[Project] Megaman Legends (don't have a subtitle yet)

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BetaSword
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[Project] Megaman Legends (don't have a subtitle yet)

Post by BetaSword »

Like, oh noes! After over a year, I finally reveal what I got into Doom editting on. Indeed, I've been working on this little project now for over a year. My first post on these forums (if I recall) was a question in regards to this project. Since then, it's switched over from normal Zdoom to GZDoom, mainly because of 3D floors, but also because of HIRESTEX, and paletted .png support, too. But anyways... Commencing...

Megaman Legends (don't have a subtitle yet)

Yah... Umm... Since I'm new to this whole project announcing business, I'll just try to remember something along the lines of what I wrote when I updated the WiP page for this (damn them for not updating and making my life easier...).

Story: So basically, between the events of Megaman Legends 1 and 2, Megaman receives a call from the mayor of Kattleox Island, saying that some crazy crap is going on. Her call is cut off, though, before she can explain, so of course, Megaman (Rock) decides to go check it out. Blahdiblahdiblah, they land on the island, things are quiet. Too quiet. So, he runs downtown, no one. So he goes to the Mayor's building, and *gasp!* something happens. Yeah. Something. Interesting. Of course. (I suck at this)

Screenshots (and descriptions!):
Spoiler:
First entrance to the sub-gates, from the inside.
Spoiler:
The new armor sprites (I'll probably end up changing it to something a bit more fitting in the end)
Spoiler:
Random shot of a room.
Spoiler:
Two different key plugs (or whatever they were called)
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The small sewer area accessed by the manhole cover downtown.
Spoiler:
The ladder up to downtown (my, how exciting)
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One of those little passeges between doors in the sub-gates, complete with that strange little panel thing, whose purpose I never understood.
Spoiler:
Hey look, breakable wall (only with that Drill Arm, of course)
Spoiler:
Another room, with some 3D floors.
Spoiler:
The current sprites that I'm going to be possibly using for refractor shards, until I find something better (or Graf gets model support finished)

Yeah, if anyone's played the original, those places will indeed look familiar, and I'm trying to keep the same level of recreation through all the areas from MML. But it's not all going to be the exact same thing as the PS1 game, as there's going to be several large areas added (possibly even an entire second hub area), to further the new story along.

Current progress: Well, the whole of the sub-gates are mapped, and partially textures. The Lake Jyun gate is also mapped completely, although lacks texturing at the moment. I've started mapping the Cardon gate, and the outdoor area of the Cardon forest. The outdoor area's taking a bit longer than expected, due to the fact that Capcom decided to make the big hills and stuff at odd angles and such... But thanks to Photoshop, screenshots, and ePSXe (hey, I own the game, so I'm allowed), I'm slowly working my way through that (literally) pixel by pixel.

I've also decided to do a bit of DECORATE, making the Mega Buster. Currently, it fires pretty decently (except for the fact that the shots originate off to the left of center, thus sometimes don't fire if you're too close to a wall. And the fact that the actual buster graphic is... Umm... Well...
Spoiler:
...Lacking. Not to mention the fact that it can kill a Cyberdemon in under five seconds. Yeah...

Anyways... What I have in mind for the future:

Mapping: I shall do this all myself. I started it over a year ago, and I might as well finish it. Ruins will be no problem, as I've got both the PS1 and PSP versions, not to mention the maps in the form of graphic files. Outdoor'll be slightly more difficult, but not too hard.

Texturing: I have every single one of the MML textures (thanks to the halpful chap Radical Dreamer for those), so that's not a problem at all.

Weapons: I may eventually ask for help with both the graphics and the actual DECORATE for these, but more on that later. I intend on trying to have each of the weapons from MML in this, plus a few extra that I still need to think of.

Enemies: Hopefully, when Graf finishes model support, I will relearn 3D modelling to both remake some of the enemies from MML, and to make a good deal of new ones as well.

Sounds: I've already imported the jumping, landing, buster fire, and buster hit sounds, along with the background ambient noise for both outside and in the subgates (thanks goes to the PSP version and Audacity recording). And on the 26th, I'll be able to download the whole MML soundtrack, using the correct tracks for where they're needed, areawise. The rest of the sound effects shouldn't be too hard to get through various means (recording and/or ripping).

Help: I'll only be asking for help on this once I've got everything done that I can do myself (the mapping and stuff involved with that). Why? To actually give people a taste of what it'll actually be like, and so that people would know that what they'd be contributing would actually be used. Of course, I'm going to try and not absolutely rely upon outside help, because I know that a lot of people around here are currently involved in other projects of admittedly more importance. But that'll be decided when the time actually comes for that stuff (as in, I don't really have much of a need for all the weapons at the moment, as there's nothing to kill with them).

Why Megaman Legends?
Because it was one of my absolute favorite PS1 games of all time, and I always wanted to make some sort of game involving it. So here I am, now finally doing so, in some form or another.

Erm... Yeah... I think that's all... Yeah, I know I've definitely put myself up to a rather large project (hub-based TC? just a bit...), but I haven't abandoned it yet. Of course, I've had to wait quite a while for certain features to become available, but now that I have them, I've been working pretty damn hard on this.

Either way, umm... Yeah.

Oh, and before anyone says "needs more detail"... Unfortunately, that likely won't come in until later, if I decide to sort of spruce of the areas, and definitely in the new areas. Otherwise, I'm trying to keep them as close to the source material as possible. But I'm gonna try to not make it horribly bland, cause that would just suck.

And now I think I'll end, cause I have no clue as to what else to say... Umm... Yeah...

(i think that's my longest post ever. wow.)
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Cutmanmike
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Post by Cutmanmike »

Never got round to MML. And as far as i'm concerned:

No cutman = No megaman
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BetaSword
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Post by BetaSword »

Who ever said anything about no Cutman in this, though? :wink:
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Cutmanmike
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Post by Cutmanmike »

:rock:
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BetaSword
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Post by BetaSword »

I actually just had several ideas about Cutman... I am, after all, in slight need of bosses.

There's:
-All out reaverbot based on Cutman (normal boss)
-Collect parts of ancient robot which, when put together, forms Classic Cutman, who then attacks
-Cutman cuts through the fabric of space-time and attacks
-Cutman greets you and then attacks after a very long, drawn out, and difficult series of platform jumping
-Something entirely different

Yeah... Who knows.
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Shadelight
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Post by Shadelight »

looks pretty cool, actually I've never played any of the MML games ,I hope you do a good job on this BetaSword.
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Killionaire
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Post by Killionaire »

I had a blast with MML, good stuff, never could find all the secrets though, as that was a time before I was aware of gamefaqs, strategy guides, or the internet in general.

As long as this version doesn't have the horrible voice acting MML had, im game :wink: .
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BetaSword
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Post by BetaSword »

First off: Player skin running forward animation (well, when Grubber finishes DECORATE-like player classes and when Graf (hopefully) adds it to GZDOOM):
Image
Minus the shadow. That's just there so I could align them correctly.

Also, two more things.

First, after looking at the DECORATE code for the weapons resource thing, I've gained a slightly higher understand of DECORATE weapons. Which means slightly more effective use of the MegaBuster that I already made. Still the same crap graphics though. Joy.

Also, it won't contain the voice acting from MML. And if there's to be any voice acting, I'll likely be doing most, if not all of it. Or anyone else I can possibly get ahold of. But that's all for a lot later, when I actually have need for it.
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Jehar
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Post by Jehar »

Megaman legends is easily one of the best psx games evar. Are you going to be including all of the scripting\cutscenes and whatnot?
Those texture and sprite rips are extremely well done. I do wonder at how rolls car will be handled... :\
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BetaSword
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Post by BetaSword »

Well, I'm not trying to port it, but make a game based in the same setting, with the same characters.

And Roll's car? never really thought about it... I'd probably model it to make it look right, that is, if I used it. I'm probably gonna have the player start with all the weapons from MML, but also have it still so you can only have one equipped at a time.

Weapon explanation:
How I plan on doing weapons will be to have all of them have the same primary fire (the MegaBuster), but have the Alt-Fire be the special weapon itself. So the player will always technically have one "weapon" equipped/available at a time, but will always have the Buster and a special weapon (or the kick. gotta have the kick). It much simplifies the weapon system if the player doesn't have to worry about switching weapons in the middle of combat, plus, the Buster, and some special weapons, have infinite ammo as well. You'll always have some means of attacking. Some are better than others for certain situations, though.
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Killionaire
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Post by Killionaire »

I really hope you get this going man, best of luck to you and your project.
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Tormentor667
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Post by Tormentor667 »

Looks good so far, looking forward to new screens and stuff :)
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BetaSword
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Post by BetaSword »

Wow... Lots of encouraging words from people :)

Anyways, update: Getting the music and stuff sorted out, and cut so that it loops right (while making it as small as possible while still sounding good). So far I've got the music for all the maps I've got started so far (Sub Portals, Lake Jyun sub gate, Clozer Woods sub gate, Clozer Woods area, Hito Unit Residence sub city). And yeah, most of them are in some unfinished state, cause I keep hopping around from area to area, doing whatever I feel like doing at the time. And boy would those outdoor areas make me want to do them more if the cliffs didn't go all over the place in hard to figure out ways... Gah...
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