don't click here

SAGE 2022 - Demo Mega Man X8 16-bit

General Information

A Mega Man X8 16-bit demake project, being created using Godot Engine 3.5.

19823


Main differences:
  • No medals, shop, retry chips or intermissions - look forward to a vanilla item hunt experience similar to X1~X3.
  • Only X will be playable. Zero, Axl and the navigators will not be playable.
  • Both Avalanche Yeti's and Gigabolt Man-O-War's stages are going to be reworked to play similar to Overdrive Ostrich's stage from Mega Man X2.
  • The RideChaser will work similar to Mega Man X2, but is now more responsive and can be stopped at any point. It also has the damaging airdash from X4.
  • Jakob Elevator will not be just an auto-scrolling elevator level and Gateway will not be just a classic boss rush.
  • The Neutral Armor will not be unlocked all at once anymore - rather, the armor parts will be displayed over X's body, similar to classic games. The color of each part will fade to yellow if X is not wearing a full set.
  • Ultimate Armor will not be in the game.
  • Some Icarus and Hermes armor parts have been reworked slightly:
    • Hermes foot parts now makes you invulnerable while dashing on the ground.
    • Hermes body parts now lets you recover energy for a brief time after getting damage by destroying enemies.
    • Icarus foot parts now lets you double jump and double air dash.
Progress so far:
  • Current build has the intro stage plus all eight maverick stages completed, with their respective bosses, weapons and secrets.
  • The current demo has a very balanced battle totally free of any bugs as a placeholder for the final stages.

Latest reviews

Hi, 1 question: is there NO bonus for completing triple S-rank in Optic Sunflower's stage? There's clearly an additional boss gate there that MUST do SOMETHING. The Cut Man fight, maybe? I hate to think I just wasted an hour and a half for a challenge that rewarded me with NOTHING.
Game muito bom, tem uma dificuldade decente mesmo para quem já está acostumado com outros games de megaman x
, mecanicas do boss boas diria até melhor que no x8, o jogo ficou um pouco mais rápido, as animações caprichadas, espero muito que o game saia logo porque estou morrendo de vontade de jogar e a ansiedade está a mil, a demo está muito boa tirando alguns defeitos como o loop de som quando se carrega o tiro e dar uma balanceada nos ataques do dark mantis que estão muito rapidos e se vc estiver sem a parte dos pés da armadura ou subtanks fica praticamente impossível de derrotar pois não dá para desviar dos ataques. Fora isso o jogo está otimo, a mecanica da motinha na fase do avalanche yeti está muito boa, e a luta com ele também, tem um bug no final da fase do dark mantis que os robos atacam por tras da porta do boss, todos os leveis até agora caprichados eu iria sugerir que o tiro colidisse com o cenário (as paredes) para aumentar um pouco a dificuldade do game, mas como é um demake baseado nas mecanicas do x1 x2 e x3 é compreenssível que o tiro atravesse a parede. Se possivel explicar o que a armadura icaro faz ja que tu só consegue pegar ela no debug mode seria bom a parte do peito principalmente que eu nao tenho a menor ideia do que faz, de resto o game está otimo e um trabalho extremamente profissional, eu me formei em game design 2D no final do ano passado e quando eu vejo trabalhos assim fico extemamente animado, aprendi a fazer games no construct 2 mas quero migrar para a GODOT no final desse ano se puder me dar umas dicas agradeço.
Muito obrigado por fazer esse game, isso tras de volta a memoria afetiva de muita gente que jogou megaman x na infancia como eu e que infelizmente viu a CAPCOM simplesmente abandonar a franquia depois de estragar o game com o megaman x7 (colocar em 3D foi a pior coisa na minha opinião) e x8 (que ficou menos pior e jogavel) e agora vou poder jogar um megamam de qualidade novamente gracas a vc.
  • Like
Reactions: rafams and Kenap99
S
Saints
METRO pasa el link del juego
B
BLRBG
Ayooooo , what the you have just bring to the world?

I really thought this mega man style will come with the Christ only…

you should sell the full game honestly….

the respond time also of the controller in this game is faster than the console x legacy collection respond time. Even when it is from capcom it self….

Without even mentioning the beauty of the yeti stage with also the manowar stage.

But It felt really Mega man x when talking about giga manowar stage.

Played it 3 times … and I think i am gonna play another 🫠
Hello! I would like to share my experience playing the Mega Man x8 16-bit Fan Game, expressing my admiration for the franchise and sharing my impressions and suggestions for improvement.

The beginning of the first stage, titled 'Noah's Park', provided an incredible introduction full of nostalgia, with impressive fidelity to the original and, above all, visually stunning. It's worth noting that in this fan game, the characters Zero and AXL are not available, and you can only play with X, reminiscent of the classic 16-bit Mega Man games, with his instant armors.

Moreover, one of the most notable aspects are the final bosses of each stage, which feature impressive pixel art, reminiscent of the 3D game, with renewed attacks and abilities. The difficulty of these bosses is significant, requiring strategy and memorization of their patterns, adding a rewarding challenge to the game.

As for the stages, it is notable that the Avalanche Yeti and Gigabolt Man-o-War stages were/are being created from scratch, with a differentiated approach, while maintaining fidelity to the original game stages. This unique approach is one of the aspects that make these stages of this fan game even more impressive!

Another notable aspect that I consider positive is the removal of the metal shop, which makes the player search for heart tanks, energy tanks, and armor during the stages, providing a gameplay experience even more similar to the classic 16-bit Mega Man X games. This approach is really interesting because it maintains the dynamics present in the old games, making the experience even more authentic.

Another positive aspect is the adaptation of enemy sprites from the original game to a 16-bit version, including enemies that did not have a 16-bit version. The pixel art work done for this adaptation is remarkable, with visually stunning and satisfying results.

In addition, it is important to mention that the game's initial menu has been remastered into a 2D format, which, in my opinion, is impressive considering that it is an ongoing project. However, I believe that there is still room for improvement in the near future.

I believe I have already mentioned all the positive aspects of this game, I apologize if I forgot something, but for now, that's all. Now, I will briefly list the points that did not please me, accompanied by suggestions for improvement for these negative points.

1- Optimization: This demo does not have a graphic configuration to reduce resolution or visual effects, which makes gameplay on less powerful computers unpleasant due to significant FPS drops. An example of this is the "Inferno" stage, where my FPS dropped from 30 to 15, making it difficult to pass through that area. Another problematic point is the "Pitch Black" stage, which also has several points with significant FPS loss, making the experience tedious and time-consuming.

My suggestion for improvement: optimize the game and add options to change the resolution in fullscreen or windowed mode, making gameplay easier on less powerful computers.

2- Dark Mantis: What can I say about this boss... My experience with him was extremely frustrating, as I was using X with only the Hermes armor on his chest. I struggled a lot with the insane difficulty of this boss, with its fast attack patterns and attacks that are almost impossible to dodge. It almost became necessary to have a complete armor and heart tanks to face this boss. I spent over an hour trying to defeat this boss and only didn't give up because I was extremely persistent, having to memorize each attack pattern to face him like a Mega Man speedrunner.

My suggestion for improvement: do something about this boss before someone else has a rage attack trying to defeat it!


3- X Buster: When I started playing, I faced significant challenges with X's normal buster shots, as their damage was insufficient to defeat some enemies quickly, resulting in taking damage before eliminating them. Even when pressing the fire button repeatedly, some enemies still took too long to be defeated, which increased my vulnerability. On the other hand, X's charged shot was overly powerful, capable of eliminating almost any enemy with just one charged shot, making the game relatively easy. I suggest balancing the X Buster to provide a more challenging and balanced gameplay experience.

My suggestion for improvement: I suggest a review of enemy balancing and X's buster to avoid an uneven gameplay experience.

4- Charged Shot: X's charged shot is not instant, taking a few seconds to start charging, which results in me taking unnecessary damage from some enemies. Another issue is the fade out of X's charged buster shot, where the sound of the charge slowly fades out. Additionally, there are irritating cuts in the loop.

Charged Shot sound fading out vídeo example:

My suggestion for improvement:
Fix these issues to make the game more polished.

5- Extreme Damage: I would like to point out that the high damage dealt by some enemies, such as the motorcycle character in the Avalanche Yeti stage, and Dark Mantis' "desperate attack," can be considered unfair. This can make fighting against these enemies unjust, especially when facing Dark Mantis early in the battle. I suggest evaluating whether these damage levels are intentional or need to be adjusted to provide a more balanced and challenging gameplay experience.

My suggestion for improvement: Balance the enemies and future bosses.

I conclude my analysis of the game, which was elaborated with care, dedication, and attention. I hope that some developer can read this review and understand that it is just my opinion, and that I wish the best for this fan game. I appreciate the excellent work done and the care dedicated to it. :)

Attachments

Last edited:
S
Sylvania
Also i may be interpreting "It's worth nothing" wrong. Please let me know if i did some mistakes.
Yovelynn
Yovelynn
To be honest, i would like to play whit Axl or zero but, more like of some sorta of... unlockable chracter? like a secret after you finish the game, you can play whit zero or axl in a new game whit rewened difficulty or something like that, but the game's purpose is to remember old 16bit mega man x games where only x where "playable" (Oh but mega man x3?) YOU CANT PLAY WHIT ZERO IN MMX3 SORRY BRO XD.
D
damage_case138
I can't beat Gigabolt Manowar either. I remember him being A LOT easier in the original. He hits like a truck now and his lightning attack ridiculously hard to dodge.... and he SPAMS it!!!

Comments

The sprite animations are really impressive, and overall it looks very nice. It also plays pretty well, too. I'm a little disappointed that Zero and Axl won't be playable, or that there won't be a shop, but nonetheless I am excited for what's going to happen with this project.
 
now this is Mega Man X
it feels real authentic compared to the old ones with a slight indie touch on the animation,I'm sure it only goes up from here
kinda sad Zero and Axl won't be playable,maybe Zero could be a part of it in something akin to Zero Project for X3 but I digress...
Amazing work,keep it up
 
seriously impressive, love the controls too actually, it's what I usually remap them to. my only gripe is forgetting about axl, it would be absolutely amazing if he was a playable character as well.
 
seriously impressive, love the controls too actually, it's what I usually remap them to. my only gripe is forgetting about axl, it would be absolutely amazing if he was a playable character as well.
The Defaut control though...........YIKE
 
Every thing seem AMAZING but because of the fricking control like seriously Mouse click for shotting or up arrow for jumping??? It look like a 4.5/5 game but the control alone bump it down to a 1.5/5 because there no keybinding option which is common practice these days even in DEMO.
 
this is absolutely amazing, I only wish I had the skill to help.
now this is something entirely that could wait till the end of development, but would some type of co-op (possibly 3 players since the 3 main characters) be possible at all? with fan projects its always a lot to ask for, but proper co-op in Megaman has always been a pipe dream for me (X Dive comes close but its a far cry of classic Megaman X)
 
This project looks awesome. I'm very excited to see where this goes, keep up the good work!
 
THIS is how X4-X8 always should have looked like from the beginning!
- awesome 16bit appearance [CHECK]
- no shitty sidekicks who interrupt you every 5 steps [CHECK]
- X's animations don't look like he is made of Jelly (seriously, the PS1 titles look like if he was soft af) [CHECK]
- no damn shop or part system [CHECK]
- no ingame-vocals [CHECK] [CHECK] [CHECK]
- no Axl [CHECK] [CHECK] [CHECK] [CHECK] [CHECK] [CHECK]

It's the pure Mega Man X experience I need and always needed. I really hope you don't cancel this project anytime in the future since history shows that all the outstanding projects got cancelled sooner or later :(

Thank you so much for this! Since I've first seen the Mega Man 7 and 8 Famicom demakes I wished somebody would demake X4-X8 since in my personal opinion X1-X3 were not only the best looking but also the best sounding and feeling X games ever made. If this dream comes true somewhere in the future, count on me. Because I'm even willing to pay for it. :D

Thank you, thank you, thank you. This is just beyond perfect!

Greetings from Germany :)
 
I honestly liked how it's turning out but I have some complaints regarding the fangame. although they mentioned that some scenarios that require rifer chaser would be recommended to stay as the x4 even if it's 1
The other thing is the sprites of the bosses. literally mantis too big not to mention its speed is too fast.
It cost me a lot to beat those 2 and what happened with that final attack. I say it is too big and fast to react and dodge. the same goes for the ruster
I say I like how it goes with that. I would even recommend not limiting yourself so much. and do something similar to x corrupted. I would even dare to harass I mean to ask those spriters how they did it to make those animations so fluid that that... not harassing is a joke
but I repeat it needs to improve those aspects. It's literally hard to beat him without armor. I just hope it gets better
 
I like everything about this demake except for the X's sprite.
I think the sprite used in MMX Corrupted would look much better for a modern demake.

Good luck and thanks for sharing your work.
 
Made an account just to comment on this. X8 is my favorite Mega Man X game (on the top 5 for the entire MM franchise too).

I'm extremely excited for this existing and I hope you keep going. However, I have a big complaint about the difficulty of the bosses. - Avalanche Yeti was somewhat manageable, but I think the icicles attack is unnecessary.
- Dark Mantis is absurdly hard! His dashing slash attack feels almost impossible to avoid if the previous attack was the shadow arrows and his overdrive attack is just too much. It was perfectly fine in the original, each slash covered roughly half of the screen and there were only two. But here it gives you way too little time to react, cover much more screen estate and there's more slashes that are even faster.

I haven't gotten to Burn Rooster yet, as I don't want to back out of Mantis' stage before I finish it, but I'm basically stuck fighting him again and again. For the love of christ please don't keep going the kaizo route and level it back just a bit. I hope I wasn't too harsh, because besides the difficulty this project is amazing and I can't wait to play a finished version of it.

EDIT: Dark Mantis took me upwards of 30 attempts to beat. Burn Rooster was fine, though the attacks are hard to read after he blocks off the walls.
 
Last edited:
The boss battle dark mantis needs to be a little bit fair in "Normal mode", if you keep this difficult in the Hard mode will be perfect and other bosses needs to gain an extra speed in some animations, But it was a perfect game, congratulation!!
 
Amazing X fangame, but I consider that dark mantis's attack speed is too fast for original X. If we can play as Zero or AXL in the future, it need to be balance about each character specific attack method on boss fight. However, it is still a nice x1-3 style fangame of all time, nice.

Although it is hard, I still finished all boss no damage challenge so far.

attach link!
Crabs-Y [No damage/No Armor]


Avalanche Yeti [No damage/No Armor]



Burn Rooster [No Damage/No Armor]


Dark mantis [No Damage/No Armor]
 
Last edited:
So I tested the game in a low end PC I have just for the sake of it and I ran into some performance issues that should probably be dealt with.
When I get to the boss room the game gets really laggy as it stays like that until I die, probably because of having loaded the entire stage up to that point, you should probably make the game unload some assets upon reaching certain checkpoints so it runs into less performance issues
Other nitpicks I have are:
-You can't change the way you are dashing mid dash. That is a feature in all X games except the PS1 trilogy (I might be wrong, don't remember) but I really think it's something that should be in the game, it doesn't feel right without it, specially when using Hermes boots to dodge an attack.
-Dark Mantis is way too hard. Not only he is huge and you can't really aproach him the way you would in X8, but also his attacks have way too large hitboxes even for the bigger screen size. It's almost impossible to dodge his rage attack without Hermes boots.
-I think the RideChaser sequences should be kept auto scrollers. Being able to lose the bike makes the stage really boring and doesn't feel right, but at the same time the stage doesn't feel like it was made for this mechanic in mind. I hate auto scroller as much as the next guy but the way the Avalanche Yeti stage was made feels wrong. The same could be said for the descending sequence in Burn Rooster's stage but I think it's better the way it is now, but it does need to have something else to make that sequence more engaging and less skippable... Maybe having to defeat all the enemies before the camera can scroll down? (This ideia is really bad, don't actually do this. Try thinking of something else.)

That is all the feedback I have so far but this project is looking great and I really look foward to playing the full game in the future, good job! :)

Greetings from Brazil
 

Item information

Added by
AlyssonDaPaz
Views
189,188
Comments
24
Reviews
11
Last update
Rating
4.50 star(s) 18 ratings

Downloads

More in Fan Games

Share this item