10-28-2017, 05:08 PM
(This post was last modified: 10-28-2017, 06:41 PM by Theforeshadower.)
All good then. I still stand by what I said about a Megaman X/Zero Engine being pretty easy. I hadn't touched my code in years(lost the source).
Gave it another go using my edit and yours for frames I hadn't done, Tiled to do some X2 tiles over the Xtreme 2 intro stage, then some other small edits and a resolution change.
Actual screenshots, not mockups. Full working health bar, full platformer controls(jumping, dashing, wall sliding, X2 Zero style 3 attack combo, and a modified X4 health bar.
https://www.youtube.com/watch?v=0qxlUuGheYU is the track I used because once the main sequence kicks in, sounds so much like the Xtreme 2 version than X2 version.
Anyway, only took a couple hours to toss it all together. The biggest time consuming process if you really tried to put something together is going to be reworking the tiles(if you even did that). Level based platformers are pretty cut and dry for programming, especially ones without RPG stats to handle. Boss fights could be the hardest challenge but then again, you are just programming different states of an artificial stupidity(intelligence). Pretty easy as well if you make sure you get all your ducks lined up properly with object inheritance.
Lol. Guess I nerded out a bit there.
Also, your quote that you pulled for reasoning is literally about the game's box art. Nothing to do with the sprites. Just saying. The quote has nothing to do with sprite limitations in the GBC.
Don't get me wrong, I get that you am imposing limitations, which is fine. Just your quote has nothing to do with that.
Gave it another go using my edit and yours for frames I hadn't done, Tiled to do some X2 tiles over the Xtreme 2 intro stage, then some other small edits and a resolution change.
Actual screenshots, not mockups. Full working health bar, full platformer controls(jumping, dashing, wall sliding, X2 Zero style 3 attack combo, and a modified X4 health bar.
https://www.youtube.com/watch?v=0qxlUuGheYU is the track I used because once the main sequence kicks in, sounds so much like the Xtreme 2 version than X2 version.
Anyway, only took a couple hours to toss it all together. The biggest time consuming process if you really tried to put something together is going to be reworking the tiles(if you even did that). Level based platformers are pretty cut and dry for programming, especially ones without RPG stats to handle. Boss fights could be the hardest challenge but then again, you are just programming different states of an artificial stupidity(intelligence). Pretty easy as well if you make sure you get all your ducks lined up properly with object inheritance.
Lol. Guess I nerded out a bit there.
Also, your quote that you pulled for reasoning is literally about the game's box art. Nothing to do with the sprites. Just saying. The quote has nothing to do with sprite limitations in the GBC.
Don't get me wrong, I get that you am imposing limitations, which is fine. Just your quote has nothing to do with that.