Megaman HD


Megaman HD was to be another learning experience - and I actually intended to release this one for free online. I wanted to take my programming knowledge and attempt to match a design document. This project was to combine the C# knowledge I learned with AI design, character design with an eye towards established patterns.

Of course, I didn't have a design document. But what I did have was an intimate knowledge of Megaman games, and an NES emulator (don't fret - I own the originals!). I knew Megaman could jump 3 times his height, that his ladder climb speed was about 1.5 times his walk speed, and that he could only have 3 shots on screen at a time, barring special weapons. I also had the source code to Megaman (1) and enough knowledge of assembly to parse some of it.

My wife was studying abroad in Italy during this time, so I had most of my time to myself. I used it to submerge myself in the work. I crafted enemy AI profiles to match the classics - Mets, Shotmen (Shotmans?), and Tellys. I programmed a level editor to easily create stages. I toyed nigh-endlessly with the gravity/weight ratio to get Megaman's jump height just right.

Bubble Man's stage was the first one I recreated, and this was before the level editor, so it was all handcoded. I chose it because I wanted a recognizeable stage with interactive elements (falling blocks, water).

Concrete Man's stage, pixel for pixel. I still had some ladder glitches at this point.

Here is the level editor and the gameplay to show it off.

Everything was going great! I was enjoying myself, learning, and generally having a good time. Then something happened.

XNA 3.0 came out. I didn't know it yet, but Megaman HD died on October 30, 2008. But don't weep for the blue bomber yet. Much good came of it.

I recently re-recorded a video at full FPS and resolution, now that YouTube has HD uploads.

GContent: 
Full size sprite sheet!
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