View Full Version : Megaman ZT
SmokedToast
31-07-06, 08:59
Game File Size: 2.636 MB
MP3s File Size: 10.739 MB
GM Version: GM6
Screen Resolution: 320 x 240
Changes Screen Resolution: No, but fullscreen with F4.
Downloads: Main game Download (http://www.savefile.com/files/408489)
MP3s Download (http://www.savefile.com/files/408500)
Screenshots: http://img.photobucket.com/albums/v292/SmokedToast/ZTVer12Screen2.png
http://img.photobucket.com/albums/v292/SmokedToast/ZTVer12Screen3.png
Controls:
A=Dash
S=Jump
D=Attack
E=Change Character
G=Pause
Controls, sound volume, and music volume are changable in game, just bring up the pause screen then select the icon that looks like a TV with a controller and hit attack.
Plot: Basically the game is set after the events of Command Mission, and is a replacement for an old CnC game I was working on at the same Site as MM21XX, that was known as Zero Tolerance.
The idea is that after Giga City exploded, several new cities/mining facilities formed on the planet to mine the force metal remains that fell to earth. One day, a large deposit of force metal falls from space with many other materials inside. One of the biggest force metal facilities of all time forms around this meteorite which landed in the sea. Eventually an explosion rocks it and the hunters are sent in to investigate.
Updates: (So many it's not even funny.)
-New Map layout for Docks area leading to sub-boss.
-New P(oint) B(lank) M(anuever) combat engine in play, stationary enemies no longer cause contact damage. But the projectile characters each gain a bonus move for getting up in their face and attacking, such as Churchill's new ability to hyper charge.
- Bisping's attack and defense have been raised and he has also gained a Shoryuken. (Up+Attack) His standing attack animations have also been updated.
- Paramorph AI has been implemented, but I haven't placed it in the demo yet due to plot reasonings.
- Two hidden items in this one. All hidden items so far are programmed into the game as well.
- Boss activation and confrontation engines finished.
- Introduction added, though not all the animations for it are finished.
- Copters are completely implemented.
- Various small bugs eliminated.
Sorry the paramorphs weren't in yet guys. From here on in though, I believe each update will have massive additions for levels and such. I've programmed so much of the background stuff it's just not even funny, so the areas should come along fast and decently.
All bosses now have their themes and animal counterparts as well. ^_^
Omg-So many Megaman games and fangames and comic with Z -_- It's getting old.
Anyways, it looks pretty good (except I hate the name, sorry).
SmokedToast
31-07-06, 17:57
Omg-So many Megaman games and fangames and comic with Z -_- It's getting old.
Anyways, it looks pretty good (except I hate the name, sorry).
eheh, well, the name is a cute reference to my very first game, Zero Tolerance. XD Twas created way back in the 90s, and actually had a spot on the same website as MM21XX for a while. Which is kind of funny in a way, because Zero and X do not show up in it. XD
Sweet! A game with an actual reason for having a Z! Thats a first! (< Not sarcasm) Anyway, are you planning on having those sprites converted to 32-bit, or what?
SmokedToast
31-07-06, 19:32
Sweet! A game with an actual reason for having a Z! Thats a first! (< Not sarcasm) Anyway, are you planning on having those sprites converted to 32-bit, or what?
Sort of. XD
If you mean by colors and shading, yes. : ) It's still going to be the same sprite, we just rework the insides into 32 bit shading. The friend who came up with the style dubbed it GBA Extreme sprite style. XD
SmokedToast
07-10-06, 04:53
-Uppercut implemented
- Save room and character switch engine implemented
- first select screen implemented with code to show how the weapon select will work.
- Engine refined a bit more.
COntrols:
A : Dash
S : Jump
D : Attack
G : Pause
There's a large number of hot keys implemented as well, though I can give one off the bat, T which will give you two weapons to demonstrate how the weapons work equipping wise.
Next version will have Bisping's punch's graphical upgrade, still waiting on it.
TarkarisZX
07-10-06, 05:09
What did you put into that download??? It's taking me forever!
SmokedToast
07-10-06, 05:23
What did you put into that download??? It's taking me forever!
Oh, oops man. ^^: It's got the MP3s for the MP3 mode, it's only about 13 megabytes, shouldn't take too long to get. ^^;
TarkarisZX
07-10-06, 05:31
My download eta is... TWO HOURS AND SEVEN MINUTES!!!!!!!!!!!
EDIT: nevermind it's going much faster.
SmokedToast
12-01-07, 22:44
New version released!
Details up above.
Looks decent. Will be keeping my eyes on this.
SmokedToast
28-01-07, 19:05
Looks decent. Will be keeping my eyes on this.
Thanks man!
I'm currently waiting on Solarblade for the next demo, he's putting together the levels for me.... it's got technical 3d mapping. :D
But in the meantime, we are looking for possible boss standing pose spriters/artists. Having trouble coming up with a visual look for them, despite having the details in my head. Anyone interested, please PM me and I'll give details on the bosses so far.
Dead Panda
28-01-07, 19:08
I can sprite, the game is 8-bit, right?
SmokedToast
28-01-07, 19:20
I can sprite, the game is 8-bit, right?
Kind of. : ) We're going with Megaman Xtreme Graphics, but in the end the shading is going to be 32 bit MMX style.
kind of like this stretched example.
http://img.photobucket.com/albums/v292/SmokedToast/NaviExample.png
kingofanime
28-01-07, 19:25
Well, like I said on AIM, just hit me up when you need me to sprite something.
Dead Panda
28-01-07, 19:36
Kind of. : ) We're going with Megaman Xtreme Graphics, but in the end the shading is going to be 32 bit MMX style.
kind of like this stretched example.
http://img.photobucket.com/albums/v292/SmokedToast/NaviExample.png
I guess i can do it the sheet in 8-bit, then someone can shade it.
SmokedToast
28-01-07, 19:42
*nod* we can give it a try Omega_Guy. Sending you a PM boss description right now, we'll go off of that for doing any other ones, ok? :)
Dead Panda
28-01-07, 20:28
Okay, i'll get to work on it.
Terry von Feledae
28-01-07, 21:12
A little question: Will it be possible to change the controls later on? I'm used to S=Attack and D=jump, so I have problems...
SmokedToast
28-01-07, 22:07
A little question: Will it be possible to change the controls later on? I'm used to S=Attack and D=jump, so I have problems...
Hit G to bring up the pause screen, then move the cursor down to the second blue icon on the bottom and hit attck. : ) then just select the key you wanna change, hit attack again and then press the key you want.
Terry von Feledae
29-01-07, 15:49
Thanks! I already wanted to look at the source and try to change it there, but it's not needed yet.
However - what sprites do you need? Better shadings for existing sprites? completely new ones? I could try spriting something, but I don't know if it will look good.
Addit: I just noticed something when playing the game. I configured the controls like you said - but for some unknown reason, everytime I died or went to another screen, the controls went back to normal, means I had to reconfigure them. That's something you should fix.
SmokedToast
29-01-07, 22:06
Thanks! I already wanted to look at the source and try to change it there, but it's not needed yet.
However - what sprites do you need? Better shadings for existing sprites? completely new ones? I could try spriting something, but I don't know if it will look good.
Addit: I just noticed something when playing the game. I configured the controls like you said - but for some unknown reason, everytime I died or went to another screen, the controls went back to normal, means I had to reconfigure them. That's something you should fix.
Ahh... I think I fixed that in the coding for the next version. Can't be sure though if it's what I think it was because I altered some stuff then changed the filename since then. ^^;
As for the sprites-end... well, there's a couple of things we need. We're looking for people to help shade the existing enemies into the style of the two characters in the title screen, which is basically PSX shading inside of the outline... also looking for possible spriters for some of the bosses to help out. :)
If you're interested in helping out man, me and the head consultant came up with a 'test' of sorts for potential spriters to help keep ZT from imploding like the last time I was working on it. ^^;
It'll also help us figure out what part of the spriting team you'd work out best on...
It's kind of funny that you asked Terry, I was thinking of asking you if you would be interested in the project yesterday after looking up your sprite threads. XD
MEGAMAN ZT Sprite Test
Basically we need a standing for one of these each in the PS MMXtreme style demonstrated for examples:
1) mechaniloid / small enemy
2) mechaniloid / large enemy
3) reploid / humanoid enemy
4) maverick / boss character
They can be either original conceptions, or Canon enemies that haven't been converted to the Megaman Xtreme Style. :)
Also, one of them must have an example of motion as well, so we can see how well you can animate it.
Terry von Feledae
30-01-07, 13:11
I tried a few things. First here are two PSX-shaded mmxtreme-enemies.
The second thing... Well, I tried to make some custom humanoid enemies, but they looked completly stupid. So I will probably only be able to shade existing ones.
However, I will try it a few more times, let's see if I get better.
SmokedToast
31-01-07, 03:13
-NEW POST-
Alright, V(Main Consultant)'s opinion based off of the sprites. :D
He likes the metal shine and colors on the larger mecha, it's pretty clean. The smaller one needs a little more work on it, he says if the Sprite test doesn't work out, he'd like you to practice a bit more on the humanoid reploids coloring. :)
If it helps any man, just refer to the example sprite I posted in here, the outermost outline should be black on all sprites, so you can work more with the pallete on the inside of the humanoids. :) And we aren't going to impose a 16 color limit either, as a decision due to the size of the sprites. 5 color shades a possibility if you can make it look good.
Also, a correction on the custom part of the test... a fully custom humanoid isn't required, just a showing that you can pull off something that isn't a dead give away for the origin like, a custom pose, altered figure, etc.
SmokedToast
03-03-07, 17:27
Hey guys, sorry about the delay on the new demo. I've been working on something really cool for the next one, mainly Churchill's armor copy system... and I hope to have a demo out in a few weeks. I'm just working on getting a decent chunk done out of the coding for the system.
Smoked do you still need help spriting for this?
SmokedToast
04-03-07, 20:10
Smoked do you still need help spriting for this?
Yeah Zero, though like mentioned earlier in the thread, there's a test to go through to be considered. *nod nod* V's seen your axl sprite and pointed out some problems with it, but if you want to help out with spriting... feel free to go through the test. :)
Oh yeah guys, and just to give an idea of what cool tricks I've programming into this over the last couple weeks...
http://img.photobucket.com/albums/v292/SmokedToast/ZT%20Screenshots/RailDashSShot.png
An example screenshot of the Rail Dash Upgrade. :)
http://img.photobucket.com/albums/v292/SmokedToast/ZT%20Screenshots/DiscusArmorSShot.png
Figured out how to set up segmented armor, plus it demonstrates one of the gauntlet upgrades... Chakrams!
http://img.photobucket.com/albums/v292/SmokedToast/ZT%20Screenshots/GrappleSShot.png
And another gauntlet upgrade WIP... Grappling hooks. :D
Pfft problems I'm just kidding but sure I game for a test.
SmokedToast
04-03-07, 20:27
Pfft problems I'm just kidding but sure I game for a test.
Hrm... well, V says that he wants you to get some more practice on the style and brush up on it man. Once he sees improvement on the capabilities, then it'd be best for taking the test. The biggest problem he saw with the axl sheet was that the arms shrink and go gimp when he's got a pistol in hand, plus the hands shrink as well. That came up as a big concern since that's the major custom part of the sheet, you know? Plus the arms don't stretch across when holding both pistols, when the arms adjust to do so in the other normal x poses.
The good news though is we're mainly working on the engine, so there's no major worries on the sprite sheets.
I see what you mean on the shooting sprites but I a bit confused by this.
Plus the arms don't stretch across when holding both pistols, when the arms adjust to do so in the other normal x poses.
SmokedToast
04-03-07, 22:30
I see what you mean on the shooting sprites but I a bit confused by this.
I think what V i trying to say is that the arm on the side facing us is even more shrunken then the other arm and the waist could be rotated slightly, like on the running sprites where the same arm, even bent at the elbow, reaches close to the distance of the shrunken back arm. Does that make sense?
Yeah Smoked I understand what your saying and I thought it would be cool if this game was Co-op like I wish X8 was.
SmokedToast
14-03-07, 15:59
Yeah Smoked I understand what your saying and I thought it would be cool if this game was Co-op like I wish X8 was.
Well, the original version was... though it was buggy as all heck, lol. :)
Oh yeah guys, would anyone be willing on helping with Church's sheets? I don't need anything sprited though, what I really need is for someone to go over the sprite sheets and make 5 duplicates of the sheets, with in each only one of these 5 things showing. ^^; Face, Helmet, boots, Armor, gauntlets.
Pfffffffffffft, this will be easier than taking all my 2nd grade test over again.
SmokedToast
19-03-07, 17:02
Pfffffffffffft, this will be easier than taking all my 2nd grade test over again.
Haha, so is that an offer to do it soul? XD
I was actually talking about the test, but I'll do Church too.
SmokedToast
19-03-07, 17:15
I was actually talking about the test, but I'll do Church too.
LOL, ok man. :) I'll PM the sprites over tonight soul lock, on my work comp right now and don't have access to them. You wouldn't mind if they're segmented into 'strips' for each animation, right?
Cool. I can do it. No prob.
do you still want some Manericks?
SmokedToast
19-03-07, 18:40
do you still want some Manericks?
Well, we have the mavericks picked out blackhook. :) We're just taking sprite test submissions for the moment to find potential spriters for them, as well as working on the sprite conversion, etc. Feel free to take a whack at the test if you want to help out on the game.
Can you make the animation a little more faster..It's slow..
I did the small enemy and the reploid, working on the mech now.
EDIT-Gaia,what the HELL are you talking about?
Terry von Feledae
19-03-07, 18:52
ST, you are the best fan game creator in the whole world(no kiddin')!
Just had to say that.
Anyway, my latest "eye-injury" has gone away it seems, so I can help you with spriting again. I was bored today, so I actually did a scratched humanoid sprite. The only part used from another sprite were the boots(Which are mostly X') and I think it looks decent. It's not my fault that it looks helluvalot like Enker.
With animation.
SmokedToast
19-03-07, 19:00
ST, you are the best fan game creator in the whole world(no kiddin')!
Just had to say that.
Anyway, my latest "eye-injury" has gone away it seems, so I can help you with spriting again. I was bored today, so I actually did a scratched humanoid sprite. The only part used from another sprite were the boots(Which are mostly X') and I think it looks decent. It's not my fault that it looks helluvalot like Enker.
With animation.
Oh, awesome Terry! :) the only thing that sticks out from my view point is the 2nd to 4th frames, the upper body and legs look really skinny, almost skeletal in those frames. ^^; gotta remember, the upper body does go past the shoulder on a normal humanoid body. :P Frame 5 looks a little weird too, but it's not as bad, more in just how the right shoulder/shouderpad is positioned. :) Just fix up those areas and I can run it past V tonight.
Why not send some Demos to Fangamez.net. (http://www.fangamez.net/main.php) You can some feedback from other people besides us here at SI. Plus, they need some good games. Besides the Hard Hat games and Super Mario Wars.
SmokedToast
19-03-07, 19:39
Why not send some Demos to Fangamez.net. (http://www.fangamez.net/main.php) You can some feedback from other people besides us here at SI. Plus, they need some good games. Besides the Hard Hat games and Super Mario Wars.
Well, I have a thread over in their forums for ZT. XD Maybe I'll send the next demo for Model Royale over, the current one still feels a little too small to send over to their demo section.
Well, we have the mavericks picked out blackhook. :) We're just taking sprite test submissions for the moment to find potential spriters for them, as well as working on the sprite conversion, etc. Feel free to take a whack at the test if you want to help out on the game.
Yust tell what shall i sprite and I sprite it ;)
SmokedToast
20-03-07, 15:48
Yust tell what shall i sprite and I sprite it ;)
*Chuckles* well, like I said blackhook, gotta take the test (http://www.sprites-inc.co.uk/forum/showpost.php?p=85818&postcount=22) first. :P
http://i97.photobucket.com/albums/l212/blackhook/spng.png
when its all you want. I madet this a while ago its Sting Chameleon
Not exactly,that's 16 bit shading, he's looking for 32-bit...
How 'bout this?
http://i13.tinypic.com/48z8or5.png
And mabey good for a Final Boss (http://www.youtube.com/watch?v=EzEBufrjHFw)theme?
32 bit rly?
here
http://i97.photobucket.com/albums/l212/blackhook/spng-1.png
SmokedToast
11-04-07, 14:50
32 bit rly?
here
http://i97.photobucket.com/albums/l212/blackhook/spng-1.png
Well yeah, kind of like that Blackhook...though we're also looking for a bit more detail and proportions then that. Sorry about the delay in replying. ^^;
BTW guys, this game will probably be updated next week. Just working out some of the details of how I want to program in some of the remaining weapons/etc for church.
So , Am I in???????????Ok i´m gonna make more detailed sprites.......
SmokedToast
14-07-07, 11:18
Here you go guys. : )
http://www.savefile.com/files/886876
It contains the new bisping attack engine as well as all of churchill's armor upgrades being programmed for the most part, just one weapon and 4 gigas that need sprites for the animation.
Just hit Numpad 2, bring up the options screen with G, then select the object you want to try out, hit attack, push down until you see an icon next to the blue MMZ pic, then hit attack again. :)
I'll leave things open to what exactly each does, though some will not show up as they are passive upgrades. I will give these hints though to what each does...
All non-passive Specials are activated by down+attack. :)
From left to Right, top to bottom...
First Row
Helmet-Grants you luck
Special-Passive, doesn't come up in current demo though it'd be great for a lot of MM games. :)
Giga-Look out for charlie!
Special-"Oh lookie! *boom* x-x"
Second Row
Weapon-Spiderman, Spiderman, doing everything a Spider can~
Armor-Your horrorscope says to spend sometime outside today.
Giga-Some might recognize this from a former X game, with a bit of a twist. :)
Helmet-Targetting a gogo!
Third Row
Armor-...Damn, I forgot to leave the components for this in this demo... what a piece of junk. :)
Weapon-Unimplemented... Arthur's going to kill me.
Boots-And presto! the box is empty. ^_-
Armor-I think the enemies will get the point.
Fourth Row
Weapon-What a mess for your enemies... Needs finetuning, will get more varied in means in later versions. ^_-
Special-Not implemented yet, but it'll give you quite the booty. :)
Special-Passive, though your enemies will think it a bit aggressive. ^_^
Boots-Spiderman's got nothing on Churchill. XD
Fifth Row
Weapon-Ricochet Rabbit! Wonder what else this can do with the proper helmet...
Giga-An old weapon classic with a new ninja twist... :3
Giga-Death from above on a snowy day!
Armor-Leechers beware! this armor's just for you. :3
Sixth Row
Helmet-Passive but not implemented... Hippies would love this helmet
Boot-An offensive boot! Quick turns, sparks flying... the kind of fun you only see on Nascar
Helmet-Talk about aerodynamic armor...
Boot-Walking on Sunshine, oohhh ohh!
Any guesses and such on the upgrades, feel free to give them in this thread. ^_^
As for the attack engine of Church... to give an idea of the kind of attacks coming in the future when he gets his move sets. ^_-
Duck+Attack=Crouch punch
Aerial Down+Attack=Mario Stomp :3
Dash+Attack=Dash Lunge
Up-close Direction of Enemy+Attack=Double Palm Thrust
Up+Attack=Hop Uppercut
Enjoy!
Terry von Feledae
14-07-07, 11:37
Unplayable. I can't even take three steps really - I get an odd glitch when trying to walk: Even if I tap the button once, the game treats it like if I'd continously hold it, making me blindly run into one direction until I hit the spikes and die. Also, opening the sub-screen makes the game lag. A lot.
This happens on all music-modes, even without any music. Might be just my slow, buggy PC... But I still can't really play the game.
Solarblade
15-07-07, 00:58
@Terry: I didn't run into any problems, so it must be on your side...
It's cool. I didn't run into any problems. I think >.>;
My favorite chip/upgrade/whatever-the-heck-its-called was the green glob thing =D
That was cool.
SmokedToast
27-08-07, 14:46
Unplayable. I can't even take three steps really - I get an odd glitch when trying to walk: Even if I tap the button once, the game treats it like if I'd continously hold it, making me blindly run into one direction until I hit the spikes and die. Also, opening the sub-screen makes the game lag. A lot.
This happens on all music-modes, even without any music. Might be just my slow, buggy PC... But I still can't really play the game.
Oh shoot terry, missed this. It sounds like it's the PC, because it sounds like what's happening is a lot of lag between the Input and the computer, which is why it's registering things as if you're holding it. It could also be the program's taking input from one of the things in your computer as in being a joystick somehow, that's happened as well with GM games.
ZT work will be picking up in the next week guys, I've managed to find time to get my life together after my trip and I really want to start working on this again. :)
Maybe you could concentrate on one thing first in the game, like the first row of attacks, then the second, and one thing; the button to save was different than what you said...otherwise, It was really great.
Nightmaresplody
03-09-07, 22:53
Some problems:
The attack button is right next to the jump button. I keep on getting the two mixed up. Try changing the jump button to the Up arrow key. Also, there's no death scene, no fade to black, no 'game over'. You just jump back to the main menu. There's also a bit of style mixing. The backgrounds look alot more colorful than the sprites. Possibly Zero style. I'm not sure about that though. Maybe that's how Gameboy games look, but if that's the case, then the sprites themselves seem a bit too colorful. Normally, Gameboy sprites have only three colors, but these sprites have up to 6 or 8 colors.
Also, the background music disappears once you die, and the character you play as runs too fast, making you misstep more easily. Most of the controls also become unresponsive when you get hit, injured, or if the background changes, and you can't grip onto the walls very good. You just end up falling off.
Now for the good:
The high speed of the running makes this game alot more fun than a real megaman game. you can practically fly trough levels. Add that with Bisping's power, ability to not get hurt when he touches an enemy, double jump ability, and really good punching animation makes the game verry appealing to the eye.
Err... is nothing supposed to happen when I click download in the link? >.>
Terry von Feledae
04-09-07, 10:58
The attack button is right next to the jump button. I keep on getting the two mixed up. Try changing the jump button to the Up arrow key.
If you don't like the control scheme, you can change it in the menu. I, personally, think that mapping the jump button to up is a bad idea.
There's also a bit of style mixing. The backgrounds look alot more colorful than the sprites. Possibly Zero style. I'm not sure about that though. Maybe that's how Gameboy games look, but if that's the case, then the sprites themselves seem a bit too colorful. Normally, Gameboy sprites have only three colors, but these sprites have up to 6 or 8 colors.
I believe that most of those are actually from MMXtreme; In said gam, backgrounds are often more colourful than sprites.
The backgrounds come from the SNES X games.
(That was from Strider.)
The backgrounds are 100% NOT Xtreme. They are 16 bit- backgrounds.
I recognise the SEA from X1.
If I remember correctly there going to shade the 8-bit characters, enemies, and bosses into 16-bit so it fits better.
Damn. They should shade 'em to 32-bits.
Terry von Feledae
04-09-07, 14:54
If I remember correctly there going to shade the 8-bit characters, enemies, and bosses into 16-bit so it fits better.
32 bit, actually. The backgrounds too.
I was supposed to help with this matter. I'll continue once we hear from ST again on the progress of the game and what exactly he needs.
I knew it was one or the other I just went with 16-bit cause they're using 16-bit backgrounds.
I've downloaded it. Now I demand a option for speed. It's too fast for my tastes. I keep falling into pits. X.X
Hidden Fun Stuff
04-09-07, 16:50
I've downloaded it. Now I demand a option for speed. It's too fast for my tastes. I keep falling into pits. X.X
I like the speed. It reminds me of the "Speedster" part in X6. I like the game overall, really. (Megaman ZT, I mean.)
I like the speed. It reminds me of the "Speedster" part in X6. I like the game overall, really. (Megaman ZT, I mean.)
And when I just luckily clear the pits, I speed too fast and drop into the spikes. >.>
SmokedToast
13-09-07, 15:15
Ricky, my suggestion is to try the full screen setting, it's one of the Function buttons. It should slow down the game enough for you to play it normally.
The backgrounds are technically SNES backgrounds with a touch of brightness and contrast to make them appear to be closer to the GBA backgrounds. Like as mentioned in this thread, the final sprites of churchill and bisping will be shaded like the two mystery characters on the title screen... : )
Terry, the big thing I guess I'm waiting on is Waveman/other dock backgrounds, so I can replace the current tileset with something cooler... ^_- The progress on the game has slowed down as I'm waiting for a revising of the boss motives by the project's advisor before I start on any more of the boss sprites or anything, as I wanted to get more done on those.
Actually, I could just run a full system scan. It 100% lags everything.
SmokedToast
23-11-07, 06:29
Just wanted to post an update guys.
There will hopefully be an update to ZT by the end of the year/end of january. Work has cracked down a lot lately, so I haven't been entirely up to being at a computer typing more data... as well as the fact I've been trying to get everything planned behind the scenes for ZT so that I can work on what I'm interested in when I have that interest in.
I will say this though, there are going to be some fun boss battles and interconnected areas that you guys are really going to like. :) The biggest thing too is we're also figuring out exactly how the areas are located in relation to each other.... and this ties into the boss battles. :P I'll let you guys guess on what that means for a while.
SmokedToast
08-04-09, 01:29
*Sneaks into here for a moment*
Hmm... I wonder what might be loaded up on this webpage here hopefully in a few hours... :3
http://www.youtube.com/user/SmokedToast
*sneaks away into the night*
Hey! stop that python
08-04-09, 03:44
hhhhhhhhhhhhhhhhhheeeeeeeeeeeeeeeeelllllllllllllll llllllllzzzzzzzzzzzzzzyeaaaaaah!
Glad this is back smokey.
SmokedToast
05-05-09, 23:26
Haha, thanks tuna. :) Lately I've been working more on the engine then anything at this point. Working on potential stun and knockback options for attacks... If anyone else has seen the videos, more to come soon hopefully.
The original map is probably going to be replaced by the next demo, the more I look at it... well, the more it seems like it could be a bit better.
SmokedToast
21-07-09, 19:28
Hey guys, I've uploaded a few new videos to my Youtube account if anyone wants to see some of the progress. :)
Also, if anyone's willing to help out... we could use some help spriting out Bisping's upcoming moves to be added to the engine.
SmokedToast
29-08-09, 09:45
Basically to show what will be going into the moves that Bisping gains. A large deal of the work right now is getting his moves accurately sprited so I can make the needed sprites for the hit radius as well as being able to demonstrate them here.
http://img.photobucket.com/albums/v292/SmokedToast/ZT%20Screenshots/BispingRisingHeadButt.png
Rising Headbutt.
http://img.photobucket.com/albums/v292/SmokedToast/ZT%20Screenshots/BispingOilSlide.png
Oil Slide Kick. It's hard to tell from the screenshot, but it leaves behind an oil slick that will slow down moving enemies. Just realized there's a bug there, it should not have gone past the pickman.
http://img.photobucket.com/albums/v292/SmokedToast/ZT%20Screenshots/BispingKunaiStrike.png
Kunai Strike. This move will be resprited slightly, but the general idea is presented here. It's essentially an offensive shadow dash.
SmokedToast
31-01-10, 13:59
Hey guys, anyone who's still interested in this game... progress will be posted here from now on, though I'll try to hit things up on the forums it's posted on as well. :) New demo is up over there though it's not much.
http://mmzt.sp-website.nl/index.php
Hey ST, I'm sooo sorry about not getting those sprites done! But of course you know, everyone's busy with school and all that, so I'll try to get something done for you in the future ;) I hope you know who I am XD;
SmokedToast
09-02-10, 15:18
It's all good genesis. :) I'm pretty sure I know who you are, really... there's a lot more help I've gotta find for the project besides that before process speeds up, lol. Going to try to hit up some other forums for help today. :)
Just a question, How did you create the Gravity Codes? or the Movement speeds, Im creating a call of duty game thats Partially got the Physics of a game like this. Jumping not necesarily, But movement, wall touching, Doors, etc, Because the game is going to be more like 3-d like, im still working on a finishing thing, But could you help me with the Physics? ive always had problems with that. and Dashing stuff.
Looks pretty cool. Brings back good memories of X Next. (world needs more GBC styled X games)
Giga City never exploded though...
I'm not sure, but it seems the download link is someway broken.
When I click it, I will land on a website with links to several other links for other "free" stuff.
SmokedToast
21-02-10, 19:12
Oh shoot, sorry about that Zork. I need to update the front page.
The download link can be found here.
http://mmzt.sp-website.nl/index.php
Just a question, How did you create the Gravity Codes? or the Movement speeds, Im creating a call of duty game thats Partially got the Physics of a game like this. Jumping not necesarily, But movement, wall touching, Doors, etc, Because the game is going to be more like 3-d like, im still working on a finishing thing, But could you help me with the Physics? ive always had problems with that. and Dashing stuff.
ZerioX, I'll be getting back to you with this. Need to find the example file that was given to me by a guy that helped figure these things out.
ST, please don't double post like that in the future. You can edit your post afterwards(or even better just separate what you want to say in one post with a couple spaces).
Thanks for the uploaded link.
The game looks pretty good so far. Unfortunately I cannot change the controls for the Game Pad (although it's no problem for the keyboard).
Besides of this, it's quite decent.
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