So, what is this Rockbot about?
- Well, putting simple is a game made in the spirit of capcom’s classic Megaman (Rockman in Japan) game series (1-6 and 9-10), that have original storyline and graphics, besides an editor where the user can edit their own stage and enemies, allowing other people to distribute their own versions of the game.
Why not make a Megaman game?
- Megaman is property of Capcom, we don’t own it and we try to respect trademarks.
You say you respect trademarks but you are using sound and graphics from Capcom games. What is up?
- This is a long answer, but let’s try to break into pieces:
- Capcom is friendly towards fan-games, but we don’t want to abuse, that is why we try to keep at a minimal usage of their work.
- We do want to replace all assets with free ones and we are targetting Rockbot 2 to have almost 100% free art.
- If Capcom asks us to remove the game, we’ll do it and only put it back until all copied art is removed.
What did you used to create this game?
- The game itself is made with SDL library, and ported to systems that have support to this library, such as Windows, Linux and Playstation 2. More ports like Mac, OSX, iOS are possible also. The editor is made by using Nokia’s Qt toolkit and is available PC desktop systems like Windows and Linux.
Who are you guys?
- We are Megaman fans. We like the game. We feel sad that Capcom did not bring the game do old consoles such as Playstation 2 and DS, thus we wanted to create a tool that allowed us to play those games in those platforms, but also wanted to create an original game baserd on it. Iuri Fiedoruk – programmer analist working to HP Brazil throught T&T contractor, graduated in Conputer Science. Creates initial concept art, organizes the system structure, develops and port the game engine to different platforms. Arismeire Kümmer Silva Fiedoruk – graduated as literatura specialist, develops artesanal and computer artistic works. Creates concept and instruction manual and press art material. Rodrigo Machado Hahn – in course to become graduated as computer master, develops pixel art. Demétrio K.M – starting his graduation with computer science, helps to develop and fix bugs.
What is the main objetcive of the project?
- When Capcom decided to ignore players of Nintendo DS, Playstation 2, XBox and computers by launching Megaman 9 and 10 only for XBox-360 and Playstation 3, we decided it was the time to show that it is possible to support those platforms with games in old school style, but instead of simply trying to create a Megaman-like game, we decided to incorporate the creation of an editor, so anyone can create their own adventures, or even port the original games (remember that, for this, you must own the original game).
What are the differences between Rockbot and classic (1 to 6) Mega Man games?
- Expanded color palette
- Greater resolution – 320×240 instead of 256×224
- Two different players with different abilities
- Shield usage
- Slide can pass under small spaces, while dash can’t
- Skull Castle stages are saved and have password, so you don’t have to play the whole castle every time
- Parallax background effect with two layers
- Rockbot comes with an editor (Linux & Windows) allowing anyone to create their own games
- Code is licensed under GPL v2
- Multi-platform, running on Windows, Linux, Playstation, PSP, Dingoo and more
- Megaman X style in-stage dialogs and intro-stage.
What license is Rockbot under?
- The code is GPL v2.
- The graphics, as not entirely free, are not yet licensed.
- Sound effects are copyright of Capcom.
- Music use Mod Archive license terms.
- We plan to replace all copyrighted material on due time and license binaries under Creative Commons Share Alike.
Can I redistribute Rockbot?
- Due to containing some copyrighted material from Capcom, even if used only in minor parts and under legal fair use, we ask for you to not redistribute this game. It is available from our site freely, so instead, please just link to the original download page/link.
What is your relation with Capcom?
- None. We are fans of the 8 and 16 bits generations games created by Capcom. We really enjoy Megaman, but we have no link with the company.
Are there any plans for a sequel?
- Yes. Check Rockbot 2 FAQ for more information.
So, what improvements do you foresee on next versions?
- Slipery terrain for ice stages.
- Replacing copyrighted graphics and sound effects for our own.
- Redesign some stages like we did in Mummy Bot’s, current targets are techno and Seahorse.
- Improved usability for the editor.
- Armor parts like Megaman X ones.
- Bolts and shop.
- Allow one to create a replica of Megaman 1, 2 and 3, with all features from those games.
What happened to the Nintendo DS port?
- As the DS SDK have critical issues with SDL, mostly in the sound part, it is very hard to develop a multi-platform with DS in mind, having to deal with the memory, speed and resolution limitations; thus, the DS port will only retaken when the engine is mature enought so we can focus exclusively on optimization and reduction.
Can you port Rockbot to system “X”?
- Mostly like yes, but being realistic, it is VERY HARD to develop to a system without owning the system hardware myself. Someone just crushed my Nintendo Wii port quality and I don’t even know why, as I only have a Wii emulator to test… So, if you want a port to a given device, ask me if it is feasible (it depends on having a SDK with SDL support) and then donate me one and I can make it happen. Minimal requirements are resolution ot at least 320×240 and 16 MB of RAM. Possible systems I could port if I had the hardware include iPhone, XBox, Dreamcast, Mac OSX
What ports do you actively mantain?
- Windows (portable and installer).
- Linux (both tgz and deb).
- Playstation 2 (USB only, but major versions have cdrom image also).
- Playstation Portable.
- Nintendo Wii (very semi-supported as I have onbly Dolphin emulator to test).
- Dingoo (Dingux only, because the native SDK does not support C++/SDL).
- Android ARM (no x86 for now).
- Open Pandora.