Author Topic: Megaman λ Development Blog  (Read 6272 times)

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Offline NebulaBlack

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Megaman λ Development Blog
« on: April 21, 2015, 05:36:47 PM »
Hey guys, it's been a long time. How have you all been?
I've been lately into programming of all kinds. I was going to do this in shadows but lack of community feedback kept me in a corner. There's also the problem of creating sfx & music for the game which I am not very good at. So, recruits are welcome. :)

P.S. This is not a release thread but rather a devblog.

Plot: No plot planned as of now.

Art: JusteDesserts, CadmiumRED.
Sprites & Programming: NebulaBlack.

Planned Features:
-3 Playable Characters & 1 Unlockable Character (Megaman, Protoman, Bass, Megaman S.)
#Megaman plays like 9&10 version.
#Protoman is a very defensive character. Unlike 9&10 version; shield is mostly active, he has charge shot, ground dash and wall-jumping (he can't slide on walls or dash-wall-jump.)
#Bass is very mobile, he has dash and double-jump.
#Megaman S. plays like a mix of MM4-8 versions.

-Extensive Shop Items (Almost 3 pages of items per character.)
-Each Stage will have 3 ver. per playable character (the only exception is Megaman S.)
-3 Special Stage (will not be revealed.)
-2 Seperate Difficulty Options. (Normal & Difficult - Standart, Survival & Crisis)

Features that are being considered:
-Collectibles (Trinkets & CDs)
-Endless Attack
-Time Attack
-Leaderboards
-Challange Mode & Achievements

P.S. I will try to keep the devblog updated as much as I can.

Offline NebulaBlack

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Re: Megaman λ Development Blog
« Reply #1 on: April 21, 2015, 05:37:09 PM »
*Reserved for keeping track of devblog updates*

Offline RetroRespecter

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Re: Megaman λ Development Blog
« Reply #2 on: April 22, 2015, 07:45:46 PM »
What style will this game use?

Offline NebulaBlack

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Re: Megaman λ Development Blog
« Reply #3 on: April 22, 2015, 10:45:36 PM »
What style will this game use?

A mix between MM6 & MM10. 8-bit for the ease of development. I would have gone for Wily Tower style if it wasn't for the development time.

Mock-up Screen (some simple tiles, not in 1:1 resolution to protect content plagiarism for now)

Offline Just fuck my shit up

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Re: Megaman λ Development Blog
« Reply #4 on: April 23, 2015, 08:55:31 AM »
Now before I make any other comments...

Will this remain active?

I say this, because I viewed this thread with a large measure of skepticism. This forum has a ton of similar projects posted on this very subforum and they've all disappeared into the past with VERY few reaching even a playable state.

I don't mean to come off like a hardass, but I need to know.

Can you put in the time to develop a full-fledged video game, even if it's just an indie/fan project?
Can you depend on your team to stay in contact and put in the necessary work along with you?
Can you regularly update this development blog and push the project in other locations in order to garner publicity, as RPM is a relatively small community?

And most importantly: How passionate are you about this project? Is it a fleeting idea, or something you want, with all your heart, to see through to the end?

I ask this because this does seem like an incredibly cool project, and I would hate to be let down, and I'm sure I'm not alone in these sentiments. The Mega Man/Rockman franchise is dying a miserable death and every push from the fans helps, including fangames and projects like this.

I love you almost as much as I love booty parades.

Offline NebulaBlack

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Re: Megaman λ Development Blog
« Reply #5 on: April 23, 2015, 12:37:24 PM »
Nice questions. That's a good oppurtinity to answer many things.

Quote
Will this remain active?
It will remain active unless I say so. Nothing is set in stone.

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Can you put in the time to develop a full-fledged video game, even if it's just an indie/fan project?
That's one of the major problems, I am working hard to become a game designer and personally I want to get right into developing my own IPs. This game is more like a learning step. There's also the fact that my family has companies that are in a dire situation, unlike most people, my life doesn't depend on my education, but instead depends on world economy, managing social circles & in general, risking my financial life daily :) So, I shouldn't really make any big promises like other fangames may do.

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Can you depend on your team to stay in contact and put in the necessary work along with you?
I really don't have much of a team, programming/spriting is taken by me, I am new at programming but I am pretty confident in graphics department. I also have art covered, all I need is some musicians for sfx and music. But, in general, yes, I will and want to depend on my team.

Quote
Can you regularly update this development blog and push the project in other locations in order to garner publicity, as RPM is a relatively small community?
I will try to update this devblog as much as I can. As for other communities, I don't want to gather too much publicity before a demo is released. I would actually prefer to develop the full game before it spreads to other communities. I spend so much time in this place & I know that RPM is where I can find many talented & creative people.

Quote
How passionate are you about this project? Is it a fleeting idea, or something you want, with all your heart, to see through to the end?
This is the trickiest question. Sometimes, I don't want to work on it & sometimes, I am passionate about it. It really depends on my financial situation, whatever I have time or not. Afterall, in the end, this is a fangame, it can wait. But my survival or social life can't :) (Not to mention that the country I live in is at the brink of economical collapse & possibly civil war. Really makes it harder to live peacefully :) )

Thank you for being honest :)

Offline Ruri

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Re: Megaman λ Development Blog
« Reply #6 on: April 23, 2015, 02:55:35 PM »
So this is going to be like all your previous stuff and never go anywhere right

Offline NebulaBlack

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Re: Megaman λ Development Blog
« Reply #7 on: April 23, 2015, 05:43:51 PM »
I am making the game for my own enjoyment and my objective is to merely share this joy with you guys :)

I will show some progress as soon as I get trivial coding done.

Offline Just fuck my shit up

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Re: Megaman λ Development Blog
« Reply #8 on: April 24, 2015, 02:38:58 AM »
Those were good answers though. I'm cheering you on, mate.

I love you almost as much as I love booty parades.

Offline rockmanclassix

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Re: Megaman λ Development Blog
« Reply #9 on: April 24, 2015, 05:22:59 AM »
So this is going to be like all your previous stuff and never go anywhere right

Daisy-Duke Contest Circle-Jerk. In Da House.

Offline NebulaBlack

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Re: Megaman λ Development Blog
« Reply #10 on: May 01, 2015, 02:17:40 AM »
The progress so far:
-All main sprites added for playables;
-Set up the Palette Shader.
-Set up the Animated Background System (There's no native Animated BGs for Game Maker Studio)
-Set up Pause System.


Screenshot (Recorded in 20FPS, Frames Skipped) //My gif recorder records at 20fps at most, sorry guys  :'(

Offline NebulaBlack

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Re: Megaman λ Development Blog
« Reply #11 on: May 01, 2015, 05:02:26 PM »
Today's progress:
Tile collision with BSP (Binary Spatial Partinioning) using a Quadtree. //Huge performance boost (My game uses lots of complicated logic, so any kind of performance boost is a plus).
And a temporary screen scrolling.


Offline NebulaBlack

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Re: Megaman λ Development Blog
« Reply #12 on: May 18, 2015, 04:25:33 AM »
Sorry for the long hiatus. I had to rollback to an earlier version of the software I am using because of collision detection issues.

Updates:
-Working menu system. :)


Offline Night

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Re: Megaman λ Development Blog
« Reply #13 on: May 19, 2015, 11:45:11 PM »
And a temporary screen scrolling.
Welp, you're further ahead than me. Good luck to ya!

Offline NebulaBlack

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Re: Megaman λ Development Blog
« Reply #14 on: June 01, 2015, 11:23:08 AM »
Here are some new screenshots on the stuff I have been working on (I don't have much freetime nowadays so progress has been slow)

Also sorry for the bad image quality, but it is to protect the assets.



Offline Just fuck my shit up

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Re: Megaman λ Development Blog
« Reply #15 on: June 01, 2015, 09:28:47 PM »
I have a gripe about the logo. The lambda just seems... Out of place. You might have to work on that just a bit.
Otherwise it looks good!

also when this is done you better put in some kind of half-life easter egg
playable gordon freeman sprite pls

I love you almost as much as I love booty parades.

Offline NebulaBlack

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Re: Megaman λ Development Blog
« Reply #16 on: June 02, 2015, 06:00:29 PM »
I have a gripe about the logo. The lambda just seems... Out of place. You might have to work on that just a bit.
Otherwise it looks good!

also when this is done you better put in some kind of half-life easter egg
playable gordon freeman sprite pls

This is not Half-Life related though :P But I'll consider it.

Offline NebulaBlack

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Re: Megaman λ Development Blog
« Reply #17 on: June 03, 2015, 04:10:43 AM »
A small update:
Main Menu & User Input (%90 done.)
Custom Controls (%25 done.)
GamePad Support (Done but only supports XInput right now. Will try my best to add DirectInput for 3rd party controllers.)
Title Screen (Done)

(click to show/hide)

Offline NebulaBlack

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Re: Megaman λ Development Blog
« Reply #18 on: June 05, 2015, 12:46:49 PM »


Profile File System is in :)

Offline NebulaBlack

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Re: Megaman λ Development Blog
« Reply #19 on: June 17, 2015, 05:09:38 AM »
-> Started doing the Pause Menu
-> Save/Load System Almost Finished
-> Customizable Controls Added in
-> Working on Cutscene System

// An early animation test (Purely visual, it had no functionality at this point, just still images, with the code for animation.)


// Current Situation

Offline Just fuck my shit up

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Re: Megaman λ Development Blog
« Reply #20 on: June 17, 2015, 06:22:19 AM »
Putting in work, mate! Keep it up!

I love you almost as much as I love booty parades.

Offline NebulaBlack

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Re: Megaman λ Development Blog
« Reply #21 on: June 29, 2015, 04:03:12 AM »
Progress:
Using the style of Megaman 10's Boss Selected Scene (except that borders move in reverse direction) Aside from Jumping and Idle Animation Codes, it is complete :)


(It is really smooth in 60 FPS, this gif however is 20 FPS)

Offline Just fuck my shit up

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Re: Megaman λ Development Blog
« Reply #22 on: June 29, 2015, 07:48:21 AM »
gfycat bb

no framerate lock

I love you almost as much as I love booty parades.

Offline NebulaBlack

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Re: Megaman λ Development Blog
« Reply #23 on: July 06, 2015, 09:04:50 PM »
Have been working on something else lately :)

Offline NebulaBlack

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Re: Megaman λ Development Blog
« Reply #24 on: September 01, 2015, 08:07:28 AM »
Sorry for no posts, everyone.

I've been having financial problems since ISIS attacks in Iraq. (It effected me even though I am not an Iraqi nor do I live in Iraq.) I also have to re-apply to college and am also developing apps for money right now.

So, the project is on hold as of right now until I can secure my situation again. :(