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Mega Man S: A 16-bit Remake of MM1 [Fan game]
Forum Index - Sunken Ghost Ship - C3 Museum - Summer 2013 - Mega Man S: A 16-bit Remake of MM1 [Fan game]
Pages: « 1 »
This is obviously not related to SMW hacking at all, but this is something I've been working on for a few months and I figured now would be an appropriate time to show everyone!

This is something I've wanted to do for a long while, actually. I've even attempted to recreate a Mega Man engine in SMW a couple times, though I soon discovered that SMW hacking was not the way to go for this type of a project. Having moved on to making fangames now, I felt that this was the perfect opportunity to make such a game.

The concept of this game is similar to that of Rockman 7 FC, although instead of taking a 16-bit game and remaking it in 8-bit, I decided to do the reverse. My goal is for this to feel like an authentic SNES game, despite being a fan game. I have also "updated" the game a bit to be more consistent with some of the newer Mega Man games. (For example, I gave Mega Man the ability to charge and slide, added bolts and E-tanks, etc.) However, I realize that there will be some people out there who would prefer not to have these updates, so I plan to include options for enabling/disabling them. Additionally, the difficulty will be updated to be more fair than the original was, and I have started implementing 3 difficulty modes: Easy mode (for those who thought the original was too hard), Normal mode (Which is essentially the same as the original), and Hard mode (for those who, like me, thought the original was too easy.) One of my goals is to appeal to as wide of an audience as possible. The majority of the graphics for this game are going to be from The Wily Wars, and Grav and I will be working on arranging/porting the music in Mega Man 7 style. This game uses an SPC plugin as well, so the music is 100% authentic SNES!

Some screenshots:





And here is a video showcasing Bomb Man's stage:
Video Link

As of right now, Bomb Man's stage is the only one finished (aside from the boss). However, having already done a majority of the coding, the rest of the levels should hopefully be a lot quicker to finish. So far, this has been a pretty fun game to make. One of the trickiest aspects of making this remake has been coding everything to be as identical as possible to the original (The enemies, Mega Man's physics, etc.) but it can actually be a fun little challenge trying to figure all of that out, and the end result is incredibly satisfying.

Well, that's about it for now. Enjoy!
Finally I get to play the first finished level, yay. It's fun working with you!

EDIT: Aw I thought it would atleast be playable, dammit.
The engine looks great so far. Cant wait to see the final product.

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Mario the Gaul
Just saw your YouTube video of your playthrough of Bomb Man's stage, and it really looks like it's from the Wily Wars. And I hear Megaman 7 instruments as well.

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I no longer have interest in SMW Hacking as I did when I first started several years ago.
You really aim for big, Jimmy. Good job!

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Putting my YI hack on hold.
Will this game borrow some elements from Mega Man: Powered Up? For example, in Hard Mode, will the bosses use their MMPU-exclusive attacks (like Bomb Man's giant bombs, the Yellow Devil's laser, Guts Man digging into the ground, etc.)?

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Your layout has been removed.
WOW! It's Looking Great Jimmy!

I want to play this when it's done #w{=D}
Originally posted by Grav
EDIT: Aw I thought it would atleast be playable, dammit.


Not releasing any playable content until the final version is released. ;)

Originally posted by NES Boy
Will this game borrow some elements from Mega Man: Powered Up? For example, in Hard Mode, will the bosses use their MMPU-exclusive attacks (like Bomb Man's giant bombs, the Yellow Devil's laser, Guts Man digging into the ground, etc.)?


I've never actually played Powered Up, so I was not aware of those differences within the difficulty settings. However, I've changed some of the enemies' AI depending on the difficulty setting. (For example, on Easy Mode, the screw bombers only shoot 3 bullets instead of 5, and on Hard Mode, Sniper Joe shoots 3 bullets at a time and is invincible while jumping.) The bosses themselves likely won't have any major differences, aside from how much their attacks hurt Mega Man, or how much damage Mega Man's weapons inflict on them. Pretty standard stuff.

Also, there are a few less enemies on Easy Mode and a few extra ones on Hard Mode, as well as some minor differences in their hitpoints and contact damage. Powerups are also more common on Easy Mode and less common on Hard Mode.
Really impressive and authentic. I remember seeing Mega Man-inspired work in SMW, but pretty much everything in the video looks spot-on. As a fan of these sorts of fanworks, I'm really curious to see it as progress continues.
I don't care much for Mega Man as a game (I've just never been a big fan; shoot me) but the work you've done here is extremely impressive. It feels incredibly authentic. I know you've mentioned this project to me a few times before, but I can't say I expected it to be this nice.

Good stuff.
This is looking awesome; sounds like you're having a lot of fun making this - which is really the most important thing.

Originally posted by S.N.N.
I don't care much for Mega Man as a game (I've just never been a big fan; shoot me)

With the Mega Buster, or a special weapon?

.....What, HE WALKED RIGHT INTO IT.

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Believe it or not, I still exist in some fashion.

Extras



I should have something witty to put here (even if it's just to update dated info), shouldn't I?

Advertising Space

I've only passively followed the Mega Man (Classic) series for most of my life, but the amount of work that you've put into this is astounding so far. If I've never seen a Mega Man game before, you could've fooled me into thinking that this was the real deal. From the graphics to even sounding like it would be on an actual SNES. (Jimmy and SNES accuracy hurr hurr hurr*!) I can't make any assurance that I'll play this when a demo or full release rolls along, but I must say that this looks very impressive, nonetheless.





*please done hurt me

I can't believe you are doing this. The game looks great, and I think it lives up to the official Mega Man games.


Originally posted by S.N.N.
(I've just never been a big fan; shoot me)








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Originally posted by Ultimaximus
image


this must be what getting completely burned in picture form feels like.

shit.
Originally posted by Ultimaximus
Originally posted by S.N.N.
(I've just never been a big fan; shoot me)

(image)

Holy shit I fucking love you for this.
Looking good. I've always been interested in the Mega Man series, so playing this looks like it'll be a treat.

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"Lip: A Fairy's Tale" project status: Slow (Visit the project thread here!)

Yes, you could say I like Osaka.

Wow, this is really good for a remake. I had no idea you were even working on this. I never really played any of the Mega Man games myself either, but this looks interesting enough to give a shot ;)
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Forum Index - Sunken Ghost Ship - C3 Museum - Summer 2013 - Mega Man S: A 16-bit Remake of MM1 [Fan game]

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