View Full Version : Untitled Megaman
http://i6.photobucket.com/albums/y237/kirbyhi5/megamanx12.png
News
June 26, 2010
-Added a huge element from MMZX which allows you to "steal" your enemies weapons. You shoot any enemy with the scan laser(default ability), and after a certain percentage you obtain their power. So you it's sorta like a Megaman x Kirby fusion going on.
Screenshots
Scan with data laser
http://i6.photobucket.com/albums/y237/kirbyhi5/screenshot8.png
Use the enemies powers
http://i6.photobucket.com/albums/y237/kirbyhi5/screenshot24.png
Video
Moonlight Stage (http://www.youtube.com/watch?v=Hvsdcva772E&fmt=18)
(Not really an official stage. More like something I threw together so it doesn't look so bland showing these abilities.
SmokedToast
10-09-09, 08:56
Huh, which program are you using to program that Kirby? :)
Huh, which program are you using to program that Kirby? :)
Good ol' MMF2.(Multimedia Fusion 2).The Engine so far has been everything done by myself.
I think I've got all the Megaman X basics down so far.
-Dashing
-Damaged based on upgrades
-Charged Shots
-Wall Cling/Kick
-Null Objects(When you shot them they bounce off)
-Variable jump
-Ladders
-Energy Tanks/Hearts/etc
(Let me know if I'm missing something)
Can't add any spice until others have playtested it first though. I'll post a playable demo in a few days.
SmokedToast
11-09-09, 01:17
Huh, sweet! :D Didn't know it was capable of that kind of work. *used to use the older versions before I found Game Maker*
Zero James Magnion
11-09-09, 02:23
The death effect is by far the coolest one I've sen in a fan game. Great job on that.
Not 100% sure what those numbers on the side are supposed to be.
Collision detection seems to be a bit off. there is more than one occasion during the bee fight where you took no damage from a hit.
Looks really good so far overall.
The death effect is by far the coolest one I've sen in a fan game. Great job on that.
Thanks. Decided I'd change the circular pattern a bit.
Not 100% sure what those numbers on the side are supposed to be.
oh yeah they were just debug counters. Needed to test the angle of the bee copter.
Collision detection seems to be a bit off. there is more than one occasion during the bee fight where you took no damage from a hit.
Actually I hadn't implemented taking damage at all yet during the video recording. However it's in now. I was waiting on someone to catch that.
Thanks for the comments though I appreciate it.
SmokedToast
13-09-09, 09:17
After playing the last Mario Roots demo, I can't wait to see what you come up with for this. :) Still getting my ass kicked by the Fuzzy gestault, lol.
Looks awesome, the bee fight looks alot more epic than it used to be, almost like what you'd see in a cutscene.
Hope to see this completed!
Awesome Kirby. Please let me know how you plan to do color change. It's a bitch and it takes up a low of memory.
Thanks everyone. Sorry for the late feedback, but college has been constantly stealing all my once precious time. However, now I'm on a 2 month break and hopefully I'll make some real progress.
Awesome Kirby. Please let me know how you plan to do color change. It's a bitch and it takes up a low of memory.
I know what you mean. I'm using a pixel shader from complex-softwares called " Colorize Parts: WRGB". It lets me color parts in megaman.(However I still cannot figure out how to change his lightblue parts). I haven't tested it enough, however, it does not lag on my laptop at all.
News
So I've started working on this again since like august..and I've made many upgrades, mostly on core engine-related things that you probably won't notice.
Screenshots
Peacon Cannon
http://i6.photobucket.com/albums/y237/kirbyhi5/screenshot7.png
Weapon
[note: I'll try to make every weapon with an obvious advantage and disadvantage so they aren't overpowered)
Peacon Cannon - Locks-on to enemies that are in range of the scanner, then launches missiles from the levitating pod. The missiles do the same damage as a medium charged buster shot.
Pros - It has good range and more accuracy when dealing with enemies.
Cons - Bad for close range/fast moving targets. Takes 1 second to load scanner
Video
Test Stage (http://www.youtube.com/watch?v=jWBzwEQ-4WI&fmt=18)
Same level, different BG and weapon.
I took a quick look at that shader you mentioned (had to install MF2 just to install those shaders bleh)
That shader doesn't exactly do what you want to accomplish here. Also it does a lot of unnecessary checks that you'll never need, and using ifs in a shader is slow, you need to avoid that as much as possible.
In this case, the main object that needs the color swap is X, so the most efficient thing you could do is write a shader specifically for X. Since you know which colors need to be swapped and how many, you can easily avoid pointless checks as in the shader you're using now.
With a little luck, if the other colors in X's spritesheet don't pose a problem you can reduce the amount of checks to 6 (I think that's the amount of blue/cyan colors in X) instead of the dozens that are being done in the shader you're using now.
I took a quick look at that shader you mentioned (had to install MF2 just to install those shaders bleh)
That shader doesn't exactly do what you want to accomplish here. Also it does a lot of unnecessary checks that you'll never need, and using ifs in a shader is slow, you need to avoid that as much as possible.
In this case, the main object that needs the color swap is X, so the most efficient thing you could do is write a shader specifically for X. Since you know which colors need to be swapped and how many, you can easily avoid pointless checks as in the shader you're using now.
With a little luck, if the other colors in X's spritesheet don't pose a problem you can reduce the amount of checks to 6 (I think that's the amount of blue/cyan colors in X) instead of the dozens that are being done in the shader you're using now.
Sounds like a great idea. I haven't looked into creating custom shaders yet, but hopefully creating a shader that can swap a few colors won't be too difficult. Thanks!
How do you choose which effect file to use on a certain object? I just downloaded MF2 and I can't seem to find this option anywhere
How do you choose which effect file to use on a certain object? I just downloaded MF2 and I can't seem to find this option anywhere
Make sure you're using MMF2 HWA.(since only hardware acceleration has directx9 pixel shaders)
it's under the object;s properties
http://i6.photobucket.com/albums/y237/kirbyhi5/screenshot12.png
then you can change the effect
http://i6.photobucket.com/albums/y237/kirbyhi5/screenshot11.png
I got some better results from the "Colorize:Cyan" option..although I still can't change the cyan color how I want it to be. (and for some reason the colorize:RGBCYM doesn't want to change the cyan for me =/)
http://i6.photobucket.com/albums/y237/kirbyhi5/screenshot15.png
http://i6.photobucket.com/albums/y237/kirbyhi5/screenshot14.png
http://i6.photobucket.com/albums/y237/kirbyhi5/screenshot13.png
Although 1 color isn't bad..He's known for always have two different colors from weapons. I'm still going to try and make a shader though.
Ah I see, got an old version then. I try to install this one:
http://www.clickteam.com/epicenter/ubbthreads.php?ubb=showflat&Number=167175#Post167175
But I can't install it, it says product not installed. Do you need a specific version of MF2 before you can install the HWA version? I currently have build 241
Ah I see, got an old version then. I try to install this one:
http://www.clickteam.com/epicenter/ubbthreads.php?ubb=showflat&Number=167175#Post167175
But I can't install it, it says product not installed. Do you need a specific version of MF2 before you can install the HWA version? I currently have build 241
No I don't think so. I just downloaded the MMF2 Standard and it installed automatically. However, I must say, I have successfully created my own custom pixel shader that changes blue & cyan(specifically for megaman's pallete)
here's how it turned out:
http://i6.photobucket.com/albums/y237/kirbyhi5/screenshot16.png
http://i6.photobucket.com/albums/y237/kirbyhi5/screenshot17.png
Yay. It's crappy at the moment and I haven't experimented much with it, but I'll see how things go. Thanks for the suggestion man. I'll see how to get rid of using "if" statements while remaining functional..if that's possible. (only uses 2 checks)
Dude, can you let me use that Shader, I've been looking everywhere for a shader that can do that....
Dude, can you let me use that Shader, I've been looking everywhere for a shader that can do that....
Yeah sure, but be aware there's 1 pixel of color on the cyan part of megaman's leg that gets picked up as blue, so not every color combination will look "natural" I guess. Also, I still don't really have any experience with shaders so I'm sure there's a better method.
(note)
Make sure the Error (fCoeff) is set to 0.51
Im guessing another shader will have to be made for whatever armor X will wear too.
Im guessing another shader will have to be made for whatever armor X will wear too.
I take that back. It seems that shader works perfectly fine with all his armor. (Even somewhat decently on my custom armor + PSX sprites)
http://i6.photobucket.com/albums/y237/kirbyhi5/screenshot22.png
There's still a problem with that, for example look at regular X, 3rd sprite on the first row. The light and medium tone of the blue have both become the same color so you've lost your shading. Also, the dark tone of the cyan is getting picked up as a blue, so it's blended with red instead of yellow.
Simply put, you lack control.
I'll quickly write one but I can't test it in MF2, I saw that the HWA patch doesn't work on the demo version.
There's still a problem with that, for example look at regular X, 3rd sprite on the first row. The light and medium tone of the blue have both become the same color so you've lost your shading. Also, the dark tone of the cyan is getting picked up as a blue, so it's blended with red instead of yellow.
Simply put, you lack control.
I'll quickly write one but I can't test it in MF2, I saw that the HWA patch doesn't work on the demo version.
Thanks that'll be most appreciated.
Don't mind the weird colors, I randomized them a bit
http://i47.tinypic.com/1vm1g.jpg
X has a light, medium and dark tone for both blue and cyan, making 6 colors that need swapping. The SixColors version has 6 inputs, one for each color in case you want full control over each color. The TwoColors version is a bit more practical, you only need to input the medium tones, the light and dark tones will be based on the Highlight and Shadow values, set at 0.15 by default which is probably fine for most colors but you may want to decrease the Shadow value when using really dark colors or decrease the Highlight value when using bright colors. The above gif is using the TwoColors and both values left default.
Like I said I couldn't test it in MMF2, but it should work if I wrote those xml files correctly.
It looks for the specific colors of the 16-bit X sprite, so obviously it's not gonna work with the 32-bit sprite, you'll need to change some values for that.
I'll see how to get rid of using "if" statements while remaining functional..if that's possible. (only uses 2 checks)
It's not that using ifs in shaders is bad, use them when needed but avoid them if possible. 2 ifs or 6 like I use isn't going to hurt your performance, and definitely not when used on 1 small sprite. The reason why I mentioned it before is because in the first shader you used, it was going through several if statements where the result would always come out negative and that you really didn't need, and that's a waste of GPU.
Thanks Snap, you were a HUGE help. Can't wait to try these!
Now if you could do one for zeros. I thin he has 9 colors including his hair.
Seems to me a issue..
http://i61.photobucket.com/albums/h53/Sodisna/Clipboard01-36.png
Now if you could do one for zeros. I thin he has 9 colors including his hair.
Seems to me a issue..
http://i61.photobucket.com/albums/h53/Sodisna/Clipboard01-36.png
whoa that's weird. Make sure you're using the most updated hwa beta.(I believe HWA beta #10 came out yesterday, but then again it looks like your using GF?)
In response to snap for testing the colors, your six color shader works fine for me.
(left is shader parameters, right is the shader during runtime)
red&yellow
http://i6.photobucket.com/albums/y237/kirbyhi5/screenshot28.png
default(this is how azu's should look like)
http://i6.photobucket.com/albums/y237/kirbyhi5/screenshot27.png
however I couldn't get the two-color shader to work.
http://i6.photobucket.com/albums/y237/kirbyhi5/screenshot29.png
@kirby, I'm sorry, I made a mistake in the xml file of the TwoColor it seems
Highlight and Shadow should be floats instead of color, those have to be a value between 0 and 1 with a default of 0.15
sucks not being able to test, just a second, I'll fix it
*edit* it should work now, try this, please let me know if it still doesn't work
@azu, what program/engine are you using? I am 100% certain that there is nothing wrong with my fx files, those work and can't give you that result from those colors. Are you sure there isn't any other effect active on that sprite? Judging from that result it seems like the colors are being blended with another color. I'm afraid I can't help you much with the implementation in whatever program you're using, I don't have or use any game creator programs
Works perfect now, thanks!
http://i6.photobucket.com/albums/y237/kirbyhi5/screenshot30.png
http://i6.photobucket.com/albums/y237/kirbyhi5/screenshot31.png
http://i6.photobucket.com/albums/y237/kirbyhi5/screenshot32.png
It works now, but Snap, would you be willing to do the same thing for the 16bit Classic Megaman?
I'll do it tomorrow night, I'm about to go to bed now
If you can't wait that long, try editing the X one yourself, it's easy since the MM7 sprite also has 3 blues and 3 cyans so all you need to do is change those values in the if statement in the fx file
// Blue Dark (106 pixels in X)
if (sum>0.815f && sum<0.816f)
{
Out.Color.rgb = BlueColor-Darken;
}
Lets say for example that the dark blue color of the MM7 sprite is R:0 G:48 B:128
Add up these 3 numbers, 0 + 48 + 128 = 176
Now divide that by 255, 176 / 255 = 0.690196078
Replace 0.815f by 0.690f and 0.816f by 0.691f
Now do this for all six colors and there ya go
Quick question, does MMF2 and whatever you are using Azu support multiple techniques? That would make it much more efficient to write one that allows to swap a variable number of unknown colors with a new one
Multiple techniques? Explain a bit. Also, would it possible to grab his outline color?
A shader can have multiple techniques. For when you want to use 1 shader in different ways. A simple example, lets say you want to use the same shader on Megaman and on Bass, they both require color swapping, but one is slightly different from the other, then you can still use the same shader for both but use a different technique for each.
Here's your MM7 version, with outline
I vaguely remember someone wanting a color swap for 8bit but can't remember who so I'll just put it here too, works for multiple characters
If there's anything else just pm me, I don't want to hijack kirby's thread even more than I already have, sorry for that btw.
I think you can do that. Anyway thanks, and sorry kirby.
Yeah it's cool. Update time.
News
-Decided to get some more work done on this recently.(having been busy with dedramo and other things) I added some new weapons and hopefully you can be the judge on whether you think they are overpowered or not. (See Video 2)
Screenshots
http://i6.photobucket.com/albums/y237/kirbyhi5/screenshot9.png
Weapon
Disk Cutter - Twin blade cutters are fired that circles in a loop.If a blade touches an enemy, it slows down and does multiple damage.
Pros - Excellent on large enemies. There's a higher chance both blades will hit a large enemy for multi-damage.
Cons - Bad on small enemies. Bad accuracy. Equivalent to a small buster shot each slice.
Videos
12/6/09
Test Stage 2 - Weapons (http://www.youtube.com/watch?v=rmvwCtmAw-Q&fmt=18)
(Disregard the odd color pallets on megaman, they are not in the actual game)
I posted some comments on your video. I just thought it pointless posting it twice, and already did comment there.. :o
GameDragon
06-12-09, 16:17
Looking great. Pretty heavy on the effects. :)
Looking great. Pretty heavy on the effects. :)
Thanks. Seems heavy on the effects but since it's being complied in HWA, Hopefully performance won't be an issue. (I'm making this one with my rather poor laptop with one of those default mobile intel 4 series chipset graphics cards, and it still manages 60 FPS constantly)
-----------------------------------------------------------------------
It's been awhile I realize, but in between workloads of college work and what not, I can still manage to spend around 3-4 hours daily on this project. ( Basically, yes, this project is still very active) I haven't added full length levels yet or even a story, but I have been re-working the mechanics/enemy creation/etc. MMX:Rise is a working title, nothing really behind it yet.
Update 3
Screenshots
Pause Screen
http://i6.photobucket.com/albums/y237/kirbyhi5/1-3.png
Gimmick1
http://i6.photobucket.com/albums/y237/kirbyhi5/screenshot86.png
Enemy from MMX3
http://i6.photobucket.com/albums/y237/kirbyhi5/screenshot87.png
Wasp Copter
http://i6.photobucket.com/albums/y237/kirbyhi5/screenshot91.png
(Yes the background/tiles are tacky/ugly but it's just for testing purposes. not that it helps anything but shade in purples = parallax levels, tiles are color-coded on type of obstacle,etc.)
Video
None this time
Closing thoughts
Next update I should have a 1-level demo up and running. That way I can get feedback early before I go and make full-blown levels. (Well ok not even close to making levels yet, still have so many more things to do like custom enemies/upgrade capsule/ride armor/gimmicks/etc)
Good Engine, i love'd the skills you have made.(ZGive to me or DIE MWAHAHAHA XD)
But one thing that i saw in the two videos that is poor is th wall jump, your wall jump go shorter vertically and horizontaly than the original game.
You have to revise it.
I see, thanks. Well demo progress is coming along great. Should be ready by Saturday. (Small intro level)
Short demo is up, my expectations were Saturday but meh it's just for engine feedback. As usual report to me any mishaps,bugs. Have fun.
Screenshots
Introduction Stage
http://i6.photobucket.com/albums/y237/kirbyhi5/screenshot94.png
Video
Megaman X Demo Stage (http://www.youtube.com/watch?v=ynPC_iU2W1I&fmt=18)
Download
Megaman X:Rise Demo (http://www.mediafire.com/?2yjl2mjum1y)
First, you have to acelerate the frame speed(animation) while walking, X looks like he is sliding, not walking.
X Buster and other shots, "creation x" is too far away from Megaman, it look like the shot are just "appearing" from nothing.
Also i don't know if this is hard to do in MMF but you have to stop the fisrt charging sound when you do the shot.
When i jumped in the moving up platform it pushed me forward and i died.
One time i charged one shot, shoted but the charging animation continued.
Also change the mdat.sav, to another name and/or format to avoide save copyng.
I think that is all.
I think i was hard, but those are all the problem i think, better it and your engine will be a good one.(Also i still liking the skills you have made^^)
GameDragon
31-03-10, 04:53
Tried it out a bit. I agree with pretty much everything Crhonos said, plus a tad more.
I'm not sure if you were aiming for that or not, but the gravity IMO is a bit too low. X jump very floaty.
The only other thing I can remember (and this is more nitpicking), is the way you have your slanted tiles (the ones in the screenshot). Dunno if those are permanent or not, but they don't fit at all :(
Anyway, keep it up. Good luck with your work.
EDIT: A couple more:
-When dash jumping, it's impossible to switch directions in mid-air.
-When you air dash, then press the opposite direction, X will float stationary in mid-air for awhile.
-I'm not sure how you have your wall jumping/obstacles set up, but there are several walls that you walk right through, though they are only reachable with wall jumps and/or vertical air-dashes from what I can see.
When I opened the game exe, I almost got a trojan, dude.
Additionally, it gives an error and doesnt open.
the options EXE is just fine, but the game itself keeps coming up as a trojan, and with an error, like theres some file missing. "Cant find kcfloop.mfx"
Hey guy, are you going to continue this project ?
Because you doesn't post here anymore, and i want to make one weapon like your missile shooter in my game, so if you continue this project we will have two projects with the same weapon, answer that to make me know if i can put your weapon in my game or not.
Edit: sorry about the necropost.
Hey guy, are you going to continue this project ?
Because you doesn't post here anymore, and i want to make one weapon like your missile shooter in my game, so if you continue this project we will have two projects with the same weapon, answer that to make me know if i can put your weapon in my game or not.
Edit: sorry about the necropost.
Yeah this project is far from dead. Of course though, I don't mind if you add a similar weapon. I'm sure in some aspect they'll work differently. Feel free to use the idea though.
Update
Default ability "Scan Laser" added.
Scan Laser
-Decided to use an idea from MMZ4, and that is the ability to use your enemies weapons. This is a default ability you start with. Scanning the enemy will "download" their data. Depending on how large/difficult the enemy is, the longer it will take to recieve the enemies powers. Going out of range within the enemy whilst it's "downloading" will cancel out the effect.
Example
http://i6.photobucket.com/albums/y237/kirbyhi5/screenshot8.png
-Shoot enemy with scan laser
http://i6.photobucket.com/albums/y237/kirbyhi5/screenshot10-1.png
-Receive a "buster" trait similar to that enemies ability.
So for example, the enemy in the screenshot simply flys at you. With this scanned ability, the buster acts as a mini-hovering device that slightly propels you forward. The copter wings can also damage other enemies.
There's around 50 enemies so far total, so that means about 50 different buster abilities. However, scanning any enemy that self-destructes..also means using it will cause yourself harm.
News
June 26, 2010
-Added video
Screenshots
use the enemies powers
http://i6.photobucket.com/albums/y237/kirbyhi5/screenshot24.png
Video
Moonlight Stage (http://www.youtube.com/watch?v=Hvsdcva772E&fmt=18)
(Not really an official stage. More like something I threw together so it doesn't look so bland showing these abilities.
GameDragon
27-06-10, 15:03
Looking awesome. It's good to see some unique ideas.
Looking awesome. It's good to see some unique ideas.
Thanks, initially I thought it would be a hassle for doing busters for so many different enemies, but it's been pretty fun so progress is good.
-added upgrade capsules
http://i6.photobucket.com/albums/y237/kirbyhi5/screenshot27-1.png
Still putting spriting the armor off : (
The gameplay looks spot on, I really like some of the ideas you've implemented. The weapons look fun to use and the downloading really suits X.
However there's one thing I don't like and that's the inconsistent graphics. The way I see it you have 3 different kinds of graphics that don't fit together very well. First you have the regular sprites like X and the enemies. Then you have the sprites that you tend to rotate like that mid boss, it still has hard edges but it looks more pixelated since you rotate with nearest neighbor. And then there's the (built in?) effects like the trail behind the missiles or those yellow and pink energies in the last screenshot, which have blurred edges and don't fit with the other 2 at all.
It's extremely obvious in a situation like your last screenshot, X and the capsule being the smooth sprites, the lightning being very pixelated and the energy around X all smooth and blurry.
The gameplay looks spot on, I really like some of the ideas you've implemented. The weapons look fun to use and the downloading really suits X.
Thanks, and although it looked spot on there were a few minor things I tweaked recently such as variable wall jumping and some buster animation recoil/walking animation speed that were fixed.
you have the sprites that you tend to rotate like that mid boss, it still has hard edges but it looks more pixelated since you rotate with nearest neighbor.
Well MMF gives you two options as far as rotation, and those are quality settings. Quality=0 means it will be pixelated when rotating((maximum performance)fast), and Quality=1 means it doesn't pixelate((maximum quality)can be slow). For all scaling and angles I use quality 0 settings. Although rotating and scaling objects from maximum quality is nice, I fear it'll come back to bite when there's 100's of objects performing scale and rotations all set to max quality.(Since this project is done in mmf:hwa it will be quite taxing on someone with poor GPU) I don't think I've had a case where there was more than 20 objects that have scale/angle calculations going on at once, but it's just speculation. Considering the general size of this project I doubt having everything on max quality will effect performance much at all, but just to play it safe I use quality 0. I may implement an option where you can enable high or low quality though for those who can handle it.
With quality=1
http://i6.photobucket.com/albums/y237/kirbyhi5/screenshot30-1.png
(Bad example maybe since the sprite used for electricity itself had somewhat rough edges, but you can see how it's smooth in comparison to quality 0.)
With quality=0
http://i6.photobucket.com/albums/y237/kirbyhi5/screenshot27-1.png
(Gameplay running fast/smooth is top priority for me so it being pixelated somehow flies by me.)
And then there's the (built in?) effects like the trail behind the missiles or those yellow and pink energies in the last screenshot, which have blurred edges and don't fit with the other 2 at all.
As far as I know MMF doesn't have any built in effects(well there's a particle extension but it's not optimized for hardware accelerated mmf and I haven't touched it) so all effects are done custom. Depending on what effect you want it's usually just using X/Y of object and adding Sine or Cos multiplied by a variable such as radius and what not.What you are referring to would be probably all my special effects/particles used with alpha-channels that have additive blending effect applied to them.
Example:
http://i6.photobucket.com/albums/y237/kirbyhi5/1-4.png
This is the image I made used for my energies in that screenshot.
Although for consistency of MMX games it would be wise to have the special effects have hard edges, I believe it can still look nice in motion only if the special effects are reserved to having blurred edges.
Examples of official hard edge on blurred fx. Actually im not even sure these count since they don't have 1 solid-line color around their sprites.
http://www.gamershell.com/static/screenshots/9233/221204_full.jpg
http://i55.photobucket.com/albums/g138/poop28/NEW2009/ss1-1.jpg
http://images.swaptree.com/images/vg/66/2627266.jpg
(paper mario for 64/gamecube have 1 color solid outline with blurred edges effects, but that would probably be an isolated case since it is more of style thing, and also the fact they are 2d sprites on a 3d plane which helps some.)
I was actually not sure I wanted to go for them or not. If I was a good spriter I'd have no problem switching, but I haven't done any major sprites nor can I find a nice library of MMX style effect sprites aside from the few explosions and very specific weapon effects from the SNES games, so actually having blurred edges is easier on me since I can create my own effects easily in photoshop then import to MMF. Of course it is entirely possible to make what I want using just the limited FX sprites the SNES MMX games have.(I could make minor tweaks and recolors) but I wanted something a bit different to separate it from other fan-games alike.
i liked the scan laser technique! the idea was from z-knuckle right?
and i actually like the effects!
also, what armor are you going to do?
Update
Default ability "Scan Laser" added.
Scan Laser
-Decided to use an idea from MMZ4, and that is the ability to use your enemies weapons.
Nope, must be some other game which inspired him.
lern, zero knuckle is the weapon that "steals" the enemies powers.
PD: i said z-knuckle... i wrote it wrong.
Smash, sarcasm is a fine trait.
i liked the scan laser technique! the idea was from z-knuckle right?
and i actually like the effects!
also, what armor are you going to do?
Yeah Z-knuckle from MMZ4. Hopefully I can have more weapons than they did.
As for armor.. I'm not really sure. I don't think im using any armor from X1-X3 so it's probably going to be custom -- That is, if I'm up to actually finishing an entire sprite sheet of custom armor while having 0 sprite abilities. I'm putting that off last though.
decided to learn how to make a level editor
MMXR Level Editor Video (http://www.youtube.com/watch?v=ZLosGBf89XU)
it's basic at the moment,and only save/loads tiles, enemies, and up to 10 types of events. Hopefully when I'm done it will be able to plot just about everything you'd need in a MMX stage.
http://i6.photobucket.com/albums/y237/kirbyhi5/screenshot09-08-2010131723.png
August 19th, 2010
News
There's been tons of fixes/changes since previous version that it would take awhile to list it all. Just updating so you know it's very much so still alive.
Large additions
-Difficulty setting. You can now choose from Easy, Normal and Hard modes.
Easy Mode = The enemies have less HP, move slightly slower in some cases, items appear more, and a longer re-spawn time. Enemies also include sub-bosses & bosses. (You'd have to try hard to die here)
Normal Mode = The enemies have their regular amount of HP, move at normal speeds, etc. (Can probably get away with getting hit many times and finish the levels.)
Hard Mode = The enemies have slightly more HP, Increased attack, move about 2x faster, re-spawn quicker, and items don't appear as often. (Requires actual dodging skills to survive most levels.) I'll probably be play-testing on this difficulty most of the time.
Screenshot
http://i6.photobucket.com/albums/y237/kirbyhi5/mmxreditor.png
More updated level editor. At the moment you can easily make levels with it that include enemies and a few gimmicks. (That may be all the user can do) As for me, I still need much more content if I want each level unique.
GameDragon
20-08-10, 17:44
Extremely impressive. I was thinking of doing an editor like this for quite some time now but I've never been good with this kind of thing.
It's obvious you put a lot of work into this, and it shows. =)
Extremely impressive. I was thinking of doing an editor like this for quite some time now but I've never been good with this kind of thing.
It's obvious you put a lot of work into this, and it shows. =)
Thanks! Yeah if it weren't for Zephni's Level Editor tutorial I wouldn't have been able to make it probably. One of the main reasons was for saving space and only needing 1 frame for all the levels.(each level I'm guessing will be about 30-50 kbs). If you are familiar with arrays and string parser object, I say you should give it a look. Download (http://www.mediafire.com/?l3f1xx125cmtff6)
Each time i look your game is better ^^
The steal ability is the most cool power i have ever seen for X.
But heres a ideia, don't make this power default, because, as far i saw, the enemy power are strong, soo it will decrease the game dificult.
I wanted to make a power like that to my game, but, it's your idea, and i don't think i have that amount of pacience to make one power to each enemy u.u
Soo i will not be making this power.Althought that is very cool ^^
Also, as far i saw in the last video, the wall jump still not equal to the original. u.u
Please look at postdates before you post~
Locking. OP, pm a mod if you want it unlocked.
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