This is a complete retexturing. Every block, every item, every mob, every color map, every splash message on the title screen, and every environmental factor has been overhauled.
Retexturing all the items was probably the hardest part. I worked on them gradually, doing a few more with each new release, until suddenly they were all done. Boy was I glad there were 10 main games and even more side games to mine for resources.
Doesn’t the GUI make you feel like you’re playing a fine classic of a game? It was originally rather plain in a way that was game-accurate, but I got tired of that and revamped it. As great as 9 and 10 were, staying in 8-bit just limits Mega Man’s potential and that of my resource pack.
Classic Mega Man games are known for their unique artwork. The painting with all the Mets is probably my favorite.
Unlike, say, the New Super Mario Bros. series, every Mega Man game has a unique look. No two levels are ever the same, and I strove to convey that by giving every single block a unique texture even where the vanilla resource pack doesn’t, such as for every color of glass, wool, clay, and wood planks.
Check out where some of this resource pack’s textures came from. A lot of recoloring and editing was involved; this was not a lazy copy-and-paste job.
I scoured every game for the smallest of details that were worth adapting.
I thoroughly exploited Minecraft 1.8’s new randomized texture feature. Many individual blocks have quite a few variations in their graphics and animations, some more subtle than others. I might have overdone it, in fact. This personal project of mine has come to feel like the work of a madman.
I mean, take a look at the 35 kinds of nether brick in this screenshot. Together they make this nether fortress look like a Wily fortress. If the variety in these blocks is off-putting, you can force each block to use the same brick-like texture just by building with slabs instead of full blocks.