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Author Topic: Mega Man Power Adventure - OpenBOR  (Read 18384 times)

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Offline jhfer

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Mega Man Power Adventure - OpenBOR
« on: April 21, 2019, 10:59:26 PM »
I am releasing a beta of my free-fan game, MegaMan Power Adventure, a beat´n up of MegaMan made in OpenBor.
Besides to shooting, the characters also beat the enemies with punches and kicks. As if it were an evolution of the idea of Megaman Power Battle/Fighter, which approached Megaman in the style of a fighting game. This, changes the gameplay to a beat´n up style.
Thanks OIlusionista for Hints and Scripts base.



Scenarios and characters based on MegaMan Power Battle/Fighters, MegaMan 7, MegaMan X, MegaMan 8, MegaMan and Bass and MegaMan SuperAdventure. And some enemies from Older MegaMan games.

Cutscene of Story Mode Screen:


Main Story of the game:
Ra-Moon is back and kidnaps Dr. Willy from prison. At the same time, several robots are out of control and cause chaos throughout the city.
MegaMan, ProtoMan and Bass (and Duo, who returned from space) join forces to stop the chaos with other robot masters, to stop the threat of Ra-Moon and to save Dr. Willy's life in the process.
They will have help from some NPC´s throughout the 8 stages of the game, like FlipTop (Eddie), Beat, Metols of the Dr. Light, Bunby-Tanks, BombMan...

Nine Playable characters at moment and his pallets:



The game has 3 modes for now:

1 - Story Mode:
The Main Mode of the game.

2 - Robot Master Arena Mode:
The robots are invited to participate in the new robot master tournament (the last one was in MegaMan6), by... King.
Fight All robots from Story Mode and King as last Boss.

3 - Moto-Jet Mode:
Play the two stages riding Moto-Jet in this game (based on Moto-Jets from MegaMan 5, Megaman X4, plus Special Shot and Defense, in this game)

Story Mode Screens:
TomahawkMan specials attacks:



Bass:

Bass x TenguMan and Oni-Robos:

NPCs Metols of the Dr.Light are with blue, red or light purple crosses in his heads.

Gutsman - Quake Punch:

GutsMan x older enemies from MegaMan 2:

Megaman & Rush x Hammer Joe:

MegaMan fighting another dog-robot from MegaMan 2:

MagnetMan showing his new move to MegaMan:

MagnetMan using "Magnet Shock Wave" type move

MegaMan Kicking Sniper Joe:

ChargeMan attacking Cutman:

HeatMan burning the city (you can play with him only after second stage):

CutMan meeting SniperArmor & Rider Joe in Mega City Stage

CutMan Dash Attack

CutMan Spinning Blade

IceMan - Ice Wave Attack

IceMan - Ice Slasher

Iceman x Ra-Devil

StoneMan showing his new move to IceMan

IceMan & BombMan x Ra-Thor & another robots

Enker showing up:


Robot Master Arena Mode Screens:
NPC Metol of DR. Light Hitting AirMan

MegaMan - Rush Jet Attack:

Fighting versus Slashman, Quickman and Crash :


Gutsman punching TenguMan:

King attacking with his bombs


Moto-Jet Stages Screens:
Octoperoa, from MegaMan 5:

Van Pookin, from Megaman 7:

Normal Shooting, like MegaMan 5 (without MP Bar cost):

Jumping, like MegaMan 5:

Dashing attack, like in MegaMan X4:

NEW ATTACK: Special Shooting (with MP Bar cost):


Download:  https://drive.google.com/file/d/1U0t6I4RXX_OAE0dm7KHdjEkD60QuGsWe/view
or        https://www.mediafire.com/file/d2vx1hp0cxn4d3j/MMPA_20.04.19_beta.zip/file
In the zip file of the game, there is a TXT file with the move sets of the characters.
Updated Version in May 19,2019:
https://www.mediafire.com/file/mb5n927cfqnlflw/MMPA-19-05-19_beta.rar
or
https://drive.google.com/open?id=1bIzbu6Wo0KCfdzYed90FTT_7NkDeHzEO
NEW - Updated Version in Sep 05,2022:
https://drive.google.com/file/d/1jM5kCFoRpoySb3VzwpgSqssn5gfD60DU/view?usp=sharing

« Last Edit: September 05, 2022, 01:24:50 AM by jhfer »



Offline O Ilusionista

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Re: Mega Man Power Adventure - OpenBOR
« Reply #1 on: April 22, 2019, 09:24:43 AM »
Congrats for the release, buddy!
I will play with it once I have time and post in IMT FB too :)

Offline Magma MK-II

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Re: Mega Man Power Adventure - OpenBOR
« Reply #2 on: April 22, 2019, 10:22:03 AM »
Oh my, this looks super cool! Loving the custom sprites you made!

Offline laspacho

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Re: Mega Man Power Adventure - OpenBOR
« Reply #3 on: April 22, 2019, 10:32:25 AM »
I played through the first stage as Megaman.  It was very fun.  I'll play through the rest of the game in the near future.  :)

Offline Rage

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Re: Mega Man Power Adventure - OpenBOR
« Reply #4 on: April 22, 2019, 11:14:59 AM »
Ill check rhis out in the coming days. I cant wait

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Offline ZVitor

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Re: Mega Man Power Adventure - OpenBOR
« Reply #5 on: April 22, 2019, 11:26:53 AM »
Great job!

Offline Jelux Da Casual

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Re: Mega Man Power Adventure - OpenBOR
« Reply #6 on: April 22, 2019, 01:01:36 PM »
Holy crap, the moto-jet sections are BEYOND difficult. Not being able to shoot backwards is hard enough when regular enemies stay back there, but boss character like Van Pookin (who also will ram you after taking one hit) spends the majority of their time floating behind you, it makes these section nearly unpassable.

Side Note: Beat for MVP in Robot Master Arena.
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Offline jhfer

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Re: Mega Man Power Adventure - OpenBOR
« Reply #7 on: April 23, 2019, 07:32:18 PM »
I will take a look in the enemies of moto-jet stages. But the main inspiration for this stages, was the moto-jet section in Wave Man stage from Mega Man 5 and Mega Man X4 Jet Stingray´s stage.

Wave Man stage at the 1:39min:


Jet Stingray stage:


Beat is really a very usefull NPC. He is also present in some other stages as NPC.

Thanks to all of you.



Offline kyoman

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Re: Mega Man Power Adventure - OpenBOR
« Reply #8 on: April 24, 2019, 02:38:14 PM »
Look really nice. Thanks

Offline O Ilusionista

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Re: Mega Man Power Adventure - OpenBOR
« Reply #9 on: April 25, 2019, 10:48:24 AM »
I am busy so I haven't time to test it. I have some suggestions that I will send you by email.
Zvitor made a video about your game

Offline jhfer

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Re: Mega Man Power Adventure - OpenBOR
« Reply #10 on: May 12, 2019, 04:19:33 PM »
Some more images from the game:

Technodon Joe (custom enemy of Sniper Joe + Technodon from MM7), in second level of 3rd stage (Forest of Robosaurs):

Dr. Willy unusual appearance in the last stage:

Fire Trap in Ancient castle stage (7th stage):

Another trap, from Shademan´s stage (MM7):


Some news:

Main title updated (blue-darkened screen for main title, icon in menu screens and font change-- sugestions of OIlusionista):


Font updated:

Second level of Barrage (stage 6), updated with more details and Bass using his Down, Down, Attack (hyper in his moto-jet mode):

Roll in story mode cutscene, was updated with more details:


Sprite Edits for possibles chars (playables or npc´s):
Roll, Waltz and Piano.

Mega Man (base), Knight Man, Flash Man, Auto, Duo (base), Quake Woman, Fan and Vesper Woman:

« Last Edit: May 12, 2019, 05:59:43 PM by jhfer »

Offline laspacho

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Re: Mega Man Power Adventure - OpenBOR
« Reply #11 on: May 12, 2019, 09:03:02 PM »
If you would like to make Roll a playable character your more then welcome to use the custom Power Battle Roll sprites I made.   :)


http://www.infinitymugenteam.com/Uploads/LASPACHO/PBroll.rar

Offline jhfer

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Re: Mega Man Power Adventure - OpenBOR
« Reply #12 on: May 13, 2019, 07:36:57 PM »
If you would like to make Roll a playable character your more then welcome to use the custom Power Battle Roll sprites I made.   :)


http://www.infinitymugenteam.com/Uploads/LASPACHO/PBroll.rar
Yes, I would like use her sprites.
« Last Edit: May 14, 2019, 10:38:05 PM by jhfer »

Offline laspacho

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Re: Mega Man Power Adventure - OpenBOR
« Reply #13 on: May 15, 2019, 05:09:57 PM »
Yes, I would like use her sprites.

Great, happy I could help.  You totally have my permission to modify and use whatever you need from my Roll for your project.  :)

Offline ExeLord

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Re: Mega Man Power Adventure - OpenBOR
« Reply #14 on: May 17, 2019, 10:13:43 AM »
That's some nice-looking game I'd like to try when I'll be able to :thumbsup:
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Offline jhfer

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Re: Mega Man Power Adventure - OpenBOR
« Reply #15 on: May 19, 2019, 03:37:13 PM »
That's some nice-looking game I'd like to try when I'll be able to :thumbsup:
Try the updated version - Small Updates:

- VanPookin: he now run forward and run back, when hited (And I increased his speed). His battontos now are hited by shots;


- Remap Command key´ s names in menu.txt: special changed to shot, and attack2 changed to block;
- Stage´s Musics converted to .ogg format;
- Animated Idle in Select Player´s Screen;
- Update in Intro Sprites, in How to Play and in the cutscene of first Stage;
- Npc´s now are subject to screen (Rush, Bunby-Tank, BombMan and FlipTop);
- Reduction in HP of some enemies;
- Changed the fonts of the game and added Icon in the Options Menu.

Apparently, the game crashes´s problem by losing all lives and continue, is solved.

Download Link:
https://www.mediafire.com/file/mb5n927cfqnlflw/MMPA-19-05-19_beta.rar
or
https://drive.google.com/open?id=1bIzbu6Wo0KCfdzYed90FTT_7NkDeHzEO

Offline O Ilusionista

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Re: Mega Man Power Adventure - OpenBOR
« Reply #16 on: May 25, 2019, 04:45:45 PM »
Playing the first stage of "Mega Man Power Adventure", a free fan game made by Jhfer (my partner in Avengers United Battle Force). I gave him some helps here and there, with scripts and fixes.

Done on a beat em up style, the game has 9 playable characters. Download in the video description.

Offline jhfer

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Re: Mega Man Power Adventure - OpenBOR
« Reply #17 on: September 02, 2022, 07:13:36 PM »
Several updates since last beta release:
- Main Title screen Updated:

- How to Play is now added too before first stage in story mode;
- New Classic enemies and new characters are added;


- The new characters, like Tornado Man, Roll and others, are unlocked as the player advance in the game stages.
- Reduced number of enemies in the story mode stages;
- NPC´s characters is now displaying a new identification icon after rise animation;
- New Moveset Screen for playable characters, displayed between parts of the stages. This, is the basic move set for all characters (some of them, has other abilitys);

- Metol enemy is now different from Metol aly ;

- Some old stages are updated:

First Climatic Center Stage was updated...

...as well as Rock City Stage, with new details and new classic enemies...

- Some old characters, like Iceman, acquired updated moveset:

- New mode will be availiable: MegaMan Killers Mode. Play the story of game with perspective of the MegaMan Killers (with various new exclusive characters).

Ballade is one of the main characters of this new mode, alongside Enker and Punk

Bass will have a special participation in this mode.

Wood Man is another new character in the game.

Waltz is a unlockable character in MegaMan Killers Mode (Some of the new characters of game appearing in this screen). She appear too in the last stage of Story Mode.


Ra-Moon´s battling Bass with his "guest" watching in a very special accommodation.

Goblin boss sprite updated, with unused concept from megaman´s artbook.



Download Link of new beta:
https://drive.google.com/file/d/1ZiJCIjWGtkMki1QIoYc4b-paa0PAEiT7/view
« Last Edit: January 04, 2023, 08:34:24 PM by jhfer »

Offline MatreroG

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Re: Mega Man Power Adventure - OpenBOR
« Reply #18 on: September 03, 2022, 11:11:23 AM »

Big update. The improvements look nice, I'm going to try it this weekend.
Thanks.  :)

Offline jhfer

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Re: Mega Man Power Adventure - OpenBOR
« Reply #19 on: September 05, 2022, 01:23:44 AM »
Big update. The improvements look nice, I'm going to try it this weekend.
Thanks.  :)
Cool. I did a minor update in the game, download it.

Minor Update:
Link:
https://drive.google.com/file/d/1jM5kCFoRpoySb3VzwpgSqssn5gfD60DU/view?usp=sharing

Updates:
*Update in Robot Master Arena Mode (some new enemies, lifebar position of double bosses of this mode, updated, repositioned on the screen);
*Roll ́s wind attack now pull sniperjoe;
*Bass has a new palette and performs another attack in command 'U U A' if you press attack + any direction (Megaman, too);
*Ballade (MegaMan Killers Mode) now has remote bomb in normal shot, triggered by pressing block or block + down;
*Taken out from motojet mode characters without ship mode (new characters exclusives from megaman killers mode)
* Npc´s now are with rpg style´s lifebars.

Pallets of Roll


Chars (unlockables in story mode or megaman killers mode) & NPC´s

EDIT: PLAYABLE CHARACTERS LIST:

STORY MODE: MegaMan, ProtoMan, GutsMan, Bass, Duo, HeatMan, CutMan, TomahawkMan and IceMan.
In the Update, the following were added: Roll, PharaohMan, TornadoMan, SplshWoman, QuakeWoman, VesperWoman, NeoMetol, Fan (from Rockman Super Adventure), ElecMan, Piano and Woodman.

MEGAMAN KILLERS MODE: Ballade, Enker, Punk, Waltz, Dr. Wily (Fake), ClownMan, Piano, Woodman And ElecMan.
King being tested to unlock after playing Robot Master Arena Mode.

MOTO-JET MODE: only Story Mode Characters.

ROBOT MASTERS ARENA: Characters of Story Mode and MegaMan Killers Mode.

NPC´S (NON PLAYABLE CHARACTERS) LIST:

Eddie/ Flip-Top, BombMan, Rush (only with MegaMan Special), Bunby-Tank, Beat, Treble, Soil-Tank (RockMan Super Adventure), Brain Break (MegaMan 6).
FakeMan (MegaMan 9 - Fake Policeman Bot), Reggae, Evil-Eddie (MM 11), Med-Metol (Rockman Super Adventure Idea).
FakeMan, Reggae and Evil-Eddie appear only in MegaMan Killers Mode.
« Last Edit: January 04, 2023, 08:38:43 PM by jhfer »

Offline laspacho

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Re: Mega Man Power Adventure - OpenBOR
« Reply #20 on: September 06, 2022, 09:50:07 PM »
Really cool.  I need to mesa round with this again one day in the near future.

Offline Rage

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Re: Mega Man Power Adventure - OpenBOR
« Reply #21 on: September 18, 2022, 04:55:09 AM »
this writing is rushed:

On the select screen add the characters' names. In the water stage, there is a lot of sprite flicker. it causes the platforms to be hard to see so you are more prone to fall into the holes.  The following section on the water is challenging. I mean the enemies if they get behind you they will put a hurting on you. Also, the mine or spiked floating things are tough to kill. add text that is progressed by the player. the auto-scroll text causes you to miss out on some things if you blink. lol

sprite work is amazing. It has inspired me on some of my work. The game is sitting in the perfect spot for me. Not too hard not too easy. not too long, not too short. Love the change up in gameplay in some of the stages too. The character personalities shine as well. Nice attention to detail. Also, the lesser-known character inclusions are nice. Some characters seem better than others but I like this and is what adds to the charm.

I really  ENJOY this game. thank you for sharing
« Last Edit: September 26, 2022, 12:56:02 PM by Rage »

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Offline jhfer

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Re: Mega Man Power Adventure - OpenBOR
« Reply #22 on: September 25, 2022, 07:16:14 PM »
Thanks @laspacho and @Rage

this is rush:

On the select screen add the characters' names. In the water stage, there is a lot of sprite flicker. it causes the platforms to be hard to see so you are more prone to fall into the holes.  The following section on the water is challenging. I mean the enemies if they get behind you they will put a hurting on you. Also, the mine or spiked floating things are tough to kill. add text that is progressed by the player. the auto-scroll text causes you to miss out on some things if you blink. lol

sprite work is amazing. It has inspired me on some of my work. The game is sitting in the perfect spot for me. Not too hard not too easy. not too long, not too short. Love the change up in gameplay in some of the stages too. The character personalities shine as well. Nice attention to detail. Also, the lesser-known character inclusions are nice. Some characters seem better than others but I like this and is what adds to the charm.

I really  ENJOY this game. thank you for sharing
On the selection screen, the characters´s names appear only after the player confirms their selection, in the current version of the game.

In the water stage, I need to check this flicker sprites problem better. Last time I tested it, it hadn't happened. It may be related to the amount of sprites or entities on the screen, but I need to check.

I'm thinking of lowering the HP of things with thorns in the bike part of the water stage.

I'm thinking of increasing the display time of the text in the cutscenes, so the player can advance after finishing reading by pressing the button (or, just after a long time, the text will move on to the next frame). I need to test this later.

Thanks for the feedback.

NOTE: Problem involving load game - the game closes when the player triggers the load game (it seems something related to the list of playable characters that is in the memory of the game. The story mode and megaman killers mode have different characters unlockables and still have the situation of the secret character that I put to unlock after finishing the robot master arena mode). To avoid this, enter first in the robot master arena mode to load the playables characters into memory. So, cancel it, and then load the game.



Offline O Ilusionista

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Re: Mega Man Power Adventure - OpenBOR
« Reply #23 on: September 29, 2022, 11:19:36 AM »
amazing work, buddy! Its fantastic how much content you put on this game.

Offline jhfer

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Re: Mega Man Power Adventure - OpenBOR
« Reply #24 on: October 01, 2022, 07:33:41 PM »
amazing work, buddy! Its fantastic how much content you put on this game.
Thanks.

Tags: Megaman BOR 
 


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