That's the hardest part about making a fan game: getting it to feel just like the original. You can throw a platformer together in a few minutes with the right sprites but it just won't feel the same. The code is absolutely sloppy, as I was new to Construct when I started the project and haven't bothered to fix anything. I just piled onto the mess! That is why I don't feel good about releasing the cap at this point, but you can take a peek at my progress so far and tell me what you think. Most of the basics are there. What makes a fan game so hard are the little details in the controls. Megaman's little dance step (you know, his one pixel step) was a KILLER to figure out, as well as accurate sliding mechanics (cancelling when you turn, when to get up, etc.)! What I did to calibrate things just right was to record myself doing various actions in an emulator and play it while trying to re-perform those actions in my game side-by-side, making adjustments accordingly.
The engine by SuperV is pretty neat, I just wish I knew about it when I started this project, although it lacks in a few areas. If I ever get around to a rewrite, I will surely post it here, but like I said, I just don't feel good about posting a cap that looks like a 3 year old wrote.
Anyways, as best as I could get it for now...
Numpad + and - to add or subtract health.
Jump and shoot (blanks) with Z and X
Click to make an energy pellet. Included the "time stop as your meter goes up" thing.
F1-F3 for resize.
http://dl.dropbox.com/u/5530592/Megaman%20Movement%20Demo.exe
Anyways, ask if you have questions about anything specific. I probably didn't do some things right, and most things inefficiently, but it's there!