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Megaman XZ (wip)
Posted: Fri Jul 18, 2014 7:09 pm
by doomero
The [video] tag is deprecated, please use the [media] tag
Is an alpha yet, but almost the basic code of the chars are done, the idea is create a megaman x experience 2D (but with 3d maps). Playables characters X and Zero. Could be very cool if mappers can join this mod, only i need to search more textures for them and create more enemies. Any suggestion will be welcome.
Credits:
Doomero Coding
PsychosilverTh Coding
Sprites from sprites resource
Music from snes music website
RE: Megaman XZ
Posted: Fri Jul 18, 2014 7:14 pm
by Slim
Man Doomero, you do pretty neat SNES ports into Doom. Not to mention one of my favorite game series. (Can't wait for Super Mario All-Stars & FF6 Doom o/)
EDIT: Are the controls like Mortal Kombat Doom? Like new binds? If so it's a good reason I got a controller. :D
RE: Megaman XZ
Posted: Fri Jul 18, 2014 7:24 pm
by doomero
Well that is the point, but i not created yet the custom configuration for that, for the moment fire, with primary fire button, slide with secundary fire button and jump, the jump button. But the only difference with mortal kombat doom is the player, X and Zero are the players.
RE: Megaman XZ
Posted: Fri Jul 18, 2014 7:27 pm
by CloudFlash
Protip: mix this with mm8bdm for maximum squee
RE: Megaman XZ
Posted: Fri Jul 18, 2014 7:28 pm
by Laggy Blazko
I'm going to post a link to this thread in cutstuff immediately. >=P
RE: Megaman XZ
Posted: Fri Jul 18, 2014 7:55 pm
by Crimzon
NICE! Is there gonna be a hadouken power up?
RE: Megaman XZ
Posted: Fri Jul 18, 2014 8:06 pm
by doomero
Zero will use his light saber (with a custom key) and megaman his special move.
RE: Megaman XZ
Posted: Fri Jul 18, 2014 9:59 pm
by Lord_of_D:
do you have limits on what can you do? im totaly impressed on how you can port a game on another
RE: Megaman XZ
Posted: Fri Jul 18, 2014 10:43 pm
by Absolute Zero
Something is telling me this will become a "fighting" game in zandronum, Smash Bros style. Definitely way more interesting than MM8BDM if that is going to happen.
RE: Megaman XZ
Posted: Sat Jul 19, 2014 3:15 am
by Ninjamander
...after I saw the video...I'm still drooling....
RE: Megaman XZ
Posted: Sat Jul 19, 2014 8:39 am
by mr fiat
oh man this looks very neat, well done. i never played any megaman games or was interested in them but this looks realy cool.
RE: Megaman XZ
Posted: Tue Jul 22, 2014 6:35 am
by doomero
The [video] tag is deprecated, please use the [media] tag
Added the light saber for Zero.
RE: Megaman XZ
Posted: Tue Jul 22, 2014 9:23 pm
by Slim
Nice to see progress, hope to see a release soon.
EDIT: Will the first release include some weapons for X? Or would it be the base of it? Doesn't matter really, I'd enjoy it either way.
Also, never seen those custom saber swipe sprites before. Mind telling me if you found some sprite sheet? Because I like custom sprites from my favorite games (Mario and Luigi: SS on GBA, MMX, Doom (OFC), etc).
RE: Megaman XZ
Posted: Tue Jul 22, 2014 10:39 pm
by MrSetharoo
This is one of the coolest mods I've seen in a while. Good work as always Doomero.
RE: Megaman XZ
Posted: Wed Jul 23, 2014 12:03 am
by doomero
Are edited sprites, well i founded searching on google "megaman x zero sprites edited" , for Megaman i have plans for that, for example: a nice doom touch; megaman launching rockets (also change his skin to rocket launcher color), or launching plasma ball or bfg ball or using a chainsaw on his arm for close combat, could be a nice touch.
RE: Megaman XZ
Posted: Thu Jul 24, 2014 2:17 am
by Doomkid
I'm looking forward to seeing Megaman launch some rockets. Excellent stuff as always Doomero
RE: Megaman XZ (wip)
Posted: Sun Jul 27, 2014 5:57 pm
by doomero
2 new levels
The [video] tag is deprecated, please use the [media] tag
The [video] tag is deprecated, please use the [media] tag
RE: Megaman XZ (wip)
Posted: Sat Aug 30, 2014 12:58 am
by Tango
you... are amazing dude. if you recall I sent you a pm a while back regarding 2D stuff and how you handled animations, which was for the purpose of my own version of this project exactly. eventually I gave up precisely because I couldn't sort out some of the animation issues but you look like you figured it all out. I'm amazed. not to mention you have working enemy ai. I would be really, really interested in mapping for this