+  RHDN Forum Archive
|-+  Romhacking
| |-+  ROM Hacking Discussion
| | |-+  Mega Man Metroidvania
Pages: [1]
Author Topic: Mega Man Metroidvania  (Read 2 times)
doomsan
Guest
« on: October 07, 2008, 10:32:24 am »

Hi, i'm new here but i have been a gamer for a long time and i have thought getting into rom hacking and pixel editing, but i don't know much about programming or editing hex, so well, i'll post this so if anyone is interested drop me a line, the thing is this:

Last night while playing the Endless Attack mode on Mega Man 9 it occurred to me that Mega man could make a great metroidvania game (no, not a hack of metroid with mega man in it), with original levels and power ups that let you get to new places, etc. i don't know much about hacking but throughout the Nes games are tons of power ups that could all be used for this game, and so the bosses (well not all of them just the best ones). The thing is i don't know how you can make a giant map like metroid but with mega man graphics and physics, it's doable? could you make a menu screen with all the power ups and stuff?

i have thought that it'll cool for mega man to start with just the buster and jump, and then get the slide, charge, rush, rush armor, new weapons that break walls and items like beat that could help you get high up, etc.... . The energy would have to be much larger and we'll have to get rid of the instant deaths to make it more explorable, and add save points, etc.....i have ton of ideas but i know if it is doable and if anyone is interested in, i think we could make a kickass game! hope to read from you, later.
Vanya
Guest
« Reply #1 on: October 07, 2008, 11:41:19 am »

They have been working on a fan game over at "sprites inc." that is more or less this idea.
doomsan
Guest
« Reply #2 on: October 07, 2008, 12:09:12 pm »

http://www.sprites-inc.co.uk/files/Contest/ i think this is what you're talking about, pretty cool.... i'd like to make one with nes graphics though.
tomaitheous
Guest
« Reply #3 on: October 07, 2008, 01:04:25 pm »

I dunno. Sounds a lot like the ZX series
Dragonsbrethren
Guest
« Reply #4 on: October 07, 2008, 02:18:45 pm »

Quote from: tomaitheous on October 07, 2008, 01:04:25 pm
I dunno. Sounds a lot like the ZX series

Or the first game in the Zero series, but neither of them pulled it off very well, the stages still felt "forced" on you thanks to the missions. ZX's map system was also awful, I spent more time trying to figure out how to get where I was going than doing the stages themselves.The doors certainly didn't help that, that's where Metroid and Castlevania get it right, you only move in two dimensions rather than the faux third dimension the doors introduce which only serves to complicate things.
Aerdan
Guest
« Reply #5 on: October 07, 2008, 03:00:05 pm »

The biggest problem with the faux-3D presented by doors, really, is the lack of a map capable of dealing with it.
Talbain
Guest
« Reply #6 on: October 08, 2008, 10:02:13 pm »

Quote from: Kiyoshi Aman on October 07, 2008, 03:00:05 pm
The biggest problem with the faux-3D presented by doors, really, is the lack of a map capable of dealing with it.
Valkyrie Profile does this really well.
Spinner 8
Guest
« Reply #7 on: October 08, 2008, 10:40:37 pm »

Quote from: Talbain on October 08, 2008, 10:02:13 pm
Quote from: Kiyoshi Aman on October 07, 2008, 03:00:05 pm
The biggest problem with the faux-3D presented by doors, really, is the lack of a map capable of dealing with it.
Valkyrie Profile does this really well.

Are you kidding?
zebber
Guest
« Reply #8 on: October 10, 2008, 02:59:10 pm »

Mega Man ZX could have at least helped its map system some by not hiding the map at the beginning and just showing you the whole thing from the start.

The fact that you'd be told to go to Sector X or Y and you had NO IDEA (unless you've been taking down notes somewhere) which sectors connected to those meant there was a lot of wasted exploration, or needless consultation of maps online.
Jigglysaint
Guest
« Reply #9 on: October 10, 2008, 10:56:30 pm »

This is doable.  It would be ASM intensive though, but doable.

The best way would be to have the levels as normal, but add in items to get that allow for exploration of more areas in a stage.  For example, let's say in Megaman 4 Skullman's stage has an item that lets you run faster.  To get it, you need the Wire Upgrade, but that's in Diveman's Stage and it can only be gotten if you got the Double Jump from defeating Diveman.  Furthermore, let's say that each of the boss's weapons are hidden in the stage that the path will only open once you defeat it's boss.  To get Brightman's weapon, you need the Rain Flush, and it's hidden in a secret area in Toadman's Stage.  To get there, you need the Wire, and you need the Grapple Upgrade you get from fighting Drillman.  The Grapple Upgrade lets the wire attach to ladders, allowing you to access a hidden ladder under a waterfall in Toadman's stage.  With that, and the Toad Key, you can get Rain Flush and then get Brightman's weapon(after getting the Bright Key).

Sound Metroidvania enough for you?
Lindblum
Guest
« Reply #10 on: October 14, 2008, 10:59:20 am »

A MetroidVania-style nonlinear-ability-driven-gameplay twist on MegaMan would be great, as long as you can make decent AI for the robot masters, and to be frank I think it will be too much to handle if you're new to romhacking.  I'm sure there are tools to help you redesign the map.  As for graphics, MegaMan is wider than 16px, so you'll have to amputate his feet (Maybe that can be worked into the story). 
Kajitani-Eizan
Guest
« Reply #11 on: October 14, 2008, 04:12:42 pm »

don't megaman games already have this to some slight extent? i could swear you needed certain abilities to get to certain other parts of the map in each stage, etc. the only thing missing is that you have access to every stage from the start; limit it to like 3 and only unlock more when you reach a portal using a gained ability or something, and you're golden.
Pages: [1]  


Powered by SMF 1.1.4 | SMF © 2006-2007, Simple Machines LLC