In recentdays it hasbeen working hard, andthe workteamisslowlybecominga company, withindependent functionsand moreorganized.
To explainbetter,ReploidSoft is acompany formed bydevelopment teamsforcreative projects, one of them is the fangamesbuilding.
However,each team memberhastheir ownpersonal projects, therefore, the idea of forminga companyis to groweach of theseprojects, whichwill be announcedthroughtime.
For main version of MMXAD, ReploidSoft hasRDS(Rocks DriveSystem), which is agameenginedevelopedinGameMaker: StudiobyTonyJih.
Now youknow oneof the 2engines. We're currently perfectingthe basic useof the game,currently reaching90% ofaccuracyregarding the installedSNESandPSX features.
We are givingour best tothe video presentation, which mustreach aproficient levelcompared to otherfangames. More updates soon!
After establishinga distributionfor work,started todevelop acompletely renovated engine. I havethe honor tocount with the supportofTonyJih, who was the designer of theMegamission4, anddevelopingcurrent versionof this project.This sameenginewas usedas the base fora good start.The initial versionwas3.6,andthe images ofherecorrespondto 4.1.
For more consistent new features, I took the taskto remodelthe entire classic X sheet, giving an enhanced palette andminor detailsofappearance. Finally, wedidconstantly tests,in a Demo Stage(with aprototypeTileset)
Speakingin terms of utility, theMegafansmay havecontrasting opinions. Some believe theHangfunctionis not usefulat all,otherdiscardedthe option of crouching,among other criteria.In myhumble opinion,a game functionbecomes usefulastheuse madeof, andwill bemuch better to havethese functionsavailable to increasethe varietyof the game.
Anyway, welcome anyopinions orsuggestions onthe above,will be of greathelp to us.Until next time,Hunters!
After almost a year, the project has finally taken consistency. Is now
the right time when you know a little more about the FanGame we're working.
What's Megaman X AD? Of course, is a 16-Bit FanGame. But ultimately the idea is that it becomes more complex. The project itself will have different versions for multiple systems, for which will be divided into ''chapters''. It's basically about create an alternative sequel to Megaman X. Why do different versions?
In my opinion, is a way to reach a target audience, and form a community in which to develop a gaming experience across devices. In addition, each versiondevelopstheir sequence intheentire history of thegameindependently, that meansthat each versionwill havecompletelydifferent game features. What means ''AD''? The main version of the game involves events after Megaman X8. However, as I said, there are several versions. From my point of view, the term X9 has become too shallow, and the fan-despair left very different expectations of how assumed it would be a game like that. In addition, the term ''AD'' represents ''Adventure'', which summarizes the entire project, no matter how many versions will. Which is the motivation for this project? For a long time, I have seen show MMX fan projects, of which many were canceled or discontinued. However, each of these projects cost a lot of effort and emerged from the inspiration and good ideas. Our goal for this aspect is construct a FanGame for many fans can identify with it, and recognize the efforts of all these people for believing in the possibility of having a real tribute to be very enjoyable. What you'll find in this blog? Updates for the project will be posted in concept way, and usually have reference images. However, there will also be updates through videos, not only about the game, but also other soundtrack works (one of my basic functions is the Music Composing) Comments are welcome, and we are open to suggestions. Needless to say, take heart and be part of this new community ... Long live MMX!