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EXCELLENT, no really, EXCELLENT, but I would like two things:

-life, or the option in the settings to turn on/off

-classic mode, with original graphics, well, these are my wishes,

I wish you not to bend over

Hi, I just made an account just so I could comment and tell you how impressed I am by this! You did an incredible job, I never enjoyed Megaman 1 that much compared to the rest of the series but your version makes it so much fun!! I think the idea of being able to play as each Robot Master after you defeat them is brilliant and I hope you keep working on this project and try to remake Megaman 2 and 3 and so forth. If I had some extra money right now I would definitely donate to you, I was wondering if you are still working on this and if you are anywhere close to remaking Megaman 2?

Will you add bond man as a secret boss in the future?

Ícone "Verificada pela comunidade"

I replayed the game recently, and the QoL stuff was pretty good! I just found some little glitches:

  • You can fall into a void on the first screen in Fire Man's stage if you're in the hurt stage while falling into the lava (putting some ground bellow must suffice to solve that);
  • The Sniper Joes projectiles on Ice Man's stage secret route didn't seen to spawn for some reason ( other sniper joes worked just fine);
  • Time Man's Time Slow seems to mess with some Robot Masters (Cut Man can shoot scissors that get stuck into the air; Oil Man can get stuck in the jump state while on the ground);

In other note as suggestions, I think it would be nice if it was possible to make Bass dash preserve momentum, and also change his sprite to the jump sprite when he's in the air (even while dash jumping).

I love all the new cutscenes and weapon get screens too, congrats again on making such a cool and fun fangame!

By the way, I also played the game on live recently, here's the VoD:
https://www.twitch.tv/videos/2172931804

for some reason whenever I play the robot masters their special weapons keep spawning in the sky, is there any way you can fix that (Also really good game, I hope you can do something similar soon with like mm2 or mm3 but if not this is still a really good passion project, keep up the good work!)

also it makes me uninstall and reinstall the game, thankfully my progress is still there.

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Every time The character keeps turning around whenever i charge a weapon and that is very annoying

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Where was it occurring? if it was in the boss rush stage, it has been fixed, it was caused due to janky code regarding the boss intros not ending properly and forcing the player to look to the right

If it's something different, please describe it more in detail so I can check

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How to unlock Enker for the game i'm trying 

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Enker is only available on the latest version, he is a secret stage.
To unlock him, you have to:
1. Find 4 secret letters scattered in the levels of Cut, Ice, Fire and Elec-man (The 4 robot masters from MM1 that were in Wily's Revenge), most require a specific weapon/item/chip to access.
2. Once you have the 4 secrets, head to Wily stage 1 and find a teleporter, it will only open if you have the 4 secrets, once you step on it, you will be teleported to Enker's stage.
3. Beat Enker's stage.

Oh, and by the way: I would love to know how to unlock Quint and the Magnet Beam. Thanks, hehe!

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Quint is not in the game... Sorry :(
Most probably going to add either him or Punk once I add the MegaMan 2 content though
The magnet beam is available in the latest version, in Elec-man's stage (Same place as the original, in prior versions it was just a energy pickup as I hadn't implemented the 1-time collectables)

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Oh, I meant to say Enker but typed Quint instead haha! It's nice to know you're still working on the game, thanks for the responses!

Greetings! I just beat the game and had a lot of fun with it! However, I noticed some things that I believe could be fixed:

- After entering Elec Man's boss chamber, you stand on invisible solid objects. Nothing big, but looks a bit strange.

- After hitting the bosses during the Boss Rush while their intro animations didn't end yet you can make them get stuck and unable to move. You can damage them, but there's no visual feedback (I couldn't replicate that consistently yet).

I also experienced the missing bullets, ladder input and non-functional teleporter problems mentioned by others.

Other than that, here are some other minor things that I think could make the experience even better:

- Checkpoints on the middle of stages;

- Make the background colors less flashy than the interactable objects (sometimes can be a bit hard to distinguish between what's a wall or not);

- Checkpoints after beating each boss on the boss rush (it was an interesting challenge as is, but it can be quite frustrating to have to start it all over everytime you're defeated by one of the last bosses. I think it was the only frustrating part of the game to me - it's a pretty big difficulty spike);

Now just for some minor details that could add a bit of flavor, but I would understand if it wouldn't be a priority:

- Weapon Get Screen (Mega Man 1 didn't have one, but as this remake has so many modern features, I think it would fit);

- Some kind of prompt or indication on the menu everytime you unlock a new character (new players may not notice how and when they unlock new characters);

- Last but not least: An ending scene! The Wily fight was pretty fun, but there's still that feeling of something missing without the iconic credit scene. Again, I understand if this is not a priority, but just wanted to point that out.

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Overall, I loved the game and think it is a pretty good remake of the original - making it accessible while retaining it's essence.

With the major bugs people have mentioned here resolved, I wouldn't think twice before setting this game as my go-to recommendation to newcomers.

I think you and anybody who helped you did a great job, and I wish you a successful jorney on game development - if you decide to continue on that path.

Thanks for making such a nice contribution to this fanbase!

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Sorry for the late response Spark
-You can't damage the bosses before the battle starts anymore, which avoids the AI bug.
-Fixed the missing bullets when changing characters.
-Added midway checkpoints.

I'll take into account adding an intro, weapons/items/characters got screen and ending, I didn't consider it priority, but yeah, the feeling of accomplishment is lesser without them.

I'll see what I can do with the background issues you mentioned, I think adding a small optional customizable filter should remedy the issue a bit (Prob going to revise the colors later too, but it's not priority as of yet)

Thanks for the support! ^.^

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The Teleporter in Ice Man's just gives a black screen, you can't progress past it. You can still swap weapons and pause, and the Ice Man music keeps going, but that's it.

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Fixed
That alternate segment wasn't supposed to be there for that version yet, and thus the destination of the teleport didn't exist, but it does now e.e

Played this for a bit, here are some issues I noticed:

1. Player hit knockback and climbing ladders should be a bit faster imo, pretty much everything else controls great.

2. No screen size options? (there's only fullscreen)

3. There are no pre-boss checkpoints?

4. Maybe add an "external soundtrack" option?

5. Collision for getting on ladders doesn't seem to work when holding left/right and up/down near one, this was a bit annoying.

6. There should probably be an option to make transition speeds faster.

7. Player weapons are broken on other characters, probably already known but just in case.

Greetings BinraryCode
1. Yeah, you can pretty much grab onto the same ladder with no issue... that's because you don't fall while taking knockback on the fangame, but you do on the originals.
2. You mean like screen-size x1, x2, x3, etc? I'll take note of it.
3. The are checkpoints before the boss, but not mid-level, most likely going to add mid-level checkpoints.
4. I would need to check how to do it, but seems like a nice idea.
5. Just fixed it in dev build.
6. They take roughly the same time as in the original, but I'll take it into consideration.
7. Many people have reported similar issues, I managed to replicate the bug on the latest dev build, I'm working on it.

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Hey! So i got a few ideas and some bugs that i would like to tell you to add in the future of this game.

**Ideas**:
1: Make the Power Adaptor for Mega Man, and if equipped at the same time as the Jet Adaptor, the Super Adaptor will be used instead, ONLY if those 2 are being used at the same time

2:Since the ''OverCharge'' Chip doesn't affect Robot Masters, you could make CutMan being able to throw 3 Charged rolling cutters, one in front of the player and the other 2 diagonally
(Btw the next 7 ideas are for the other robot masters so the ''OverCharge'' chip could work on them)

3:ElecMan could go faster for 2-3 seconds and produce electricity on his body, making any enemy that takes 1 and 2 hits to defear die if they touch you, not dealing damage to you, however if you hit an enemy that takes more than 2 hits, you will damage him, but it will damage you

4:IceMan could make ice platforms infront of you to kill enemies (aka Chill Penguin's Charged attack from Mega Man X)

5:FireMan could make that new fire attack that travels through the ground for quite some distance, until eventually dissapearing

6:BombMan could make himself explode, dealing small or no damage to himself, the explosion radius would be bigger than the normal charged bomb from him

7:OilMan could shoot oil that will coat enemies in, well, oil, with would make them (don't ask me why) take 0.5 damage per second for 6 seconds (for 3 damage in total)

8:TimeMan could slow down time on the entire screen and the double of duration that the normal time, however this would cost the WHOLE bar and would not regenerate until 50-60 percent of the time has passed

9:GutsMan could carry 1 block on each arm (2 in total), not making him able to walk, but only be able to move while jumping (pretty much how his movement work in ''Day in the Limelight) also those blocks could do more damage (maybe)

10:Make a few exclusive Chips for each character, like a bigger hitbox on Gutsman when he jumps and lands on the ground (the mini earthquake thing) And also take off some chips that are being used and off the shop, because some chips don't work on others

11:Add the GameBoy Soundtrack into the list of music to choose from

12:Make the Wily Stages not being choosable, if you choose the ''Dr Wily'' logo on the stage select, it will be in one go, because it's kinda weird in the wily stages being able to go with full weapon energy after you beat a stage every time, now if you beat the game then you would be able to choose which stage

13:Exchange the Wily stage 2 and 3, what i mean is that wily stage 3 should be wily stage 2 and wily stage 2 should be wily stage 3 (it's just weird that from a sewer you're on the outside on the top of a building)

14:Mini Cutscenes of transitioning between each wily stage, like if the right door of the boss fight in the current Wily Stage 2 it would suck Mega Man into the Boss Rush

15:Those 2 black squares in the screen in the stage select could be for challenges and achievements each, or maybe a leaderboard for the challenges

**BUGS**:
1:The robot master simply do not work, when they use their ability it appears at the top left corner of the initial screen of each stage (except time man, but he, no matter where you are looking, will always shoot in the right direction)

2:Not completely sure how it happened, but i once managed to grab the Big Bolt in GutsMan Stage, reset and reset over and over, and every time i would gain 20 bolts each reset (i think this could happen in any stage as long as you collect a bolt and then reset over and over)

3:OilMan's Weapon works (except for OilMan himself and the robot masters), but his charged counterpart acts weird, i'm not sure if it's on purpose, but it makes you gain a slight jump boost, in ground or air, but it's so small it just doesn't seem worth the hustle

4:The ''Quick Dash'' Chip makes you slide ALWAYS to the left, no matter where you're looking

5:In Wily Stage 5, there are some parts where you can slide between walls, also the stage overall is pretty bugged

6:Pretty obvious but, the Jet Adaptor doesn't work on anyone else except Mega Man, and also the ''Master Recharge'' Chip only work on the Robot Masters, but not on any other character

7:Speaking of other characters, Proto Man and Bass sometimes work and sometimes don't, like their shots appear in the top left corner of the initial screen of each stage, however sometimes they also function like normal, which stranges me

8:Also obvious but, when picking a Robot Master, their boss counterpart will still be on the stage select screen, and can be fought by themselves, althought i can understand if it's just work in progress

9:ProtoMan and Bass don't make the Robot Masters dialogue change, but also it could be work in progress on that

10:When you pick another character other than Mega Man, in the Copy Robot Boss Fight, it doesn't make sense that they fight Mega Man as a ''Copy Robot'' due to obvious reasons, but i can also understand if it's work in progress

11:When pressing continiously the button to slide in the ice, it will continue forever

12:The bosses sometimes simply don't attack you, they stand there still, doing nothing

13:The Blaster (Beak) (aka those enemies that are red and stick to the wall with a shield) they sometimes show that they are closed, but as soon as you enter the screen where they are, they will shoot immediatly, but you can still kill them

Anyways that's it, i know this text is LOOOOOOOOONG and i hope i didn't bore you while reading this, it's just some stuff that i thought i could tell you to improve this already excellent game. Keep up the Good Work!

What a chunky comment 0.0

{Ideas}

1. The combination of super and jet adaptor sounds interesting.
2-9. Most of this "Overcharge" weapon attacks sound interesting, I'll maybe add some of this, maybe some could be the inherent robot master abilities (Cutman's head scissors do damage and Gutsman's landing makes a shockwave, but other characters lack abilities).
11. The GB games don't feature the 8 robot masters in the game, so it would only affect some stages, besides, I have some other plans for GB content.
12. Maybe as an option, as in Powered Up and the X games you access each Wily/Fortress level individually.
13. I changed them so they are in the same order as powered up, I find that the Copy robot/Fake Megaman battle to be more fitting towards the end, maybe I could add a small climbing section at the start of Wily 3 so it fits better.
14. Yeah, I have cutscenes in mind, adding a Wily stage map transition like in the classic games sounds nice.
15. INDEED! I currently think of making them a "Change game" to switch between (Megaman1 - Megaman2 - Challenge) for example and a stats screen to see things like how many times you have died, fastest times, times you have beaten X stage and such.

{Bugs/Misc}
1. That doesn't happen to me in the current dev build, I hope I fixed it.
2. I checked, part of the code that spawns the bolt and the code of collecting the bolt were mixed.
3. Not a bug, but it is incomplete, I intend to add a sort of oil blast that shoots blobs in many directions.
4. Messed up, the code didn't set the speed properly, it works now in the last dev build.
5. The messed up collision was fixed in another version I'm pretty sure, you used to clip into the floor, but the tiles seem to have the proper collision attached (Again, it could be a dev build thing).
6. Not a bug, I could make the jet adaptor work with bass too (as he has Treble), I don't know if I should make weapons like the main busters (Mega-Proto-Bass) have a ammo consumption, seems unnecessary, maybe for robot masters.
7. Just checked all 8 robot master stages, seems to be working fine on my end... I think the shoots spawning in a corner it's fixed in the last version.
8-10. Currently intended, could change in the future, the stage bosses doesn't change and dialogs are currently generic for everyone, dunno what will I change in that regard, I guess I could at least add custom dialogs for each character encountering each boss, so they at least have a bit of banter like in Powered Up or show surprise when encountering themselves.
11. Not a bug :) weeeeeeeeeeeeeee... :D *AHEM* as I said... it's intended.
12. I never encountered that, I'll see if I can add a counter measure just in case.
13. Happened when I changed their behavior once but forgot to update how the animation triggers, I'll check it out

Thanks for the motivation, and don't worry, I wasn't bothered reading all of this safe when I saw supposed 13 bugs but most of those should be fixed in the current dev build

I'll see if I put a dev build in the discord so people can help me test things or check if those things are still in the game

I have some time that I haven't worked in the game, but I could show some spoilers of what's done so far e.e

Hey! Thanks for checking the comment, but when i read your comment you said that an earlier build didn't have some of those bugs, i checked in the ''More Information'' red text and it said that it was updated 36 six days ago, however when i go to the downloads page it says that the archive is from January 2 2023, i'm not sure if it's my pc, i checked in 3 pc's, they all say the same, maybe it's an error from itch.io? The version i have is Beta 0.7, not sure if it's the intended version right now

Also, there are a few bugs i would like to say, but i want to properly show them, and i don't want to put it on the website itself, could you add in the discord an ideas and a bug channel? One channel for their own of course. It would make stuff much easier i think

Also, you said that the robot masters chip shouldn't really work on Mega Man, Proto Man and Bass, my fault, i wrote the original message wrong, what i meant to say is that it doesn't make sense that those 3 can equip the chip, since it doesn't really affect them, nor their weapons, and also if it would work, the weapon containers wouldn't be uitlized as much

There's a weird problem in this game, megaman cannot climb ladders if you jump on it and press any diagonal button (up-left or up-right), only if you press up only. can it be fixed? thanks!!

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Hello Sonny
Do you mean being unable to grab a ladder if you are holding a diagonal? or megaman not going up/down a ladder he's grabbing if holding a diagonal?
I'll check how it works in the nes games, I think in those you could always use diagonals in ladders, if so I'll change it.

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Yep, holding diagonal make you unable to grab a ladder! in the originals, megaman can grab them normally if you both press up or any diagonal up, but in this game, you must release what you're pressing and when near the laddr, press up. I'm anxious to see it fixed!! thank you!!

3/5

there are some bugs with shooting as some characters fix them pls

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Greetings Luka, could you be a bit more specific?

Do you mean that the shots sometimes come from somewhere else than the hands or cannons? or is it something else?

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i mean, when i play as proto man or bass, the shots dont come out

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Aight, first off, this is a good game, but MAN IS IT HARD! (I saw that you're planning to add in Difficulty options in the future, which is a good thing.) Also, why is the Powered Up OST not an option? (Especially considering this is basically Powered Up, but if it was more Retro-styled, had some different features, and was MUCH HARDER.) Finally, Controller Button Mapping should maybe be a thing. 

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Thx Dr. Smug, maybe I'll implement the Powered Up OST in some way, however, I have considered since the start that I could implement multiple games in the project, like lets say 1 and 2, there was never a sequel for Powered Up, so the extra music would need original remixes...

And yeah, I should add gamepad remapping, I'll put it on my list

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what the heck man the bosses are unbeatable add check points on boss rush plz

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In most classic Mega Man games, the boss rush just dropa few health/weapon refill pickups between bosses (as it's the case here), however, I'm planning to add custom difficulty settings to accommodate for different players that want the game to be easier or harder, such as:

-Enabling/Disabling enemies respawning after leaving a room
-Toggles for mid-level checkpoints and pre-boss checkpoint (I'll take boss rush checkpoints in consideration when working on this feature)
-Multipliers for damage dealt and damage received

this is dampbeard can you add mid level checkpoints pls

hey on wily stage 3 copy robot is unfair i cannot beat it can you fix it and also there is a glitch where wily stage boss plays in wily fort 1 stage3 this is dampbeard

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Hey! I've got a question, did the game got canceled? I checked from what was the last comment on this page and it was 4 months ago, and the development log is from 2022.
This is THE BEST remake of Mega Man 1 i've ever played, so i would love to at least know if the game is still going or not.

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No worries, the project hasn't been canceled, although it has been halted for a long while, I am reworking my Pac-Man VS. game to use a hosted server in which people can create lobbies so it can be played it without much setup like port forwarding, and allowing play with random people from the internet, but I had to make most netcode from scratch...

I'm adding more customization for the lobby settings, changing the menus, the HUD and adding maps, I'll resume work on Mega Man Again once that is finished, and it only needs some finishing touches, so it'll be soon.

I'm considering creating a discord to allow better communication with the community, show announcements, get feedback, etc. probably shortly after finishing the Pac-Man thingy

PD: thanks for the compliment of this being the best remake of the first game ^.^ glad you enjoyed it.

I don't know where the save files is! Help!

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Hey, I’ve been running into an issue, primarily regarding Wily Stage 4. After I’ve beaten all the Robot Masters, I get teleported to a room with a small rise in the center and I can’t do anything to progress. Is there a specific powerup I need or am I not playing the level correctly? Another thing to note is that there should be a checkpoint after every boss defeated because doing all 8 in one go is rather tough.

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Hi Umbra! I checked the issue and properly fixed it in the last version, sorry for the inconveniences.
It doesn´t have any new content though, and difficulty is still the same, I´ll consider adding difficulty options to make the game easier or harder depending on taste in the future.

Pd: Happy new year!

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Thank you for updating the game! Although there’s another 2 issues that need to be fixed, first up in Wily Stage 5, Mega Man is below the top of the ground, but the level is still playable. Secondly, after I beat Wily, nothing happens, so I suppose you’ll need to take care of those again. Sorry for the inconvenience, I just want to make sure the game’s in a good state!

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Don't worry, reports only help looking for issues, both the Wily Stage 5 collision issues (Some tiles were not considered solid), and Wily not dropping the proper level ending pickup have already been dealt with and will be fixed for the next version, thank you for pointing them out ^.^

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hello this is a fun game but i was wondering on how i can unlock enker if he was added but yeah fun game

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Glad you liked it! ^.^ Enker is not yet unlockable, but I´m already working on it, most work on him is done, I´m rather working on the path to get to him

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yay

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I seem to have discovered a bug in Wily fortress 3. Whenever I beat the bubble boss it gives me a health up and then wont let me out of the level. I can beat Wily 1 and 2 just fine, and I assume it wont let me into 4 without beating the other 3 first. I'm also a little confused on how the stages work on that part since all of the wily stages started out gray and seemed to color in as I beat them, and then went gray again later. Is something wrong with my save? I'm not even sure where the save file is to delete it.

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Sorry for the issues, yeah, everything on that version is a bit broken, the boss icons was done on purpose to sort of hide the final bosses identities, but looking back, it is confusing and inconsistent with the rest of the bosses, and will most probably be changed on the engine rework, I'll upload a hotfix for the boss drop in a few moments.

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Pretty good little remake. Are there plans to add Time Man and Oil Man?

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Yes, I am planning to add Time Man and Oil Man, both as stage bosses and as playable characters.

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Nice! That would honestly make this the best version of the game for me. I'll be watching this!

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One question: Somehow I mistakenly could messed the controls for me: The down is now the down, the up and the start at once. Can I somehow reset the whole game?

Not at the time, I'll see if I can make an executable to reset the control for now.

I'll take this into account to see if I add mouse support for the menu.

I uploaded the ResetControlsToDefault file, upon opening, it will... Well... instantly reset your controls to the default settings.

I think I know what happened, when you change the bind of some keys (Up/Down/Back) the game will also perform the action asigned, wich can potentially change the key in wich the key bind falls into (I thought I had already fixed it, but I have to check again, as it clearly hasn't...)

are you able to change the controls?

Hi, sorry for the late reply, yes, the game does have keyboard binding, it is on the main menu > options > controls > player.

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Hi. The keyboard bindings are erratic. When I change one button, it doesn't continue inputting. I usually set action buttons on NumPad and Movement on ZXCS letters.

Hi, what do you mean by "it doesn't continue inputting"?

Does the game register the new key but you can't use it?

Or you can't bind other keys after binding the first one?

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Hi. Sorry I just figured it out. No worries. Smh the issues I exp. was when assigning a key: 

1) Wait a few seconds for the assigned key to display in the menu

2) or, Tap the key twice