Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Eclipse

Pages: 1 2
1
Fan Games / Re: Megaman X : Eclipse
« on: August 29, 2013, 08:59:23 PM »
Alright I'll see if I can figure out what's happening. The next update will feature a "I'm Stuck" button, which will kill X but not take away a life if you're stuck in a wall.

Edit: v1.02 released! http://mmxeclipse.blogspot.ca/2013/08/mmx-eclipse-demo-v102-released.html

2
Fan Games / Re: Megaman X : Eclipse
« on: August 29, 2013, 12:49:51 AM »
Really? That is very interesting. I believe I downgraded to an older GameMaker:Studio version to compile 1.01. I suppose I'll have to do that again for 1.02.

3
Fan Games / Re: Megaman X : Eclipse
« on: August 28, 2013, 11:47:44 PM »
Oh the lava pit door has been fixed so that it'll kill you. That'll be in the next update. I misread your post and thought you also were getting stuck in the boss room door.

4
Fan Games / Re: Megaman X : Eclipse
« on: August 28, 2013, 10:52:38 PM »
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.

5
Fan Games / Re: Megaman X : Eclipse
« on: August 25, 2013, 11:38:38 PM »
After reading and thinking about various feedback, I agree that the level needs to be more balanced. After testing the level out numerous times ourselves, the level becomes easier and it's harder for us to judge whether something is too easy or too hard. Clearly, it's way too hard and we (as a team) are going to experiment different ways to keep it from frustrating the user to the point of quitting. Originally, we were thinking create this level and make an easy mode later. But perhaps making an easier level first and then hard mode later is a better option.

I am glad that so far the controls and X's physics are satisfying other than a few minor bugs. That was our main point of focus for a long time. Our next focus will be primarily on level design and enemies. I don't think we'll be redoing Scorch Raptor's level from the ground up any time soon, but it's always a possibility in the future if we decide it just doesn't fit.

We listened to many suggestions and are making the appropriate changes to accommodate them:

  • Lava will no longer be instant kill and it will move at a more reasonable speed.
  • The mid-boss now only has 2 levels of height so you always have room to hit him.
  • The blocks and spikes in the lava ascension part will be rearranged so that it's more forgiving if you make a mistake.

And that's just to name a few.

6
Fan Games / Re: Megaman X : Eclipse
« on: August 24, 2013, 08:50:51 AM »
Where are you getting the slowdowns? Is it all over the level or in a specific area? GM:S just released a new compiler that fixes a lot of speed issues (at least on slower devices), however it's bugged at the moment so I have no choice but to wait and use the old compiler. That might solve your problem once I'm able to use it.

Every developer has their own way of going about their game. Personally, I like having a demo out to get feedback and find bugs easier.

7
Fan Games / Re: Megaman X : Eclipse
« on: August 24, 2013, 07:46:56 AM »
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.

Ah, I getcha. It actually only does that with that specific lava. You can interact with spikes while blinking. I was thinking of changing the lava to just doing a big chunk of damage instead of instant kill, but I thought that might make it too easy. There's a few things I'll take a look at.

8
Fan Games / Re: Megaman X : Eclipse
« on: August 24, 2013, 06:38:06 AM »
I appreciate the constructive criticism. I didn't think I would get one so in-depth this fast!

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.

Music is always subject to change, but I'm glad the controls feel good.

Quote
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.


Agreed the 1st half is simple compared to the 2nd half. Mainly due to the difficulty change after the half-boss; and after going through some X levels I realized not every area in a level is populated.

We've considered putting another checkpoint before the jump, but it just felt like too many checkpoints. It is a really eventful ending though, so we'll give that some thought.

Quote
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.

It is a demo, so there will be bugs but I'm glad so far it's just minor. Confused about the damage barrier point though, what are you referring to?

After you kill Scorch Raptor the victory scene plays and go back to the stage select. I'll look into that bug.


Scorch Raptor's stage is by far going to be the longest and the hardest, so there won't be that kind of difficulty swing in any other level. But again, I do appreciate the criticism.

9
Fan Games / Re: Megaman X : Eclipse
« on: August 23, 2013, 11:48:18 PM »

10
Fan Games / Re: Megaman X : Eclipse
« on: June 09, 2013, 11:42:17 PM »
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.

Ah, I'm glad it's noticed! I spend a lot of my time trying to recreate that unique experience from X games. Attention to detail was integral for a good SNES game, and so it's just as important for us.

11
Fan Games / Re: Megaman X : Eclipse
« on: June 06, 2013, 07:19:38 PM »
Not particularly! Haha. He will be a lot easier with his weakness, but will prove a challenge for those who want to do minimalist runs.

12
Fan Games / Re: Megaman X : Eclipse
« on: June 06, 2013, 06:16:41 AM »
Scorch Raptor boss battle!

[youtube]http://www.youtube.com/watch?v=kuLou0Bo86s[/youtube]

13
Fan Games / Re: Megaman X : Eclipse
« on: March 25, 2013, 04:00:25 AM »
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?

Yep, that's where he's from. As I said in my last post, we're going to modify him a bit.

I think I have an idea for a new diagonal attack sprite. I'll give it a try sometime this week if I can find the time.

14
Fan Games / Re: Megaman X : Eclipse
« on: March 24, 2013, 04:58:36 PM »
He does that in the 3rd pic. I'll see what I can do for the diagonal one, although we're still working on how he'll look, too. Consider this his "beta" sprite, I suppose.

15
Fan Games / Re: Megaman X : Eclipse
« on: March 24, 2013, 12:48:58 AM »
Not quite sure what you mean by that. Looks good to me when fighting him. How do you think he should look?

16
Fan Games / Re: Megaman X : Eclipse
« on: March 14, 2013, 12:25:46 AM »
Here are some pictures -

[spoiler]





[/spoiler]

17
Fan Games / Re: Megaman X : Eclipse
« on: January 28, 2013, 07:00:59 AM »


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.

Sorry, I didn't see this post till today, but it's completely understandable. Thanks for working on what you could! The shading has been significantly improved.


I wrote up a new blog post to clear up some confusion on how we're distributing Eclipse. It also includes some new screen shots of the game.

18
Fan Games / Re: Megaman X : Eclipse
« on: January 02, 2013, 07:30:25 AM »
[youtube]http://www.youtube.com/watch?v=4o1eUenlzuU[/youtube]

The video of the Neon Tiger level has been uploaded!

As stated before; this is to show you guys our engine and its realism to the SNES series. We took the map from VG maps, put in some enemies and that's how it ended up. Unfortunately, YouTube cut the video from 60 FPS to 30 FPS so it's only half as smooth as it should be. Scorch Raptor's level is next on the list for videos, and then the demo! Happy New Years!

19
Fan Games / Re: Megaman X : Eclipse
« on: December 24, 2012, 07:59:04 AM »
The right one has been in favour of mostly everybody. Someone offered to touch it up some more so we are waiting for him to show us the result.

Since we aren't quite finished with the demo yet, I decided to re-create Neon Tiger's level with our engine to show it's realism compared to MMX3. The video will be uploaded hopefully by the week of the New Year, given how my work schedule plans out. I've just found some minor bugs that I want to work out first. This hasn't slowed down overall progress, it was something I decided to do while the others worked on Scorch Raptor's level.

A few plans have changed with the demo as well. We originally decided to just release it for Windows, however it'd be really nice to get feedback on how it runs on separate Android OS's as well. So we're going to work on releasing the Windows version as planned and then we will work on optimizing and porting it to Android afterwards. It'll probably also have the Neon Tiger remake in it as well.

20
Fan Games / Re: Megaman X : Eclipse
« on: December 05, 2012, 07:45:14 PM »
We've decided to release the stance sprites for our boss Scorch Raptor. We need him to be animated so if anyone has interest, email us! (I've posted our email a few times, just scroll up)

There are 2 slightly different variations that we ended up with. The main difference being his left arm and his tail is positioned a bit differently. It seems like everyone we've showed it to has mostly chosen the right one but we'd like to see everyone's opinions.


21
Fan Games / Re: Megaman X : Eclipse
« on: October 13, 2012, 06:22:07 AM »
That si amazing!

Thank you! I appreciate the feedback.

Just wanted to post some details about the playable demo:

  • You will be able to play Scorch Raptor's level
  • You will be able to dash, air-dash and up-dash even though you won't have the leg upgrade. (Doesn't mean that's what the leg upgrade is)
  • We hope to have Scorch Raptor animated for a boss battle, but we still need someone to animate him.
  • There is no set release date for the demo but we're very close to being able to release it. The main thing we're holding out on is animations for Scorch Raptor.
  • The demo will only be available for Windows

There are some other details being worked out, but those are the main ones I wanted to announce.

22
Fan Games / Re: Megaman X : Eclipse (Code name)
« on: September 14, 2012, 05:39:20 AM »
We have quite a few major updates that we're very excited to share.

Check out the updates in detail here. To summarize, we're now able to publish this game on Windows, Mac, Android, HTML5 and hopefully the OUYA. Our soundtrack of 47 songs is being finalized as well.

23
Fan Games / Re: Megaman X : Eclipse (Code name)
« on: March 28, 2012, 07:24:08 PM »
We have decided to show one of the eight Mavericks that will be in Mega Man X Eclipse. Scorch Raptor.



Credit goes to our maverick designer justicefrog on deviantArt, he did a tremendous job.

We are looking for the right person (or people) to sprite the 8 Mavericks of Mega Man X Eclipse. If you feel that you may be the right person, show us an example of your work by spriting one frame of Scorch Raptor. Email it to us at megamanprojecteclipse@gmail.com. We will be in touch with anyone expresses interest.

24
Fan Games / Re: Megaman X : Eclipse (Code name)
« on: January 12, 2012, 05:16:30 PM »
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 =)

It would not create the correct shading of blue that X has. Plus it's to much of a hassle compared to my method, but I will not be releasing any game code.

25
Fan Games / Re: Megaman X : Eclipse (Code name)
« on: January 11, 2012, 06:55:07 AM »
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.

That method works for classic megaman because it is 8 bit. It's a bit different when dealing with MMX sprites, we would not get the right colors.

However I posted that a long time go and have already developed a colouring system for it.

Pages: 1 2