MegaMan Matrix

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2 May 2024, 08:51:29
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1  MegaMan Series / Battle Network Series / Re: Inticreates making legally distinct MMBN in the near future on: 26 March 2024, 09:02:58
It does reek of Flash animation, so perhaps that will change in time or they'll introduce more "worlds" with traditional spriting per the trailer info. I'm curious if they'll bother to offer multiplayer of sorts or not, seeing as Inti is pretty old school in that regards.
2  MegaMan Series / Battle Network Series / Inticreates making legally distinct MMBN in the near future on: 21 March 2024, 05:17:08
https://www.youtube.com/watch?v=OO4njobE1uQ

Not sure anyone had this on their bingo card for 2024, but we're finally getting a possibly competent MMBN-style game.
3  MegaMan Matrix / The Creation Station / Re: A little help with image! on: 16 February 2024, 02:04:09
Chiming in that it isn't an official image after cross-referencing Megaman X Field Manual as well as X Complete Works and even the museum artwork from X Legacy Collection 2. I tried to look on Wayback Machine but MMM is excluded from it as well as other archive sites, so it may unfortunately be lost to time in regards to that particular X fan image. Maybe another fan site has it tucked away somehow, but that's the most hope I can give after digging around for what you've described in this thread.
4  MegaMan Series / X Series / Re: Mega Man X8 SNES Demake on: 22 January 2024, 00:38:08
It looks amazing and I hope they keep Zero as well as Axl and the navigators out of it as one of the biggest X fangame pitfalls tends to be balancing around a larger cast. Demake the music like you said and I think they have a real winner on their hands here.
5  Non-MegaMan / Non-MegaMan Games / Re: Generic AI Thread on: 20 January 2024, 09:22:10
That's disheartening to learn that it spews false information as factually accurate as possible, but I suppose it is what it is.

I agree that the artistic side seems much better at this point, as I've utilized it for photography edits and enhancing some old images to much better and larger quality. I've also enjoyed the various odd AI generated images, though they all seem to have a certain look to them that gives it away, assuming extra appendages aren't there like hands / feet / fingers.

If the new Switch does all that, I'm sold on it already. I'm hoping it'll be like the Xbox Series X and PS5 by granting additional power to older titles, assuming it even has backwards compatibility. I have a few games I wouldn't mind playing again if they don't end up chugging on performance issues. I think my only real experience with DLSS so far is with Palworld, which is some new game that just came out on Unreal 5 and didn't have any real hiccups at all from what I seen while also hitting a high refresh rate with no tweaking needed.

Speaking of gaming, there's a fun AI game that I hope goes on steam called "Suck Up!" that uses a form of AI to dictate the way NPCs interact while also using it to transcribe what one verbally says to said NPCs with a very high success rate. It gives me hope for some of the future games that people can craft with care behind them, though I've also seen crazy tech like from nVidia where they allow one to talk with various NPCs in games not designed for it such Cyberpunk. Crazy times we live in!
6  Non-MegaMan / Non-MegaMan Games / Re: Generic AI Thread on: 19 January 2024, 08:01:04
The R1 people surprised us all by giving us a free year of something called Perplexity Pro to mess with while we wait for our devices and wow, AI is stupid it seems. It cannot understand what I mean by worst / least selling Megaman games and pulls results from youtube as well as reddit thinking I'm asking about the worst game, so I'm getting all kinds of bad data. One of the results even had sell numbers and stated BN4 was the worst selling BN game despite it selling the most in its respective series, and I even got X1 was stated as the worst selling MM game with like 1.16M units sold.

This has been with the "free" version thus far, since if I redeem the $200 yearly one then I may not be able to return or cancel my Rabbit R1 order, but I'm not impressed at all. It's just giving me google searches and pulling stuff like a wiki article as response on this Perplexity AI thing. The R1 is supposed to have Pro built in for free, but I can't imagine it being better than what I'm getting at this point in time.

Semi-related, but it links directly to MMM when I asked it about Megaman Matrix, though it was going on about fangames and fanfics instead of the website itself. I know, I'm creatively bankrupt on what to use AI for.
7  MegaMan Series / X Series / Re: Mega Man X Dive on: 17 January 2024, 06:19:54
It would be nice if Udon or some other company handles translating it like the other books in the series, as the artwork was stellar for X DiVE, even if the entire purpose was to sell JPEGs for Capcom yacht money. I'd love to learn a bit more about the game's development side and how they came up with certain choices or designs.
8  Non-MegaMan / Non-MegaMan Games / Re: Generic AI Thread on: 16 January 2024, 09:59:56
I'd prefer to spend time cleaning or even catching up on reading if it can actually automate the mundane skinnerbox elements of certain games, but I'm also skeptical until it actually comes out and gets in my hands since it's not too hard to oversell a product and its capabilities in this day and age. I don't want it to take over for me and do things I'd otherwise do, but rather to help me learn and develop new strategies and understanding of things to better myself. It's more fun to ask it for advice on how to add like an element to a website I'm designing compared to just going "Make me a website with these specifications" and having it automate it for me.

The thing I'm currently invested into is the Rabbit R1, since it's taking a PET approach to AI systems, but I'm worried it's going to be overhyped for a multitude of reasons. I just like the novel concept of having a personalized AI assistant that can carry out tasks for me I never would do normally, like pointing its camera at food to keep track of nutritional info as well as intake and possibly improving my diet as a result.
9  Non-MegaMan / Non-MegaMan Games / Re: Generic AI Thread on: 14 January 2024, 23:25:32
Huh, I didn't know Snare was using it like that. That's pretty interesting to learn as I just thought he was doing it all in paint somehow.

I won't get my AI device until around May or June this year, but I'm excited to see what all it can really do compared to what was advertised. Supposedly this thing has a learning mode on it and the devs taught it how to grind for them in Diablo 4 among other things, so it'll be neat to see what all it can do for me. I'm hoping to use it as a possible coding assistant as well as interested to see if it can help with music sheets among other ideas I have in my head.
10  MegaMan Series / X Series / Re: Mega Man X Dive on: 14 January 2024, 07:03:43
It was an off-hand comment from someone on Reddit I suppose in regards to what one of the post-service dev interviews stated in regards to possible DLC. Outside of that, there's now an art book with unused concepts like Blonde Iris-Another and now people are modding things into the game that were incomplete like Prometheus from ZX(A) as a functional character along with the removed DLC characters as well as entire game systems that were gutted from Offline.

Edit - Seems Capcom just put out a survey for X DiVE asking people who say they bought it if we want it ported to consoles like Switch, so we might be in bizarro world where it gets a physical release all the sudden.
11  Non-MegaMan / Non-MegaMan Games / Re: What game are you playing? on: 14 January 2024, 06:59:18
The new Robocop is pretty amazing for a budget title for anyone that really likes the franchise. Peter Cullen is onboard to reprise his role as Murphy and it nails a lot of the atmosphere from the first two films. It keeps going on sale for around $23 on Steam through various other seller sites as of late, so feel free to save some money and have some light Deus Ex fun. I think I'll look into Final Fantasy XVI as my next major game to tackle as it's been sitting on my shelf for a bit now, though I might be interested in Baldur's Gate 3 instead for my RPG fix due to hearing nothing but praise about it.
12  Non-MegaMan / Non-MegaMan Games / Generic AI Thread on: 14 January 2024, 06:48:00
It's 2024 and I finally jumped on the AI train. Besides telling me what to do as my assistant as well as the ability to play Diablo 4 for me, what kinds of things should I consider using it for?

Anyone have any experience or stories about modern AI to share with the rest of the class?
13  MegaMan Series / X Series / Re: Mega Man X Dive on: 3 October 2023, 17:57:30
Those models show up in the ending credits made for the Offline version and glitch out compared to other models shown off since they were never implemented in the game. Prometheus from ZX(A) and someone else were in the data as incomplete playables.

Now that the Offline version has sold so well compared to what was expected by Capcom, the dev team is looking into DLC and other expansion content that I figured was coming when they stripped out DMC / Monster Hunter / Street Fighter collabs and what have you for the non-gacha version. We already have an X-Hunter event, but it uses a toy model skin for X called "X KAI" to explain it as a fourth member of their crew. I wouldn't mind seeing them get the proper crew together in the game, but due to the possibility of touch control players, they would likely dumb down the X Hunters AI for fights.
14  MegaMan Matrix / MMM General Forum / Re: Ongoing Issues on: 22 September 2023, 19:08:03
What's that? You want Steamed Ham?
15  MegaMan Series / X Series / Re: Mega Man X Dive on: 13 September 2023, 15:18:12
Seeing as they went for DiVE NFTs over any kind of console support when they made Offline a thing, I think your wallet is going to be safe for the long haul on this one.
16  MegaMan Series / X Series / Re: Mega Man X Dive on: 9 September 2023, 16:48:22
It's kind of crazy that the game is going down on the 27th of this month and there is an offline version up now for sale. I lucked out and ended up being one of the earliest testers for the Taiwan version years ago and have been playing on their version since launch, later migrating to their Steam version for better controls.

Offline isn't the worst thing in the world due to having the option to play as 120 different characters with no gacha elements, but I think it's a bit overpriced for most people at the moment. $20 is the sweet spot I feel for what it offers, though obviously lower would be better on a sale as there's no guarantee someone would enjoy the skinnerbox elements as Offline still has micromanagement and such due to keeping the power scaling system in the game. Having to constantly stop to grind the core events every few levels for arbitrary systems such as armor equips / skills / chips / leveling / zenny or leveling up as well as having to upgrade every so often weapons just drags the experience down.

My advice to break the game for a casual player that doesn't mind power tripping to bypass a lot of bull is play as Black Zero early on with his rank pushed to around 4 stars for a shield on demand, grind through the story campaign until beating 10-6 to unlock the ability to buy S-Rank Hunter Zero, then max that mad lad out in rank as well as invest in the Nightmare Sword to make DiVE Offline learn to respect your time. For those that don't know, they kept in X4/X5 Zero dash cancelling speed running tech but made it where your character rolls around, so it's ideal to get a character with a shield ability and spam dash + melee to tear through enemy healthbars.

Also, I'll share a secret with all of you, since we're clearly the elder society by this point in time, but the data string after the ending can be translated with 1337 and talks about ViA.
17  MegaMan Series / X Series / Re: Mega Man X Dive on: 20 January 2022, 02:46:35
Steam is going to host the TW version for NA and another region tomorrow from what all the hub bub is about in various circles, so get your disk space ready.

If you fine Matricians have a guild in the TW version, I'd be interested in joining if there's room.

@Xero & @Rez Thank you for the warm welcome back. DiVE and my recent collection of all the English CWs in hardback form is about all I've been doing Mega-related. Thinking of buying that Kotobukiya or however it's spelt Armor collection on the side, since there's never been a Second Armor figure before, but I'm not sure if I can justify the space for it.

@Snare I broke the broken site and seen your "Tehehe, you're browsing MMM" message by doing something with the email link from what I recall when it was a new message. I sent you back a fun message for the future.

Edit - I see Valtrax Zero and Azuros Iris were posted, and I guess Sting Chamelos is going to be added in two weeks time as well in the next event. Wondering if either of them will be worth using, or if I should go all in for Rathalos X for raiding purposes.
18  MegaMan Series / X Series / Re: Mega Man X Dive on: 3 January 2022, 17:09:00
4th Armor has a trailer today with a release around the 6th, so I hope that list stays true so I can Duff McWhalen my wallet at a few of those upcoming characters.
19  MegaMan Series / X Series / Re: Mega Man X Dive on: 19 September 2019, 17:23:18
I'mma need a source for that, since it's not over on Protodude's blog along with all the other datamined items.
20  MegaMan Series / X Series / Re: Mega Man X Dive on: 13 September 2019, 21:58:08
I did God's work by asking on the survey for beating the CBT that they consider adding Iris / Nana / Ciel and even Green Biker Dude to their roster. If Capcom can meme a Megaman gacha into existence, I at least want to have some fun with it at their expense. I also asked that the characters come with their default weapons, since Axl without his pistols or Alia without her buster is lame, and also asked that they have buster characters use those instead of lugging bazookas and stuff around GTA style with X and company.

CBT was pretty fun until the very end, where you're rewarded with the ability to skip stage replays if you have enough energy and 3 star them, making the experience suddenly shift to a modern mobile game into overgrinding for materials on the hamster wheel of powering up things. I'd give it an X7/10 at this point, where it only has up to go with better controller support and optimization alongside QoL updates.
21  MegaMan Series / X Series / Re: Mega Man X Dive on: 12 September 2019, 22:26:22
I read that it's just a tweaked MHX engine (hence it runs on potato phones), which explains a lot of the early chop work being focused on X1 elements and sounds. The only actual maverick in the CBT seems to be Chill Penguin, while the rest are just various mechaniloids that yet again mostly stem from X1, save for Maoh and the X7 Scorpion.

I'll give them props for making yet another Xero recolor after nearly 15 years, though.
22  MegaMan Series / X Series / Re: Mega Man X Dive on: 12 September 2019, 03:23:52
Megaman Gacha with different character grades and weapons, though it has Delta's long missing remix for the password screen from MHX sitting in as the shop music. I'm trying to get my DS4 to work with the game at the moment, but otherwise Rez hit the hammer on the head about all the negativity involving the fallacies of F2P titles, such as energy to restrict access and the like.

Update: 2% chance to roll Ultimate Armor X, and my DS4 keeps aiming to the left, making it near unplayable.
23  MegaMan Series / ZX Series / Re: Mega Man Zero/ZX Legacy Collection announced! on: 4 September 2019, 05:48:01
As long as I can swap to Rockman ZX and play it like I've always done, I'll be happy. That feature is underplayed in the previous collections, so I'm hoping it comes back for this edition. I also wouldn't mind replaying the Zero games with some uncensored blood splatters for the sheer novelty of it.
24  MegaMan Series / X Series / Re: Mega Man X Dive on: 4 September 2019, 05:42:03
Seeing as that one Asus phone will run the game at like 4k resolution and is designed to use the Not-Joy Cons configuration of controller from the getgo for this game per advertisements, a console port might not be out of the question. I mean we've got stuff nowadays like FFXV Mobile on eShop / XBLA / PSN, and it's just the phone version of FFXV ported over, while Nintendo and Microsoft have allowed phone titles in as freeware garbage on their systems.

I'm interested to see how the upcoming beta turns out this month and to see how the online works. I've noticed quite a bit has been recycled from Rockman Online's scrapped content, and seeing MM8 / MM11 footage in the background of one of the trailers makes me think we're going down a pretty big rabbit hole sooner than later with this one.
25  MegaMan Series / X Series / Re: Mega Man X Legacy Collection 1 & 2 on: 1 November 2018, 11:33:40
X9 is the biggest monkey paw this side of a Konami game and pachinko, since the legacy collection showcased a very steady decline in quality starting with X3, continued with X4's playing it too safe in hindsight, and so on with the other titles. I don't think there's really hope to make a solid X game by this point in time without serious effort and manpower involvement, which I don't think they would see X9 as due to MM11 being touted so much as a budget title for the company. Even a spinoff game like Command Mission wouldn't be on the table due to how polarizing it can be at this point for the series, especially since the last real game was like 2005 or so.

I think we're a ways off from X9, as well as needing to temper expectations about how it will play out, since I forsee Balloon Man & Acid Man-tier level designs heading our way if we really consider Zero / ZX(A) to be the natural progression of the X series. Also, more highway, since it's Green Hill Zone without the name by this point in the X series.
26  MegaMan Series / Classic Series / Re: Mega Man 11 on: 8 October 2018, 16:40:04
It would help if Power Gear did for the buster what it does for the weapons, and that's being stupidly OP. By the time one charges up fully in Power Gear, the bar is filled out almost and allows a single double shot, when regular shots should have been charged variants with how silly the special weapons can become. Due to this oversight, assigning rapid fire to a button while using speed gear will demolish non-bosses faster than almost any Power Gear variant beyond the ice storm.

The only thing more useless than Power Gear on its own is the Double Gear, since I've yet to see anyone online use that, as the series has groomed people to just down an E-Tank and power through bosses, or just accept death and try again with more energy.
27  MegaMan Series / Classic Series / Re: Mega Man 11 on: 3 October 2018, 21:42:03
Between the composition and some of the "hidden power ups" being tied to repeat deaths, this game is reminding me more of the Gameboy entries. We have the piano variants of the songs that sound really good, yet the imported synth versions sound pretty meh ala MMII GB, and those power ups are straight out of MMIV & V GB.

I also have a sneaking suspicion that some of these stage hazards were made with a cheap editor program that may have survived from that Mega Maker-type game a few years ago, since stuff like Torchman's stage has some very simplistic but overly blocky designs. That, or they were forced to use MMPU to design some stage elements early and just expanded the screen size later on.

Beyond all that, I'm surprised they snuck a new Cossack number into the mix, which is a neat easter egg in the boss entries for those keeping up with them.
28  MegaMan Series / Classic Series / Re: Mega Man 11 on: 2 October 2018, 07:03:31
Nintendo Switch's E-Shop service sucks.
Gamestop sucks.
PS4 won't capture.

https://youtu.be/z0g2bMLCxk4

I have to ASSUME the game releases on Nintendo's end in 3 hours... even though it's already released everywhere else.

Whoever helms the eShop for Capcom releases on the Switch needs to be given a parade where they're dragged out into the street and beaten like a pinata, since they pulled this with MHGU as well and made it clear this system is busted, while every major Nintendo release gets midnight EST / 9 PM PST releases. Now I'm just hoping that it's indeed mightnight on the west coast before they unlock it, since the hunter community was afraid we'd have to wait til noon the next day due to it not being a first party title.

Now I'm just watching a certain Matrician play through on Super Hero Mode to burn time until the game unlocks.
29  MegaMan Series / Classic Series / Re: Mega Man 11 on: 2 October 2018, 05:56:06
For those that are curious for the Steam release and still wish to save money, GreenManGaming has a 23-25% off code for preorders and will likely still run discounts for the next week or so. I would imagine the bulk here will be getting it on the Switch or PS4, but there's always the occasional outlier.

Thanks to all the embargo talk and people rushing to get their MM10-tier gameplay out to the Youtubes with early copies, my hype has actually amped up a bit more due to there being some specials in the extra menu that nobody has unlocked at this point in time, which probably means a romp through the hardest difficulty modes and the gearless mode that has me hoping for a thrill much like unlocking Protoman in MMPU back at US launch. Even if it's not that, there is still the matter of the teased Anniversary Costumes from the earlier promos such as Star Force skin and the like that has gone under the radar. I'm hoping there's something there beyond "Piano Preorder DLC" and a barebone $30 price tag.
30  MegaMan Series / X Series / Re: The Potential of Mega Man X9 on: 22 September 2018, 01:34:56
After the recent X Collection showcasing how the series became worse over time, I'm hoping that's the first thing they try to correct without dipping into rehash territory, such as more highways and the like. That place was Green Hill before Green Hill was even a thing like it is these days. I think if Capcom had it in them to release CM on the collection, then that would be my preferred way to continue the series, since the story is ripe for exploitation, but the gameplay fizzled out long ago for the traditional 2D style the X series is known for. Then again, I'd settle for a non-mobile Breath of Fire by this point in time, since Capcom used to make great JRPGs in the past.

Day of Sigma and MHX in general is the direction I would like the next game to go in a traditional route, where we have beautiful animated scenes to streamline the hype and action where the ingame models would normally falter, though I'm also aware that MHX shines so much due to being based one one of the best games of the entire series. Axl being included or not would be another thing, since he's rather redundant with X playing the range game as well, and that overshadows Zero's gameplay in recent titles due to the risk/reward involved of combat range. Maybe going back to just X and Zero with Axl as an unlockable could work best for this "return to form" that a proverbial X9 could bring.

I'll do my part and buy 11 due to the price and something to tide me over til the new Star Fox releases next month, but Megaman titles have a bad history of performing to Capcom CoD sales  expectations, so no telling how this future works out. MM10 didn't give us MM11, and MvCi killed an entire franchise with the amount of no sells it did, meaning anything goes in the house that Monster Hunter has kept together.
31  MegaMan Series / Classic Series / Re: Mega Man 11 on: 22 September 2018, 00:25:17
I've been mulling over the possibility of just what kind of final boss this game will grant, given the demo couldn't strike a good balance between the gears and going gearless, and I'm thinking we may get another MM7 Wily Saucer kind of death match going as a result. Not an exact replica, but rather something cobbled together from Inafune's monster that might be nearly too fast and hard without gears but still a decent challenge with stuff like time slowing during certain moves.

Can't wait to find out what it is on the 2nd, as well as the missing $30 worth of DLC to fill the price point out.
32  MegaMan Series / Classic Series / Re: Mega Man 11 on: 7 September 2018, 04:47:58
After playing the demo on my Switch, I feel the game is suffering from the same flaws that make me unable to fully enjoy MM8, such as the lackluster music, graphic style throwing gameplay off at points that would be spot on with the original looks, as well as just feeling like a $30 game. Also encountered two points in the demo that are very much dick moves meant to kill unaware players, which are not "ups and downs" from pits, so that's a great way to sell their product. One point involves an enemy that spawns and rides over a cliff edge, but respawns if you back up just a bit to re-allign your jump after the first major puzzle area, and before that was an otherwise impotent enemy with a hammer on a belt. Possibly a third if you get screwed by the new physics while doing the second block puzzle and the game registers you in a different spot from where you should be when jumping up to blast a way out.

I refused to use the gears and was pleased that beating the stage was possible, though from all the clips out for MM11, it's obvious the game is designed for their use in core stage elements to make them much easier. Same deal with the boss himself, as his cues were a bit too fast to regularly dodge at a certain point during the fight. I agree with Nova that lives should have been discarded by this point in time along with the yoku blocks, since old design for the sake of it doesn't really function in this age of platformers. Getting to the end of an otherwise longer than needed stage just to die to the boss and restart it all over again isn't flowing too well with me after sinking time into the X Collection and having the later games start me back at a check point upon retrying. If X7 can get it right and start me right back at a boss, then I hope that the final product does as much. Also noticed that Super Guard item that halves damage for a stage, so expecting either MM7 Wily Capsule-tier fight at some point or sadness for such an item to exist.

tl;dr - I went in expecting another solid MM9 or MM10 after nearly a decade, and instead had something more akin to MM8 / MM&B due to the new gear system and art style making it hard to judge hit boxes.
33  MegaMan Series / Classic Series / Re: Mega Man 11 on: 15 December 2017, 05:13:35
It really pisses me off since one of the things I loved about the Switch carts at launch was that there were no mandatory installs when you insert a game. On the PS4 and Xbox One, you have to install the full game on your hard drive even if you bought physical. And yet we're still getting them anyway on the Switch from 3rd parties.

It can't be a question of capacity, can it? I mean with technology as it is, it seems hard to believe anything couldn't fit on those carts.

I was a bit disappointed to find out that the Switch wouldn't have a mechanism for patching their own carts. Imagine being able to buy DLC and just... having it on the same original cart you bought the game on. That could have been like a new golden age for the end user and game collectors. Maybe there are so many reasons that wouldn't work, but it seemed like such a good idea. I don't mind expansions but I know I'm not the only one who appreciates a time when you only have to buy a game once to have all of the content available for it, in one place, without having to wait an extended period of time just to buy some complete edition.

The capacity issue is history repeating from the N64 era, where Nintendo has a pretty stiff charge for cart sizes and other companies are passing the expenses onto the user. Evidence seems to suggest that a regular Switch cart is about 30 GB at max, while carts with more memory cost enough that even major third party titles are refusing to use them. It's created weird scenarios like the new RE Revelation pack having a 12 or so GB game on the cart, while having users download the other game that's 23 GB worth of space to an SD card. There's obviously stupid cases like that one basketball game from EA having an 18 GB save file, but perhaps this space issue will resolve itself over time so we don't have oddities like how one needs to download DOOM's multiplayer from the internet in order to have access to a standard gameplay feature.

As far as MMLC 1 & 2 goes, 1 was outsourced to Digial Eclipse, while 2 and supposedly the new X situation are being handled internally at CoA, which was revealed by a tweet from the head of the company that created MMLC1. The only reason I could see any issues about having them on a single cart is possibly licensing & royalty stuff we'll normally never know about, which hopefully doesn't turn into a situation like the RE double pack due to "Buy it and get MMLC2 on the cart, then download MMLC1 from the eShop so we don't have to pay those other guys as much", since both collections bundled are just about 8-9 GB in size for modern consoles.

If anyone cares, Megaman 11 will be a physical release and it may cost less than the usual $59.99.

https://www.youtube.com/watch?v=2WuiCcI5ftM

It starts at 4:00 if you want to hear it.

That's because Capcom is expecting the bulk of people to throw some dinero on the DLCs, since 9 & 10 were surprisingly cheap until the extra content was added in. I wouldn't doubt Capcom having something like DLC gears that impact the gameplay, since it's Capcom.
34  MegaMan Series / Classic Series / Re: Mega Man 11 on: 5 December 2017, 01:17:08
Game Informer is going to be doing daily updates documenting MM11's development through their website, for those interested in learning more about the game.

http://www.gameinformer.com/p/megaman.aspx

Today has the making of their December cover, which features all the various USA Megamen from the box arts.
35  MegaMan Series / Classic Series / Re: Mega Man 11 on: 4 December 2017, 22:40:52
CoE posted the trailer for MM11, for people that skipped the stream due to expecting another round of corpse parading like the last time Capcom said they had big news for the series.

https://www.youtube.com/watch?v=3aSC5A726f0

I'm surprised they're going to put effort in with 3D modeling this time around, since I really expected them to cop out and do 8-bit again when it was MM11 announced, especially with the fake out at the start. Seeing that Rock has the charge shot again makes me especially happy that Inafune's gone and they're no longer fellating MM2 as some unsung masterpiece of what the series needs to be, and I hope the slide is in as well, since having iconic abilities tied to DLC characters was bull. Something that surprised me is the voiced grunts, which lends itself to possible voice work again.

As far as the collection ports go, since they're all headed to the Switch, I look forward to having them on the go, especially with the X addition. A new generation will be able to hear "BURN TO THE GROUND" on an endless loop while complaining about how bad X7 is, and that kind of sadism puts a smile on my face. Too bad the X compilation is lacking Command Mission, and Xtreme 2 would have been a neat addition, but I suppose they go on the misc pile with Battle & Chase, as well as the Power arcade titles.
36  Non-MegaMan / Non-MegaMan Games / Re: So is it safe to speak of Mighty No. 9?? on: 27 July 2017, 23:31:11
You'll miss out on that one, since Hori has almost become first-party quality when it comes to Nintendo products. Though it is sad that it's just a recolor of the existing Wii U controllers that dropped to $10-$15 at local Gamestops. Means no gyro or the amazing HD rumble, and only really being useful for Pokken and VC titles.

As far as Mighty No. 9 goes, it just hit this week's Hunble Bundle. I snatched it up with some other games for $4.06, which is likely better than the $2.50 I was thinking of paying for it on the recent Steam sale.

Also seen that backers have just now got their physical versions without the actual game and just a flat box, a manual, and a music CD years after the fact. At least it's something, I guess?
37  MegaMan Series / Classic Series / Re: Mega Maker on: 22 July 2017, 14:38:47
After giving it some thought for a few days, I finally sat down and created a new stage based upon a concept of invading a Wily stage through non-conventional methods. I also experimented with the boss room and had a pleasant accident, though I'll keep that as a surprise. If you like MM3, you'll probably enjoy the level of difficulty of this stage, since I made it to also protest all the garbage non-MM styled stages people are putting up.

Stage Name: Invade the Base
Stage ID: 53156

Also have a mini-PSA; You can only have 10 custom stages online at any time.
38  Non-MegaMan / Non-MegaMan Games / Re: So is it safe to speak of Mighty No. 9?? on: 22 July 2017, 14:28:11
We're also getting free character DLC with Ekoro starting on the 27th, and she'll be free for the following two weeks, and then just $1.99 for late adopters.

The Switch has really made me fall in love with Intricreates all over again, since Blaster Master Zero is really solid, as well as all the free characters that mix the game up, and now Mighty Gunvolt Burst is probably the most solid Megaman style game since MM10 hit over half a decade ago. Really interested in seeing how the Gunvolt double pack with revised gameplay and 60 FPS works out in August when they bring it to the Switch.
39  MegaMan Series / Classic Series / Re: Mega Maker on: 19 July 2017, 16:38:21
They did two updates thus far, and the second is the best by a mile, as it improved performance for most players. Now the Mikero stage doesn't stutter every third second, and is quite playable at this point. They also axed a winamp plugin so the program could support .nsf files, and now using some chiptune thing that's in the changelog.

I'm more impressed than I initially expected of this, seeing as I figured it would be more of a proof of concept as opposed to an actually updated thing, since you know, fan game impressions with a hint of C&D at any given moment.
40  MegaMan Series / Classic Series / Re: Mega Maker on: 16 July 2017, 22:32:41
The Mikero level is the largest I've saved thus far, clocking in at 319 kb, while most stages are in the low 100 kb range. It also took a bit to load online for some reason, as well as chugged and struggled like Michael J Fox as far as framerate goes. I'm hoping they end up with a warning or something when stages get too large for this thing to handle in the maker stage, and possibly have the larger levels as their own search function. Smaller stages run smooth as butter, but the bigger ones are where the pain starts to set in.
41  MegaMan Series / Classic Series / Re: Mega Maker on: 16 July 2017, 21:43:03
Nah, lots of people note the engine sucks and isn't optimized properly at this time. Larger stages seem to load all at once, as opposed to loading in based on screen transitions, on top of people not optimizing their stages with said transitions to keep things smooth. The guy who made this engine also created the "Make a Good Mega Man Level 2" contest engine, and it had many of the same problems going for it in regards to overloading and underperforming.

Another example of bad engine in action is a stage called "Bombman in Cyberspace", where it seems the game stutters due to all the flashing stage elements like the light bars from Sparkman's stage or the electric ground from Brightman's level. Those would be simple alternating graphics, but seems it takes a bit more from this engine.
42  MegaMan Series / Classic Series / Re: Mega Maker on: 16 July 2017, 17:25:16
It's a walking C&D with how they were begging for Patreon money from the onset, on top of Capcom experimenting with Universe and still technically making sales on Powered Up off the PSN, but it's an overall adequate program for people that don't want to mess with any of the multitude of game maker engines out there.

I made a sample stage to trial a gauntlet situation, if anyone's bored and curious. Level ID is 8572

If anyone else makes levels, I'd love to try them out, unless you're one of those people that want to Kaizo in a game series without the mobility options that allows that genre to work, in which case I shall hate you.
43  MegaMan Series / X Series / Re: *Figdgets gleefully* on: 13 July 2017, 01:59:26
The most interesting part of MvC:I is going to be on Youtube, so I appluad Capcom for investing more into the story elements than the actual genre of their title, since I won't have to drop a dime due to the story elements will be plastered on streams and channels looking for that sweet ad revenue.

X series should have had something akin to Power Fighters / Battle, but I guess those two titles did not perform as well as Capcom hoped back in the day.
44  Non-MegaMan / Non-MegaMan Games / Re: So is it safe to speak of Mighty No. 9?? on: 13 July 2017, 01:45:09
There may be a small possibility that it will be bundled with the Gunvolt double-pack that will release in August or September for the Switch.

MGB is the game people wished for when backing MN9 years ago, though I'd recommend it on the Switch before 3DS due to the excellent use of HD Rumble.
45  MegaMan Matrix / MMM General Forum / Re: When mediocre fan-art meets bad fan-fic... on: 14 September 2016, 17:27:21
I remember reading some old articles that stated Ruby Spears wanted to branch into the X series, if they had the chance to continue working with the property. Same story from Archie Comics about wanting to do the X series if sales didn't sink more than Dive Man's design.

Looking back, it is rather ironic that with how much of a mascot Rockman was to Capcom in the early days due to his general appeal, they never exploited it until after they retired him from starring in games. With how X-TREME the 90s were, an X anime or OVA should have been a no brainer for the higher ups, since it would have printed money by cashing in on the mechanical and action craze that was a major selling point of older animes.

If it was just a new version of Mega Man pulling general ideas and designs, I think it would be met with amazing apathy and shurgs.  And some anger at why they'd do that instead of just doing ACTUAL Mega Man instead of frothing insane death hate like it's gotten.  This way they get the best of BOTH worlds though!  They get to do not Mega Man and use general ideas and designs completely wrong AND call it "actual Mega Man" and get the frothing hate.  Everyone wins!

Capcom wants to put all their money in on this, instead of pushing the next Sonic Boom or Pac-Man: Ghostly Adventures. By this point in time, I'm seriously considering the secret to their CEO's wine is that each bottle is filled with the rage and tears of their former fans, with a pinch of T-Virus extracted from those zombie IP corpses that Capcom allows to shuffles around from time to time.
46  Non-MegaMan / Non-MegaMan Games / Re: So is it safe to speak of Mighty No. 9?? on: 21 June 2016, 15:14:13
Just a fair warning, to the one or two who may see this, but there are rumors going about that the Wii U version may brick consoles, or damages the storage device used to play the game.

But hey! In the words of Inafune himself about Mighty No. 9's release, "It's better than nothing."
47  MegaMan Series / Miscellaneous MegaMan Games / Megaman going to the movie screens courtesy of Fox on: 4 September 2015, 02:34:08
http://www.tracking-board.com/tb-exclusive-a-mega-man-movie-is-a-go-at-fox/

A few gaming sites have latched on and reported it as well already, but hey, best to maybe read it here as well.

No real details at this time, outside of "IT'S HAPPENING!", with the article having a brief description of the Classic series. I could personally see Classic working as a CG movie, but seeing as these are the people that brought us stuff like Planets of the Apes remakes, I could totally dig an X series style movie that looks at the relationship of humanity and sentient robots that sometimes like to kill them after getting porn viruses.

Either way, it is yet another thing from the woods showing Capcom is ready to cash in on all dat sweet Megaman nostalgia, and there exists the possibility that this actually releases before the Metal Gear Solid movie, so that could be a thing to wear as honor?
48  MegaMan Matrix / MMM General Forum / Re: Matrix Archive? on: 13 June 2015, 01:25:51
I apologize if I somehow displeased you with my statement, Rez, as that was not my intention.

I merely meant that in this day and age, people would likely be willing to extend an olive branch to assist through various means to help get the place up and running like the olden times, if Abe were to earnestly ask for some form of help. Perhaps simple things such as obtaining images from the games to remake the stage maps, to more complicated things, like getting the site remade in HTML 5 due to the amazing support and features it offers.

Maybe additional things such as Youtube guides isn't outside the realm of possibility either, since it was mentioned and now being used as an example. With a myriad of methods to capture gameplay these days through capture cards and other sources, it is easier than ever to make something like that. Some slight editing involved to put an overlay of the MMM logo possibly up where the score is on MM1, break it up to a stage by stage basis, figure out if you want voice over or annotations, and boom! Results are created.

I know it is in your nature to try to take the burden all by yourself, Abe, but I personally would like to think that the community you have fostered over all these years might finally be able to return some of that time and investment you've put out on your end.

You know, a more tangible way of saying "Thank you, MMM", if you will.
49  MegaMan Matrix / MMM General Forum / Re: Thank You MMM on: 13 June 2015, 01:25:40
I'll be brave and poke the dead horse, but I want to thank MMM since I got to meet and make some lifelong friends and have actual real life adventures as a result. Things like couch hopping across the US into the basement of Ares on more than one occasion, to having a lifelong confidant through Master Vile, and probably being the only person to this day that actually talks to Sano on a consistent basis.

I suppose thanks are in order for the friends I once had, leaving good memories, like Xero and DJ, the latter of whom ultimately led me to being something of a co-admin at RPM for a good while, until we went our own paths. I could fill up a 15 page essay about the other various people I've met and talked with over the years due to being here, so I'll just leave it as a thanks for having an interesting community for me to mingle with all these years.

Another thing I'll give thanks for is that I used the site and community design when I make my own things these days, as a set of "standards" to strive for. I think things were great the way they were presented here, and the success I've had as an administrator of various projects following a model similar to MMM speaks volumes of how timeless it was in design, similar to Megaman Classic.

If it ain't broke, don't fix it, as Capcom execs used to say, you know?
50  MegaMan Series / Classic Series / Re: Megaman Legacy Collection announced on: 13 June 2015, 00:36:38
I know this is gonna be a controversial statement to make in the lion's den, but honestly, you old guard are not the target audience of Mega Man titles any longer. Similar to Sonic, the "veteran" fans are now a periphery audience, which is a nice addition to sales, but not the audience that is being targeted for marketing and PR purposes.

There is a certain degree of risk / reward going on with the franchise overall, since despite the name brand holding recognition, we're not dealing with something like Sonic or Mario, who instantly generate sales. The extra exposure due to the Archie comics, as well as amiibo functionality and Smash 4 representation are doing wonders to get the character back into the public eye to a new generation of gamers, but at the same time, the franchise has tanked in sales over the years. MM10 didn't sell enough to warrant another cheap sequel, ZXA barely broke 230k units sold globally, and Star Force went the way of Sonic Boom and was not the juggernaut that was expected in merchandise nor game sales. Hell, we didn't even get Xover here due to people being so entitled to salt the earth due to it being a mobile game, so instead we got nothing as a result, since CoA made it clear it wasn't even worth the effort to bring over to the west.

Pretty much the short and skinny is that the old fans stopped supporting Mega Man, causing the nearly 5 year hiatus we've been experiencing. The new strategy is to reach out now to a new audience, see how receptive they are with the brand, and move forward from there. Old fans buy the stuff? Great! If not, no real issue as they're not the ones being targeted, and Capcom already made their buck off you with either the VC or a past release.

If it sells, then we'll see new stuff, but not like people are used to. Mega Man gameplay doesn't lend itself to a full title release any longer, but rather small scale gaming that is best served through the digital medium to reduce development and publishing costs. As time goes on, there may be something more original and deserving of a traditional release, but as things stand, only Classic and arguably X seem to hold any real selling power, and their style of games are more in the $20-$30 price range due to length and production costs. Nobody wants to drop $50+  these days to run around for 2-5 hours, when we have a slew of indie titles and even companies like Sega pricing named products of similar scope appropriately.

Just food for thought, since I came here with this news to celebrate the end of the dry spell with people that I figured would appreciate the news.
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