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Peace has been upheld by the hands of Maverick Hunters X and Zero for quite some time now. However, suddenly, an uprising of mavericks washes over the city of Monsteropolis and the surrounding region. Their forces are vast and incredible, but X and Zero will stop at nothing to ensure their terror comes to an end! As their mission begins, they notice something odd: all of the mavericks, big and small, have emerged from the past! The enemies that X's predecessor Mega Man fought--Cut Man, Air Man, Quick Man, Gyro Man, and more are commanding the maverick army. But, who is commanding them? X and Zero will continue to fight back in order to find out.

"Mega Man X: Past Rising" is a simplistic, turn-based RPG, with a large emphasis on player choice. In this game, you, as the player controlling X, will venture through 3 different sets of 6 stages each before making your way to the final dungeon to face off against the commander of the Maverick army. Other than the combat, this game's design takes inspiration from the general flow of Capcom's Mega Man and Mega Man X games, where you choose the order in which you want to play the stages. Not only that, but defeating a Maverick boss will allow X to learn a new ability from a selection of 2 or 3 different options. X will be outfitted furthermore with special Addon Weapons you can purchase at the Maverick Hunter home base, Health Upgrades, and more.

The game is currently (4-23-19) about 45-50% complete.

(This game does not as of yet have an official title)

Latest Blog

Production Update 4-6-19

What's up, folks. Mitsuhide_The_Vagrant here.

I'm in-production of this game again. As such, I figured I should post a blog talking about a few things. First off, yes, I still very much want to completely finish making this game. It's why I took it out of canceled status a few years ago. Of course, with most indie developers, real-life and stress and work and other stuff get in the way and production suffers as a result. Nevertheless, production continues.

Since the current playable state of the game is the demo, let me fill you in on stuff updated since that:

Unlike the demo states, you will now be able to level-up X!



Not only will you obtain Hunter Points from defeating enemies, but EXP points, as well, which is dependant on the enemy's "rank" (basically, what color they are)

Gray = 1 EXP
Yellow = 2 EXP
Bronze = 3 EXP
Red = 5 EXP
Bosses and Sub-Bosses will also give 5 EXP.

The only "natural" reward for a level-up is more WP, which X uses for Addon Weapons and Weapons obtained from bosses. But, X will also be able to obtain an Upgrade Chip from Alia at the Home Base once he levels up. The max level in the game is "5" and there are 4 Upgrade Chips, so you will be able to obtain all upgrades in a normal playthrough. The order you obtain them in, however, is up to the player. Think of the Upgrade Chips exactly like the armor upgrades from the official Mega Man X games: they enhance X's abilities. I won't go over what the Upgrade Chips do here, though; I'll save that for another time.

You'll also notice that the stage in the screenshot above is new: its Heat Man's stage.

That's about it for the moment. I'll probably be uploading more screenshots soon, once Heat Man's stage is completed, then I'll be moving on to more stages.

Until then, Mitsu out.

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PRODUCTION STATS (UPDATED 4-19-19, 11:22 AM):

Opening Cutscenes----0%
Intro Level----------90% complete (post-boss cutscene not yet implemented)
Levels 1 - 7---------100% complete
Level 8--------------65% complete
Level 9-18-----------0%

Sprites:
If you'd like to help with any of these graphical necessities below, please message me...
- Alia overworld sprite needed
- "Mega Man: The Power Battles"-style enemy sprites needed for Wave Man, Drill Man, Skull Man, Tomahawk Man, & Knight Man
- Overworld sprites for all the maverick bosses (i.e. Cut Man, Quick Man, etc.)

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I think this game is pretty good, but I always got easily frustrated by Megaman games and this one is not much different. However, there is a problem that made me stop playing earlier than I would have. You have no lives system, which makes me lose interest when retrying a level. I think it would be pretty easy to program. You lose a battle and go back to either the beginning of the stage, the part that follows a miniboss or the door just before the boss. This would get rid of the pain of seeing the game over screen and losing all of your items. You could add a miniboss to the first level and use it as a checkpoint.
Well actually, I guess a mini-boss would not be necessary - you could just add a variable to the entrance of a second area or the room before the boss that interacts with the result of losing a battle.
I'm not sure if I'll ever get around to uploading a newer version, but lack of lives thing was actually addressed.
Are you still working on this after all these years?
Damn. You are tenacious as hell :D
author=Dyhalto
Are you still working on this after all these years?
Damn. You are tenacious as hell :D


Yeah, when it comes to RPG Maker I already have a handful of projects I have put enough passion into that there's no sense in starting something new. I genuinely enjoy this project enough to want to see it actually finished, despite some of the negativity it received. Plus, time away from it has allowed me to see it's flaws and how to improve it furthermore.
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