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Very lovely remake of the NES original. Our German-language review can be found in our recorded livestream starting at 05:20:09. Automatic subtitles should be available soon (switch on, if necessary). Subscription to our YouTube or Twitch channel is welcome. 🙂

Nice Fan Game!

by the way, Do you know The Krion Conquest / Magical Kids Doropie?

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Bug found: https://clips.twitch.tv/LuckySpoopyDiscBIRB-YvPukj2fRJBv5VVC

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I look forward to the Megaman 6 remake, and I wonder if there will be a Wily Tower like in The Wily Wars.

In the meantime, I'll play the Megaman 4 remake to sate my Megaman hunger. XD

And I Look Forward That if There Is, After Completing it, Hopefully It Adds a Power Battle Fighters Mode if All Completed.

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This is so amazing, everything about this is amazing. I can't wait for the next episode.

I wonder if theirs going to be a Wily Tower 2 included also.

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I wonder the same. I don't really care if they'll add extra content, because the work they're doing is already so amazing, but I would be curious if we could see a couple original bosses created by this team. The 3 bosses from The Wily Wars were kinda sucky.

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Me Neither,  I Can't Wait Till The Next Episode.

One of my favorite Mega Man games right now!

the game looks amazing but i tried to emulate it but it throws me to a black screen but the game looks amazing 


greetings from Chile 


PS: this message is made with Google translator so sorry if the writing is not the best

Try 'RetroArch' + 'Genesis Plus GX'

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Is there a changelog for v1.1? Readme.txt doesn’t say what’s new. 

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Wooo, I'm really interested in it (and in a physical copy too, when you finish it... if you... "publish" physical copies ... hehehe). Regards.

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I don't really know if there's gonna be a Japanese version called Rockman Megaworld 2 as well...

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Maybe it can be an easter egg. If you boot the game with the region set to JAP, then you get Megaworld 2.

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I'm been playing the original Mega Man 4 after so long, and I noticed something. In Toadman's stage, the water flow that's falling during certain areas affects the jump a lot more than in The Sequel Wars. It would be interesting if that was changed to match the original Mega Man 4, you know, to add to the challenge when facing the second snail sub boss.

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This game has been great so far. There is only one minor bug i ran into. IDK if it was patched already since I was playing the 1.0 release, but if you have the air slide enabled, there are some collision problems in Dust Man's stage with the moving ceiling where you can clip inside and get crushed to death without touching the ground.

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Good remake. Any chance of Bass and Duo be playable characters too? That would make all the classic playable characters in the game.

Bass only first show up in MegaMan 7 and Duo in MegaMan 8 so I don't think that would make sense.

But I Hope They Make Mega Man 7 & 7 for the Genesis Homebrew (With Wily Wars Sprites) And I Like Playing in These Kind of Sprites.

I love these sprites as well.

Any plans for Genesis GX Wide support or MSU-MD with the Complete Works soundtracks? I thought I'd ask since when I played on GX Wide to try it, it wasn't that bad outside of the original resolution, unlike other genesis games.

And I Was Wondering, Too if I Can Make A MSU-1 Version With CPS1 or CPS2 Remixes One Time (Including Some From The Power Battle,  TheLegendofRenegade, &/or From Me) Because I Was Looking Forward to It.

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feels legit. struggling to avoid getting hit, just like the orginals. xD

thanks for the infinite lives. i'll get good at this even if it kills me. lol


nice work on this! very impressed.

I had post it in my other channel. 

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This project is awesome, thanks for create it. I'm playing it in emulador. But I have a problem to run this game in the last model of TecToy Mega Drive (AKA Mega Drive 2017) based in RedKid 2500 chip, it doesn't run at all, just status in black screen. It's possible to make the game compatible with this console?

hard to say.
but the TecToy Mega Drive was discontinued this year 2023.
https://old.reddit.com/r/SEGAGENESIS/comments/1434d2a/sega_genesis_is_officially...

Could there be a way to select any stage in an ALL CLEAR data?

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In each game, Free Play is available once you completed that game.

Awww yes!

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When will Mega Man be released for the CD32 ?   :)

Wow! That's a good question!

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That would really be a highlight, Mega Man for the Amiga CD32. Maybe even with CD Audio ... 

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Good remake, but would it be possible for Protoman to hold his shield up when he is holding still, like in Mega Man: Powered Up?

Also, is there a way to change midifiers without having to start a new game? And is there a way to delete a save slot?

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excellent game that you made, I leave you a video that AfterGame made reviewing your game in Spanish. I hope to see more games in the Mega Man saga. Regards

Excellent work, professional thing, congratulations. But I would like to know if: 1) Will there be a 'Wily Tower 2'? 2) Aren't you afraid of receiving a notification from Capcom to stop and close the project?

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Hi WoodFrog and Team. 

First, I have to congratulate you on the game. As a Mega Man fan, I have to say that the game looks great. I come here because I represent a large Brazilian Mega Man community on Facebook, Mega Man FãsBR. We'd like to invite you (you and the team) to the community to talk to the Brazilian fans who are also loving the game. We will have a mediator who will translate the questions and answers. If you are interested in talking and promoting your game in our community, talk to me. We are happy to have you in our community. Thanks you and congratulations!   The  Mega Man Fãs BR

Man thank you and your team for this release. This is one of the best fanmade Megaman game ever! I have encountered small issues and bugs (I guess). How can I report them to you?

I will wait for the MM5 and MM6 release patiently!

Did you ever consider making MM7 with same graphics on Genesis?

Funny you say that; Synthetekh is actually planning this as well, long ago.

http://acmlm.kafuka.org/board/thread.php?id=8693

So Do I Need to Wait for Them Patiently! This Will Make It Like PSX Complete Works as a True Mega Man Trilogy for Mega Drive.

Went and complete this yesterday, but I could not customize the control like I did in the original. Also, I doubt there might be a separate button that only lets you slide, like Mega Man Maker.

if you can send a demo or smth i would like to try it out

Hum, would you make an option to play improved graphics with original soundtrack? Or just add an option to set between original and arranged soundtrack.

Great Job's I made a video in French. And for robot lovers, maybe you could take a look at my game Robot Blast Battle Online also on itch :)

Rapide Présentation en Français !

 

ITS WONDERFUL

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Quick changelog for v1.1: fixed softlock for bosses, fixed Wire problems, fixed title screen issue with the 2nd control scheme, and other misc. fixes

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Thank you for putting more of your time for bug fixes.

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After playing around with the weapons, here are some things I noticed:

  • MM4's weapons are just as strong as before! Everything does what it should imo.
  • MM5's weapons have significantly improved! Nearly every weapon here deals actual damage now, especially Napalm Bomb and Power Stone! However, I feel like a few weapons could use a bit of work:
    • Crystal Eye doesn't deal much damage, even in confined spaces. Maybe give the small orbs a damage buff to make the most out of Crystal Eye's main gimmick. I'm saying this because even in closed spaces, I've mostly managed to land one or two orbs on the same enemy, amounting to a total of 1 or 2 damage.
    • Gravity Hold seems to deal 1 damage against most enemies, even against enemies that could've been weak to this weapon like the Battontons.
    • Water Wave still suffers from enemy i-frames as the first and last wavelets deal damage while the middle one gets absorbed by i-frames. Not as bad as the NES version, but I still wish all 3 wavelets would deal damage.
  • For some reason, all of MM6's weapons seem to deal 2 damage against most enemies. Makes it hard to justify using Flame Blast over Yamato Spear or Knight Crusher for example. I think all that's needed for MM6's weapons is some changes in damage values.
    • On the plus side, it's nice to see that Plant Barrier has the right ammo cost now!

Anyway, excellent work! The MM4 remake manages to meticulously recreate the original with a fresh coat of paint while adding new details and easter eggs that add to the experience!

I'm thinking that the 2 damage is attached to the MM4 weapon that it's associated with.  This is especially true in the case of Flame Blast (and Charge Kick since it shares the same association) which share the same damage as uncharged Pharaoh, it's associate weapon.  Yamato Spear may have also suffered from this as it lost its shield piercing property that it had in vanilla MM6 and doesn't do it to anything in the game as of yet in this game (currently associated with Dive Missile, it may share some of its attack/damage properties).

The team probably needs to look over weapon data to see if there are some shared characteristics and re-purpose them again to make sure that the weapons from (at least) MM6 act like their original variants.  Might need to look at MM5 weapons, just in case, for the same reason.

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I just tested all weapons on a Jumbig and found that associate weapons can still deal different amounts of damage. On the Jumbig, Toad does 4 while Gravity does 1 and Centaur does 2. Plant does 2 while Star and Skull do 1 each. Napalm can one-shot the Jumbig while Drill and Knight need two shots to take it down since that enemy is weak to Drill and its equivalents.

The associate system may explain the 2 damage regarding most of MM6's weapons, but the above example suggests that associates don't need to deal the same damage.

Also, Ring can pierce shields, but not Gyro or Tomahawk, which could mean associates don't really need to share the same properties either.

Is there any way you can have the older versions available for download? I started a project on the original 1.0 release of Episode Red and I don't know if it would sync on later versions.

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version 1.0

https://drive.google.com/file/d/1t6ytnCIT0dIoDwbsIvbK7QIaodcTEtgi/view?usp=share...

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Sure. I reinstated the download link.

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Thank you very much!

recently noticed a v1.1 release came out.  I wonder what was changed between the original version and the 1.1 version.  a short changelog mentioned either here or in the Readme file would be nice

one thing i do know of. if you changed the control scheme in v1 it would mess up the title screen in a funny way.

This game is really awesome! 

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Hey man, i've streamed your homebrew a couple of days. I have some things to point:

1 - Wire don't work fully as intended sometimes.

2 - In the spirit that you are still polishing/updating this homebrew, is there any chance you could add the pharaohman stage mini boss that was cut from the megaman 4 prototype ? There are still some sprites of parts of him in original nes rom memory, or on popular websites around (tcrf is the one who suply more details about this). As far i could get, it was originally located where we got the special item from the pharaohman level.

Congratulations man, you have a legendary work here.

Amazing work. I made a physical cart and it works perfectly. Even the SRAM saves work.  @Woodfrog let me know if you want one and I'll send you one.

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This is a fantastic game.  You and your team should be proud of what you have made.  The improvements compared to the original Wily Wars, the additions made to MM4, the things equally *maintained* in MM4, the gameplay modifiers, the QoL options, the references/easter eggs... there is just a lot of upside to this.  This has the potential to be one of the best fan games of all time, so I'm looking forward to seeing how MM5, MM6, and whatever modes you add (assuming at least a Wily Tower variant) will go in the future.

That said, there is a particular bug that I and a few others that I talked to that played the game have found.  There are times in which after defeating a boss, the game no longer continues; can't move, pause, etc.  The game basically softlocks.  What I've noticed that it may be connected to the type of boss explosion used.  The new boss explosions seem to have no issues at all, and the softlocking occurs when the old explosions are used.  For example, the Dive Man re-fight seems to suffer from this after beating him in his boss rush teleporter.  You can't move or escape from the room to continue on with the boss rush.  The same happens during normal Bright Man fight assuming you're not using the weakness (it continues on otherwise, somehow).  I don't know what other cases suffer this, but these are the two outstanding examples so far.  Hopefully, this will be looked into (beyond the aforementioned two cases) and updated because this game has too much positive value to have this lead to an unintentional negative experience.

It should be noted that I was using Bizhawk when checking into this.  If anyone has a similar experience with real hardware, it should be noted as well so all bases are covered.

Looking forward to future updates and improvements.  Well done and good luck.

Perfection

Ring Man seems quite harder compared to the original. I'm not savvy enough to understand what's different, but at least two things I noticed is the rings not traveling as far when thrown and when they return to him from a different altitude they sort of curve a little bit (in the original they follow a straight diagonal path), both of these make it much harder to dodge them.

Not sure if this is a bug, if it's an intentional buff feel free to ignore.

He's by far the only robot master that felt different to me during a buster-only run, was happily surprised to see Toad Man can still be beaten without moving by timing your shots when he raises his hands and Bright Man still restricting Flash Stopper to the appropriate health values.

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I think his hitbox is kinda odd, it's the same with Diveman. Both requires you to jump, but if you jump somewhat close(but far from touching it) to Ringman's ring on top of his head(or Diveman's pipe) you'll get hurt. But maybe it's something that can't be fixed due to limitations, I don't know.

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Dr. Cossack's Fortress, Stage #3 - I got stuck in the wall after auto-scroll has been ended:


how?

This glitch happens whenever a character slides in a one-tile high space with a ceiling.  It doesn't matter which modifier is on, this happens at any time that condition is met.  Double Jump just adds to the potential spots that could happen.  Also, you can break out of that at any time by just jumping.

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