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Author Topic: [Fangame] Megaman: Power Up!! (New title, New format)  (Read 100895 times)

Vanya

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Re: Hack Project: Mega Man Powered Down
« Reply #120 on: July 16, 2009, 03:20:09 am »
Just wanted to let you guys know that I'm almost done with Cutman's stage and that I will be releasing a demo at the end of the month with Gyroman substituting for Cutman as the boss. But since I don't want to make you guys fight just a normal looking Gyroman, I'm making him dress up as Cutman!
LOL, I don't think he was all that happy about it. ^_^

« Last Edit: July 16, 2009, 03:29:40 am by Vanya »

Vanya

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Re: Hack Project: Mega Man Powered Down
« Reply #121 on: August 03, 2009, 09:00:42 am »
Found out this week about a program designed to convert midi's to MM3-6 format NSFs. If I can get it to work it should help to getting this project back on track!

From what I understand thus far the midis have to have a certain formatting in order for the conversion to work.

DarknessSavior

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Re: Hack Project: Mega Man Powered Down
« Reply #122 on: August 03, 2009, 03:31:51 pm »
Oh? Let me have that, because I wrote a tune that sounds like a MM tune, and I want it in NES format!

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Garoth Moulinoski

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Re: Hack Project: Mega Man Powered Down
« Reply #123 on: August 03, 2009, 03:50:13 pm »
Just wanted to let you guys know that I'm almost done with Cutman's stage and that I will be releasing a demo at the end of the month with Gyroman substituting for Cutman as the boss. But since I don't want to make you guys fight just a normal looking Gyroman, I'm making him dress up as Cutman!
LOL, I don't think he was all that happy about it. ^_^

http://i256.photobucket.com/albums/hh189/koala_knight/MMPD/gyromanincutmansuitsheet.png

Wait... So Cutman isn't going to be in this hack? I thought it was to port Megaman Power Up back to NES format?
Who will quote me next?
Disclaimer: If it sounds wrong, I may have been posting while asleep.

Vanya

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Re: Hack Project: Mega Man Powered Down
« Reply #124 on: August 03, 2009, 05:36:12 pm »
Follow this link to the music program:
http://acmlm.no-ip.org/board/thread.php?id=5269

No, Cutman will be in the final game. I'm just using Gyroman as a place holder for the first demo. I thought it would be cute to put him in a Cutman outfit.

Garoth Moulinoski

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Re: Hack Project: Mega Man Powered Down
« Reply #125 on: August 03, 2009, 08:37:40 pm »
Oh, okay. I thought the focus for the hack changed for a second there.
Who will quote me next?
Disclaimer: If it sounds wrong, I may have been posting while asleep.

Josephine Lithius

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Re: Hack Project: Mega Man Powered Down
« Reply #126 on: December 23, 2009, 06:49:04 am »
So uh...  Any word on this hack as of late?  I'm interested in this.

Vanya

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Re: Hack Project: Mega Man Powered Down
« Reply #127 on: December 23, 2009, 11:07:32 pm »

Vanya

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Re: Hack Project: Mega Man Powered Down
« Reply #128 on: January 02, 2010, 04:47:23 pm »
I'm thinking of porting my work over to MM6 in an effort to use the Rush Adapters as bases for Roll & Protoman.

What do you guys think? Would it be worth it?

MutantBuster

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Re: Hack Project: Mega Man Powered Down
« Reply #129 on: January 03, 2010, 10:20:24 pm »
Hard to say, Im not sure how feasible that is. Why not try just doing that on its own and if it works out then make the change? MM5 is more solid than MM6 otherwise.

Vanya

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Re: Hack Project: Mega Man Powered Down
« Reply #130 on: February 17, 2010, 01:12:22 am »
Status Update:
Decided to move the project over to MM6 as it suits the scope of my project better.
I'm gonna take a different approach and work with smaller goals. I'm beginning by converting some hacks for the RM6 improvement patches I have to work with MM6. Then I'm going to begin converting the Rush adapters into Protoman & Roll.

Vanya

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Re: Hack Project: Mega Man Powered Down
« Reply #131 on: March 11, 2010, 03:26:24 am »
Megaman Powered Down the ROM hack is officially canceled.

I no longer have the time needed to reverse engineer the ROM, so I'm moving the project to GameMaker8.

The bad news is that it will be impossible to play this on a real NES cart.
The good news is that anyone will be able to enjoy the game much sooner since I can code much faster in C-type languages than in ASM. Also, there will now be much more content from the PSP version and some new game modes modeled after the recent MM9 & 10 content.

So I will leave you all now with a tidbit from the new project...

New Title Screen!

Tater Bear

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Re: Hack Project: Mega Man Powered Down
« Reply #132 on: March 12, 2010, 12:45:17 am »
The bad news is that it will be impossible to play this on a real NES cart.
:'(

MutantBuster

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Re: Hack Project: Mega Man Powered Down
« Reply #133 on: March 12, 2010, 03:01:29 pm »
Nooooooooooo!

I was looking forward to doing that!

if your just making it from scratch its not even technicly a hack anymore!

Vanya

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Re: Hack Project: Mega Man Powered Down
« Reply #134 on: March 12, 2010, 04:54:46 pm »
Sorry! I know ppl were looking forward to that.
However, there are a lot more ppl looking forward to playing this in general, and this will be the fastest, highest quality path to that end. And, no, it isn't a hack anymore. That's why the new development thread was moved to The Mega Man Fangame Network.

Vanya

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Re: Hack Project: Mega Man Powered Down
« Reply #135 on: March 29, 2010, 04:10:38 am »
Good news for PSP owners that wanted to play MMPD on an NES.
You still won't be able to play it on an NES, but there are some interesting things going on with GameMaker that will eventually allow you guys to play MMPD on a PSP! This is all legit, too. No need to mod your PSP.
Check it out:
http://glog.yoyogames.com/?p=762

johnny

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Re: Hack Project: Mega Man Powered Down
« Reply #136 on: December 30, 2011, 03:14:10 pm »
Good news for PSP owners that wanted to play MMPD on an NES.
You still won't be able to play it on an NES, but there are some interesting things going on with GameMaker that will eventually allow you guys to play MMPD on a PSP! This is all legit, too. No need to mod your PSP.
Check it out:
http://glog.yoyogames.com/?p=762

Vanya, are you still working on this or is this being put on hold? Also, would you have the layout of the Wily Stages from Megaman Powered Up or the layout from the original Megaman?

Vanya

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Re: Hack Project: Mega Man Powered Down
« Reply #137 on: December 30, 2011, 09:55:54 pm »
I am, as a matter of fact, working on it still.
I'm working on the physics engine at the moment,but I only have a small tech demo right now.
I don't have any of the PSP layouts unfortunately. I was working with them last year before my PSP died.
VGMaps.com has all the original maps, though.

For those of you lamenting the death of the ROM hack, I will say this: the GM version will have pixel perfect physics, and a huge roster of playable characters including many not present in Mega Man: Powered Up. It will also have several game modes as seen in MMPU including, but not limited to, Challenge Mode, Time Attack, Endless Attack and possibly 2 construction modes. There's no way I could have done all that in a ROM hack given my skill level with ASM.

By the way, there's also a new project title. "Megaman: Power Up!!"




















OK. Small status update. Rebuilding everything from the ground up.


What's done:
  • Standing blink animation redone so it doesn't use a sprite with over 20 images.
  • Facing mechanic redone from scratch to accommodate separate left & right sprites.
  • Step animation before running added.
  • Shooting animation further refined from original.
  • Redefined global variables and constants.
  • First step for configurable controls implemented.
  • Changed default keyboard layout to 'A' for fire button & 'Z' for jump button.



What's next:
  • Reinsert my new jump mechanic.
  • Refine falling code.
  • Reprogram running code from scratch.
  • Refine jump-shooting animation.
  • Reprogram slide & climb mechanics so they don't use separate (unnecessary) objects.



Another demo will be out as soon as I finish all of Megaman's basic moves.
« Last Edit: January 03, 2012, 03:03:28 am by Vanya »

Vanya

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Re: [Fangame] Megaman: Power Up!! (New title, New format)
« Reply #138 on: January 26, 2012, 02:13:23 am »

Had a crash all new work got friend. Starting from scratch from my notes which I have hard copies of.


Here's A little something I've been working on since the loss of my data.
Started as an upgrade of just one frame of the original Megaman sprite for a friend. Also, includes an 8-bit X & and an 8-bit-ish Megaman.EXE based on Zero (v2.0). Those are for a perler bead project for my friend's nephew, they aren't gonna be in the game.





When I finish it, it'll be used as a base for some of the other playable characters. He ended up about the same size as Megaman from the Wily Wars, so I took part of one of those sprites for mine.

Piotyr

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Re: [Fangame] Megaman: Power Up!! (New title, New format)
« Reply #139 on: January 26, 2012, 09:36:50 pm »
Have you thought of combining your efforts with the megaman co op and vs guy? http://www.youtube.com/watch?v=0wEQLVkLs-U