MMLX
A downloadable game for Windows
MMLX is a fan-made, collaborative passion project, based off the 1997 cult classic, Mega Man Legends. This prototype aims to capture the spirit of the original, while giving players a modern take on the Legends universe.
Download our latest public build. We'd love to hear from you if you have some feedback. Donations are welcome but not necessary. Everything we are producing for this project will be free to download.
You can track more progress and see more content for this project on YouTube here:
Thanks for checking it out!
Join us on Discord. In addition to tracking progress and chatting with the devs, our discord has download links to models, textures, character rigs, animations, sound fx, music, and more!
https://discord.gg/ntdcJnssvU
If you'd like to Support Me Directly:
https://ko-fi.com/tugboat
Status | In development |
Platforms | Windows |
Rating | Rated 5.0 out of 5 stars (1 total ratings) |
Author | Tugboat Games |
Genre | Action, Adventure |
Tags | 3D, Action RPG, Anime, demo, Fangame, mega-man, reaverbot, Singleplayer, Unreal Engine |
Download
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Comments
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I've played a couple fan remakes of Legends, and this one is my favorite. But it's probably the most incomplete. You've obviously got a long way to go, even just with the prologue and first arc of the game, but the core visuals and controls are a joy to engage in. I'll try to briefly sum up some major sticking points of the remake:
-Beautiful higher res and detailed visuals that still evoke "MML" style. Especially the tutorial dungeon.
-Butter controls with welcome additions. Free cam is nice, but should have a toggle for traditional tank controls.
-Menu navigation and readability needs work.
-Please hide the action debug text.
-Start working on Market Street asap and integrate it to the other areas! None of the high quality Legends fangames/remakes I've seen include the highly memorable market area. Obvious workload here.
-Enemy aggro and tracking can be tuned down slightly. Mostly their turning radius.
-Love the separate buttons for basic buster shots and the charge buster. Adding the double charge would be cool.
-The loud socket footstep sound effect while running is iconic, but can be turned down a bit.
-Tutorial dungeon trap room button doesn't release the doorway bars, causing a softlock.
Great work overall! It's beautiful and "feels like Legends". If you plan on continuing, I can't wait to see what this looks like in 6 months.
Thank you so much for this critical feedback! We are doing a bunch of changes right now and should have a new build to test soon hopefully. Stay tuned for more.
Much of what you've brought up here is kind of already on our docket. We definitely will focus on addressing some of these by the next build. Thanks for checking it out!
If you change the download link to have dl=1 instead of dl=0, it should work with the itch desktop client (also skips the dropbox nag screen for everyone else).
I'll give this a try. Thanks!
I've changed this to a "1" and I was able to see it work in a private browser page. Can you confirm this works for you? I'd appreciate the feedback. Thanks!
well it didn't help with the itch launcher unfortunately, but it does go straight to download in the browser at least
One less headache is better than nothing. I'll try to look into this kind of deployment in the future. Thanks for bringing it to my attention.
You've pretty much nailed the physics of movement, and I was pleasantly surprised by that! Obviously a lot in here is placeholder, but there's a few things that stand out as needing improvement:
1. Zakobon rush Trigger down way too hard. It's practically impossible to escape them reliably once they're in range to charge straight at him.
2. Trigger's face is derpy. Can't describe it better than that -- compared to his original face, it's noticeably off.
3. I really appreciate the ability to go into the room from the opening cutscene. Great touch. However, the rest of the ruin is practically unidentifiable in terms of visuals; I think this is mostly down to the color of things. In the original game, the heavy use of browns was an indicator that you were exploring non-dungeon underground areas; the intro dungeon was heavily gray, which set it apart from the next areas you'd enter.
4. The scripting of the trap room seems broken; it's possible to get softlocked in that chamber (the bars never lift).
In more opinionated territory, I am...very torn on the decision to not use tank controls. On the one hand, I understand it from a "modernizing" perspective. On the other, the use of tank controls is part of what identifies this series, and not being able to mindlessly lock on and spam -- needing to carefully position in order to do damage while not getting hit -- was one of the first game's strengths when it came to the feeling of danger in exploration. (Adding a reticle is just universally good, though.) I don't think I can reasonably ask for only tank controls to be present, but having tank controls as a second control scheme would be wonderful.
These are great notes thank you. If you check the latest video posted above here you can see we are focused right now and refining the look to be more cel-shaded and matching the visual style of the original. I do want to say that these environments have been lifted directly from the game's original concept art, which was a personal goal of mine. There will be more to say on that eventually but I understand the need to ensure visual style parity with the original.
I think getting some original Tank controls as an option would be a nice addition but at this time we will be refining/improving what we currently have as that was a goal for the project to modernize the 3D person action a bit. Definitely add this to our bucket list though for purists.
Pretty much yes to everything else on here. We're working on a lot of that so definitely check back on this in a while and drop new feedback when we get a new build up. Hopefully some of these crits will be resolved. Thanks for checking it out and leaving some meaningful feedback!!!
This needs a lot of work. This is good for a proof of concept, but if you are going to take this further, you definitely need to spruce up the jank.
First and foremost, do not print the game information to the screen unless it is a properly utilized aesthetic choice. There is way too much debug information. You can make debug buttons while making them appear to be basic gameplay mechanics, such as an unstuck button used in a whole host of modern 3D indie games.
The enemy movement is wonky. Some of the enemies tail the player way too hard, when they should probably use a position targeting system, instead of just following the player all of the time. Find the position of the player when the enemy enters a specific state, and then use that position for the enemies action, this way the player can actively dodge attacks.
The menu navigation is extremely confusing in specific spots, and it does not support Directional Pad movement. For each menu I should clearly be able to tell what part of the menu I am currently selecting, and be able to tell what my buttons do in the menu itself.
Kattelox island is too large without much to do there. I did not finish exploring the entire island, and I did not encounter a fast way to travel around it (like the skate shoes Rock normally gets).
You could have streamlined the gameplay of this entire experience to lead it up to the pirate mission, where you do the following: Finish the tutorial -> Go to Kattleox Island -> Find the town (if it was even on the island map itself) -> fight the pirates in Downtown. While i'm not 100% sure if all of the assets exist within the same scene, it won't matter when you seem to have a grasp of scene transitions. You would be able to set up the flags necessary to make this happen.
This isn't everything I could possibly think of, but this is definitely a good start of what to look into when updating this game. Good luck if you do want to continue on this project.
Thank you for your feedback! We'll look to integrate a lot of this going forward. It is just a prototype WIP and still needs lots of love. Thank you so much for checking it out and of course providing us with some feedback. Cheers!