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Maxamor
28-12-06, 03:07
EDIT: This has been updated, see post #13.

Hello all. Taking a little break from my other project--Managed Megaman--to work a smaller but similar project. Wily Machine Number 0 is the codename for the little Megaman engine I am writing in C++. The goal is to have a playable Megaman game in the style of Megaman 3-6. I have not written out a story line in depth yet, but I do have some ideas floating around. I don't need one at this point if I don't even have a base to create a game with.

I have a small demo, which I'm sure not most of you will be "wow"-ed by. However, I would very much appreciate your feedback about it.

WMN-0 is currently in Pre-Alpha stages. The demo is non-interactive but it does test all of the code that I have written this far. I have tested it out on my home pc, my work laptop, and also my other laptop. They all have completely different specs and the engine runs well on all of them so far.

Please download this small demo (less than 500kb zipped!) and run it. Tell me what FPS you get, tell me if it works or not, etc. I need feedback.

The Demo: It's an explosion test. It creates an explosion, waits two seconds, creates another explosion. Wow.

The FPS is displayed in the top left-hand corner. The letter in the top right-hand corner indicates whether the video is Hardware accelerated, or Software accellerated.

Press the Up key to go Fullscreen. Tell me if Fullscreen works or if it is distorted. Press the Down key to minimize. The ESC key will quit.

Download Link has been removed for now...

Here's a screen shot:
http://www.mcpigeon.com/maxamor/site/images/wmn0/alpha/wmn0-alpha-01.gif

Note: Please don't reply telling me how "bad" it is. I know it's bad. I just want to see if it works and if it works well.

Feedback appreciated.

sovietcommando
28-12-06, 04:17
I get a maximum of 482 fps.

Maxamor
28-12-06, 04:31
I'm thinking the median will be around 450 to 500 fps. My home pc gets a little over 500 and it is high-end.

My work laptop is also high-end and gets about the same fps.

Strangely enough, my other laptop which is significantly older and lower-end gets around 900 fps.

It has to do with the timer and how the processor deals with threads. If I disable the thread waiting in the engine you'll get 1000+ fps but processor usage will be at 100% consistently. To get around this, fps has to drop a litle bit.

If possible, can you state the specs of your machine if you run the demo?

Thanks.

Rainbow Dash
28-12-06, 05:01
Maximum was 505, hovering around 490-500. I use a Dell Dimension 4600, if that helps.

sovietcommando
28-12-06, 05:09
Oh, specs?

-AMD Athlon 64
-ATI Radeon Xpress 200M

Does that help?

Maxamor
28-12-06, 05:43
Yes, both of your inputs have been helpful. Here's the specs of my PCs and the average FPS I get on them:

Home PC:
AMD Athlon 64 4000+
2GB Ram
BFG Nvidia 7800 GTX
~500 FPS

Work Laptop: (Lenovo T60)
Intel 2.0GHz Core Duo
1 GB Ram
ATI X1400 128MB
~500 FPS

Other Laptop: (IBM T30)
Intel 1.2Ghz P4
256 MB Ram
ATI Mobility Radeon 7500
~900 FPS! (Must have to do with processor architecture)

Maxamor
29-12-06, 21:17
Hello again, I understand some users are having a problem even running this application! If you recieve this message:

"This application has failed to start because the application configuration is incorrect. Reinstalling the application may fix this problem."

Then you have to download a small redistributable file from Microsoft's website. Please go here: http://www.microsoft.com/downloads/details.aspx?familyid=32BC1BEE-A3F9-4C13-9C99-220B62A191EE&displaylang=en and download the Microsoft Visual C++ 2005 Redistributable Package (x86). It's only 2.6MB--and you know you want to.

Maxamor
11-01-07, 22:49
Hi all. The project is progressing nicely. Right now, I'm at the point where settings are configurable, the jump/shoot/pause/weapon screen buttons can be configured. A joystick or gamepad can also be used and the buttons for that configured as well.

Fullscreen is togglable, although not all pc/monitor configurations support 320x240 resolution so it becomes distorted or doesn't work. In cases like that, you can still play in windowed mode without issues.

I hope to use MOD/IT/XM files for the music for that classic NES sound and the space it saves. If anyone composes songs in tracker format I would be greatful if you would help me out.

Sound now works without delay, as well as music. I hope to have a demo out soon showing off some of the features of the engine. I don't want to release anything else until there is something playable, otherwise it's not interesting.

Maxamor
22-01-07, 21:50
Hi again all, I want to get some ideas as far as features going and I figure that the best ideas come from people who want to play games ;)

I want the game which I am working on to have features that people think are cool--but I also want it to be as close to the original as possible. So far, I think these are bare minimums:


Sliding
Megabuster Charging
Color-changing
Rush


I was thinking of having Beat as well, and possibly Tango. But I think having all three would be over kill. I do plan on implementing P-chips from the gameboy series, and some of the items from the later NES games. Does anybody have anything they would like to suggest? Nows the time to get those core features implemented.

Thanks.

Solarblade
22-01-07, 22:10
Protoman as a playable character would be cool, but yea.

Maybe ducking? Thats all I can think of right now O_o...

EDIT: Um, maybe that would be a little too far from the orginal, maybe be able to pick up a met hat from a dead met and throw it at another enemy? (That would be cool =D)

EDIT2: AH! I'm a lord -_-. I liked the Commander =(

Matt_ModelB
22-01-07, 22:17
well...if you wish to play with protoman.....PLAY SUPER ROCKMAN ok??

Maxamor
23-01-07, 00:21
I also feel that Eddie needs to make appearences in the levels and drop off some cool items--you know like that gigantic weapon-energy capsule you've been needing the entire time.

Maxamor
02-02-07, 06:13
So, the time has come to reveal the first game I plan on making with my in-progress engine. Since none of the actual in-game components have been finalized yet, there is still not a demo! (Well, there is a working program which only consistes of the Title Screen and the Options Menu--nothing worth seeing at this point)

I present to you Megaman: Metal Heart

http://www.mcpigeon.com/maxamor/site/images/wmn0/alpha/wmn0-alpha-02.gif

I have yet to come up with a solid story line, so if you have any suggestions, PM them to me.

The name was taken from the first of the three Rockman Megamixs by Hitoshi Ariga. But as a site point, this game has nothing to do with the Manga or Hitoshi Ariga.

More to come!

MOD: Can you change the name of the thread to "Megaman: Metal Heart" please?

EDIT: I'm also looking for someone who can produce MOD or IT music--chiptune style.

Rainbow Dash
02-02-07, 06:17
No problem. My only suggestion for the storyline is to actually show character development of some kind in the game, unlike Capcom.

Maxamor
12-03-07, 23:37
So, there's still no playable demo. Right now I've been working on an updates animation system for the game so I can create animations outside of the actual game code (so I don't have to recompile the whole engine/game every time an animation changes).

It's coming along. Right now I'm building the animation data by hand, I want to build a tool where I can do it visually, but it will be some time before that happens.

As for other tools, I'm working on a level editor so I can build some test levels and throw some enemies in there to test the AI, etc.

I still think a demo is a while away.

I'm still seeking a music composer... if you know anyone throw me a PM.

Thanks for being patient!