Can, but won't.
I hate to disappoint but that "coolest moment" only exists in the English version. In the Japanese, when Wily says Rock can't actually shoot him, he puts his Buster away and stays silent, then the room starts collapsing.
someone is out there who will like you. take off your mask so they can find you faster.
I support the new Nekketsu Kouha Kunio-kun.
..by which I mean, counting ports and gameplay-near-identical remakes, but not counting identical-except-language releases. And excluding Street Fighter II and Guilty Gear XX. For example, Final Fantasy 4 has like 8 versions: SNES (FF2), SFC (FF4), SFC (FF4 easy), PSX, WSC, Cellphones, GBA, DS. Metroid 1 has 10 my by count, and Super Mario Bros has 16 (edit: I forgot about NES combo carts).
I think my highest single game count is only 4, which I have multiple times.. Fantasy Zone (NES, PS2, SMS, TG16). Contra (NES, DS (Contra 4), PC, DS (Konami collection)). I have a lot of 3s, but I don't think I have any 5s.
someone is out there who will like you. take off your mask so they can find you faster.
I support the new Nekketsu Kouha Kunio-kun.
These things are true for all the moving platforms (though it's harder to fall off a pendulum or get stuck in midair)... I'm trying to fix it but it's hard.
How does the character move?
Rockman-style games answer this with 'walking has a very short acceleration period before hitting top speed', 'you can control the height of a jump by letting go of the jump button', 'horizontal movement in the air follows more-or-less the same rules as the ground - there's almost no inertia to overcome like in Metroid or Mario', 'there's a movement faster than walking but it only provides short bursts of speed', and some other things. It might look superficially similar to, say, Mario, but it's actually very different.
What challenges should the player face?
This one hasn't actually been answered yet, and at this point I don't know very well. Most Rockman games provide answers like 'the main skill is navigating platforms and avoiding instant-death traps - the enemies are only around to slow you down or make jumps tricky' and 'boss battles contrast with the rest of the game quite sharply'. They also imply things like 'if you get hit, you can't get hit again for a while', 'you have a finite lifebar', 'death sets you back a little, but you won't lose more than a minute of work', 'lives are a resource to spend going through a level - if you lose them all you lose your level-progress but not your game-progress' etc. Right now for the short-levels-and-speed-competition game, I'm thinking things like 'getting hit only slows you down' and 'there's no way to actually die' and 'about half of the fun is figuring out how to get to the goal - the other half is performing that solution'. But no work has been done on it yet.
someone is out there who will like you. take off your mask so they can find you faster.
I support the new Nekketsu Kouha Kunio-kun.
Right now, I'm making a game engine that can support multiple games with a little work. And I'm planning on using it to make two games (right now at least). One of those is a Metroid-esque game where the player gradually grows in capability and uses new powers to open up areas and secrets in large levels which can be explored multiple times (though there are still distinct levels, they're just large and can be re-entered). The other is a game where levels are short (2-5 minutes) and have clear goals and you're timed for completing them, with the ability to save replays.
The engine now uses Rockman-style physics (how jumping works, how movement works, etc), but that can be changed (it's just that noone was answering the basic questions that needed to be answered before, so I went with something I knew).
someone is out there who will like you. take off your mask so they can find you faster.
I support the new Nekketsu Kouha Kunio-kun.
There are some bugs I'm trying to fix with the left/right moving platform.. if you stant on the very edge of it, you can hover in midair... :/ So I'm trying to fix that without you falling off the platform instead.
It's an artifact of how jumping is implemented.. one way to fix it is to take away all your doublejumps if you're in a fan, but don't you want to be able to use them once you get out again? Another is to not let you doublejump unless you're moving downwards (or close enough to downwards), so you'd always be able to doublejump if you jump/let go/jump but not if you're still going up from a fan or other 'meddling' object.. I don't really know what's best but those hings are fairly easy to change so I can test them once there're more interesting levels.
This was added by request from someone I know, and I really don't like it very much. You can do silly things like mash the 'down' key while in a fan to ignore it....
Does anyone have any other things they'd like me to add (controls, changing the physics, new terrain objects like ladders or whatever), or should I just keep making the level editor?
someone is out there who will like you. take off your mask so they can find you faster.
I support the new Nekketsu Kouha Kunio-kun.
If you stay on the left or right side of the room (next to the doors) and double-jump over his punches he's pretty easy. He's only vulnerable when his mouth is open.
someone is out there who will like you. take off your mask so they can find you faster.
I support the new Nekketsu Kouha Kunio-kun.
Yes, and those bugs existed at one point but I squished them all that I could find so if you find one, try to tell me how you did it!
Fixed
This one I knew about since I implemented walking XD It's impossible to do accidentally so I left it in. You still want left+right to change your direction no matter what direction you were going before (which is what it does now) so the fact that it doesn't care which one you're still holding isn't that important.
I don't know this bug.. maybe it's only true for Vista. Try minimisingand then refocusing the pygame graphics window.
Yeah.... I really need to clean it up (fix inconsistencies in code, switch direct references to methods, split it into multiple files, etc) and add better comments.. but that's not really important right now.
You mean "get_sprite" in SpriteSheet? What's a better name? "find_sprite"? "update" then "get_sprite"?
Yeah I guess that's true. I'll change it.
Thanks for the detailed comments ^^ I improved water, added camera scrolling, fixed a few bugs, and am working on a level editor and moving platforms, and when those are done I'll release another version. Then I guess I should clean up the code.
someone is out there who will like you. take off your mask so they can find you faster.
I support the new Nekketsu Kouha Kunio-kun.
Well, here's what I've got so far:
http://www.geocities.com/boco_xlvii/boco-movetest.zip
(requires python and pygame)
That's not much 'game' to it but it's fun to jump around and play with the fans. Animations are in and working (except for the dash animation), as are physics. After I get in dash animation I'll do large levels & camera movement.
someone is out there who will like you. take off your mask so they can find you faster.
I support the new Nekketsu Kouha Kunio-kun.
The movement and physics are done. I can't figure out how to make an animation data structure that does what I want.. so I'm settling for something else, and it's mostly done so animation will be in tomorrow. Next after that is large levels and camera movement, then level loading, then I'll make a level editor (maybe). Sometime along that I'll clean up the code and put it here for anyone wh wants to see. I'm trying to make it so it's as easy to change stuff as possible even for people who don't program (so once all the hard stuff is out of the way people can have fun making characters and levels and whatever they want to do with it).
Yes
someone is out there who will like you. take off your mask so they can find you faster.
I support the new Nekketsu Kouha Kunio-kun.
Renegade, also known as Nekketsu Kouha Kunio-kun. See my signature ^_-
It was actually developed by the same team that later went on to make the Double Dragon series.
someone is out there who will like you. take off your mask so they can find you faster.
I support the new Nekketsu Kouha Kunio-kun.
It plays very differently from X, just so you know. The battle systm is really fun and fast (I've only played it for a few hours - but THIS is the Active Time Battle I've wanted since FF4!) rather than slow and calculating, and it uses the Job system (from FF3, FF5, FFT, etc) instead of the Sphere Grid.
The summoned beasts are actually the gods of the FF worlds and appear in every game since FF3 (more or less). Since the Crystals went away in FF5 the summons and occasional references to the Jobs are the only ties between the FF games.
someone is out there who will like you. take off your mask so they can find you faster.
I support the new Nekketsu Kouha Kunio-kun.