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Messages - Tesserex

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1
Fan Games / Re: C# MegaMan Engine
« on: November 01, 2015, 03:32:41 PM »
I guess you could call it alpha. And hopefully yes.

2
Fan Games / Re: C# MegaMan Engine
« on: October 29, 2015, 03:12:53 PM »
I know this subforum isn't particularly active anymore, but I have some good news.

You can now download an official pre-alpha release of the engine with the new editor! Check my downloads page on my new website at http://tesserex.github.io/C--MegaMan-Engine/#/download.

It is now possible to create and test a new project in the editor. All necessary supporting files, like the entity definitions for Mega Man and his bullets, sounds, sprite sheets, etc are all included automatically. You can grab a level tile spritesheet from somewhere like sprites-inc, fire up the editor, create a new project, add a stage, create your tileset, and paint some rooms, and click test and it will run!

3
Fan Games / Re: C# MegaMan Engine
« on: March 03, 2015, 06:27:05 PM »
Hello everyone. I am very happy to find that this community is still thriving. Hopefully you are equally happy with the following message.

My C# Engine is still very much in progress, and over the past year I have been working on a brand new editor for it. It's much more flexible, and combines the features of the old tileset editor and level editor. It doesn't have an enemy editor yet but that will be coming soon.

I've also recently begun streaming my development of the project on Twitch. Check out my channel here. I am putting all of the streams on YouTube as well afterward.

I also just implemented a new feature in last nights stream - autoscrolling segments. I used Cossack stage 3 as a model. You can watch me use the editor to create the tileset and level, and then code the whole thing.

There is still no complete download of the project yet, but I will get to that as soon as I feel the editor is in a good place for it.

I've also begun a new website home for the project, which you can see very much still in progress here.

I hope some time soon I can reach a threshold where more that a dozen people know about this project at any one time, and maybe I can even get some more programmers to help it along. One of my new Twitch followers has already contributed a few commits to the codebase, which is pretty exciting. What's it take to get a Kotaku article written about you?  >U<

4
Fan Games / Re: C# MegaMan Engine
« on: February 23, 2013, 04:44:07 AM »
Now that Time Tangent is dead, I think I'm on my own for keeping everyone informed about my engine. It's definitely still in progress (it has never been on hiatus even once in its over 3 year development) and I'm right now rewriting the editor in WPF (the newer Windows desktop app framework). Not only will it be easier for me to write and look better, it will also have much more intuitive controls and more complete features.

Looking around in this subforum there are a TON of projects going around that I didn't know about, and even a few more engines on the scene. Quite an exciting time.

5
Fan Games / Re: C# MegaMan Engine
« on: June 15, 2012, 11:08:26 PM »
I hope everyone still realizes that this engine isn't dead. New video posted yesterday:

[youtube]http://www.youtube.com/watch?v=NDHt5u6g3Og&list=UUyjSE2WCqyGUTgLt11HQUPg&index=1&feature=plcp[/youtube]

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Fan Games / Re: C# MegaMan Engine
« on: February 23, 2012, 06:46:38 AM »
The engine can read any image types supported by the .NET framework. So you can use full 32 bit color PNG if you want, including transparency and everything. No limits really. I didn't impose any artificial limitations.

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Fan Games / Re: C# MegaMan Engine
« on: February 02, 2012, 05:38:07 AM »
Just want to make sure everyone knows this project is still going strong. I have a bunch more youtube videos up now, and the documentation is already started. You can always get the latest version at www.github.com/Tesserex/C--MegaMan-Engine/ by clicking the downloads link. The newest release is 20120128.

8
Yeah a computer capable of running my engine is pretty cheap now. My mom just got a new laptop for $500 that's about as good as mine (2 yrs old, $1200 at the time). But I understand that for a lot of people even a few hundred is hard to come by. I certainly look forward to seeing you back!

9
Yeah most of the frustrations are enemy placement. The difference between something that's just hard and something that seems unfair is whether it feels like you need prior knowledge. So if you fall into a room, and immediately get barraged by bullets and die, it feels unfair. You need to die and come back knowing whats ahead in order to prepare for it. There's not many of those situations but I feel like I need more lives to get through.

I do have gyro which helps, I can't imagine how annoying it would be without it. I first tried Pharaoh - didn't make it. Gyro - beat him. Crystal - Didn't make it. Shadow - made it to him but he destroyed me because he's crazy.

10
I just started playing, this is indeed awesome. It's hard, no doubt, and can get annoying at times, but it's worth it. Some parts of each stage are frustrating and seem unfair, but it's doable. I love the fusion part, makes it interesting.

11
Fan Games / Re: C# MegaMan Engine
« on: May 07, 2011, 07:03:38 AM »
Yeah what's weird is that even zooming the same resolution slows it down. If I run my engine, and stretch the window to fill the screen, it sometimes slows down, even though the drawing surface is still 256 x 224 pixels. I just tested it - didn't get an actual slowdown, but it was saying it was much busier in thinking. Yesterday I tried on my tv, and maximizing it did slow it down a bit.

Posted on: April 25, 2011, 14:45:32
I just uploaded a new youtube video of my engine, in which I fight Crystal Man. The video description contains a link to download the latest version of the engine and demo project, so I'll just link to the video here. Also remember that it says to get XNA 4.0 if you don't have it already.

http://www.youtube.com/watch?v=ISjPOBHgC80

12
Fan Games / Re: C# MegaMan Engine
« on: April 25, 2011, 06:18:47 AM »
Actually, for whatever reason, when the screen is bigger, it's a bigger drain on the system to draw, so it slows down a lot. I need to put some time into investigating why this is. On the surface, it doesn't make much sense logically.

13
Fan Games / Re: C# MegaMan Engine
« on: April 24, 2011, 05:35:10 PM »
I want to make the preliminary announcement that I have added NTSC filtering into my engine. So now it can look as if you're in front of a TV. Once it's tweaked, possibly for performance (I barely reach 60 fps, sometimes not, while Mex says it's fine for him), and I get some other bugs fixed, I'll make a release.

14
Wow... well, I don't know if anyone else successfully ran your stage, but I have some notes.

1. I think you may have designed the longest RM stage in history. Good job. It just... keeps... going.

2. Many of your joins were messed up, so I had to fix them in the editor. But that's ok.

3. The rock floor you use for the first mini boss and elsewhere is 100% slick, you probably didn't intend that.

4. I love the tiles. The only comment I have is that the blue spirally bars, the ones that look like rebar, in some places where they don't reach the ceiling and there's a black tile above them - it looks like they're just cut off. Maybe you should make a half tile, with the top half black for shadow. Or even just dimmed if you have enough palette for it. Or, you could cap them with a spike or something. Sorry I can't tell you whether your tiles are true to NES limits, I don't know enough about that.

5. You tend to use a lot of screens taller than 14 tiles which didn't exist in the original games. That's fine, but in some places the scrolling is weird. Maybe some of those screens can be redesigned so not much action takes place in the middle section? Like you do stuff at the bottom, climb a ladder, and then go across the top. Just because jumping across blocks at the center is disorienting with the screen going up and down.

6. Your strange screen sizes have also exposed some bugs in my engine for scrolling them. And in my editor, while I was trying to fix your joins. I'll get to fixing those soon.

15
Fan Games / Re: C# MegaMan Engine
« on: March 28, 2011, 04:16:31 AM »
There's no way to make an accurate slope block even with the entity system. It would behave like a tiny staircase, and you would have to jump. The original games didn't have them either (did they?) so I'm not planning on adding them.

16
Fan Games / Re: C# MegaMan Engine
« on: March 27, 2011, 01:22:26 AM »
Based on MM10 how? That and the sliding thing are done by the project created with the engine, not the engine itself. The sfx channel support is part of the engine, but it's not done yet.

17
Fan Games / Re: C# MegaMan Engine
« on: March 22, 2011, 03:13:59 AM »
Great! That means my implementation of collisions and friction is correct. Or at least correct enough for now.

18
Fan Games / Re: C# MegaMan Engine
« on: March 21, 2011, 06:35:45 PM »
Could anyone do me a favor and identify a stage in the classic series with a horizontally moving platform that switches direction between left and right? I want to study its behavior and whether MM shifts by a pixel or not when it switches direction, but I can't actually find any such platforms.

19
Fan Games / Re: MegaMan R
« on: March 20, 2011, 04:05:17 PM »
Maybe we can collaborate on any code related issues that come up? If you ever try to get the ntsc filter working, with scan lines and such, let me know! I tried implementing one, and it killed the performance because I couldn't find a fast way to manipulate individual pixels of XNA textures.

Or you could feel free to just contribute code to my engine, since it is on github...  :D

Glad to see you're going for full authenticity. I know it can be a challenge, particularly in C#. Best of luck.

20
Fan Games / Re: C# MegaMan Engine
« on: March 19, 2011, 11:30:00 PM »
Yeah Xane, it was quite a pain to make. Mostly because of the fact that I'm using C# which doesn't play quite as well with C code.

21
Fan Games / Re: Fan Game: Megaman Maximum
« on: February 09, 2011, 04:17:27 AM »
I love the lockers on the wall. I think this fulfills all of our childhood fantasies, pretending to be Mega Man and making buster noises down the halls of our grade schools...

22
Fan Games / Re: C# MegaMan Engine
« on: January 14, 2011, 10:03:17 PM »
I just posted a new video with a demo of working Rush Coil and Rush Jet. They are not yet available for download. Someone pointed out the coil doesn't jump you high enough. Oh well. Also, 16 views and already a dislike? Sad.
[youtube]http://www.youtube.com/watch?v=RMkQm0f8Tmc[/youtube]

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Fan Games / Re: Mega Man Unlimited
« on: December 30, 2010, 02:57:12 AM »
Probably not like mine, I would guess if it's really written in C, that it's just their game, and not an engine for making other games.

24
No I didn't put in any limit to what you can do. Have as many tiles as you want. And feel free to upload whatever you want, the engine is free.

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Fan Games / Re: C# MegaMan Engine
« on: December 15, 2010, 12:51:25 AM »
Ok,that must mean that you have .NET and everything just fine, but the red X is its way of saying you don't support XNA graphics. I didn't make that red X, it must be part of the graphics device control. Sorry.

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