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/vr/ - Retro Games


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6492585 No.6492585 [Reply] [Original]

https://megamanfanon.fandom.com/wiki/Mega_Man_VR

It's been years since I have been on here, but I thought it would be fun to give an inside perspective I had on what was going to be a Mega Man fan game made by community members.

It was called Mega Man VR, and I killed the project. I can explain.

I wasn't there in the beginning, I only joined because I wanted to help with the music. There was a group chat on Skype where the game was being discussed. I don't have access to it anymore, but I did have access to the game files when I was working with them.

The main designers got ideas for robot masters from the community. In total, they had:

Wire Man
Sound Man
Siege Man
Flare Woman
Bandit Man
Mirage Woman
Meteor Man
Sabre Man

The community pushed really hard for Disco Man but that never happened because that was kinda gay.

>cont

>> No.6492589

Anyways, development went on like normal for awhile. A couple previous songs I did for other projects got reworked into the Weapon Get theme and the Menu music.

Music was done by Apollo/Code, Ice King, Kevvviiinnn, and Loliconst (aka hertzdevil). The engine was other people I can't remember, but they are out there somewhere working in the game industry.

The project was going well. Til I did something real stupid one day. I thought it would be funny to back up everything on my computer and then delete the Dropbox and replace it with a text file saying "oops i accidentally the game lol"

Didn't go well to say the least. I tried to reupload the files but my internet had a heart attack and wouldn't do it. So I did the next best thing and uploaded the game on anonfiles. Well, someone in the chat who was just lurking took the link and posted it here, effectively giving away all the shit we had done for the game. After that, I left the team since I felt like I ruined it for them, and about a year later, the game was cancelled. Everyone went their separate ways and I haven't heard from any of them since.

ShinyMetool, if you are still lurking here, I'm sure rich e would love to hear from you again.

Anyways, there's the story in all its mediocre glory. I will leave you with all the music from the game I could find on YouTube.

https://www.youtube.com/playlist?list=PLv0c_MHEMt-gmKJzQ9ShhQvoCp7O7tPsz

>> No.6492624

>>6492589
>Well, someone in the chat who was just lurking took the link and posted it here, effectively giving away all the shit we had done for the game. After that, I left the team since I felt like I ruined it for them, and about a year later, the game was cancelled. Everyone went their separate ways and I haven't heard from any of them since.
This is where your story falls apart. How do you "give away" the WIP content of a "fan game made by community members"? Why does that "ruin it"? It sounds as if the group was not doing it because they wanted to, but for some weird internet street cred.

>> No.6492637

>>6492624
They were keeping all the assets under wraps til the project was done, then they were gonna release a level editor alongside the main game. Once they had the main team, they went private for development

>> No.6492712

>>6492585
hey man what's up? sad to see things how it happened (i was helping you with some of the graphics)

>> No.6492734

that quote.

https://youtu.be/gMjK6EUvdJc

>> No.6493520

Hm you seem to have been an idiot, but I'm listening to the music and it sounds good. I'd expect an idiot to produce mediocre music at best.

Oh well, anyway it's still ridiculous that they'd give up because of the leak. If your story is correct and complete then in my opinion you are not at fault for the project's failure.

>> No.6493676

>>6492585
Flare Woman looks like she could suck the chrome off a trailer hitch

>> No.6493739

Trolling taken too far, it seems, you're a total faggot OP, although it was just another 8-bit game, so nothing of real value was lost.

>> No.6493749

>anonymous project didn't work out
No shit I told you fuckers contests are the preferred method of collaboration for these kinds of things. It's like you don't understand the directives of capitalism.

>> No.6493752

>>6493749
Case study: see the Vanilla Level Design Contest from SMW Central. After the judging is done they would assemble into a nice "complete" game package. This is what you should be doing.

>> No.6493762

>>6492585
I heard of it but didn't care because it won't boot on a nes

>> No.6494112

Wow op you really are a hopeless doo-doo brain

>> No.6494121

Oh hey, it’s a “OP blogposts about something board-related that mattered to him and everybody shits on him” thread. Nice. I don’t even to read the OP to know you’re all a bunch of callous faggots who never exercised a creative muscle in your forsaken lives.

>> No.6494327

Damn. Why would you even do something that risky as a hehe funny?

>> No.6494332

>>6494121

OP is the one saying the worst thing about OP in this thread: that he wrecked the project. He clearly didn't, since the files weren't lost. The other idiots wrecked it. Also the music is cool I think? Somebody should finish this thing after all, unless it was going to be bad for some reason not discussed in this thread, in which case I guess we can all just play the other thousand Mega Man games and romhacks.

>> No.6494374 [DELETED] 

I tried what little was done, it looked great and the engine felt unnoticeably close to an actual NES Mega Man game. What little I saw of the stage editor tool looked great too. It would've been groundbreaking to release those on a pre-Mega Man Maker world. What a shame.

I did the Flare Woman art, then went radio silent for months because I was at my last year of university at the time. By the time I came back to work on the rest, the team had disbanded and the project was dropped. I learned this by the Tumblr post. I kept a copy of the Dropbox.

I think it was at this time that I offered help as an artist to a different project, the Castlevania Dawn of Sorrow portraits hack. This got me closer to romhacking, which led to me doing Mega Man X4 and 8 Undub, Mega Man X6 Tweaks, and Mega Man X5 Improvement Addendum. So maybe those wouldn't have been made if Mega Man VR hadn't died at exactly that time? Who knows.

>> No.6494406

I tried what little was done, it looked great and the engine felt unnoticeably close to an actual NES Mega Man game. What little I saw of the stage editor tool looked great too. It would've been groundbreaking to release those on a pre-Mega Man Maker world. What a shame.

I did the Flare Woman art, then went radio silent for months because I was at my last year of university at the time. By the time I came back to work on the rest, the team had disbanded and the project was dropped. I learned this by the Tumblr post. I kept a copy of the Dropbox folder.

>> No.6494575
File: 143 KB, 639x560, megaman12.jpg [View same] [iqdb] [saucenao] [google]
6494575

Good tier
Wire Man
Siege Man
Mirage Woman


Not so bad
Meteor Man

Derivative as fuck
Flame Woman
Bandit Man

Yngwie Malmsteen after a severe brain injury
Wily Stages

>> No.6494589

8 bit megaman is so fucking shitty and unfun

>> No.6494724

>>6494589
ok zoomer

>> No.6495153

>>6494406
The stage editor looked so cool. Glad to see dev team people still lurking here!

>>6494327
Because I was a stupid college freshman that thought they were funny.

>>6494112
It would appear so! But I'm better now. I'm actually doing music for games as a job now

>> No.6495186

What a gay, shit thread. Oh, and the game is shit because there is a woman robot “master” in it (as if a woman can be a master of anything).

>> No.6496881

>>6495186
0/10 low quality bait

>> No.6497081

>>6496881
This, it's the current year for fuck's sake, stop it with this shit.

>> No.6497085

Mega Man didn’t have female robot masters until 2008 therefore this is not retro and we have lawful cause to sage and kill this shit thread about a faggot trying to feel important

>> No.6497489

Thanks for the post. I remember this from 2013 and literally the first days of /vr/.

>I thought it would be funny to back up everything on my computer and then delete the Dropbox and replace it with a text file saying "oops i accidentally the game lol"
I really think you kinda skimmed over this. It's like when an MMO guild breaks up and it's just like "opps lel I accidentally the rune weapon". What the hell were you thinking?
Anyway thanks for the update

>> No.6497632

>>6497489
They didn't do anything wrong or something like that, I literally just thought it would be funny to watch them freak out and then i'd be like "lol jk here it is i got you good"

>> No.6497652
File: 9 KB, 360x360, 1576410404600.jpg [View same] [iqdb] [saucenao] [google]
6497652

>>6495186

>> No.6497696

>>6494575
You would get sued for using some of those characters.
>>6495153
>>6495186
Die namefags.

>> No.6497721

>>6493752
This would be a really cool idea actually.
You could hold a contest for people to make stages in Mega Man Maker, submit them, and then hold a secondary contest for the Wily Stages throughout, while prepping the people who won the contest to work with the custom gimmicks and Robot Masters made by the primary programmers

>> No.6497727

>>6497721
>This would be a really cool idea actually.
>You could hold a contest for people to make stages in Mega Man Maker

The exact same thing you describe already exists. Google "Make A Good Mega Man Level". In fact, it's the predecesor of Mega Man Maker, it's where the engine was started, I think. There's already 2 full releases (and a couple of smaller spin-offs, I think), the official 3 is supposedly currently in the works.

They make a selection of the best levels, but ultimately rank and bundle all the submissions in ascending order. So you can either go straight the winning stages, which are usually pretty good, or play the hilariously bad bottom ones. Then there's a bunch of mediocre ones in the middle.

>> No.6497782

>>6492585
Nice blog pero nobody cares tho

>> No.6498323

>>6497085
Roll is DLN-002.

>> No.6498361

>>6497085
...you know announcing a sage is against site rules, right?

>> No.6498416

>>6498361
fuck 12

>> No.6498794

>>6498416
(USER GOT A KNEE ON HIS NECK FOR THIS POST)

>> No.6498814

>>6498323
>Roll
>Robot master
Wait, is she? Is rock a RM too?

>> No.6498827
File: 69 KB, 512x512, 1454376906514.jpg [View same] [iqdb] [saucenao] [google]
6498827

>>6495186
B-but what about Splah Woman?
>>6497085
And how is MM9 not retro? It's literally Con Man's sucking off MM2 in videogame form, it's hard to get more retro than that

>> No.6499228

>>6498827
>how is MM9 not retro?
Not on a console released before 2000. Also some graphical techniques like Splash Woman zooming around the screen aren't possible on the NES anyways so the authenticity is already out the window.

>> No.6499721

>>6499228
>Also some graphical techniques like Splash Woman zooming around the screen aren't possible on the NES
Could you explain more in detail about that? I'm curious, I guess even if they wanted to milk some nostalgia bucks for the 8-bit throwback they would still avoid limiting themselves to 8-bit consoles capabilites that much.

>> No.6499762

>>6499721
https://www.youtube.com/watch?v=7DksOGDeH_Q
Watch how fluidly she swings the trident and the motion blur around her as she moves around the room. It's way too fluid and some of the other enemies have the same problem. It's even more jarring when Mega Man himself still only has 4 frames of animation.

>> No.6499801
File: 32 KB, 695x647, 11655.png [View same] [iqdb] [saucenao] [google]
6499801

>>6499762
I'll give you the "Before 2000".
But the motion blur is just the video encoding. Her trident swing is barely 3 frames, 6 with the shine. Her total sprites is about 20 different sprites...
You're basically saying that retro game need low sprite count. Here's the obligatory Moon Crystal on NES. Probably not retro because the frame count is high? And check Orb 3D for "zooming speed".

Megaman 9 even respects the pixel ratio. You won't find any animation that occurs on half pixels, like most "retro-like" games. It even makes sprites diseappear when there's too much going on on the same line. It even mutes the appropriate sound channels when a sound effect is played over the music, so that only 2 squares, 1 triangle and 1 noise are played at the same time. The only thing that doesn't make this game a retro game is the year.

>> No.6499937

>>6499801
It's still highly irregular for a Mega Man game.

>> No.6500491

RETARD!

>> No.6502401

get good

>> No.6502505
File: 1.52 MB, 2591x3624, 12.png [View same] [iqdb] [saucenao] [google]
6502505

>>6495186
The megaman universe is pretty sexist. roll gets btfo time and time again because she's a girl, and the moral of the story is she should shut up and do house work. I'm not even playing it up a little bit. thats the moral of the japanese megaman ovas.

>> No.6502509

>>6499762
its just the splash intro, in battle its like 2 frames

>> No.6502592

>>6493749
Fuck off to pol.

>> No.6502604

>>6497696
>caring about being sued
>calling someone naming themselves OP or sage a namefag

newfaggoty as hell

>> No.6502953

>>6502509
It's still something that would never, ever happen in any of the NES Mega Mans.

>> No.6502986

>>6502953
cmon man its not a big deal, are you mad at megaman 6 for the dossiers?

>> No.6503101

>>6502986
No, because that was on the real hardware.
0/10 a pitiful strawman if I do say so myself

>> No.6503142

>>6503101
>ON REAL HARDWARE
are you suggesting the nes cant animate smoothly?

>> No.6503413

>>6503142
The NES Mega Man games never did. 9 and 10 couldn't run on real hardware. A shame since they try so hard to imitate the worst games in the series, 2 and 3.

>> No.6503471

>>6503413
I feel like you're trying to troll me, first you say something obviously correct but also convtraversial.

then you go on to say something that has nothing to do with the arguement you made; weather or not the nes could render the fps needed to make an animation like that.

>> No.6503519 [DELETED] 

>>6503471
I'm not. The NES Mega Man games would never do that. Find me one, ONE, example from MM1-6 proving me wrong. I'll wait.

>> No.6503530

>>6503471
I'm not trolling. Find me ONE example from MM1-6 of an animation or enemy movement as fluid as in the video I posted. Protip: you cannot

>> No.6503538

>>6503530
You said hardware limitations you goalpost yeeting kike. hardware is not software now fuck off.

>> No.6503603

>>6503538
I mean, he's not wrong. 9 and 10 can't be ported to the NES in their base form, the games just aren't actually 8-bit.

>> No.6503626

>No, because that was on the real hardware.
>are you suggesting the nes cant animate smoothly?
>The NES Mega Man games never did.
Goal. post. moving

>> No.6503725

All this shitposting about Mega man 9 not being exactly like a NES game technically... What a way to turn a shit thread into an even worse one.

>> No.6503935

>>6503626
Not goalpost moving. Mega Man 9 and 10 are not authentic to the standards of the Mega Man games released on actual NES hardware.

>> No.6503939
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6503939

>>6503538
>yeet
go back

>> No.6503969

>>6502986
>are you mad at mega man 6 for the dossiers
Holy fucking strawman
That's not even remotely the same thing, and those dossiers gave the splash screens a bit more of an advanced flair which is fitting when the game came out after X in the US

>> No.6503980

>>6499762
God I hate the music from this game, it's all so fucking tryhard and dull
Plug Man has the only good theme in the entire game

>> No.6504238

I think the women bosses should be changed to ___ Man. /vr/ Mega Man games have historically all used this formula.

>> No.6506173
File: 7 KB, 157x250, 1580858812919.jpg [View same] [iqdb] [saucenao] [google]
6506173

>>6503935
>its not moving the goalpost, I am just completely changing my arguement!
salt
>>6503939
and cope.

>> No.6506419

>>6499801
>>6499762
There is nothing wrong with Splash Woman.
The only things MM9 do that can't be done on NES are very minor.

For instances, some of the cutscenes are too detailed.
When people think of the NES palette limits, they often forget that you're limit to 4 colours per 16x16 blocks.
Yes, technically you can use sprites for details in cutscenes, but that's all they are, small details, they still wouldn't allow some of the stuff the cutscenes pull. In fact, the routine that makes sprites flicker aren't even used during cutscenes.

Another example is the Shark boss. The Shark Boss would have been a background, but as it moves downward, it goes over the floor, which would have been background as well, you can't do that.
Also the middle section of the shark, I don't believe would have ever been done on NES. Technically it's possible, but it would lead to way too much spriter flicker, between the 2 hatches, and both red enemies coming on the same plane as Mega Man.

> It even makes sprites diseappear when there's too much going on on the same line.
It doesn't do it nearly as much as it should.

For MM10 I didn't even try to count everything that wouldn't be possible, there seems to be too much.

>> No.6506467

And if you want to get offended at something, get offended by Bass in 10.

While MM uses 8 sprites per frame, Protoman already uses between 9 to 11 depending on the frame. Those few extra sprites were already a nightmare when I did the Protoman romhack for MM5. Can't complain too much though though it already mostly existed in MM3 (minus the palette for the scarf for obvious reasons) and also since I based it on MM10's, you'll notice that MM9 uses MM3's Protoman shield size which does save up on a few sprites and is therefore a little more realistic

Bass' frames however take at least 13 sprites each iirc, which is absolutely insane for a protagonist.
The only reason I was able to fit all of Protoman in MM5 easily was because of MM5's dynamic tile loading system: for each frame of each sprite, the game checks what it needs and loads the approriate pre-established part of the sprite bank onto the PPU.
For every other NES MM game you'd have to write a similar system that switches tiles around on the fly, and that's just for Protoman; so realisticly I don't think Bass would have been made as he is in 10.

Anyway - Splash Woman has a couple more animations (moves) than the norm, but each of those animations use the right amount of frames.

>> No.6506646

>>6506419
>For MM10 I didn't even try to count everything that wouldn't be possible, there seems to be too much.

IIRC Inti Creates commented that, while they did limit MM9 to NES standards (mostly), they chose not to do it for MM10. They chose to preserve the overall aesthetics but not the technical limitations

(Now, YMMV if you consider stuff like sprite flickering an integral part of the aesthetic. I don't. I emulate the NES games overclocked and without sprite limits)

>> No.6506651

Is the source code out there?

>> No.6506690

>>6506651
It's available to all my patreons.

>> No.6506708

>>6495153
>they

Get a gender dude.

>> No.6507017

I think both MM9 and MM10 aren't very good, MM10 less, but I still think they were both nostalgia-pandering cashgrabs.

why didn't they at least use MM7 or MM8/&B artstyle?

why despite saying MM9 is "more of a MM2 sequel" it looks worse and simpler than that game or any of the other NES games?

>> No.6508539

>>6507017
Because the NES games were trying to look as good as possible on limiting hardware, MM9 was trying to look like an NES game on more modern hardware

>> No.6510314

>>6508539
I just think it's funny, some of the NES games look really good when compared to MM9, 5 and 6 have very detailed backgrounds, MM10 step it up but still.

>> No.6510360

>>6495153
>I'm actually doing music for games as a job now
what games have you done music for?

>> No.6510373

>>6508539
Why didn't it try to look like the best NES games then?

>> No.6510624

>>6510373
incompetence probably

>> No.6510637
File: 275 KB, 544x547, mm9.jpg [View same] [iqdb] [saucenao] [google]
6510637

>>6510373
>>6510624
Here, it's because Inafundme is a fucking hack.

>> No.6510667

>>6510637
>tfw we could have gotten a glorious retro style pixel art megaman game
>shitty nes game quality graphics instead

>> No.6511438

>>6510637
6 frames of anim for MM would have been awful.

And I'm not even the guy complaining about splash woman.

>> No.6511459

>>6510667
Oh fuck off you whiny crybaby, the graphics don't matter in the end. MM9 and 10 are Mega Man Classic games through and through. The same, fun gameplay, new, unique weapons, (that applies more to MM9 and 10, unfortunately) and more Robot Masters to fight. It's literally a non problem anyways because the games look fine. If you got the new graphics you would have fucking called them "soulless" because you're all massive faggots

>> No.6511470

>>6510373
It makes sense when you look at it these ways:

IC said they had difficulty restraining themselves
when you look at IC's other games, like Curse of the Moon or Mighty Gunvolt Burst, you'll probably understand what they meant by that. Not even the graphical aspect matches with NES, it's just "a vibe" and nothing more.

So, it makes sense for a project like that, and for devs like that who are masters of 2D game and graphics, to give them limits.
Then, you have to pick the limits. You could pick MM5/MM6's but then, it makes the most sense to pick MM2 because that's the one that is the most liked and the most known.
Also you can't pick MM2 gameplay and MM6 art, because that makes no sense, it all goes together.

I think MM9 is great exactly because of the limits. Gameplay wise, the absence of slide and charge shot meant they had to focus more on the base of the gameplay, and forced them to think harder on enemy design and level design; and as a result MM9 is one of the tighest ones.

Graphically speaking, more doesn't always equal better. Jewel Man stage for instance looks absolutely amazing and "more" could ruin the nice visual balance of that level.

>> No.6511472

Oh hey, I designed Banditman. Also designed an acid man ironically enough before MM11.

>> No.6511515

>>6511438
Fuckin moron, the wily wars did it just fine

>> No.6511520

>>6511515
the wily wars is one the worsts classic MM game, all of MM's basic moves are completely off

>> No.6511523

>>6511520
Fuckin how :V

>> No.6512972

>>6511459
MM7, 8 and 11 are not soulless in any way, I wouldn't have called 9 and 10 souless had they used 7, 8 or any newer artstyle.