##MEGA GIRL.git Battle Rainbow
Megaman inspired game. Me no speaky english when this tired. Will be back soon with description!
###Notes
- Sounds - Still missing! I felt like it was all or nothing on this one...I didn't want it to sound cheap or incomplete.
###Updates
- Fixed secondary key binding for jump. Sorry!
- Prev/Next weapon is suppose to be S and D, not A and S.
###Controls
- Arrow Keys - Move
- Z or W - Jump
- X - Fire
- Esc or C - Pause
- S and D - weapon change prev/next.
##Tools Used
- Unity 3D 4.3
- Adobe Photoshop
- Graphics Gale
##Third-Party Unity Libraries
- NGUI - UI framework
- 2D Toolkit - 2D framework
- ProBuilder - Shapebuilder for creating levels
- Play Maker - FSM tool for various logic used in the game
- fastJSON - JSON serializer/parser
- MateUnity - accumulation of stuff I made for Unity
##Music Credits The Newgrounds Crew! Note: All music are lincensed under Creative Commons, Non-commercial.
- Main - (8-bit wonderland) by duttonsayshi
- Stage Select by (Where's The Map) by Neon-Bard
- Stage Selected - (Megaman 3 stage selected remix) by phoenixdk
- Victory - (Spirit) by duttonsayshi
- Game Over - (Melancholic Piano Score) by 5vedjeland
- Boss Battle by intero
- Stage: Chea Guerrera - (Catface) by waterflame
- Stage: Thunder - (Beautiful Chaos) by duttonsayshi
- Stage: Tankie Girl - (Action-packed-happy-time-warzone) by ANTI-SPAMGUN
- Stage: Totally Clair - (Lost My Mind) by lilkiller212
##Coming Soon
- 2 other stages.
- final stage.
- Epic battle of the century.
##Useless Facts
- Why are all the bosses females? The original story involved GitGirl being a nusance to the intergalactic girl scouts and she is banished in the outer realm of space. After a while, I decided there's too much spite in the story. The funny thing is that I actually quite like how the story is now, something that just manifested near the deadline.
- This game was originally going to be just you shooting a bouncing star and collecting pointless things. Now it's about reclaiming long lost abilities from malevolent viruses and saving the internets from a certain doom. So slightly less pointless.
- The stages supposedly describes the personna of each boss. I tried...
- The weakness of each boss is based on what their personality can't stand. So totally-serious types really hate happy-go-lucky types, diligent ones hate chill-outs, etc. I thought it'd make a much more interesting thing than just using elements. (hint! hint!)