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DavidBlaster4 — MEGA MAN ETERNAL R - REIMAGINED WEAPONS

#mangaanime #mega #megamanrockman #mme #megamansprites #megamanfangame #megamaneternal
Published: 2018-11-09 19:24:23 +0000 UTC; Views: 5097; Favourites: 23; Downloads: 45
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Description Weapons:
*M.Buster
*B.Sabre
*F.Frost
*J.Shocker
*C.Decode
*I.Blast
*P.Bomb
*C.Chain
*T.Shield
*S.Flame
*E.Lance
*P.Needles
*B.Missile

Items:
*Item-1
*Item-2
*Item-3


Credits:
Megaman eternal - D.R.Page / fangame.

Rockman/Megaman(c) Capcom
Related content
Comments: 8

afterthesequel06 [2019-02-19 03:33:26 +0000 UTC]

How I'd update them. (Just my opinion, Sprites are really good)

Frigid Frost: Can now be changed. The bigger it gets, the more damage it deals and debris it leaves behind.

Jolt Shocker: Increased ammo

Cipher Decode: Creates a short-ranged line of code. Smaller enemies like Mets and Teles will automatically be deleted. Larger enemies like Sniper Joe will glow green take damage for short of time. (You can switch weapons while the effect is active. Effect can't be reset with another hit.)

Illusion Blast: You can only have 2 shots on screen at once, but after Illusion Blast kills an enemy it move on to another. Will do this 2 to 3 times. (depending the each enemies health.)

Primal Bomb: Deals slightly more damage and the explosion last few seconds and follows the enemy.

Clamp Chain: Smaller enemies can be caught and used as projectiles. Bigger enemies just take damage.

Tune Shield: Acts like a standard shield protecting you from projectiles. Press fire again and it creates a short range sonic boom that damages everything close to you.  

Scorch Flame: Damage boost, Shorter fire animation, goes through shields, Doesn't work underwater, and melts ice and ice attacks

MM Killer Weapons: Ballade Missile damage buff

Bass Sabre: If Mega Man fires a fully charged shot right to an enemies, he'll slice them in 2. From far away, the charge shot is faster, wider, but weaker. (Enemies won't drop items if sliced. Slicing doesn't work on any major boss or most mini-bosses. You can switch between this and the standard Mega Buster at anytime on the menu.)

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hansungkee [2018-11-10 00:19:08 +0000 UTC]

Very Nice.

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DiscreteComputation [2018-11-09 22:58:20 +0000 UTC]

Looking really cool!  Great job !

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hansungkee In reply to DiscreteComputation [2018-11-10 00:20:12 +0000 UTC]

Update The Game by Yours. 

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DiscreteComputation In reply to hansungkee [2018-11-10 02:42:36 +0000 UTC]

Update it with what?  It has received plenty of updates, you will need to be more specific.  I do however have some small features that some have been asking for that I might incorporate in eventually.  For example, I eventually want to bring in the native gamepad control configuration into the game itself (you can only tweak the keyboard controls in the game, you can modify the gamepad controls from a file, those instructions are given on the website).  Right now MMEII is the focus though.  I suspect I'll probably come back to MME once MMEII gets closer to being done or when I get some time to update MME.

I hope this helps!

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Rokim21 In reply to DiscreteComputation [2018-11-12 15:35:40 +0000 UTC]

The only thing that you could put on a next updated would be update psychics, because lets be honest, the first game had some pretty bad ones.

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DiscreteComputation In reply to Rokim21 [2018-11-12 19:40:27 +0000 UTC]

Perhaps one day I might introduce an alternate mode or I may have plans down the road.  MME is a faster paced-game, so things will likely not exactly be like the original games (by design).  I do have some ideas that I can't disclose quite yet though.  The physics are fine, just not the same as the ones in the actual games.  I stand by the physics as being decent.  I would not have released the game if the physics were bad, as they're not.  I'm not saying they are perfect, but hey it's important to remember that MME is a fan game (not an official game) nor was it ever going for a carbon copy experience (that was not a "thing", ever for MME).  Additionally the levels are built around the physics.  The feedback I got at the time from thousands of people was what decided the carbon-copy experience as not the way to go, but things do change.  It's not an introduction to Mega Man (its for open-minded & experienced players that like a good challenge), it's a homage.

At the time I started making the game people didn't want the original physics, they called the jump floaty and the originals were considered slow by comparison to modern platformers.  The way the physics are were based on the feedback I received.  I only get that "complaint" from people expecting it to be something it never was designed to be.  

Hopefully this helps.  In short, I do realise some don't like that MME plays differently than the originals; I have something in mind related to this (and why MMEII plays a little closer to that).

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Rokim21 [2018-11-09 21:02:26 +0000 UTC]

You are doing a incredible work! I hope to the creator to notice it and consider a remake of the original game!

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