Framework for classic Mega Man games to build upon using Godot Engine.
- Classic Mega Man physics
- Mega Man and Proto Man as playable characters including optional
- Sliding
- Weapon charging
- Double jumping
- Local multiplayer co-op (groundwork)
- Flexible stage sections system with camera screen transitions.
- Support for arbitrary base resolutions
- Presets for regular (256 x 224) and wide-screen (384 x 240)
- Dynamic in-game base resolution switching
- Pixel-art upscaling filter for arbitrary (non-integer factor) target resolutions without visual artifacts
- Post-processing shaders
- CRT-Easymode
- CRT-Lottes
- Special weapons system
- Quick switch method (MM10 style)
- UI, menus, and screens
- Title screen
- Stage-select screen
- Game-over screen
- Weapons sub-menu
- Life/weapon energy bars
- Items and item drops
- Life/weapon energy pellets
- Optional non-pausing energy refills (MM11 style)
- Extra lives
- Energy tanks
- Life/weapon energy pellets
- Checkpoints
- Optional modern lighting effects
- Glow
- Modern gamepad support
- Touch screen controls and menu support
- Should work out of the box on various platforms
- Desktop (Linux, Windows, MacOS), Android, iOS, HTML5
- GLES2 support for low-end hardware, mobile, web, etc.
- Stage building features
- Automatic conversion of ladder tiles (just draw them)
- Automatic conversion of insta-kill hazard tiles (just draw them)
- Doors (regular/boss)
- Example gimmicks
- Appearing blocks
- Conveyor belts
- Wall of death
- Example enemies
- Metall
- Shield Attacker
- Telly
- Example robot master bosses
- Thunder Man
- Example stages
- Test lab stage
- Wide-screen rebuild of Heat Man's stage (MM2)
To be able to take a look at, edit, test, and build this project, you need
version 3.5 of the Godot Engine Editor, which you can download from the
official website. Just clone or download
this repository and import its project.godot
file from within the Godot
editor project manager. Other versions might work, but it is recommended to
use the above-mentioned version of the Godot Engine.
In general, all kinds of contributions are appreciated, e.g., bug reports, bug fixes, feature implementations like additional enemy types, etc. As I am mostly focused on coding, I would be glad if there are pixel-artists interested in creating original Mega Man artwork for this project like stage tilesets, enemy designs, and so on.
For people with very little Godot experience interested in code contributions, the following lists a few helpful related resources in no particular order:
All code of this project is licensed under the MIT license (LICENSE.txt).
Music used in this project is created by the Time Tangent Team and licensed under the CC BY-NC-SA 3.0 license.
Thunder Man stage boss sprites are created by Boberatu and licensed under the CC BY-NC 3.0 license.
Some touch screen UI elements are created by Arks @Scissormarks and licensed under the CC BY 4.0 license.
Mega Man and all related content is copyrighted by Capcom Co., Ltd.
This project and its owner is not affiliated with Capcom in any way.
- Understanding pixel-art upscaling filters/shaders