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Thread: Megaman: The Sequel Wars

  1. #1
    Hedgehog-in-Training Hedgehog-in-TrainingRoad Rasher
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    Default Megaman: The Sequel Wars

    https://www.youtube.com/watch?v=3aegK5tX5-s

    Honestly, don't know much about it. Just happened across it. Looks the Wile Wars engine completely revamped.

  2. #2
    Outrunner maxi's Avatar
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    This is so amazing, I had the dream of a sequel with 4, 5 and 6 since my childhood.
    Link with de demo: http://sprites-inc.co.uk/thread-2880.html
    Last edited by maxi; 03-21-2021 at 09:03 AM.

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    Outrunner Vludi's Avatar
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    Very impressive!, good to see he's doing it from scratch too, so no WW jankiness.

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    Quote Originally Posted by Vludi View Post
    Very impressive!, good to see he's doing it from scratch too, so no WW jankiness.
    Right? Though the coded in C part is still a little bit worrisome, but it sounds like he's got it under control with the new re-write. More than anything, I hope he nails the timing and mechanics. The WW port was really horrible in this respect. If anything, he should make the engine public if ever decides to drop the project (I mean... C makes it that much more portable/flexible).

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    C runs well on the Gen. If anything, writing in asm would mean 99.9% chance of never completing it.

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    Death Bringer ESWAT Veteran Black_Tiger's Avatar
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    I know it's already a lot of work, but it would be so nice if they or someone uses their work to pirt over the Wily Ways assets just so that MM 1 - 3 run smooth.
    Quote Originally Posted by year2kill06
    everyone knows nintendo is far way cooler than sega just face it nintendo has more better games and originals

  7. #7
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    Quote Originally Posted by roce View Post
    C runs well on the Gen. If anything, writing in asm would mean 99.9% chance of never completing it.
    For those that don't code in ASM, maybe. I mean, everything should be modularized, segmented, designed and thought out in ASM just like you would in C. You build one specific thing at a time. I.e. make a routine the draw a map from map position (X,Y), make a routine that reads from a sheet for frame animation sequence in meta sprites, make a routine that creates real sprites from a meta sprite, etc. And if the logic for those pieces becomes too unrulily/complex, then you break those those into smaller routines - just like you would with C. The simplest part of a game, is the game engine and mechanics IMO.

    I've seen just as much, if not actually more C projects fail to make it to completion.. mainly because the bulk of the work in game creation is creating the tools, the assets (graphics, sounds, music, maps, etc), the design/tweaking phase - not the game engine (unless you're talking about more modern scope of games). That's going to be the determinant if it gets finished or not - not if the engine was created in ASM or C. Yeah, C runs well on the Genesis.. until it doesn't. It's good enough, until it's not. Him having to rewrite it (for performance reasons) tells me apparently it was not in this case.

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    That's a really great find! It really makes me wonder what happened to the Master System conversion of Mega Man 2.

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    wow it has every I wanted in a 16 bit mega man, especially coop!
    now i wish the first 1-3 megaman remakes were remade in this way too! lol

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    speak of the devil, they uploaded a new stage today!

    https://www.youtube.com/watch?v=KXpGcxmhpTU

  11. #11
    WCPO Agent EPSYLON EAGLE's Avatar
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    Quote Originally Posted by Sanjo View Post
    speak of the devil, they uploaded a new stage today!

    https://www.youtube.com/watch?v=KXpGcxmhpTU
    Fantastic work, thanks for update!

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