Author Topic: MegaMan Endless - Level Design Contest! - CLOSED  (Read 4702 times)

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Offline Blyka

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MegaMan Endless - Level Design Contest! - CLOSED
« 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 -
(click to show/hide)
* (the following were created by SnoruntPyro for her original contest, so some details may not apply)
(click to show/hide)
(click to show/hide)
(click to show/hide)


- 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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Re: MegaMan Endless - Level Design Contest! - OPEN, ends 03/31
« 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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Re: MegaMan Endless - Level Design Contest! - OPEN, ends 03/31
« Reply #2 on: March 10, 2016, 12:52:06 AM »
Sign me up!! This sounds really cool!

Offline lizardcommando

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Re: MegaMan Endless - Level Design Contest! - OPEN, ends 03/31
« Reply #3 on: March 11, 2016, 09:02:55 AM »
Oh, this is exciting! Sign me up!

Offline IcyTower

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Re: MegaMan Endless - Level Design Contest! - OPEN, ends 03/31
« Reply #4 on: March 12, 2016, 12:07:33 PM »
Can you sign me up =)

Offline Blyka

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Re: MegaMan Endless - Level Design Contest! - OPEN, ends 03/31
« 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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Re: MegaMan Endless - Level Design Contest! - OPEN, ends 03/31
« 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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Re: MegaMan Endless - Level Design Contest! - CLOSED
« 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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Re: MegaMan Endless - Level Design Contest! - CLOSED
« 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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Re: MegaMan Endless - Level Design Contest! - CLOSED
« 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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Re: MegaMan Endless - Level Design Contest! - CLOSED
« 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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Re: MegaMan Endless - Level Design Contest! - CLOSED
« 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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Re: MegaMan Endless - Level Design Contest! - CLOSED
« 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:

(click to show/hide)


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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Re: MegaMan Endless - Level Design Contest! - CLOSED
« 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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Re: MegaMan Endless - Level Design Contest! - CLOSED
« 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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Re: MegaMan Endless - Level Design Contest! - CLOSED
« 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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Re: MegaMan Endless - Level Design Contest! - CLOSED
« 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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Re: MegaMan Endless - Level Design Contest! - CLOSED
« 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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Re: MegaMan Endless - Level Design Contest! - CLOSED
« 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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Re: MegaMan Endless - Level Design Contest! - CLOSED
« 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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Re: MegaMan Endless - Level Design Contest! - CLOSED
« 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.