This is looking good. I'd tell you all the bugs I found, but I suppouse you know what to fix.
Please, don't let the project die, it is going in a very good way 8)
Congratulations and keep this project alive :D
So far looks like you're off to a great start. I don't see why you won't be including X and Zero at once though. It looked cool there in your video, and I always liked that about the newer titles.
Is this being done with Game Maker, MMF2, or C++? It looks really good, despite the color errors of the x-buster charging. :)
Green legs? What's up with those? Return X armor? I love me some Return X, bro!
(Sorry, am I just mindlessly speculating?)
It's just a placeholder for the armor. We have armor designs, but they will not be revealed until the game is out.Yeah, I figured it'd be something like that :P Still, the little bit I've seen looks interesting, but that first video with the square enemy by the door? Total X6 level design, man.
Yeah, I figured it'd be something like that :P Still, the little bit I've seen looks interesting, but that first video with the square enemy by the door? Total X6 level design, man.
We're still figuring out story-wise how X and Zero will be played, but both will be playable.
We're making this one with Game Maker. And yeah, the colour charging looks terrible because of how Game Maker is, but we'll make it look better soon.
Thanks for the feedback guys! Sorry for no "big" updates recently, been working on the little things the last little while. (Saving, pause screen, some gameplay tweaks, etc.)
And for those wondering, we'll be using save files, no password system.
Posted on: July 19, 2011, 07:12:31
Added a link to the blog! All updates will be on there from now on.
What about game maker color?
i am making a simpler game tho, classic megaman.
I separate each color into a different sprite, and recolor it as white so that the color blend can be any color, and draw each of them in the draw_sprite_ex
, then I change each of the color in the step function or draw function.
image_blend will only work for one particular sprite assign to the object, so I have to use draw_sprite_ext in the draw event instead.
etc
draw_sprite_ext(spr_scroll,0,x,y,1,1,0,$FFFFFF,1)
draw_sprite_ext(spr_scroll,1,x,y,1,1,0,lb,1)
draw_sprite_ext(spr_scroll,2,x,y,1,1,0,db,1)
colors that do not change can be combine into one layer.
u will probably need about 5 layer if there is 4 changing colors.
It is easy to seperate the sheet into sheet for each color using character maker 1999.
why will the method not work? is there some performace issue? Each color is link to a variable that can be change freely. and i have tried using multiple changing colors. using some boolean logic it is also possible to obtain certain random color if desire. like a range of blue.
I am not saything this way is better but i am quite certain it will work.
blue=make_color_rgb(100,100,200+count);
etc...
Anyway care to share how u implement ure, changing of colors? I like to study other people methods as well.
I only know about different sprite_sheet and layers.
Not familiar with set_blend_mode option... but it probably work too.
Anyway programming aside, i like the big moving square robot idea.
Great work and keep it up =)
We're making this one with Game Maker. And yeah, the colour charging looks terrible because of how Game Maker is, but we'll make it look better soon.You seems to be blaming the IDE. Hence i suggested some way to solve it, as gamemaker definitely can do it.
That si amazing!
(http://s7.postimage.org/51kg29ijb/morematerials.jpg) (http://postimage.org/image/51kg29ijb/)
This is what I have, I am sorry, but my mind is more focused on a few other projects currently, but I am honestly duckking down from this for sanity sake.
NMario and Yoku Man have me my secondary brain occupied, along with my own. Good luck to you.
Reminds me of the unused miniboss sprite from MM7. Is that what this is?
As for the second pic, I suggest editing the sprite shown from the 3rd pic. Maybe try rotating his arm diagonally?
Just wanted to say that the game looks freaking awesome from what I've seen. Being an SNES X Fanatic, I particularly like how you paid attention to detail. It looks and feels like it's right at home on the original console and even the explosion was correct - to the note!
I'm extremely hyped for this one.
Right so I played the demo, and here are my thoughts.
The Good:
- The controls are very nicely tuned. You nailed this aspect.
- Sound is good, although I'm not personally a fan of the music that much.
- The enemies are well programmed for the most part.
The Bad:
- The Level Design. Oh man, the Level Design. The first section is far too empty and kind of dull, with not much in the way of obstacles or difficulty. Then the second part hits us with a ton of bricks in the face, requiring far more precision than any section of the first part. Furthermore, some of the (I assume are) bugs make this section even more tedious than it needs to be. And that last little jump at the end? I know that you were going for a flashy finish and all, but having to restart the whole second section when you're right next to the boss door due to not knowing about the jump is just not cool.
The Ugly:
- I was stuck in a jump animation while landing a few times. Really minor compared to some of the other stuff, but I figured you would want to know.
- The wall shooters can get frozen in place if you back off screen while it's turret turns.
- The damage barrier does nothing against damage surfaces. Seriously?
- I killed the boss as I was about to be hit, and died as he was exploding. This led to me being frozen in place with no sound when I respawned at the checkpoint. I was not particularly inclined to go through the level again (see Level Design), so I don't know what it's like after that.
Don't worry about the music, that's more a personal thing.
I like the idea of the jump, just maybe widen the area a bit to give a little more leeway.
The damage barrier point comes into play in the lava draining section for the most part. So let's say I'm sliding down a wall, for example, and I hit an enemy that was just revealed. Instead of having a second or less to get my bearings and jump back onto the wall, I essentially die right away once I touch the lava.
I'll need more specific information to fix this. I'm aware people are getting stuck, but I've never gotten stuck myself so I need to know what you guys did. Were you walking in normally? Dashing? Jumping? etc.