08-12-2010, 10:47 PM
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[FANGAME][ALPHA WIP] Megaman Power Up!!
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09-23-2010, 11:51 AM
Not dead, but otherwise on hiatus as life forces production down to a crawl.
Also, I'm looking into stitching over to E02 Engine instead of GameMaker, because E02 is cross-platform compatible with Win Mac, Linux, PSP, & Wii.
Update! Back from the dead.
If anyone is curious, development was halted by my divorce. But enough about that. I'm using an open source engine that was posted at the GM forums as a base for my own engine. I'm including a tech demo mostly geared towards testing the jump physics. Z=Jump, X=Fire. http://www.mediafire.com/?sv1hnunjbf3bbj2 New title: Megaman: Power Up!!
12-16-2011, 09:49 AM
I'll try and get around to trying this out sometime.
Also, this is a personal pet peeve of mine but I hate when the jump and shoot buttons are inverted, as it's quite difficult and uncomfortable for me to play games like that and I can't see how anyone would find it comfortable. I just wonder if Jump couldn't be X and Shoot couldn't be Z, it'd make more sense. But ranting aside, this does look pretty neat and I hope I can make time to try this out.
12-19-2011, 04:13 AM
(12-16-2011, 09:49 AM)Mighty Jetters Wrote: I'll try and get around to trying this out sometime. Thanks. As far as the buttons they are the way they are because that's how the engine had them when I got it. Since I'm going to be implementing the button configuration routine from the Damaged Megaman Example that won't be an issue at all. Probably two demos from now the button config will be done since I want to finalize the physics first. Actually, the jump button is already configurable in the code it's just not being taken advantage of yet.
12-19-2011, 09:22 AM
Yeah I thought I remember there was a reason for that. I wouldn't even have an issue with it if it weren't for that fact that in some cases makes a game near unplayable. :<
Also I just downloaded the game. I'll try to play it later.
12-19-2011, 04:35 PM
I appreciate your effort.
01-04-2012, 02:25 AM
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. Thanked by: Garamonde
01-28-2012, 01:17 AM
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. Thanked by: Garamonde
01-28-2012, 09:18 AM
I'd love to see Zero in MMPU! style (MMX original, not MMZ version).
01-28-2012, 06:36 PM
Thanked by: Garamonde
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