MegaMan Endless - Level Design Contest! - CLOSED

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Offline Blyka

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on: March 09, 2016, 05:22:24 PM
- This contest is closed. Thanks for participating! -



- The Game -
Mega Man Endless is a large scale Endless Attack mode as found in Mega Man 9/10 and various rom hacks. It follows the standard formula with 5 micro level segments before a boss, and will feature 12 bosses and 60 levels. One lap is practically a full-length Mega Man game, and with online leaderboards it's quite the endless experience!
In addition to the Classic Mode it also features a Boss Mode, Timed Mode and Perfect Mode (1 HP and no weapons or item pickups).

This game is essentially complete except for levels, which brings us to...


- The Contest -
My level inspiration has dried up over the years from prior fangames, not to mention they weren't always well-received to begin with. So for a game like Endless that relies entirely on solid level design, I'd love for its levels to be a fanbase effort--your chance to put forth and play what you think a Mega Man level should be like!

This contest is in collaboration with SnoruntPyro, who made it possible with her efforts in tweaking my engine to make it accessible to non-GM users--as well as easy to submit custom levels--for her own level contest that ended recently with good results.
This means no coding or prior gamedev experience is required to take part!


- The Reward -
Winners will see that awesome level design idea they've always wanted to play featured in a 16bit fangame with a top-quality engine.

And their name in the game, naturally.

And... No, there are no prizes. This project is simply a tribute to our favorite Blue Bomber.

Still here? Wonderful, let's move on to...


- The Rules & Guidelines -
- Mega Man can slide, but no charge shot.

- Don't worry about graphics or music! Winners in Endless will have 16bit graphics and tunes chosen after the fact. Do what you want here, but generally sticking to these basic tiles would keep things super simple and easier for you to focus more on design and less on aesthetics.

- Levels must be 6 screens in length, starting and ending with a 32x64 teleporter (which can be set anywhere in the start/end rooms).
If 6 screens isn't enough for you there's no limit to how many levels you can submit, so go all out!
If on the other hand you simply can't finish a 6 screen level but have a killer idea for just a few screens, submit it anyway! It might be worked into something else and you'd still be credited.

- Though the devkit contains more, you can only use enemies and obstacles found on this sheet.

- Levels must be able to be completed without taking damage! Doesn't have to be easy, but it does have to be possible.

- Levels must be able to be cleared without requiring weapons, though by all means plan areas around clever use of them.
Note: the included weapons in the devkit won't be used in Endless; see the Resources for the Endless arsenal.

- Big/small health/weapon capsules can be placed where appropriate, but try to use sparingly. No 1-Ups or E-Tanks here.

- As an aside, your submission may be subject to minor tweaks if accepted, but full credit still goes to you.


- The Resources -
[spoiler=Weapons]Weapons aren't available to test in the devkit, but here's a demonstrative video and here are full stats and descriptions:

Hyper Bomb - Energy Used: 2 / Base Damage: 1
Hold up or down when firing to change the trajectory of a powerful bomb that explodes on enemy impact or after a few seconds. Explosion is multi-hitting. Can also destroy breakable blocks/walls.

Leaf Shield - Energy Used: 4 / Base Damage: 3
Can move around and fire it like modern shields; won't vanish on contact with weaker enemies.

Magnet Missile - Energy Used: 1 / Base Damage: 2
Will change direction to intercept enemies above or below it.

Ring Boomerang - Energy Used: 1 / Base Damage: 2
Returning weapon that can be fired forward, up or at a 45° angle. Essentially mimics Shadow Blade's behavior from Mega Man 3, but is multi-hitting and will never ricochet.

Charge Kick - Energy Used: 1 / Base Damage: 1
Slide faster with invincibility while damaging enemies. Continues through the air if you slide off an edge.

Centaur Flash - Energy Used: 4 / Base Damage: 4
Clears screen of weak enemies and delivers a crushing blow to strong ones.

Boost Jump - Energy Used: 3 / Base Damage: 0
Continuous mid-air jumping for reaching new heights.

* Weapon stats subject to change if balancing is required
----------------------------------------------------------------------------------------------------------------------------------------------
[/spoiler]
* (the following were created by SnoruntPyro for her original contest, so some details may not apply)
[spoiler=Controls]
Z - Jump
X - Shoot
A - Previous Weapon Quick Switch
S - Next Weapon Quick Switch
Enter - Pause
Arrow Keys - Move

DEBUG AND CHEAT KEYS, AND SCREEN SIZES
F1 - Resolution is 256x224
F2 - Resolution is 512x448
F3 - Resolution is 768x672
F4 - Fullscreen
F7 - Reset game
1 - Toggle invincibilty (won't work if you just got hit)
2 - Kills you if your health is full, otherwise refills your health
----------------------------------------------------------------------------------------------------------------------------------------------
[/spoiler]
[spoiler=Video Tutorials]
- Basics
- Extra Tilesets + Custom Spawners
- Setting Up Your Level For Submission
----------------------------------------------------------------------------------------------------------------------------------------------
[/spoiler]
[spoiler=User Guide]
SETTING UP YOUR LEVEL
- First, create your room by right clicking and copying the room "level_template". Click on the "settings" tab in the room editor and change the name to (Your Username) (Level Name).
- Next, click on the room 'initiate'. Go to settings and click on 'creation code'. There, you'll see a line that looks like this:
//setUpLevel(1,level_test,"exampleMusic.ogg")
- This is the (commented out) code to set up your level with the level select menus and to set up music for it. "setUpLevel" has three arguments - level slot, level room name, and filepath to the music. The filepath to the music has to be in quotes, but the other two don't have to. Just fill in the relevant info and you're good! Be wary, though, the game only supports 5 level slots, but you really don't need more than 1 in this context...
- NOTE: YOUR MUSIC MUST BE IN .OGG FORMAT!

HOW TO USE THE EDITOR
- To place objects, select the "objects" tab on the interface on the leftmost side of the room editor. To select objects, click on the icon with the mouse towards the bottom of the interface. Then, a big popup will pop up, with tons of folders. Move your mouse over the folders to view them. Click on an object to set it to the object you're using, and then left click in the actual room to place it.
- To mass-place objects, hold "Shift" as you place them. To delete objects, right click them. To mass delete objects, just hold down the right mouse button and drag it along the objects you want to delete. To access an object's creation code, hold CTRL and right click it, and choose "Creation Code".
- To place blocks, select the "tiles" tab on the interface. Then, hit the icon with the mouse on it towards the bottom. You can then select from various "backgrounds" to use. Click on the tile you want to use, and place it anywhere.
- Tiles have the same mouse actions as objects, minus the creation code.
- To edit a room's height and width, and to edit its creation code, select 'settings'. DO NOT EDIT THE 'SPEED', 'ROOM CAPTION', OR 'PERSISTENT' options. Note that in order to have proper scrolling, width values must be a multiple of 256, and height values must be a multiple of 224.
- In order to add a background to your level, select 'backgrounds', click on 'Background 1' in the menu, check 'Visible when room starts', and click on the mouse icon to choose between a background. If you want to make your background a solid color, just click on the box next to the Color text and choose your color.
- To edit your spawn point in the level, select 'views', and edit the X and Y options for 'View in room'.

LEVEL EDITING POINTERS AND TIPS
- To avoid making unneccesary clones of objects, many enemies have "variations" that you can set by modifying the individual object's "creation code". To modify this, simply right click an object while holding the Control key and select Creation Code. The coding interface will pop up. All you have to do is type in "variation = (variation number)", with the variation number of the enemy being listed below. If you do not set the variation, the object will default to its first variation. If you set the variation to anything other than a listed value, the game will likely crash, so don't do that!
- Some enemies have variations, ranging from simple color changes to custom variations with harder or easier attributes.
- Usually, you want to make sure to uncheck the 'Delete underlying' box in the bottom left. Unchecking this box stops Game Maker from deleting objects that intersect each other. The only time you really want this checked is if you're filling blocks/ladders, to prevent unneccessary duplicate objects.
- If you want to connect your screens instead of making them all individual and apart from each other, use the object called 'camera_setting'. Place that at the top left corner of the first screen in your row, then go into the creation code and type "numberOfScreens = (number of screens you want)".
- To add a checkpoint to your level, place 'checkpoint_setting' in the top left of the screen you want to make a checkpoint, and then place 'teleport_block' objects around the center of the screen. These objects will define where Mega Man lands when he teleports in. You can have as many checkpoints as you want. Just make sure to not place one in the middle of a stretch of connected screens, otherwise the scrolling will be messed up.
- Make sure that if you want to connect two screens downwards vertically, you place the object 'holedoor' at the bottom of the first screen.
- Extend your tiles that touch the top of the room 2-3 tiles above the room. You can place tiles up there, even if you can't see it in the room editor.

HOW TO USE CUSTOM SPAWNERS
- Custom spawners are pretty powerful. With it, you can spawn any object in the game with any piece of code you can write. I'm not going to go into meticulous detail on how to do tons of different settings with these (consult your local Game Maker help file for that), so here's a general description of how they work and a thing you can do with them.
- There are two types of spawners - interval (red) and continuous (green). These are labeled appropriately in the files.
- Interval spawners will spawn one object at your defined interval. Continuous spawners will endlessly spawn an object at a designated interval for a designated amount of time, before shutting off and waiting another designated amount of time. Remember, for these time values,  60 = 1 second, 30 = half a second and so on.
- Interval spawners require three values to be inputted - "code", "interval", and "object". "object" is the object the spawner will create (look at the list below for object names), "interval" is self-explanatory, and "code" is anything you might want to put in the creation code. Your code must be formatted 'like this'. If you do not want any creation code, just put code = ''.
- For example, if you want a spawner that spawns an orange Killer Bullet every two seconds, you would input this in the spawner's creation code:
interval = 120;
object = killerbullet;
code = 'variation = 3';
- Semicolons are not required. You don't have to have exact spacing as well so you could just do "interval=120" or "interval =120" or "interval= 120" if you're so inclined.
- The same applies for continuous spawners, except there are some extra variables. You still have to input "code" and "object", but there are three interval variables involved - "spawnInterval", "stopInterval", and "waitInterval". These are the gap between the spawning of objects, how many frames until the spawner stops, and its cooldown time, respectively.
- For example, if you want a spawner that spews 10 regular bullets straight downwards with a gravity factor of 1 for 10 frames and then wait half a second before spawning again, you would input this -
object = standard_bullet;
code = 'grav = 1; sound_stop(sfx_enemyshoot); sound_play(sfx_enemyshoot)';
spawnInterval = 1;
stopInterval = 10;
waitInterval = 30;
- The sound code is not required, but it is nice to have sound for your spawners.

NEAT CODING THINGS
- This is mostly for custom spawners, but this can also be applied for custom resources and creation code and such.
- Most enemies in the game have "hsp" and "vsp" variables, and some have a "grav" variable. "hsp" and "vsp" are horizontal and vertical pixels per frame, respectively. "grav" is gravity, and you'll generally want this to set to "1". This is the same gravity constant Mega Man uses on land. "0.5" is floatier, and "0.75" is in between.
- If an object does not have "hsp", "vsp", or "grav" variables, you can substitute them with "hspeed", "vspeed", and "gravity" + "gravity_direction = 270".
- Some variables might be nice to know. Mega Man's health is "global.health". His E-Tank and W-Tank values are "global.tanks_e" and "global.tanks_m" respectively. The power of his charge shot is "global.csp".
- You can change Mega Man's keys. The variables are "global.key_up", "global.key_down", "global.key_left", "global.key_right", "global.key_a" (jumping), "global.key_b" (shooting), and "global.key_start" (pausing). For letter and number keys, type ord('key'), with 'key' being the letter/number of your choice (surrounded by ' on both sides). For something like Shift or Ctrl, it will be vk_key with key being the key you want, decapitalized. If this doesn't turn red in the code editor then you typed it in wrong. The Game Maker help file has a full list.

ENEMY, CODE AND OBJECT NOTES
- Make sure that when using any floor-tracking enemies (Spines, Spring Heads, Electric Gabyolls, and Garyobies) you set their boundaries by placing "marker" objects where you want them to turn around, unless you want them to run off ledges.
- You can use the same "marker" objects to make Shield Attackers turn around prematurely, and make Crabbots turn around.
- There are 8 slots for yoku blocks. They will appear continuously in the order they're numbered.
- For code/custom spawner purposes, the standard_bullet object, which is used in almost all projectile-shooting enemies, will disappear if you set alarm[0]. So if you wanted to have a bullet only appear for a second, you would type in its creation code alarm[0] = 60.
- Many obstacles and dynamic platforms have settings you can set in their creation code to change their behavior. These are listed in the 'ELEMENT VARIABLE LIST' section.
- If you're going to create new enemies, copy existing ones, otherwise you're in for some pain. Make sure to modify their 'User Defined 15' event to have the object's name instead of whatever you copied it from.
- Make sure to place Have Su Bees (the massive bees that carry hives) where you want them to fly TO, not where you want them to fly from.
- Make sure to place Monkings (the Mega Man 2 monkeys) in the position you want them to fly and grab to.
- Make sure to place Parasyus, Moles, M44As, Bombombs, and various other enemies that come down from the sky or from the bottom of the screen inside the screen you want them to appear in. Don't place them offscreen or they'll get scrolled offscreen.
- If you want to place a gear + clown combo like in Metal Man's stage from 2, JUST place the gear. The clown will automatically appear and land on the gear. You don't have to do anything else special.
- The "lowgravity_setter" (the moon) and the three purple gravity objects have different uses. The former, when placed, will apply low gravity globally throughout the entire level, so only place one. The latter three objects change Mega Man's gravity when he touches them, so place them as if they were blocks.

ENEMY VARIATION LIST

Met Beta & Charging Met & Scuba Met & Metrain
1 - Default mode.
2 - The shots are lined up instead of the top and bottom shots being slightly behind.
3 - Will only shoot the center shot.
4 - Shots are twice as fast.

Blader
1 - The enemy will be green.
2 - The enemy will be blue.

Spine
1 - The enemy will be blue.
2 - The enemy will be orange.
3 - The enemy will be blue and always at max speed.
4 - The enemy will be orange and always at max speed.
5 - The enemy will be blue and always at minimum speed.
6 - The enemy will be orange and always at minimum speed.

Killer Bullet
1 - The enemy will be red.
2 - The enemy will be blue.
3 - The enemy will be orange.

Beak
1 - The enemy will be orange.
2 - The enemy will be red.
3 - The enemy will be blue.

Octopus Battery
1 - It will be red and start moving downwards.
2 - It will be red and start moving upwards.
3 - It will be red and start moving leftwards.
4 - It will be red and start moving rightwards.
5 - It will be orange and start moving downwards.
6 - It will be orange and start moving upwards.
7 - It will be orange and start moving leftwards.
8 - It will be orange and start moving rightwards.
9 - It will be blue and start moving downwards.
10 - It will be blue and start moving upwards.
11 - It will be blue and start moving leftwards.
12 - It will be blue and start moving rightwards.

Flea
1 - The enemy will be blue.
2 - The enemy will be red.

Screw Bomber
1 - The enemy will be orange.
2 - The enemy will be blue.
3 - The enemy will be red.

Watcher
1 - Starts moving downwards.
2 - Starts moving upwards.

Fan Fiend
1 - Normal behavior.
2 - Pushes you twice as hard.
3 - Pulls you in instead of pushing you.
4 - Pulls you in twice as hard.

M445
1 - Starts moving downwards.
2 - Starts moving upwards.

Mole
1 - Starts moving downwards.
2 - Starts moving upwards.

Garyoby
1 - The enemy will be red.
2 - The enemy will be orange.
3 - The enemy will be red and always at max speed.
4 - The enemy will be orange and always at max speed.
5 - The enemy will be red and always at minimum speed.
6 - The enemy will be orange and always at minimum speed.

Power Muscler
1 - The enemy will be red.
2 - The enemy will be green.

ELEMENT VARIABLE LIST
To use these, go into the creation code of the object and type in the name of the variable, then an =, and then the value you want to set it to. As a general rule, -1 for any 'dir' variable is left, and 1 for any 'dir' variable is right.

Yoku Block: 1 setting, 'variation', which changes the sprite.
1 - Mega Man 4, Wily Stage 1
2 - Mega Man 6, Wily Stage 2
3 - Mega Man 5, Proto Stage 1
4 - Mega Man 2, Heat Man
5 - Mega Man 1, Elec Man
6 - Mega Man 1, Ice Man
7 - Mega Man 9, Plug Man
8 - Mega Man 9, Endless Mode
9 - Mega Man 10, Sheep Man
10 - Mega Man 10, Enker

Elec block and fire block: 2 settings. 'dir', which is self explanatory, and delay, which is the on/off timer. If you want it to shoot right, type dir = 1 in the creation code, and dir = -1 for it to go left. They will default to right. To change the delay, put delay = (your number here) in the creation code. It will default to 60 (a second in real time).

Stationary magnet: 1 setting, 'dir'. Self-explanatory. Defaults to right.

Quick laser spawner: 3 settings - 'delay', which is how many frames until the spawner shoots the lasers, 'dir', the direction (same values apply to this as the rest), and 'laserspeed', the speed of the quick lasers. delay defaults to 1, dir defaults to 1, laserspeed defaults to 16 pixels per frame.

Gutsman lift: 1 setting - 'dir'. Self-explanatory. Defaults to right.

Crashman lift: 3 settings - 'mdir' is the direction. Unlike other direction variables, you have to type out your direction. So 'up' for up, 'down' for down, 'right' for right, 'left' for left. 'hsp' is the starting horizontal speed. Negative numbers are left and positives are right. 'vsp' is the starting vertical speed. Negatives are up and positives are down. Keep these consistent with your mdir, otherwise glitches may occur. The lift defaults to going straight up.

Poking needles: 1 setting - 'dir'. 1 is down, 2 is up, 3 is left, 4 is right. Defaults to down.
[/spoiler]


- The Signup & Submission -
If you're interested in participating, just say so here and you'll be sent a PM with all the required materials, easy as that!

To submit your level from the devkit:
- Title your room "(Username) (Level Name/Number)".
- Go to the "File" tab at the top, and click on "Export Resources". Save the file as your username. In the popup that follows, uncheck every checkbox except "Rooms", and hit OK.
- PM the exported file to me and SnoruntPyro and you're good to go!

Feel free to post here with any questions or concerns, and have fun!

Submissions are due April 3rd!

- The Signees -
« Last Edit: July 03, 2016, 12:55:12 AM by Blyka »



Offline Superjustinbros

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Reply #1 on: March 10, 2016, 12:28:30 AM
Sounds very interesting! I'll be looking forward to seeing what this all leads to. 8)



Offline PressStart

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Reply #2 on: March 10, 2016, 12:52:06 AM
Sign me up!! This sounds really cool!



Offline lizardcommando

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Reply #3 on: March 11, 2016, 09:02:55 AM
Oh, this is exciting! Sign me up!



Offline IcyTower

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Reply #4 on: March 12, 2016, 12:07:33 PM
Can you sign me up =)



Offline Blyka

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Reply #5 on: March 19, 2016, 09:58:24 PM
So, it's come to my attention that the devkit has some pretty major inaccuracies with the actual Endless engine. Any enemy or obstacle in Endless should behave as they would in the original Mega Man games and without bugs, so if your level creation has been hampered by them not behaving as you'd expect I sincerely apologize for the inconvenience!

This won't affect the judging of current submissions, but for the convenience of any further work a devkit update is being made with some general fixes by SnoruntPyro, and I've patched in the enemy roster directly from the Endless engine. SnoruntPyro should be posting tomorrow to notify when the new devkit is available, along with instructions on bringing over in-progress levels if you so desire.

I'll go ahead with the new known issues and enemy tips now:

Known Devkit Issues
  • Some enemy collision boxes may differ slightly--Parasyu definitely--but hopefully not so much as to be problematic.
  • Bolton & Nutton's re-spawning behavior may be slightly quirky but I'm not certain.
  • Pole Eggs don't re-spawn when you shift from a room and back.
  • Walking Bombs jump forever against a tall wall instead of turning around after three jumps.
  • Holograns weren't re-implemented as there are too many complications and Endless engine integrations to bring over to the devkit perfectly, but the one among the devkit's original enemy selection was originally from Endless anyway so it should work to some degree.
  • Obstacles are unchanged and therefore still inaccurate. Some may serve better as conceptual placeholders while keeping its authentic behavior in mind.

On Using Newly Implemented Enemies
  • Enemies direct from the Endless engine can now be found under 'Enemies -> MMEndless' and will have 16bit sprites, though the original devkit enemies are still available for backwards compatibility.
  • Usage of these enemies might be different than what you're used to. Generally you can just plop them down and they'll behave, but a few things to be aware of:
    • Some enemies like Mole or Claw spawners require parameters to be set through a "Room Creation Code" (ctrl+right click in the room editor). These parameters can often be found and explained under an enemy object's Create code.
    • If there's an enemy you need turned a certain way horizontally (like Blasters/Beaks) oftentimes all you'll need in the RCC is "image_xscale = -1;". Likewise for upside-down Screwdrivers it would be "image_yscale = -1;".
    • Sometimes you may need to set the room editor's grid setting from 16x16 to 8x8 to properly align an enemy.
  • As always, please feel free to ask any questions if something's not working or is confusing you!



Offline SnoruntPyro

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Reply #6 on: March 20, 2016, 06:09:43 PM
The update is out now! Just redownload from the link given to you in PM. To port over levels you may have already started, follow this video.



Offline Blyka

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Reply #7 on: April 04, 2016, 05:20:31 PM
2016.03.30 - Just an update if anyone here is still working or interested in participating: signups will still close after 03/31 as originally intended, but the submission deadline has been extended to April 3rd.



And that's a wrap! While there wasn't as much interest here at RPM as I'd hoped, there was 100% participation from those who did sign up so thank you!

I may post here from time to time with status updates but that's more likely to be a thing at Sprites INC seeing as it had the majority of signups, though I'll definitely post at RPM again when the game is finished so I hope you'll all look forward to that.

Again, thanks for participating! :)



Offline lizardcommando

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Reply #8 on: April 04, 2016, 08:14:19 PM
Thanks for giving the opportunity to let everyone design levels for you. I definitely had fun with it, despite some of the bugginess with the engine. I've always wanted to make Megaman levels and this was a great opportunity to do just that. When will we know the results of the contest and when will this get released?



Offline Blyka

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Reply #9 on: April 05, 2016, 05:04:12 PM
Thanks for giving the opportunity to let everyone design levels for you. I definitely had fun with it, despite some of the bugginess with the engine. I've always wanted to make Megaman levels and this was a great opportunity to do just that.

My pleasure, I'm glad you and others enjoyed the opportunity! I figured there might be a number of fans out there with cool level ideas but no inclination towards jumping into a fangame project of their own, and this way hopefully Endless will be a stronger title with more creative and diverse levels than if I had done them all myself. :)

When will we know the results of the contest and when will this get released?

I suspect it may take a good while to judge the entries, but I'll definitely announce when the results are confirmed. As for release, all things considered I'm aiming for May 27th. That may be optimistic given my busy couple of months ahead (not to mention everything in gamedev takes even longer than it's supposed to), but that's my site's 10 year anniversary so I'm really hoping to make it by then. XD



Offline Blyka

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Reply #10 on: May 08, 2016, 10:47:51 PM
Contest Results
Sorry for the long wait, everyone! Admittedly, inserting these levels is much more time-consuming than anticipated between tweaks, graphics, polish, testing, modifying certain enemies and obstacles to properly accommodate new situations, and so on.

However, I'm pleased to announce that just this morning I finished up the last level required to properly announce the results! Here's the alphabetized list:
  • awd42
  • Beed28
  • ChargedShot
  • Chingoku
  • Entity1037
  • Flashman85
  • Garirry
  • iYamWhatIYam
  • Joseph Collins
  • Lamda
  • lizardcommando
  • LobsterKing
  • Pkranger101
  • PressStart
  • ProtoPokeman
  • raekuul
  • Renhoek
  • The Mega Fan 19XX
  • Wkay
If your name is there then congratulations, at least one of your levels made it in and is already fully implemented and tested!
If you submitted more than one level then I won't know how many made it in until all the levels are finished.

It's been a lot of work but also a lot of fun implementing these levels and seeing them come together in 16bit under the Endless engine, and so far I think the game is feeling very solid. :)

Again, my sincere thanks to everyone who participated in this contest!


About That Release Date...
I'm still dreaming of May 27th and working hard, but given that it's less than three weeks away and I still have 28~ levels to implement and then the full game to test play... I probably can't make it in time. We'll see how it goes though, and I'll make another estimate around that time if/when it doesn't work out.



Offline lizardcommando

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Reply #11 on: May 09, 2016, 07:56:22 AM
Awesome! I'm on the list! Thank you very much! You just made my night! I wonder which level you chose from mine?

I can't wait to see what it looks like in the new graphics style.



Offline Blyka

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Reply #12 on: May 09, 2016, 09:16:36 PM
Glad to hear it, and thank you for the levels!

Which level(s) were chosen probably won't be announced prior to the game's release as it's still up in the air for those with multiple submissions. Unless it happens to be featured in a teaser screen that I've been posting at Sprites INC on occasion... which doesn't include one of yours I guess, but I might as well share the current set here as well:

[spoiler] [/spoiler]


Oh, and a word to anyone whose name wasn't on the winners list: Sorry you didn't make the cut, but more than likely your level just wasn't quite what Endless was looking for. If it's any consolation you'll still be credited in Endless under "Special Thanks", because that's what you have for participating. :)



Offline Blyka

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Reply #13 on: July 02, 2016, 03:44:05 AM
Just letting interested parties here know that Mega Man Endless is now available! I've started a release topic here: http://forum.rockmanpm.com/index.php?topic=7564

Thanks for your patience and I hope you enjoy it!  :)



Offline Flashman85

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Reply #14 on: July 02, 2016, 10:11:49 PM
Hello everyone who submitted a level! We've been discussing this on the Sprites INC thread for this contest, but I'm planning a livestream where I play through everyone's raw, submitted levels for Mega Man Endless, regardless of whether they actually got included in the game. Not only would this be a chance to showcase everyone's original vision for their levels, but the developers would be invited to join in the commentary via Skype, Google Hangout, or whatever is most convenient (or else simply being present in chat).

So, would anyone be interested in having their raw, submitted level(s) livestreamed, and if so, would you be interested in participating in the commentary? I'll coordinate logistics individually once all the Big Life Stuff I'm going through starts to settle down, probably in a month or so.

In the meantime, I'm planning a blind livestream of Endless, most likely either tonight, Monday morning, or Tuesday night. I'll announce when I'm streaming on Twitter (nathanielhoover) and Facebook (GeminiLaser). You can find me on Twitch (Flashman85) when it's time to stream, and I post all my archived livestreams to YouTube (Flashman85LIVE) in case you miss anything.

No matter where you go, there you are.


Offline Da Dood

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Reply #15 on: July 03, 2016, 12:13:40 AM
This is such a great idea. I was actually playing MM3 Endless earlier today and I loved it. I have a question... what exactly constitutes a lap? Is it going through all sections at least once?


Offline Blyka

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Reply #16 on: July 03, 2016, 05:40:19 PM
This is such a great idea. I was actually playing MM3 Endless earlier today and I loved it. I have a question... what exactly constitutes a lap? Is it going through all sections at least once?

Yup, which is about 324 screens in Endless (unless you're on Boss Mode, which is only about 36 screens).

Hope you enjoy Endless if you give it a go. :)



Offline lizardcommando

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Reply #17 on: July 05, 2016, 09:01:11 AM
Awesome! I am gonna be playing a little bit for now. I was curious, is that my level in this screenshot here? http://blyka.legends-station.com/pics/screens/ss-megamanendless-9.png

Also, on my very first playthrough, my level loaded up first. :D



Offline Blyka

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Reply #18 on: July 06, 2016, 06:09:30 AM
Awesome! I am gonna be playing a little bit for now. I was curious, is that my level in this screenshot here? http://blyka.legends-station.com/pics/screens/ss-megamanendless-9.png

Also, on my very first playthrough, my level loaded up first. :D

Yup, that screenshot be your level. :) That's cool your level loaded up first. Hope you enjoyed it, and I hope you enjoy Endless! Thanks again for participating!



Offline lizardcommando

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Reply #19 on: July 06, 2016, 07:08:20 AM
I got to play around with it a bit more last night. I'm liking it so far, except for the levels that have excess spikes in them lol. What made you choose those two levels I made instead of the other ones? I already figured that level with the bomb maze was not going to make it, but I was surprised the level with the guts man lifts made it in.

If there is one thing that should be added in this game is the ability to instantly replay the game instead of having to go to the main menu and pick one of the modes. I just think it's a minor inconvenience having to navigate the menus again instead of just hitting a button right at that game over screen. Maybe get rid of one of those "Play me!" links?



Offline Blyka

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Reply #20 on: July 07, 2016, 12:42:13 AM
What made you choose those two levels I made instead of the other ones? I already figured that level with the bomb maze was not going to make it, but I was surprised the level with the guts man lifts made it in.

Heh, yeah, the bomb maze was pretty unforgiving. I quite liked the magnet/water/yoku stage for obvious reasons, and the Guts stage felt like good standard use of them and other enemies; I just enjoyed playing it and appreciated the clever timing with some of the situations. Though I can't say the same for players with a Guts Lift phobia. XD

If there is one thing that should be added in this game is the ability to instantly replay the game instead of having to go to the main menu and pick one of the modes.

At least 99% of other players feel the same way, so it's being addressed in the next update. Hoping to have that out by tomorrow.