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(By the way, good mod.)
Solo animator (and coder too), I have my priorities set on making new animations for the character/moves first before I go back and mess with other animations. (However I did recently change Dash Attack's animation a bit so I'm not ignoring this)
He's unorthodox in concept but once you start using him, the moveset should come naturally, it's similar to his Smash moveset. I didn't want to include crazy projectile interactions depending on posiiton, or specific timing moves (etc). I wanted this Mega Man to feel more traditional in a sense (nothing too crazy, no weapon swapping, but have basic gimmicks with unexpected move placements/timings).
Yes and no, while he can move more naturally, he's still limited in movement when he's in his "Mega Man" armor. As that puts on some weight (yes, weight that even effects him a bit as he wasn't originally built to wear armor like that) onto him. Not to mention the side of the arms and legs parts being huge, limiting where they can naturally go.
Yes you can as different weapons have different amounts of cooldown (Up Tilt, Side/Neutral Special). If they all had the same amount of cooldown, then that would purely just be a cooldown to prevent spam and not something specilized.
It's kind of like resource management as you can actually get punished for wasting your Up Tilt, Side/Neutral Special.
"Is it just me or do the proportions see a little too large?"
He's a faster Zoner than he was in Smash Bros. Smash was able to get away with making him small as he's pretty slow in movement speed.
But since Rivals is faster paced, Mega Man's sense of scale is made to be closer to Kragg and Elliana (two characters with Zoning elements). You can't have a small fast character being able to run around and zone the entire stage, there needs to be SOMETHING that's a downside to the character.
Also
Megaman is a robot, but he doesn't tend to move very robotically
Outside of smash, he has very human like movements
Also can you really call a cooldown signifier a gimmick?
- The dair is much slower than a Sandbery one. There's a heavy amount of startup the move has before the spike comes out. However values for this move are being adjusted.
- I'll look into adding frames and possibly reanimating his Aerials after I finish up the stuff with more priority (Down Special, Taunt, Parrying).
Not sure how I would go about this cause Mega Man is also a robot, so I can't have him move *too* freely or else it would break character.
- That is an intentional visual as that's how the Slide is animated in the 2D Mega Man games (it slightly clips into the ground).
-jab and nair can accumulate damage a little too fast, i suggest making it like SSBU where he can only shoot off 3 pellets at once and then he gets some cooldown
-dair is uh, a sandbert like dair i'm pretty sure which generally isn't good
-there are some really great animations like up strong or forward strong, but then you've got some other ones which feel a bit stiff or have a way too low amount of frames (all the aerials except for nair basically)
Also generally stiff poses on animations, again mainly the aerials
-down tilt clips into the ground, that should be an easy fix tho
this is all i have so far, the charachter is still nice so far but it def could be improved!
It sure does take a lot of work for custom sprites (especially since I'm doing everything from coding/moveset concepts/spriting and animating), but I think this makes my Mega Man stand out compared to most of the other ones on the workshop except for that one MMX character.
But I think that effort is worth it as this lets me make everything fit into the sprite style I'm doing instead of having weird art style clashing.
@ledbullet1 I've just started learning how to code Rivals stuff, so I wouldn't count on it yet (I don't even know how to add custom particle effects yet)
With this Mega Man however, I'm constantly at work making sure he actually has a solid gameplan as well as actual character weaknesses. He has endlag on his strong moves, his hitboxes make sense, he has actual animation and audio cues on his moves to to be aboe to react to them).
These few patches I've already had, I've buffed and nerfed a few things. Even after he has a full moveset, I'll still be at it to tweak data after a good bit.
Though a few notes:
- Up Air is the basic Sandbert one, the move hasn't been started yet
- Down Strong and Up Tilt aren't done. They are supposed to involve a projectile, and a multihit hitbox/projectile above Mega Man respectively
- I'll see if I can animate the Idle as well as change the pose a bit
-up air animation is weak. should convey more movement and strength
-down strong doesnt have much impact. having him start at a more upward pose and coming down hard with maybe a stomp and a shockwave could really help sell the power and help out with its rly small range
- up tilt is just really slow and weak
- idle is rly stiff, i get why but having more movement rly helps. pose is also awkward
as a fellow WS dev who started out in rough shape, i vibe with this project. i hope to see this continue to improve