Fortress Bosses in Mega Man Maker!

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yotubesocialhd2
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Fortress Bosses in Mega Man Maker!

Post by yotubesocialhd2 » Tue Apr 16, 2019 2:23 pm

We need to have the Mega Man Fortress Bosses in Mega Man Maker! Just like the ones in Mega Man 1-11! The Fortress Bosses would make the levels we create really shine! :D
Last edited by yotubesocialhd2 on Sun Apr 28, 2019 1:14 pm, edited 1 time in total.

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Zephadus
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Re: Wily Bosses in Mega Man Maker!

Post by Zephadus » Tue Apr 16, 2019 2:54 pm

I imagine they don't plan to add them until more robot masters are in, but even one or two would be nice, even if we have to wait a few more updated before we get any others.
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UlticraftMTT
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Re: Wily Bosses in Mega Man Maker!

Post by UlticraftMTT » Tue Apr 16, 2019 4:25 pm

Not all could work, but i could see the Tako Trash from Mega Man 4, the Alien from Mega Man 2, and the Twin Devils from Mega Man 9 working in different setups.
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SdazVarence
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Re: Wily Bosses in Mega Man Maker!

Post by SdazVarence » Thu Apr 25, 2019 11:37 pm

At the very least, gotta have the Yellow Devil....

boltgreywing
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Re: Wily Bosses in Mega Man Maker!

Post by boltgreywing » Sat Apr 27, 2019 1:27 am

What about a combination of the yellow devil + mecha dragon?
Now that be an awesome boss. It has the same pattern as the yellow devil as it attacks you while sending its pieces at you. When fully formed it throws out fire at you with the squeaky sound effect from mecha dragon, plus it has a chance to lay out a stream of fire like it does in megaman 2.

It hovers above the ground and does the chase scene like it does in megaman 2. This combination boss would be really cool and would work with a variety of different terrain.

Mecha dragon can hover and is probably less likely to be affected by changes in terrain. Yellow devil might have some issues as it might get pieces stuck on raised terrain and might not fully form well. Then there is the question about the yellow devil is he going to be all one piece or will you be able to build minature pieces of him part by part?

The part by part feature has an advantage as this allows you to build smaller versions of him that might work better with uneven terrain. Then again maybe parts of him could be used in the level not as a boss but as something you have to avoid as it goes back and forth between different parts of the level, causing you to have to jump over it, slide under it, or perform certain weapon acrobatics.

Having part meal bosses can allow various different combinations that would maximize the amount of potential freedom you would have with said bosses. Granted this would require a bit more work to do, but it allows the player to decide how much of the bosses full features they want to have.

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MegaJosh67
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Re: Fortress Bosses in Mega Man Maker!

Post by MegaJosh67 » Thu May 02, 2019 7:31 am

yotubesocialhd2 wrote:
Tue Apr 16, 2019 2:23 pm
We need to have the Mega Man Fortress Bosses in Mega Man Maker! Just like the ones in Mega Man 1-11! The Fortress Bosses would make the levels we create really shine! :D
I NEED IT!
(Spongebob reference)
"Hope she made us lots of spaghetti!"

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02gn
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Re: Fortress Bosses in Mega Man Maker!

Post by 02gn » Mon May 13, 2019 6:44 am

Meh... all bosses are giant and I can't even imagine their movement in some places
I really doubt if YD would even work
I have entered:

1.6 hype mode

So I might be active for some time here

Megamanvwxyz
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Re: Fortress Bosses in Mega Man Maker!

Post by Megamanvwxyz » Mon May 13, 2019 12:59 pm

02gn wrote:
Mon May 13, 2019 6:44 am
Meh... all bosses are giant and I can't even imagine their movement in some places
I really doubt if YD would even work
Not all bosses are giant, here are some examples:

MM1/PU: Copybot, CWU-01P, Megaman?, .

MM2:
Alien, Boobeam Trap, Picopico-kun.

MM3:
Kamegoro Maker, Holograph Mega Mans.

MM5: Dark Man 1-4.

MM7: Bass.
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02gn
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Re: Fortress Bosses in Mega Man Maker!

Post by 02gn » Mon May 13, 2019 1:46 pm

Megamanvwxyz wrote:
Mon May 13, 2019 12:59 pm
02gn wrote:
Mon May 13, 2019 6:44 am
Meh... all bosses are giant and I can't even imagine their movement in some places
I really doubt if YD would even work
Not all bosses are giant, here are some examples:

MM1/PU: Copybot, CWU-01P, Megaman?, .

MM2:
Alien, Boobeam Trap, Picopico-kun.

MM3:
Kamegoro Maker, Holograph Mega Mans.

MM5: Dark Man 1-4.

MM7: Bass.
Still some of them would be still unacceptable like CWU, Picopico or especially Bass (who is already deconfirmed)
I have entered:

1.6 hype mode

So I might be active for some time here

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Redcrazykirby
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Re: Fortress Bosses in Mega Man Maker!

Post by Redcrazykirby » Sun May 19, 2019 7:16 pm

02gn wrote:
Mon May 13, 2019 6:44 am
Meh... all bosses are giant and I can't even imagine their movement in some places
I really doubt if YD would even work
What if when you try to place a big fortress boss, you've got around him a highlighted zone which represents the squares that needs to be empty around the boss in order to place it in the room ?Then if you place it, it erases all the embarrassing tiles. And then when the boss is placed, you still can't add tiles around it if it's on that zone. That could works, no ?

Imagine something like this :

Image

And so if you place it, all the tiles in the red zone are erased, and the Yellow Devil can works properly.
Image

Try my own version of a MMPU demake => MEGAMAN 1 UPGRADED

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