You guys remember that Megaman 1 remake I was working on last year?
Well, it has a new title. And I'm integrating a pretty slick engine that was released on GM forums.
Trying to finish my rewrite of it by tomorrow so I can release a test demo.
Neato.
Rewrite?
yeah. I'm rewriting the engine's code cause honestly it's kinda sloppily written and not easy to read and understand what the hell's going on. Plus I'm optimizing it at the same time.
Awesome
Ah, it's a remake/clone. I thought it was a rom hack.
@Kaijyuu & Dome: Thanks! :3
Quote from: Pickle Girl Fanboy on December 08, 2011, 05:59:06 pm
Ah, it's a remake/clone. I thought it was a rom hack.
I tried that. Took too long and not nearly enough space to add all the content from Powered Up.
BTW, fangame =/= rom hack.
Oh, and the roster of playable characters has been updated:
Megaman
Cutman
Elecman
Iceman
Fireman
Bombman
Gutsman
Oilman
Timeman
Rockman
Megagirl
Protoman
Rock
Roll
Blues
Pickelman
Sniper Joe
Crazy Razy
Copy Robot
*sees a new thread about Vanya's MM project*
:D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D
:D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D
:D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D
I love getting smiles from the ladies. :P
I'm rewriting the jump code right now. Blasted thing was done with GM's gravity system. A pox on that, I say!!
OK. I need you guys to try this thing out.
I need to know how the jump physics feel.
Running is slightly too fast and there's a wierd bug when jumping against floating platforms.
So just let me know how the jumping feels other wise.
Oh! And don't use the gravity arrows.
I like the jumping physics, it works smoothly. Falling off platforms seems like it has a stronger gravity pull than jumping does. There is also a little bug where if you shoot megaman's blaster when close to the ground (whilst jumping) the animation is different to what he normally looks like whilst shooting midair. (also did you know that if you press left and right at the same time he runs on spot?).
Otherwise I love where you are going with this Vanya, I look forward to more.
Thanks a lot!
I forgot to check on the left & right thing.
Most of the newer GML programmers forget that, and the original author was definitely not experienced.
The shooting animation hasn't been optimized yet.
And as for the falling off ledges thing, I know exactly why that happens. Easy fix.
Thanks again. :)
Is there some way to run this without it being so fast I can barely control anything? Or as a lesser but more annoying gripe, a way to run it without it resizing every window on my desktop to its minimum size? o_o
All aspects of falling down feel way too fast. Megaman has always been a little bit floaty in midair, and it feels like I'm falling faster than a Belmont with concrete shoes. Aside from that, and what Twin pointed out, it feels fine.
The jump straight off the ground and back to the floor is pixel perfect to Megaman 2.
Falling off platforms I haven't even tested the NES games for the exact speed yet.
That'll be my next thing, though since you're the third person to mention falling speed.
Which Mega Man game do you want the physics to mimic? They are all different, except 9 and 10, I believe.
They're not significantly different as far as the jump physics.
Mostly it's only in the animation frames and how many frames of delay there are.
I don't really know about 9 & 10. But as to your question.
I'm doing a frame by frame study of all six of the NES games and making an optimized version for GML.
Seems like megaman controls to me, except that the squares in the middle are sticky (which causes unintended side-effects); the border squares on the left don't suffer from this. I was able to stand megaman on the sides of the blocks in both down and up gravity so long as I landed on the side correctly and kept the direction arrow pressed. You can't jump from this position (because you're probably still considered to be falling), but I'm sure I could abuse this to dodge linear attacks.
Thanks. Yeah, I have a pretty good idea of what's causing that wierdness with the floating blocks and not the wall blacks. They are the same object if you were wondering.
Thank you everyone for the feedback so far. With your assistance this will definitely be the quintessential Megaman engine for GM.
can i play ninja shadow ?
I think he's asking if he can play as Shadow Man, but that's just a guess.
Would be my first guess to, but I want to make sure.
And, of course the answer would be no. If and when I get around to re-making Megaman 3, then he will be.
Perhaps it might be a cool idea to come up with a system for DLC that includes individual characters?
Or even possibly going further and even doing a Robot Construction mode?
Those would have to come waaay later if at all, though.
Robot Construction Mode.
I've always liked the build your own character extra modes in games (namely the Dynasty Warriors series) and the idea of doing something like that with a Megaman game SOUNDS interesting at first, but when you stop and think about it...you're already taking everyone else's abilities when you kill them. I can only assume this would customize your look somewhat and maybe basic abilities like being able to mix and match the Slide, Protoman's Shield, the chargable Mega Buster or Bass' multishot maybe? I dunno. Still...could be fun. :P
Oh, and I was serious about the demo thing running way too fast. Was everyone getting this and just not mentioning it or am I doing something wrong running the program? I have no idea how to slow the demo down to a playable speed. I refuse to believe my shitty old laptop is too powerful for the game. I can barely run Diablo 2 on this thing. :/
Your graphics drivers are probably set to disable vsync permanently (instead of letting the application decide).
Quote from: Celdia on December 20, 2011, 02:23:19 am
Robot Construction Mode.
I've always liked the build your own character extra modes in games (namely the Dynasty Warriors series) and the idea of doing something like that with a Megaman game SOUNDS interesting at first, but when you stop and think about it...you're already taking everyone else's abilities when you kill them. I can only assume this would customize your look somewhat and maybe basic abilities like being able to mix and match the Slide, Protoman's Shield, the chargable Mega Buster or Bass' multishot maybe? I dunno. Still...could be fun. :P
Oh, and I was serious about the demo thing running way too fast. Was everyone getting this and just not mentioning it or am I doing something wrong running the program? I have no idea how to slow the demo down to a playable speed. I refuse to believe my shitty old laptop is too powerful for the game. I can barely run Diablo 2 on this thing. :/
If, and that's a big 'if', I make a robot construction mode I'll have to think carefully about how to implement it so it give the player the ability to make something unique. I wouldn't want it be a a shallow feature.
I have to agree with lirmont. If your computer's age was an issue it would be running too slow, not too fast. Do other GM games run too fast?
Quote from: Vanya on December 20, 2011, 10:38:32 pm
Do other GM games run too fast?
I'm not sure I have anything to compare with. I'll have to poke around with my video settings and see what I can find.
Completely weird question, but I would greatly appreciate an answer. What coding language are you using for this game?
Thanks in advance.
I'm making in gamemaker using GML exclusively. No D'n'D.
Game maker user here.
- Do not "Set the resolution of the screen".
- Do not "Use synchronization to avoid tearing".
- Do not "Let <F5> save the game and <F6> load the game".
- Do not "Treat uninitialized variables as value 0". (It's just bad GML practice)
- Do use gravity_direction when handling vertical movement.
- Do check horizontal movement before vertical movement.
- If done correctly, Jump and Fall do not have to be separate states.
Can't say much more without looking at the source code.
Quote from: AeroGP on January 02, 2012, 08:03:32 pm
Game maker user here.
- Do not "Set the resolution of the screen".
- Do not "Use synchronization to avoid tearing".
- Do not "Let <F5> save the game and <F6> load the game".
- Do not "Treat uninitialized variables as value 0". (It's just bad GML practice)
- Do use gravity_direction when handling vertical movement.
- Do check horizontal movement before vertical movement.
- If done correctly, Jump and Fall do not have to be separate states.
Can't say much more without looking at the source code.
Thanks for the input.
- I'm not using "set screen resolution".
- Why not use screen synchro?
- I never use the save state system. Just hadn't disabled them yet.
- I'm a classically trained programmer, so I always manually initialize my variables.
- I hate the built in gravity system. It's completely inaccurate to the NES and I think this is part of the reason most engines feel "off".
- Can you elaborate on this point? As it stands vertical and horizontal movement is treated completely separately.
- I did jump and fall states separately to allow for more varied animations. Sorta like in The Wily Wars where Megaman has a second jump animation for when he teleports in mid-air. I also use separate left and right sprites so you can properly execute asymmetrical characters like Duo. (Disclaimer: Duo is not planned to be in the game.)
- Then explain why my resolution goes to 640x480 when I run the test. Or better yet, just stop changing the screen resolution and change the window resolution instead.
- Synchronization causes slowdown on low-end machines that can't reasonably prevent tearing.
- Attachment. That is all.
Quote from: AeroGP on January 03, 2012, 12:55:47 am
- Then explain why my resolution goes to 640x480 when I run the test. Or better yet, just stop changing the screen resolution and change the window resolution instead.
- Synchronization causes slowdown on low-end machines that can't reasonably prevent tearing.
- Attachment. That is all.
- Ah, you have an old build. I disabled the screen resolution thing about 3 builds ago. Forgot that one was still the most recent I released. My bad.
- Hadn't taken that into consideration since my machine is old as dirt and wasn't having any problems thus far. Thanks for pointing it out though.
- Those gravity things don't work in that build because I had started reprogramming the jump physics which is what I wanted tested at the time. I'm not sure if I'm even going to keep the things since they weren't used in any version of MM1.
OK. Small status update. Rebuilding everything from the ground up.
What's done:
- Standing blink animation redone so it doesn't use a sprite with over 20 images.
- Facing mechanic redone from scratch to accommodate separate left & right sprites.
- Step animation before running added.
- Shooting animation further refined from original.
- Redefined global variables and constants.
- First step for configurable controls implemented.
- Changed default keyboard layout to 'A' for fire button & 'Z' for jump button.
What's next:
- Reinsert my new jump mechanic.
- Refine falling code.
- Reprogram running code from scratch.
- Refine jump-shooting animation.
- Reprogram slide & climb mechanics so they don't use separate (unnecessary) objects.
Another demo will be out as soon as I finish all of Megaman's basic moves.
Hey guys. I could use a bit of an assist here.
One of the playable characters I plan to have in the game is the Copy Robot. (That's the 2nd Boss of Wily's Castle.)
Only thing is I'm not sure what the bugger should look like when he's not copying a human sized robot. Any ideas?
A chibi version. Might require some art creation, though.
Elaborate? Chibi version of what?
Of whatever he's copying.
I presume he'll take the appearance of them? And your question is what he should look like when not copying a human sized robot.
Maybe I misinterpreted somewhere.
I like the super-deformed idea. You'd get to be a miniature version of your enemies. Another option would be to only alter the buster weapon, making it unwieldly-looking to show off maybe that you can only use it once or twice at a time (or that it's otherwise slower than normal attacks) and that that's all Copy Man was able to copy.
OK. Lemme explain my game play idea for Copy Robot.
As when you go fight him in Wily Castle Stage 2, he will automatically copy the boss he's fighting perfectly.
My idea for the stage game play is that he will be able to copy the powers of normal robots kinda like the way Soma in CV:AoS uses enemy souls. The manner in which the copy will happen I haven't decided yet. Maybe I'll do something like Axl in X8.
What I need help with is deciding what Copy Robot should look like, graphically, when he's not copying any robot at all.
BTW, I like the idea of Chibi Copy. I might make it into a bonus power up for him.
I'd do something in the vein of "basic" or "elementary", so probably something like the copy machine shown for the original boss, or a energy/lightning being thingy, or maybe just an extremely simplified megaman sprite.
Hmmm... That certainly gives me a broad starting point. I think I'll do a study of the enemy designs in MM1 and similar copy characters from the rest of the series and work from there. I'll probably also pose this question to the Mega-freaks over at The Mega Man Network. Thanks. :)
PS- What's up with all the pony love lately? It seems like every hack/programming/resource site I visit has a significant pony presence. One dude over at Sprites Inc. is even planning a Megaman/Pony crossover game.
After analyzing Copy Robot's actual appearances in the games he's in I think I've decided to give him a super-generic, plain, doppelganger-like design for his normal mode. And as a bonus power up he'll take on hie "Megaman?" form which basically has Megaman C's powers. Which I'm sure that you'll all appreciate since Megaman C isn't going to be in my game.
If I hadn't been so distracted this week with the SDA marathon I might've seen this sooner. Better late than never, I did a little prototype idea for your Copy Robot which you're welcome to use if you like it. The idea for the face is actually a random take on Kirby's 'Copy' ability from Kirby Super Star.
QuoteWhat's up with all the pony love lately? It seems like every hack/programming/resource site I visit has a significant pony presence. One dude over at Sprites Inc. is even planning a Megaman/Pony crossover game.
If you've got 22 minutes, this is pretty much why. (http://www.youtube.com/watch?v=rGyyXZCSCfw)
Anywho I think the doppelganger and/or kirby copy ideas are both good.
Quote from: Celdia on January 09, 2012, 04:23:01 pm
If I hadn't been so distracted this week with the SDA marathon I might've seen this sooner. Better late than never, I did a little prototype idea for your Copy Robot which you're welcome to use if you like it. The idea for the face is actually a random take on Kirby's 'Copy' ability from Kirby Super Star.
That's reasonably close to the concept I sketched. I like the idea of using the kirby copy power for the visor. That'll be a nice little nod for the observant. Thanks for the contribution.
Quote from: Kaijyuu on January 09, 2012, 06:32:21 pm
If you've got 22 minutes, this is pretty much why. (http://www.youtube.com/watch?v=rGyyXZCSCfw)
Anywho I think the doppelganger and/or kirby copy ideas are both good.
Ah. I see. I actually remember the country western one with the apple on her butt from back in the 80's.
Here's A little something I've been working on since the loss of my data.
Started as an upgrade of just one frame of the original Megaman sprite for a friend. Also, includes an 8-bit X & and an 8-bit-ish Megaman.EXE based on Zero (v2.0). Those are for a perler bead project for my friend's nephew, they aren't gonna be in the game.
When I finish it, it'll be used as a base for some of the other playable characters. He ended up about the same size as Megaman from the Wily Wars, so I took part of one of those sprites for mine.
Edit:
Threw this together for an edit I'd like to do to Megaman Zero Collection so I don't have to put up with the rather nonsensical palette choices.
Moar: