: May 15 2006, 09:27 PM


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Right now, there are powerups lying around (the new version uses your sprite, btw), but enemies don't drop them yet. They probably should, and I'll make sure they disappear after a few seconds. Thanks - I would have forgotten to do that otherwise.
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ragingmime
Posted: May 16 2006, 01:43 AM


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Okay, it's done. You can grab Rockman Nova version 0.5 here.

What's new:

- New sprites: Regantor's health, Guardius/DualX2's edit of Nova
- New health bar (I'm using the simple one that I made until Geona and DarkHunter's lifebars are fully sprited. Once that's done, I'll use theirs instead).
- Enemies now drop powerups, which disappear after a few seconds.
- Bugs (bouncing after you fall, weird scrolling) fixed
- Displays as a 640x480 window in 800x600 mode to keep the game from blurring or displaying at a rediculously large size.
- New icon and loading screen
- Slightly longer, tweaked level
- Small tweaks to level tiles
- "Ready" message at beginning of level

I made a little "Dr. W." tile to put in front of the boss room. I know there may not even be a Dr. Wily in this game, but I had that tile lying around from earlier versions where he was in the game, and I figured I'd inlcude it so I had something to put there. I'll replace it with something more appropriate if we decide to leave Dr. Wily out of the story.

Sorry for the double post, btw... I just want to make sure that people see I've added to the thread and don't assume I'm still working on it. Plus, I want to be able to link the feature list directly, and I can only do that if it's in its own post.

Thoughts? Suggestions? Bugs?

Edit: Changed URL after some domain name changes.

This post has been edited by ragingmime on Sep 2 2006, 05:44 PM
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Regantor
Posted: May 16 2006, 12:24 PM


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QUOTE
Cruddy background images by ragingmime (I know they're not that great; feel free to post your own on the board).


XD...

...anyway, the physics and level design are very good. The enimies operate very well and the music is teh goodness. Even the directional shooting works very well, having included the three-shot-limit and destruction when the bullets contact the walls.

The only scruple I can think of is that there are times when it's very difficult to jump in the room that is given, mostly due to Nova's height. (But that might just be me.)

It's still a bit short and samey, so I'll finish that Cyclops Joe and see if I can put some new decent tiles together.
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