Street Fighter X Mega Man

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nasty_wolverine
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Street Fighter X Mega Man

Post by nasty_wolverine »

http://youtu.be/61-OMrOxyso

anyone seen this.
supposed to be out tomorrow. looks good from the trailer.
love the intro scene.
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ED-057
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Re: Street Fighter X Mega Man

Post by ED-057 »

I am cautiously optimistic about this game. Definitely going to try it if I can.
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Udderdude
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Re: Street Fighter X Mega Man

Post by Udderdude »

So this thing is out.

http://www.capcom-unity.com/mega_man/go ... x-mage-man

Anyway, I'm pretty sure it's made in good ol' Gamemaker. >_> Loading the game up sets my desktop resolution to 16-bit every time, I really don't see why this is nessecary.

In-game it's pretty much what you'd expect. If you liked classic revival games like Megaman 9/10 this will probably be up your alley, although I don't quite think it's up to the same standard that those two were. The stage backgrounds and foregrounds are static and unmoving; some extra time spent animating these really could have bumped up the presentation value. Also, the enemy variety in the stages are quite low.

I noticed some things that were off from the original Megaman series. When you start pressing a d-pad direction, you don't actually start moving until a frame or so later. This makes moving forward feel a bit laggy. Also, for some reason, the item drops from enemies have no gravity and plummet to the ground immediately. I also caught some instances of item drops appearing inside the floor. The game has a nasty Ninja Gaiden 1-like habit of making enemies respawn the moment their spawn point scrolls off and on to the screen. I don't remember that being a major issue in the classic series, but maybe I'm just forgetting.

I had a few issues with the controls; The F2 key that's supposed to reconfigure controls doesn't actually do anything for me, and I have to press enter to select a stage, none of the buttons on my gamepad work. Edit: Apparently the F-keys only work in the pause menu. Why they did this, I have no clue.
Last edited by Udderdude on Mon Dec 17, 2012 6:30 pm, edited 1 time in total.
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Ruldra
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Re: Street Fighter X Mega Man

Post by Ruldra »

Udderdude wrote:I noticed some things that were off from the original Megaman series. When you start pressing a d-pad direction, you don't actually start moving until a frame or so later. This makes moving forward feel a bit laggy.
That's actually something present in all classic Megaman games.
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Udderdude
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Re: Street Fighter X Mega Man

Post by Udderdude »

Ruldra wrote:
Udderdude wrote:I noticed some things that were off from the original Megaman series. When you start pressing a d-pad direction, you don't actually start moving until a frame or so later. This makes moving forward feel a bit laggy.
That's actually something present in all classic Megaman games.
Is that so? Well, for whatever reason, I found it to be much more noticeable in this game.

Also, apparently this was a fangame that Capcom decided to endorse. Kudos to them for not firing lawyers/C&D in all directions like some certian other game companies. >_>
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Re: Street Fighter X Mega Man

Post by Klatrymadon »

I found it to be much more noticeable in this game.
Yeah, it's definitely a bit different. You can't inch forward by tapping the button like you can in MMs 1-6. You don't get as much horizontal distance when you detach from a ladder, either, and there's a longer delay between releasing a charge shot and being able to shoot again.

Nothing game-breaking, though - it's still lots of fun. I just wish it had the usual password system, or some way to save.
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BryanM
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Re: Street Fighter X Mega Man

Post by BryanM »

Udderdude wrote:Anyway, I'm pretty sure it's made in good ol' Gamemaker. >_>
It was! (\/) ;,,; (\/)
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nasty_wolverine
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Re: Street Fighter X Mega Man

Post by nasty_wolverine »

somehow this feels a little more difficult than original megaman...
the jump doesnt quite feel right... the platforming challenges are just to timing dependent, some jumps have no room for error...
i need to play the original to make a true comparison...
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Re: Street Fighter X Mega Man

Post by Ganelon »

Great offering from Capcom. Can they get some positive feedback now from angry Rockman fans? That said, Capcom shouldn'tt infer from the inevitably huge number of downloads SFXMM will get that folks want more games with FC graphics. Yeah, having polygons is an obvious mistake as seen from past sales but that doesn't mean fans don't want better visuals; can't we move on to Rockman X4 or Rockman 8 quality sprites already?

A password system would've been nice but the game is short enough to beat in 1 sitting. I always disliked how long some post-Robot Master phases were. I also thought that the controls were a bit laggier (or at least required holding down a direction longer) but it didn't result in any deaths so not a huge deal. Overall, the stage design, especially Dhalsim's, seemed a fresh change from usual Rockman fare. I was surprised that nearly all the boss chambers were flat though. I was also a bit disappointed by the converted Street Fighter music but maybe I've just forgotten the limitations of FC-style sound; it was certainly more euphonic than Rockman 10's tracklist.

As for the bosses themselves, I like how many moves some of them have. Getting to the secret boss is too easy though. I didn't expect that I would still make it to him after continuing twice. Flash-pausing against bosses is still effective, although it's not really even necessary against half of them, which I suppose is indicative of fair difficulty. From the promo videos, it should be no secret that claw (JP Balrog / US Vega) is a boss. Being able to climb his stage is a cool and appropriate touch. It's odd to hear so many folks complain about him though; he had one of the more straightforward strategies that I encountered.

Overall, Street Fighter X Mega Man is a quality title and an unexpected release/authorization from Capcom. It's certainly a lot more fun than the other recently released free game for iOS, Rockman Xover. I'm looking forward to hearing what else Capcom plans to do for the Rockman 25th anniversary this upcoming year.
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nasty_wolverine
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Re: Street Fighter X Mega Man

Post by nasty_wolverine »

just played the first one...
the controls are slightly off, not bad but just doesnt feel right, especially the jump for me... i played it and got through the two stages just dying twice, in sfxmm cant even seem to reach any boss... i dont know may be i havent got the hang of this right yet...
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Re: Street Fighter X Mega Man

Post by BryanM »

Ganelon wrote:can't we move on to Rockman X4 or Rockman 8 quality sprites already?
ewwwwwwwwwwwwwwww

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Jeneki
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Re: Street Fighter X Mega Man

Post by Jeneki »

Would be better if Megaman got the Spinning Piledriver, and it was the only "weapon" effective on the final boss. :D
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Re: Street Fighter X Mega Man

Post by CStarFlare »

It would have been nice if Capcom lent some help to polish the game to help it fit in better with the other 8 bit games - despite their stamp of approval it doesn't feel quite right, for reasons other than the premise.

Also, when people capitalize the X in the middle of the title, I think "why couldn't it have been Street Fighter X Mega Man X"?
BryanM wrote:
Ganelon wrote:can't we move on to Rockman X4 or Rockman 8 quality sprites already?
ewwwwwwwwwwwwwwww

icky.
Am I the only one that would like another in the Rockman 7 visual style? I loved how vibrant that game was; everything released after it is more detailed but doesn't feel as colorful. 7 and X2 were probably the visual peaks for their respective series to me.
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Gozer
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Re: Street Fighter X Mega Man

Post by Gozer »

Anyone else having a issue with getting a 360 controller to work?
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Damocles
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Re: Street Fighter X Mega Man

Post by Damocles »

Anyone else having an issue where this game runs like shit?

I'm on a friggin laptop that emulates PS2 games quite well but can't handle GameMaker.
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BryanM
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Re: Street Fighter X Mega Man

Post by BryanM »

CStarFlare wrote:Am I the only one that would like another in the Rockman 7 visual style?
Possibly. I google image search'ed "Rockman 7" and more than half of the results were 8-bit versions of the game's art.
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Re: Street Fighter X Mega Man

Post by DJ Incompetent »

Thought I was gonna 1CC it when suddenly, Vega stage.

Good times. Worth a go-through. Boss fight supers are funny.
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Re: Street Fighter X Mega Man

Post by njiska »

BryanM wrote:
CStarFlare wrote:Am I the only one that would like another in the Rockman 7 visual style?
Possibly. I google image search'ed "Rockman 7" and more than half of the results were 8-bit versions of the game's art.
Rockman just feels correct as 8-bit. I have nothing against the SFC and PSX sprites, but 8 of 11 games use the 8-bit style and because of how the various series are broken up, I like the idea of keeping Rockman 8-bit. What I would like to see is a new 16-bit Rockman X game. That would be nice.

As for SFxMM, I just tried playing it and all I can say is what a fucker that was. joystick doesn't work right and any X360 device seems to have the stick align itself to the top left. You can toggle and use something like joycur to keyboard replicate, but even then the game just doesn't feel right. I tried playing it with a keyboard, but that is just incredibly uncomfortable. Looks like this is a non-playbale game for me until I find a workaround.
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Re: Street Fighter X Mega Man

Post by ChainsawGuitarSP »

Happy birfday Mega Maaaaan d(^o^)b
CStarFlare wrote:Am I the only one that would like another in the Rockman 7 visual style? I loved how vibrant that game was; everything released after it is more detailed but doesn't feel as colorful. 7 and X2 were probably the visual peaks for their respective series to me.
I'm perfectly cool with MM7's artstyle. I just hate how the sprite sizes took up so much screen space, I feel like the level design suffered because of that. Either that or I'm being stingy.
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Re: Street Fighter X Mega Man

Post by Ghegs »

I had some weird issues with it as well, but managed to work around them. Normally I have both a 360 controller and a Saturn USB pad connected, but the game defaults to using the 360 one and refuses to change from it. And for some reason the keyboard controls don't seem to work at all when that's connected, so I couldn't just utilize XPadder with the Saturn pad.

So, what I have to do is disconnect the 360 pad before starting the game, then I can play the game using the Saturn pad with XPadder. Though for some odd reason when I remove the 360 controller, the game's framerate drops to around 40. But if I plug the 360 pad back in, the framerate goes to normal and I can still play the game with the Saturn pad.

Weird shit. But at least I can play it comfortably. It's pretty cool game, I like it.
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Re: Street Fighter X Mega Man

Post by Ganelon »

ChainsawGuitarSP wrote:
CStarFlare wrote:Am I the only one that would like another in the Rockman 7 visual style? I loved how vibrant that game was; everything released after it is more detailed but doesn't feel as colorful. 7 and X2 were probably the visual peaks for their respective series to me.
I'm perfectly cool with MM7's artstyle. I just hate how the sprite sizes took up so much screen space, I feel like the level design suffered because of that. Either that or I'm being stingy.
Same, I enjoy Rockman 7's art style but definitely not how it's represented on-screen. Rockman's sprite is so large it's almost as if I'm playing a handheld game and he's hunched over like Quasimodo.

I always thought Rockman 8 was the most colorful of the series. That's part of why I enjoy it most at least. Even though I prefer the 32-bit incarnations, I would definitely take 16-bit quality visuals over 8-bit visuals for the next Rockman.

It's unfortunate to hear that some folks are having issues with SFXMM. I haven't experienced anything except smoothness (Win 7 64-bit, US version).
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Re: Street Fighter X Mega Man

Post by ED-057 »

OMFG Vega`s stage ;_;

how do I get past him without stockpiling nine E`s first?
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Re: Street Fighter X Mega Man

Post by Ganelon »

When claw wall dives, slide at the last moment and then pelt his recovery with a free hit. When he executes a sky high claw (the wall spike) or does a roll, jump and then pelt his recovery with a free hit. When he executes his ultra, use your shooter skills to dodge the petals. There may be an easier/quicker way with lightning legs to knock out his mask and do more damage but I had little trouble playing it safe with charged buster shots from a good distance away.
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Re: Street Fighter X Mega Man

Post by DJ Incompetent »

To fight Akuma TLB, you need 3 perfect wins against the main bosses and 1CC it or not.

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Re: Street Fighter X Mega Man

Post by BryanM »

ChainsawGuitarSP wrote:I just hate how the sprite sizes took up so much screen space
Without a higher resolution, it's really the only option they have. With a higher resolution, you'd have a tiny super detailed hard to see kind of dude.

The 8-bit megaman is as good as you can make him look in 24x21, or he wouldn't look like that. A bigger palette won't change the fact that that pixel is where his face is, his chest, etc.

Castlevania 4 is another great example of super zoomed in sequels. While I don't need everything to be as jam packed as an I Wanna Be the Guy screen, I do like being able to see stuff.

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Re: Street Fighter X Mega Man

Post by DragonInstall »

Games a bit too easy and some stages too bland.

Still an amazing fan game.
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Re: Street Fighter X Mega Man

Post by undamned »

Ganelon wrote:When claw wall dives, slide at the last moment and then pelt his recovery with a free hit. When he executes a sky high claw (the wall spike) or does a roll, jump and then pelt his recovery with a free hit. When he executes his ultra, use your shooter skills to dodge the petals. There may be an easier/quicker way with lightning legs to knock out his mask and do more damage but I had little trouble playing it safe with charged buster shots from a good distance away.
I thought maybe your reply would be something like "YOU DON'T. CLAW ALWAYS WINS!!1" :D
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Ganelon
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Re: Street Fighter X Mega Man

Post by Ganelon »

DJ Incompetent wrote:To fight Akuma TLB, you need 3 perfect wins against the main bosses and 1CC it.
That's not fully correct. As I mentioned earlier, I continued twice and still reached him (although I got more than 3 perfects). Some folks are claiming that even having 3 perfects isn't working.
undamned wrote:I thought maybe your reply would be something like "YOU DON'T. CLAW ALWAYS WINS!!1" :D
Ha, well, I am pleased that folks are finding claw to be the toughest boss. It's a well-deserved position. :D
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Re: Street Fighter X Mega Man

Post by Moniker »

Played a bit of this. Very decent MM fangame. Whether it trumps Nezumiman remains to be seen...

Unfortunately it only recognizes the analogue stick when using a CCP. Anyone know a workaround? Eh, I'll get over it.
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Re: Street Fighter X Mega Man

Post by Ghegs »

Got to The Claw yesterday. Very fun times. Seems like there's many points from where one can jump into the Boss Order, as I managed to beat a couple of them with just the basic shot.

Also I keep forgetting there's a charge shot, for some reason.
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