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Rockman & Community => Fan Creations => Fan Games => Topic started by: Tesserex on April 13, 2010, 05:04:15 AM

Title: C# MegaMan Engine
Post by: Tesserex on April 13, 2010, 05:04:15 AM
This is a project I've been working on since last August. It's a megaman fangame engine I'm writing from scratch in C#, and not using any game software like Game Maker or MMF. So far it has most of the gameplay features, full movement, ladders, enemies, health, teleports, charged buster, a pause screen, and stage select.

You can see the videos of it on my youtube channel: http://www.youtube.com/user/Tesserex (http://www.youtube.com/user/Tesserex)

The special thing about this engine is that I'm hoping it's easy enough to use that anyone can make custom enemies and other things without asking me for help programming them. There's a very powerful and flexible system for defining entities using XML that you can see explained in one of my videos.

The engine is available for download at www.liquidfyre.com/tesserex/downloads.php (http://www.liquidfyre.com/tesserex/downloads.php). Note that it requires XNA to run, but that's also linked from the download page.

I'm not going to write any more right now because I don't have time and also I'm too tired and probably not very coherent right now. So that's all. Looking forward to feedback.
Title: Re: C# MegaMan Engine
Post by: DjKlzonez on April 13, 2010, 05:17:14 AM
 *o* Wow, it looks really good, almost official!
But is there any way this engine can be PORTED (NOT emulated) for Mac?
Title: Re: C# MegaMan Engine
Post by: Mirby on April 13, 2010, 05:35:56 AM
Sweet! I'm checking this out!
Title: Re: C# MegaMan Engine
Post by: carlos-182 on April 13, 2010, 06:15:22 AM
Wow, so this is done in XNA Game Studio  :o
I tried to make games with XNA but seems complicated... well the problem here is that I need to re-understand programming things like objects and classes.

I'll download this tomorrow, since it's late and I have to sleep.

But for the videos I have to say, good work  ;)
Title: Re: C# MegaMan Engine
Post by: Sub Tank on April 13, 2010, 06:23:34 AM
Looking sharp.
Title: Re: C# MegaMan Engine
Post by: Tesserex on April 13, 2010, 01:04:59 PM
Wow, so this is done in XNA Game Studio  :o

Well, it's not actually done in Game Studio. I originally wrote it with GDI+ (the standard windows drawing) for graphics. I use visual studio as my IDE. But GDI+ isn't hardware accelerated and became very slow. So I found a way to get xna drawing into a windows forms control (Microsoft wrote the control itself and has a tutorial with it).
Title: Re: C# MegaMan Engine
Post by: carlos-182 on April 13, 2010, 03:26:20 PM
When I try to execute, an exception is shown. "Exception not controlled in the application, an unexpected error has occurred".

I don't know what's happening, I had XNA Framework since I develop (or try  :|) in XNA Game Studio. I downloaded the framework from your page anyway and re-installed it, and it was the same.

I have Windows 7 by the way.
Title: Re: C# MegaMan Engine
Post by: Tesserex on April 13, 2010, 03:32:11 PM
Hmm, interesting. My brother is able to run it on 64-bit windows 7, with xna 3.0 installed. Do you have 3.1 because of game studio? Maybe they're conflicting.
Title: Re: C# MegaMan Engine
Post by: carlos-182 on April 13, 2010, 05:52:32 PM
Yeah I have 3.1 but 3.1 supports 3.0 as far as I know.

But my Windows 7 is x86 (32 bits)
Title: Re: C# MegaMan Engine
Post by: MexicanSunflower on April 13, 2010, 06:40:39 PM
Wow, I'm both surprised and happy you made a RPM thread about your engine. I've been following it for awhile, it's incredible!
Title: Re: C# MegaMan Engine
Post by: Tesserex on April 13, 2010, 07:23:22 PM
Carlos, it's compiled as x86, and my machine is as well, so that can't be the problem. I'll investigate whether 3.1 is indeed compatible with 3.0.

For anyone else who has downloaded it (and please do if you haven't!) could you give me a quick report on success or failure?
Title: Re: C# MegaMan Engine
Post by: Mirby on April 13, 2010, 08:34:21 PM
Hmm... I couldn't get it to work. I have XP SP2, btw.
Title: Re: C# MegaMan Engine
Post by: Tesserex on April 14, 2010, 11:15:24 PM
I have a suspicion as to why. And if I'm right I'll be pissed, because it means a lot more hassle for me. Basically using xna in a wingorms app requires you all to have visual studio or xna game studio installed. Total bull.

Update: someone on the xna forum says my suspicion is wrong (thankfully). But that means you guys are going to have to send me whatever details you can about the errors. I still don't know about whether 3.1 conflicts with 3.0

Posted on: April 13, 2010, 20:35:21
Just to make sure we cover all the bases - for those having problems, do you have .net 3.5 installed? Most people do, and it comes with windows vista and 7.

If that's not it, I would really appreciate Amy stack traces you might be getting (a huge chunk of code after an error message).
Title: Re: C# MegaMan Engine
Post by: OBJECTION MAN on April 14, 2010, 11:29:05 PM
Coincidentally I do have Visual Studio 2008 installed, and it worked for me. Maybe your suspicion isn't all that wrong?
Title: Re: C# MegaMan Engine
Post by: Tesserex on April 24, 2010, 07:15:34 AM
Ah, but the possibility remains that it only made it work for you because vs2008 gave you .net 3.5

Posted on: April 14, 2010, 03:02:07 PM
A new demo video has been posted to YouTube! This update - boss fights!!! View the awesome video here (http://www.youtube.com/watch?v=kigomvZBPXI)! Then when you're done, download the new version (http://www.liquidfyre.com/tesserex/downloads.php) of the engine and try the fight for yourself.
Title: Re: C# MegaMan Engine
Post by: carlos-182 on April 25, 2010, 06:31:26 AM
I have to say, the video looks awesome.
Seems like you reached a great level of the engine, looks great.
But the problem persist, I can't play it  :(

This is the message:

System.InvalidOperationException: An unexpected error has occurred.
   en Microsoft.Xna.Framework.Graphics.RenderTarget.CreateRenderTarget(GraphicsDevice graphicsDevice, Int32 width, Int32 height, Int32 numberLevels, SurfaceFormat format, MultiSampleType multiSampleType, Int32 multiSampleQuality, RenderTargetUsage usage, Boolean isTexture2D, _D3DSURFACE_DESC* pDesc)
   en Microsoft.Xna.Framework.Graphics.RenderTarget..ctor(GraphicsDevice graphicsDevice, Int32 width, Int32 height, Int32 numberLevels, SurfaceFormat format, MultiSampleType multiSampleType, Int32 multiSampleQuality, RenderTargetUsage usage, Boolean isTexture2D)
   en Microsoft.Xna.Framework.Graphics.RenderTarget2D..ctor(GraphicsDevice graphicsDevice, Int32 width, Int32 height, Int32 numberLevels, SurfaceFormat format)
   en Mega_Man.EngineGraphicsControl.Initialize()
   en WinFormsGraphicsDevice.GraphicsDeviceControl.OnCreateControl()
   en System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
   en System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
   en System.Windows.Forms.Control.CreateControl()
   en System.Windows.Forms.Control.WmShowWindow(Message& m)
   en System.Windows.Forms.Control.WndProc(Message& m)
   en System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   en System.Windows.Forms.ContainerControl.WndProc(Message& m)
   en System.Windows.Forms.Form.WmShowWindow(Message& m)
   en System.Windows.Forms.Form.WndProc(Message& m)
   en System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   en System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   en System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

Buh  :(
Title: Re: C# MegaMan Engine
Post by: Tesserex on April 25, 2010, 07:30:41 AM
Ok, I found one hint of what might cause it. Try replacing your Mega Man exe file with this one (http://"http://www.liquidfyre.com/tesserex/Mega Man.exe"). I can't promise it will work but it's worth a shot. I found a third-hand source that suggested a fix which I've tried here.
Title: Re: C# MegaMan Engine
Post by: carlos-182 on April 25, 2010, 04:08:23 PM
Well the error doesn't show now... but the game doesn't start.
The screen keeps black and maybe I need to use "Open game", but I don't know what to open, I tried with Mega Man Common.dll but the error appeared again.
What should I open?
Title: Re: C# MegaMan Engine
Post by: OBJECTION MAN on April 25, 2010, 06:25:40 PM
I dunno, maybe game.xml in the Demo Project folder.
Title: Re: C# MegaMan Engine
Post by: Tesserex on April 25, 2010, 08:32:07 PM
I can't tell if you're being facetious, but yes, open game.XML. I'm glad that helped!
Title: Re: C# MegaMan Engine
Post by: carlos-182 on April 26, 2010, 03:16:53 AM
Well now there is progress  :D
I can see the boss select screen, but when I press 'enter' to enter the level, the game crashes again.
EDIT: The game crashes when I enter a level that is not the one of right corner.
So yeah, it works.
I can play the level that is shown on the video  8)

It's a great great engine dude, I want to ask you, what about the code, is it big? A lot of code lines?
You should make a tutorial, or something to tell us how did you made the game.

Long time ago I tried something with XNA but I failed, then I went through Multimedia Fusion 2, and then ended with Scirra Construct, making a Mega Man X fan game.

But it would be awesome if I do something with XNA, and I guess is similar to C#. (due the fact of XNA works in C#).

Well, congratulations dude, its a great work. 8)
Title: Re: C# MegaMan Engine
Post by: Tesserex on May 07, 2010, 01:54:02 AM
Crashes when it's not the "one of right corner"? All three in the top row should work, the rest will crash. Besides, the Zero stage is the top middle. So which did you mean?


edit: You want to know about the code. It's right here. (http://github.com/Tesserex/C--MegaMan-Engine/tree/master/Mega%20Man/) Yes, it's a lot of lines. I don't know exactly how many. Look at some of the files that end with Component. StateComponent.cs and CollisionComponent.cs are nice big ones. If I were you I might be curious how stuff actually winds up on the screen. If that's the case, check out SpriteComponent.cs, and then look at the code for the common dll here. (http://github.com/Tesserex/CME-Common-Library/tree/master/Mega%20Man%20Common/)

Posted on: April 26, 2010, 03:29:16
New update! No download for it yet though. This time I'm mainly demoing some enemies I wrote in XML. I also accidentally demo a new bug I introduced yesterday.

http://www.youtube.com/watch?v=XdJ6aqSx2dc (http://www.youtube.com/watch?v=XdJ6aqSx2dc)

Favorite the video if you like it! Subscribe too.
Title: Re: C# MegaMan Engine
Post by: OBJECTION MAN on May 07, 2010, 03:18:55 AM
Oh god I nearly spit out my dinner when I saw that note, haha.

And then when the rotating wheel DISAPPEARED I WAS LIKE FFFFFFFFFFFFFFFFFFF.

That was pretty awesome. Lots of cool ideas going on there.
Title: Re: C# MegaMan Engine
Post by: Yoku Man on May 07, 2010, 04:14:51 AM
Seems alot of fans think alike. :) Expect some Yoku Spikes and Yoku Wheels in Yoku Man's stage too in MM Unlimited. I like the similarities to N-Mario's engine, especially the reverse gravity ability for debug testing over large pits.  >0<
Title: Re: C# MegaMan Engine
Post by: Tesserex on May 11, 2010, 01:32:07 PM
New version, 0.9, is released! Get it here. (http://"http://www.liquidfyre.com/tesserex/downloads.php")

Remember that you need to install the XNA distro 3.0, available at the top of the page. You also need .NET 3.5. If you have Windows 7, .NET is preinstalled. Otherwise you may or may not have it.

The most important change in this version is that I fixed the problem that caused some people to be unable to run the engine. So if you still get an error trying to run it, please post the error here.

I apologize for the size of the download, it's mostly the music files. I tried MP3 but they didn't loop quite right.

edit: if you want to play crystal man (zero) stage and it isn't working, open demo project/stages/crystal/tiles.XML, and delete the file path at the top of the file. It should just say tiles.png. Sorry, that one slipped through the cracks.
Title: Re: C# MegaMan Engine
Post by: OBJECTION MAN on May 11, 2010, 11:53:15 PM
Link is messed up a bit, but workable if you edit the url.

Not sure if this has been reported already, but things I noticed;

* You can release a charge shot while sliding.
* If bullets are present on the screen while the screen is transitioning, they will still be visible and will still be moving as if they are still in play.
* If hit by an enemy, after releasing a charge shot, and pressing down again on the button before the charge shot leaves the screen, you wont charge until you release and hold the button again.
Title: Re: C# MegaMan Engine
Post by: Tesserex on May 12, 2010, 01:02:13 AM
The first and last of those issues are in the player definition, not the engine. If you want, you could crack open player.xml and try fixing it yourself.

About the last one, do you mean you get hit before or after you press down the shoot key again? If before, it's a bug. If after, it's intended because your charging was interrupted by getting hit.
Title: Re: C# MegaMan Engine
Post by: OBJECTION MAN on May 12, 2010, 05:04:25 AM
I shoot a shot, hold down the button, get hit, and then it doesn't charge after that until I release and hold the button again.
Title: Re: C# MegaMan Engine
Post by: Tesserex on May 30, 2010, 11:13:38 PM
Sorry to take so long to reply. You were right, it was a bug according to the official games, so I fixed that.

I'm starting to look for people who want to use my engine to make a fangame. It's getting harder to figure out what features to add, and more importantly, how to design them so that they're easy to use and still flexible. I don't want to make it all up myself and find out that the way I designed it is impossible for anyone to use. So does anyone care to start a new fangame using my engine? It would really add a huge boost to my engine's visibility, as people seem to be much more interested in games than engines, judging by the relative number of views and replies to various threads on these forums.

PS: Objection Man - is that Inoue Orihime in your avatar?
Title: Re: C# MegaMan Engine
Post by: Mirby on May 31, 2010, 12:54:35 AM
I'd like to try it out, Tesserex. If you wouldn't mind, of course.
Title: Re: C# MegaMan Engine
Post by: Tesserex on May 31, 2010, 01:38:38 AM
I certainly wouldn't mind, that's why I'm asking. Do you have an idea / tilesets / level ideas already? Or just coming from scratch? Our editor programs are still in progress. But the tileset editor is usable. If you want I would suggest downloading the newest release and reading some of the xml files, see if they make sense.
Title: Re: C# MegaMan Engine
Post by: Mirby on May 31, 2010, 01:40:29 AM
I'll have to think of something right now... But yeah, should be fun.
Title: Re: C# MegaMan Engine
Post by: OBJECTION MAN on May 31, 2010, 04:13:30 AM
PS: Objection Man - is that Inoue Orihime in your avatar?

Yes it is.

Planning to release the editors and stuff eventually? Would be worth messing with if nothing else.
Title: Re: C# MegaMan Engine
Post by: Tesserex on May 31, 2010, 04:31:33 AM
Ok I'll try to get a tileset editor released soon. The level editor needs a bit more work before it's really usable.
Title: Re: C# MegaMan Engine
Post by: carlos-182 on June 09, 2010, 05:20:15 PM
I have a new laptop and the engine runs excellent here  8)
I'd make a MM fan game with your engine but I'm working on my MMX engine, so maybe later.

I'm surprised the way you wrote the code. I want to code that way too :P
Title: Re: C# MegaMan Engine
Post by: Fariator on June 10, 2010, 01:17:40 AM
Pretty interesting stuff for a XNA made C# engine. I'm running it on Mac OS X (with the help of Wine and CrossOver 7.0), and it played out just fine, however I was more curious about the coding behind this engine of yours. Like carlos-182, I was little surprised how it looked like on my script editor program. Appearently I'm working on something Mega Man-ish in Unity (partially experimenting with C#, too), so I was curious how you approached coding this piece together.

Anyway... The engine is looking pretty good there. Good luck with the further development. I may end up checking this from time to time whenever you release new versions.
Title: Re: C# MegaMan Engine
Post by: Tesserex on June 10, 2010, 11:27:04 PM
What part of the code would you guys like to know about? The c# is all on github if you want to see it. Are you wondering about the XML config stuff? I would be happy to answer anything, it's all open source.
Title: Re: C# MegaMan Engine
Post by: Fariator on June 11, 2010, 01:57:52 AM
Yeah, I have little to no expierence with XNA (and C# altogether, as I'm using Unity's JavaScript  (http://unifycommunity.com/wiki/index.php?title=Comparison_of_Programming_Languages)more than C#), since it's Windows-only. But yeah, if you don't mind, I would like to see the C# "as is" without trying to look at the clustered looking .XML-files with a script editor (which makes it look like it's somekind of HTML-code).

I could possibly port it over to Mac with Unity if it works out well enough, but I doubt that quite frankly.
Title: Re: C# MegaMan Engine
Post by: Tesserex on June 12, 2010, 12:39:53 AM
Ok, well the C# is all available to view at http://github.com/Tesserex/C--MegaMan-Engine/tree/master/Mega%20Man/ (http://github.com/Tesserex/C--MegaMan-Engine/tree/master/Mega%20Man/). The stuff that controls what the xml files do is in GameEntity.cs, and all the files that end in Component.
Title: Re: C# MegaMan Engine
Post by: carlos-182 on June 12, 2010, 03:12:13 AM
I see a lot of .cs files, it's too complicated for me.
But I have experience on other programmin languages and I want to start making games into XNA, where should I start??

Thanks and, I'm looking for more versions. 8)
Title: Re: C# MegaMan Engine
Post by: Tesserex on June 22, 2010, 01:18:30 AM
Learn programming in C# before learning game programing. I would suggest getting visual C# express.

Posted on: June 12, 2010, 02:54:40
The tileset editor is ready for release but I haven't put it online yet. The level editor is almost ready, i'm just finishing up the join editing tool. Then I just have to make sure it's actually usable (able to create new levels and play them) and then I'll put everything up for download. Writing a help doc will take a few extra days though.

Who plans on trying things out when they're released?
Title: Re: C# MegaMan Engine
Post by: Mirby on June 22, 2010, 01:21:59 AM
*raises her hand*

I do; should be grand. ^_^
Title: Re: C# MegaMan Engine
Post by: OBJECTION MAN on June 22, 2010, 05:20:35 AM
I'll definitely take a look out of curiosity if nothing else.
Title: Re: C# MegaMan Engine
Post by: carlos-182 on June 25, 2010, 06:10:31 PM
Me too, I'd like to work with this engine  8)
Title: Re: C# MegaMan Engine
Post by: MexicanSunflower on June 25, 2010, 10:35:50 PM
I'd totally be up for making something with this 0v0
Title: Re: C# MegaMan Engine
Post by: Tesserex on July 04, 2010, 03:36:23 PM
Ok, I'll try to get the tileset editor up very soon. It's basically ready for use, just not perfectly friendly, and might have a few crashing bugs. The level editor is actually going to be a bit more work than I thought because although it can edit stages and create new ones, it can't create a new game project, or edit basic things like music or your starting position.

Posted on: June 26, 2010, 13:33:33
Ok, a bit later than I had hoped, but I have my tileset editor available for download now. It's not at my main site, it's at http://github.com/Tesserex/CME-Tileset-Editor/downloads (http://github.com/Tesserex/CME-Tileset-Editor/downloads). When I have time, I'll put in on my main site with a page of documentation, if the need arises.

Because it uses the common DLL, it will likely require you to have the XNA distro installed. If you've already used the engine successfully, then you have it. If not, make sure you get it from my site at http://liquidfyre.com/tesserex/downloads.php (http://liquidfyre.com/tesserex/downloads.php). It's the "Get it here" link at the top.

I tried to catch every last little bug that broke things or caused crashes, but there are probably a few more that I couldn't weed out. If you get it to crash, please tell me how you did it.

Of course, also let me know if it's too complicated or unfriendly to use, and I'll post a short tutorial.
Title: Re: C# MegaMan Engine
Post by: carlos-182 on July 04, 2010, 04:55:57 PM
You should post a little tutorial, because I don't know how to make a level, and I'm trying to load a .xml file from your project demo, and it says it can't be opened.
Thanks.
Title: Re: C# MegaMan Engine
Post by: Tesserex on July 04, 2010, 05:53:20 PM
This is the tileset editor, not the level editor. If you want to open files in the demo project, look in /stages/(name)/tiles.xml or whatever similar. Levels and tilesets are all xml files, but they're different. Maybe I should change the file extensions to make it easier to distinguish.
Title: Re: C# MegaMan Engine
Post by: OBJECTION MAN on July 04, 2010, 06:08:56 PM
Does "blocking" under properties mean it acts as a floor/wall?
Title: Re: C# MegaMan Engine
Post by: Tesserex on July 04, 2010, 06:21:54 PM
Yes. How's everything else working out?
Title: Re: C# MegaMan Engine
Post by: OBJECTION MAN on July 04, 2010, 06:37:24 PM
It urks me that I have to manually add every single tile from the sheet to the tile set itself. I think it would be nicer if I could just hit a "import all as separate tiles" button and it copies over the sheet to tiles. The I can just delete out the ones I don't want.

The other thing I noticed here, which is related to the above, I don't see any way to DELETE a tile.

I think it would be good to add x and y axis flipping to tiles as well.

The Snap option is interesting, but without a zoom in on the sheet window, it may be hard to use properly. Not that I'd ever be caught trying to import a tile sheet that wasn't aligned to a proper grid, but since the option is there...

That's about all I can think of at the moment. Pretty nifty overall.
Title: Re: C# MegaMan Engine
Post by: Tesserex on July 04, 2010, 07:21:40 PM
Both very good points, the import and deleting. Do you mean you would like an option to transpose or mirror the tiles as well? The base system doesn't currently support that type of tile. I can't think of any real tiles that would need that, or if you did a photo editor should be able to do that.

The snap option was because nearly every tileset I've seen online has had the tile images separated by a pixel.
Title: Re: C# MegaMan Engine
Post by: OBJECTION MAN on July 04, 2010, 08:51:09 PM
Yeah. I meant mirroring. Say you have an object in tiles, that faces left, and you want another that faces right. Perhaps to put on each side of a room. Or maybe there is a corner piece that you wish to mirror for all four corners. That's the sort of things I'd use the mirroring for.

And yeah, Sprites Inc has all their tile sets in a 1 pixel separation. Shame. People need to get equipped with ram management and proper game development techniques.
Title: Re: C# MegaMan Engine
Post by: Xane on August 19, 2010, 09:51:58 PM
The engine I'm writing for our fangame and XBLIG series is being written in C# as well.
With full VCR 6 (NSF) emulation and a full-fledged editor.
It's not intended for public release tho.


For some reason I can't seem to run the latest version properly, but the videos look promising.
Title: Re: C# MegaMan Engine
Post by: MexicanSunflower on August 19, 2010, 10:05:19 PM
VRC6? That was never used in Mega Man games, why not try just using the 2A03 without DPCM like Capcom did it back in the day? Unless the VRC6 is just there for the novelty.
Title: Re: C# MegaMan Engine
Post by: Xane on August 19, 2010, 10:12:26 PM
VRC6? That was never used in Mega Man games, why not try just using the 2A03 without DPCM like Capcom did it back in the day? Unless the VRC6 is just there for the novelty.
Just for the novelty, of course we'll be using the standard chip (4 channel, no DPCM) for our BGMs.
Title: Re: C# MegaMan Engine
Post by: Tesserex on November 25, 2010, 04:27:10 AM
I think it's about time I bumped this. Since I signed on to use my engine for Time Tangent, I've been working more on the level editor. I got a lot of things fixed up but it's still not ready for wide release. The big issue is that it's not capable of producing a 100% working project from scratch - it can start a project, create a stage select, set music, even make stages, but it can't do entity editing or linking entities. Additionally, the engine still has some hard coded file paths, so in order for it to work, you would have to copy a bunch of existing files into your project for it to run. But other than that, it's pretty powerful. MexicanSunflower picked it up pretty quickly and used it to mock up some of our levels.

Since fixing that huge shortcoming may take a while, and it's not actually a huge deal, I think I'll just fix up some of the current bugs and finish the features I'm working on, and then release the whole package (engine, tile editor, level editor) at once. Maybe... a week?
Title: Re: C# MegaMan Engine
Post by: Tesserex on December 05, 2010, 04:12:44 AM
Ok, I finally have something to show.

https://github.com/downloads/Tesserex/C--MegaMan-Engine/CME-2010-12-4.zip

Download that. It has the latest of my engine, the tileset editor, and the project / level editor. It also comes with my demo project. Note that the level editor isn't quite capable of creating a working project from scratch, because you need a player defined and other things like that, which is one of the reasons I provided the demo. If you want to start a new project, you can, but you'll need to copy some things over and edit your game.xml file manually to include the player.xml entities file. I would recommend just editing the existing project to start.

If you manage to make anything crash, please let me know how. Any other feedback is greatly appreciated.

edit: I had some stupid bugs in my demo project, like the zero stage not working, and dying as soon as you started the demo stage. If you already downloaded it, please try again. Sorry. (It's uploading now, should be done in a few mins.)
Title: Re: C# MegaMan Engine
Post by: N-Mario on December 06, 2010, 08:22:44 PM
Umm..... Are you supposed to be able to play the exe demo right off the bat? I tried cilcking on the megaman.exe file, and I keep getting an error

Quote
I'm sorry, I couldn't find a file you were looking for. Perhaps the file path is correct?

The specified module could not be found. (Exception from HRESULT: 0X8007007E)

I need to choose now. Sorry I don't have any more information.
at Mega_Man.Form1..ctor()
at Mega_Man.Program.Main()

That's the error I get when I try to run MegaMan.exe. I have extracted the files from the zip archive. I'd really like to try this demo. :)
Also, is it just me, or is the game copied in another folder? It's like there's two 'CME-2010-12-4' folders.
Title: Re: C# MegaMan Engine
Post by: Tesserex on December 06, 2010, 08:38:43 PM
Sorry, I don't know how I managed to nest the folders like that in the zip. Whichever copy is newer, try that one. Then load the game.xml in the demo project - it should run right away. Did that error happen when loading the exe, or loading the game.xml?
Title: Re: C# MegaMan Engine
Post by: N-Mario on December 06, 2010, 11:12:23 PM
I didn't do anything with the xml, except extract the files from the zip and attempted to run megaman.exe. am I suppose to do something with the files before I can run megaman.exe?

Sorry, this is saying from someone who doesn't have something like C# installed, hoping the game engine is at least playable.
Title: Re: C# MegaMan Engine
Post by: Tesserex on December 07, 2010, 12:32:39 AM
Oh, well maybe there is something you need to install. Have you ever installed the XNA redistributable package (http://www.microsoft.com/downloads/details.aspx?FamilyID=6521d889-5414-49b8-ab32-e3fff05a4c50&displaylang=en)? That could certainly be the problem.

If it's working, running the Mega Man.exe file (doesn't matter which, they're the same) should bring up the game window with a black screen. Go to File > Open Game, find the game.xml file in the demo project and select that.
Title: Re: C# MegaMan Engine
Post by: N-Mario on December 07, 2010, 01:34:06 AM
Okay that was it. I didn't have the XNA files installed. Thanks. :)

Feedback:
- There seems to be some floor, ladder collision errors in Spark Man's incomplete stage.
- No pausing yet (actually, i couldn't tell at first glance, but it does seem to pause, but no menu screen yet). Game still seems to be active even if window is inactive.
- Demo stage seems to kill you off instantly.

[spoiler=Not really, but just in case]Zero? in 16 bit SNES style from X2? If you think it will help, want to borrow my 8-bit Zero sprites? I just think the 8-bit & 16bit sprite clash is a bit much IMO. The 8bit Zero sprites I used would be the same as in the mm vs zero demo game I made in that one fighter engine.[/spoiler]

Other than that, seems like a very nice demo. I look forward to what else you do with this when you go to completing it. :)
Title: Re: C# MegaMan Engine
Post by: Tesserex on December 07, 2010, 01:59:46 AM
Weird, I thought I already fixed those exact bugs. And reuploaded it. I guess I screwed up? Or edited the wrong files. The bug was that the tilesets have some mislabeled types. In demo, for example, the background is labeled as spikes, hence the death. I'm uploading the fixes now, so you can just redownload the same file again as soon as it's available and it will be fixed.

A pause screen is implemented but I think I just removed it from this demo. It's not 100% finished yet. I'll put it back in the next version. And about Zero, I'm not picky about sprite issues like that, I thought the clash actually enhanced the feel that Zero is other-worldly and can kick your ass. He's not as tall in 8-bit sprites either.
Title: Re: C# MegaMan Engine
Post by: N-Mario on December 07, 2010, 08:06:35 PM
In the last demo up, whenever I select Crystal Man stage, it crashes.
The other stages seem to work fine. Though the spike demo level seems that Megaman's teleport location seems a bit off. I donno if this was intentional or not.
Title: Re: C# MegaMan Engine
Post by: MexicanSunflower on December 07, 2010, 08:32:48 PM
In the tiles.xml for Crystal Man, try replacing the first line with the following:

Quote
<Tileset tilesheet="tiles.png" tilesize="16">

I had a similar problem, and Tesserex told me it was caused by all the unnecessary directory information in the first line, so that should make it run.
Title: Re: C# MegaMan Engine
Post by: N-Mario on December 08, 2010, 05:24:12 AM
Okay that seemed to work. Thanks.

There is something else I noticed. When you charge a shot, and release fire when you are sliding through a tunnel, you shoot. I don't think you're supposed to shoot anything when sliding. I think the charge animation is still supposed to be active, just can't shoot. But if shooting while sliding is going to be a feature in this engine, at least make/edit some sprites for it.

When you are charging, then get hit, you can't recharge the buster. You have to release fire button, & hold it down again. This seems a bit of an annoyance.
Title: Re: C# MegaMan Engine
Post by: Karasai♪ on December 08, 2010, 09:50:58 PM
It doesnt work for me
Title: Re: C# MegaMan Engine
Post by: Tesserex on December 08, 2010, 10:03:17 PM
Please see above, you probably need to install the xna bundle I linked to above. If that isn't the problem, then you will need to provide more information.

N-Mario, I I'd run into that slide bug a few days ago as well. These are both technically not engine bugs, but actually bugs in the definition of mega man in the XML files. But since he's pretty central to the engine you could call it an engine bug. I'll fix them for my next release.

Did you try out the editor by any chance?

edit: I just tested things, and I don't see either of those two bugs. I can't shoot while sliding. I also recharge the buster if hit, without releasing the button. But I did notice a bug, that if you release charge while sliding, it continues to build power, it won't stay at low level.
Title: Re: C# MegaMan Engine
Post by: Gatuca on December 09, 2010, 12:32:38 AM
may i ask, how much polish is this engine to start programming levels already?

and could you please add 8 way scrolling as optional?.
Title: Re: C# MegaMan Engine
Post by: Tesserex on December 09, 2010, 02:19:47 AM
Gatuca -

The level editor is included. You won't be able to start a new project from scratch (well, you could, but it requires some manual work and file copying), but you can edit the demo project and add new levels all you want.

What do you mean by 8 way scrolling? You mean something that's already there, that you don't want? Or a new feature request?
Title: Re: C# MegaMan Engine
Post by: Gatuca on December 09, 2010, 04:35:55 AM
with the 8-way scrolling, i meant a future feature request
Title: Re: C# MegaMan Engine
Post by: Tesserex on December 09, 2010, 05:25:46 AM
Well then, could you describe what you mean by that? Is this an in game thing? What kind of scrolling? Where as you move the camera follows you? Because that already works in all directions.
Title: Re: C# MegaMan Engine
Post by: Gatuca on December 09, 2010, 05:42:20 AM
Ok, what i mean with 8 way scrolling, is the ability to move and the camera moves with you as you are in the center of the screen, in areas that are several screens added in one area, here's an example:

[youtube]http://www.youtube.com/watch?v=6AvbCuil7jg[/youtube]

BTW, is this engine still in alpha stage of development?, cause i wanted to use the Level editor, and doesnt seem to do anything, it doesnt show anything, no screens no maps no tiles, no nothing.

The tile editor on the other hand seems working fine, but i dont know how to make the animations.

im asking this, cause i have a project that i want to start properly, you know, programming the levels, and i want to do some tests óVó
Title: Re: C# MegaMan Engine
Post by: Tesserex on December 09, 2010, 07:20:22 AM
Yes, the engine already supports this kind of scrolling. It's visible in the demo videos. It's not really alpha, and the editor does work. What did you do? After opening game.xml, the project menu on the right side (may be hidden by the history tab) will contain the project. Open stages from there and the maps will appear.

For the tileset editor, you create animated tiles by adding frames to a selected tile, and then setting an image for the newer frame, and specifying duration for each frame.
Title: Re: C# MegaMan Engine
Post by: KoiDrake on December 09, 2010, 07:45:50 PM
I downloaded it just to mess around with the program, and it seemed to work fine with me. The only thing I couldn't get to work is the part to manage the entities, but I'm sure I was missing something beforehand. Great job so far with the program :)
Title: Re: C# MegaMan Engine
Post by: Tesserex on December 09, 2010, 08:12:18 PM
Entities aren't implemented in the editor yet. That's one reason why you can't make a project from scratch right now.
Title: Re: C# MegaMan Engine
Post by: KoiDrake on December 09, 2010, 08:14:24 PM
Oh, good to know, it wasn't me that messed up then  >0<
Title: Re: C# MegaMan Engine
Post by: Gatuca on December 10, 2010, 08:08:06 AM
ok, now that im checking, the actual game doesnt open to me, it marks me error, or that needs some files or something

Posted on: December 10, 2010, 04:54:51 AM
and by the way, how can i add the blocking in the screens?, now that im experimenting with a level im making, as well of the joints?, cause i kinda have some problem with those
Title: Re: C# MegaMan Engine
Post by: Tesserex on December 10, 2010, 02:43:46 PM
Gatuca - You probably need to download the XNA pack I linked to. Just look on the previous page to find it. And for the level editor, to make a tile blocking, you need to specify that in the tileset editor. In the toolbox window, on the bottom, create a new set of properties from the menu. In there you can specify that it is blocking. Then just assign your new properties to the tiles you want.
Title: Re: C# MegaMan Engine
Post by: Gatuca on December 10, 2010, 07:35:11 PM
No it doesnt even load the program, not the editors, i meant the program, i installed the XML application, and when i load the game.xml, it crashes, it marks me the windows of Error, and then when i click in continue it crashes...........

i had this problem before with MMF2, when i wanted to load an edited version of N-Mario engine, and the entire program crashed, do you think it have something to do with my OS, does that mean i had to reinstall the damn OS? >_<
Title: Re: C# MegaMan Engine
Post by: N-Mario on December 10, 2010, 10:11:04 PM
If you're having problems on multiple engines like this, then yea. There is most likely something wrong with your computer, or OS. I'd check for viruses, errors, spyware, corruptions, anything else that have been logged as fatal that could have done something wrong with your comp.
Also, it may be good to update ur computer every 4 - 6 years. Maybe getting a new motherboard would help too. There maybe some costs by doing this, but at least you would be able to find out if it fixed those errors you keep having. ;)
Title: Re: C# MegaMan Engine
Post by: Tesserex on December 11, 2010, 12:24:07 AM
Could you tell me the full text of the error my engine is giving you? Maybe it's indicating what files are missing.

Also... if you're computer is old enough, you might not even have .NET 3 installed? Unless the XNA pack installed that for you.
Title: Re: C# MegaMan Engine
Post by: Gatuca on December 11, 2010, 01:38:27 AM
well, actually i did have 3 versions of .NET installed, i just uninstalled 2 of them, and right now ill try to uninstall the last one, and then, install the latest version again, my PC is oooooooooooooooooold, like 10 years.

this is the message i now got last time after i uninstalled the programs, and yes, before all the problesm, i already installed the XNA pack

(http://img716.imageshack.us/img716/9605/mml3.png)
Title: Re: C# MegaMan Engine
Post by: Tesserex on December 11, 2010, 02:10:38 AM
This is after uninstalling .NET but before reinstalling? That would be a problem. Missing System.Core means it can't find the .NET files. You need version 3.5, or maybe 4, but I would recommend 3.5 since that's what I wrote the engine with.
Title: Re: C# MegaMan Engine
Post by: Gatuca on December 11, 2010, 04:13:51 AM
DAMN IT, i uninstalled all versioni have (2, 3 & 3.5) and installed 4, AND NOW I CANT EVEN OPEN THE EDITORS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Posted on: December 11, 2010, 01:51:15 AM
well, i finally instaled and have ONLY the 3.5 version.

the good news are, the Level and Tile Editors Work Again

the bad news are.......I STILL CANT GET THE ACTUAL GAME TO WORK!!!!!!

when i open the file, before it loads, it shows me a message of erros, and when i click on details, it shows me this:

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.InvalidOperationException: An unexpected error has occurred.
   at Microsoft.Xna.Framework.Graphics.GraphicsDevice..ctor(GraphicsAdapter adapter, DeviceType deviceType, IntPtr renderWindowHandle, PresentationParameters presentationParameters)
   at WinFormsGraphicsDevice.GraphicsDeviceService..ctor(IntPtr windowHandle, Int32 width, Int32 height)
   at WinFormsGraphicsDevice.GraphicsDeviceService.AddRef(IntPtr windowHandle, Int32 width, Int32 height)
   at WinFormsGraphicsDevice.GraphicsDeviceControl.OnCreateControl()
   at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
   at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
   at System.Windows.Forms.Control.CreateControl()
   at System.Windows.Forms.Control.WmShowWindow(Message& m)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.ContainerControl.WndProc(Message& m)
   at System.Windows.Forms.Form.WmShowWindow(Message& m)
   at System.Windows.Forms.Form.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
    CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
Mega Man
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.0.0
    CodeBase: file:///C:/Documents%20and%20Settings/gatuca/My%20Documents/My%20Games/CME-2010-12-4/CME-2010-12-4/Mega%20Man.exe
----------------------------------------
System.Windows.Forms
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
Microsoft.Xna.Framework
    Assembly Version: 3.0.0.0
    Win32 Version: 3.0.11010.0
    CodeBase: file:///C:/WINDOWS/assembly/GAC_32/Microsoft.Xna.Framework/3.0.0.0__6d5c3888ef60e27d/Microsoft.Xna.Framework.dll
----------------------------------------
System.Xml.Linq
    Assembly Version: 3.5.0.0
    Win32 Version: 3.5.21022.8 built by: RTM
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Xml.Linq/3.5.0.0__b77a5c561934e089/System.Xml.Linq.dll
----------------------------------------
System.Xml
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
msvcm80
    Assembly Version: 8.0.50727.1433
    Win32 Version: 8.00.50727.1433
    CodeBase: file:///C:/WINDOWS/WinSxS/x86_Microsoft.VC80.CRT_1fc8b3b9a1e18e3b_8.0.50727.1433_x-ww_5cf844d2/msvcm80.dll
----------------------------------------
FMOD
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.0.0
    CodeBase: file:///C:/Documents%20and%20Settings/gatuca/My%20Documents/My%20Games/CME-2010-12-4/CME-2010-12-4/FMOD.DLL
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.




Then when i load the game.xml file, it crashes, it shows me first another box of error, BUT THEN it shows me the generic Windows error Box, the one who ask me if i want to send details...........yeah, well, and the other pop up error box, i cant take a snapshot of it, not because i dont know how, but because the 2nd error box pos faster than i cant get the right time for the snap.

well, sure i can still make and edit the levels ands tiles............but what's the point when i cant play them, so i guess the problem may be one of the follow things:

1.- That when you Tesserex were upgrading this thing, it may identify some file that was ONLY in your PC, or something like that, preventing the program to work properly in others PC.

2.- The program Itself is far from Stable yet

3.- MOST defnitively, i simply cant do crap in this PC i have, and trust me hen i said, I HAS NO HOPE OF EVER GETTING another one that doesnt suck ass.

Until then, all i can do is edit levels but not actually testing them by playing them ;O;
Title: Re: C# MegaMan Engine
Post by: Tesserex on December 11, 2010, 06:01:40 AM
Well Gatuca, I think I might be able to help.

Both 1 and 2. It works just fine for many other people, so that's not it. Occasionally I'll accidentally hard code a file path in the project itself, but as far as the program, the development environment makes it pretty difficult to make that mistake.

3. Well, this one may be the problem. Here are the system requirements listed on the XNA distro page:

Supported Operating Systems:Windows Vista Service Pack 1;Windows XP Service Pack 3
A graphics card that supports DirectX 9.0c and Shader Model 1.1 is required.
Shader Model 2.0 is recommended and required for some Starter Kits.
.NET Framework 2.0 or higher is required.

So, the likely problem point for you is the graphics card with the shader model (even though I don't think I use it - maybe I can make it so you don't need it?) I'm not really sure how to tell whether you have that. I have seen someone else with that as the problem though. Very sorry though. I hope we can figure out some way.
Title: Re: C# MegaMan Engine
Post by: Gatuca on December 11, 2010, 06:28:24 AM
where i can find or download the Shader Model 1.1?

in the meantime, i made a bit of a level for the engine as a test, if you wish to incorporate it to the engine for release, ill be finishing the rest of the level in the next week, cause it's going to be quite longer, also made some enemy sprites for the specific level later.

so for now
http://rapidshare.com/files/436220346/volcanowomanfix.zip (http://rapidshare.com/files/436220346/volcanowomanfix.zip)
NOTE: you may need to change the files path on both level and tileset editors for avoid problems :P
Title: Re: C# MegaMan Engine
Post by: Sapphire✧9 on December 13, 2010, 12:09:29 AM
Aside from the fact that scrolling is totally crazy and the fact that you slide across the solid stuff its pretty good. Animations seem too fast though.
Title: Re: C# MegaMan Engine
Post by: Gatuca on December 13, 2010, 12:32:18 AM
crap, rapidshare stops in 87% of upload
Title: Re: C# MegaMan Engine
Post by: Tesserex on December 13, 2010, 12:37:39 AM
Well I just tried out the one you posted before, I did have to adjust the relative file paths but it works fine. I did notice that you didn't change the friction of the ground tiles, so you slide all over, like NB said. If that's what he meant.

As for the scrolling thing, I saw that some of your joins were longer than they needed to be, but even after I fixed that I saw the problem. Perhaps it is a bug in my engine, since I didn't really tune it to expect vertical scrolling. I'll look into that.

Gatuca, about the shader model, it's just whether your graphics card supports it. It's not a downloadable thing. Could you maybe give me your computer's specs and I'll see if that's the issue?
Title: Re: C# MegaMan Engine
Post by: Gatuca on December 13, 2010, 01:40:46 AM
Windows XP SP 2
AMD Duron Processor, 224mb RAM, NVIDIA VANTA/VANTA LT, my PC is reaaaalllly old

as for the joints i made, well, i made them like that considering that someone might want to use Rush coil to get the the next screen in an open area, (for example, the Gemini Man stage, i always try to use Rush coil to make the glith of the stage trigger, yet always fail).

Maybe you should work together with N-Mario to adjust the physics of the scrolling or enviroment a little bit more, but so far i heard good things about it, and one thing it make me choose this engine, is the Easy Sweet interface of building the stages and managing the tiles, something that definitively Multimedia Fusion 2 Dint have -u-'

and consideirng i cant play the game, how is the vertical scrolling or the scrolling in general weird?
Title: Re: C# MegaMan Engine
Post by: Tesserex on December 13, 2010, 04:37:46 AM
Ok Gatuca, it doesn't look like your card supports the shader model (it's part of directX 8, yours supports 6) but also, you supposedly need XP service pack 3, you only have 2. There's a slight chance (I have no idea) that it could work if you just install the service pack. I don't think I use anything from the shader model so that should be sufficient. But I can't guarantee that.

About the scrolling, there's a weird behavior where during the scrolling the screen jumps up and down. But that seems to be my fault not yours. And what I meant about them being too long is that the joins went through solid rock, not just air.

Keep in mind that the behavior of the environment - the tiles - is up to you in the tile editor. The "push", "resist", and "traction" control how it behaves. Lowering resist makes it so you don't slide on it, like ice. Push makes things conveyors. Low traction makes it hard to start walking from a stop.
Title: Re: C# MegaMan Engine
Post by: Gatuca on December 14, 2010, 11:41:52 PM
oh i forget, when i open the program, the screen looks like this

(http://img96.imageshack.us/img96/5044/redscreen.png)
Title: Re: C# MegaMan Engine
Post by: Tesserex 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.
Title: Re: C# MegaMan Engine
Post by: Tesserex 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]
Title: Re: C# MegaMan Engine
Post by: Gatuca on January 14, 2011, 10:46:39 PM
men dont worry about the dislike on the video, this is youtube were are talking about, most likely was just a troll.

As for the engine, it looks amazing, also i heard that you changed the music usage in order to use NSF files, but my question is, shoudl it be separate NSF files for separate songs?.

also is it possible for changing the requirements for running the actual engine, so people with crappy PC can run the whole thing, not just the editors?. :P
Title: Re: C# MegaMan Engine
Post by: Sapphire✧9 on January 14, 2011, 11:04:02 PM
@Gatuca

Let me explain. We coded a NSF system but it is not coded into the engine right now. It is a seperate app for now. We will eventually work it out.
As for .NSF file thingy, I think ours will be one huge file with both music and sfx in. Worst case scenario is two seperate .NSFs one for music and other for sfx.

As for requirements I don't think it is possible for now.

@Tesserex

We made so major changes after you've gone to work, man. I got around fixing colors into NES palette, and we changes many sprites though we didn't touch Rush Coil or Jet.
Title: Re: C# MegaMan Engine
Post by: SonicZH on February 16, 2011, 07:50:06 PM
there is a additional few pixel shift whenever the platform switches direction, not sure if it is intentional, but in most platform games, the player would usually stick to the moving platform all the time. in case u havent notice that or if that is not desired...
Title: Re: C# MegaMan Engine
Post by: Xane on March 19, 2011, 12:52:37 PM
It's looking good so far.
I've only noticed two small issues; the pixel shifting after the moving platform switches it's direction and sometimes it shows Megaman's falling animation when moving down while hovering on RushJet.
Other than that, it's pretty solid, good job!

EDIT: Oh, I see you're using FMOD as well. I have written an NSF codec for FMOD for the use in our engine, I guess you've done the same. Pretty nice!
Title: Re: C# MegaMan Engine
Post by: Tesserex 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.
Title: Re: C# MegaMan Engine
Post by: Xane on March 20, 2011, 12:05:42 AM
Very nice! We seem to be the only two fangames doing proper NSF emulation it seems. This will be interesting. :>
Title: Re: C# MegaMan Engine
Post by: Tesserex 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.
Title: Re: C# MegaMan Engine
Post by: KoiDrake on March 21, 2011, 07:25:25 PM
The only ones I can remember are in Gutsman's stage, and they do the shifting you mention.
Title: Re: C# MegaMan Engine
Post by: Tesserex 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.
Title: Re: C# MegaMan Engine
Post by: MexicanSunflower on March 22, 2011, 03:16:52 AM
While these platforms move with a curve, Bright Man's stage has some examples of switching platforms.
Title: Re: C# MegaMan Engine
Post by: HertzDevil on March 25, 2011, 07:03:56 PM
so no channel muting for SFXs
   
and i don't remember this engine basing on MM10

also how come Mega Man can slide into walls without being stopped instantly
Title: Re: C# MegaMan Engine
Post by: Tesserex 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.
Title: Re: C# MegaMan Engine
Post by: HertzDevil on March 27, 2011, 07:49:05 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.
if it isn't based on MM10, then go and do the channel muting and all that stuff
Title: Re: C# MegaMan Engine
Post by: Gatuca on March 27, 2011, 11:10:09 PM
tesserex, one question?

is it possible to create slopes?

are you gonna allow to use slope tile blocks in the engine, cause i kinda need those for my own project, specially for taichi woman stage.

Posted on: March 27, 2011, 06:00:26 AM
here's an example man

(http://img195.imageshack.us/img195/7165/55331306.png)
Title: Re: C# MegaMan Engine
Post by: MexicanSunflower on March 28, 2011, 12:01:25 AM
Just write your own block? I'm pretty sure the engine supports custom block entitles, there should be some examples in the demo project.
Title: Re: C# MegaMan Engine
Post by: Tesserex 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.
Title: Re: C# MegaMan Engine
Post by: HertzDevil on March 28, 2011, 01:03:33 PM
Only MM8 has slopes; MM1 Wily 2 has inverted/inaccessible slopes; one point in MM2 Wily 1 has this (reached by using Item-1/2/3):
[spoiler](http://i51.tinypic.com/2wd5c2o.png)[/spoiler]
And thus, Mega Man Unlimited Glue Man's battle arena should be considered illegitimate.
Title: Re: C# MegaMan Engine
Post by: Tesserex 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.
Title: Re: C# MegaMan Engine
Post by: MexicanSunflower on April 25, 2011, 01:08:30 AM
[youtube]http://www.youtube.com/watch?v=mbVQts8nNzs[/youtube]

A quick tech demo of the filter being run in real time.

(http://www.timetangentmusic.com/ntsc_comp.png)

And a raw comparison.
Title: Re: C# MegaMan Engine
Post by: Gatuca on April 25, 2011, 04:53:36 AM
one question teserrex, the engine could have the option for playing in fullscreen, when i get my new PC, i could buy an adaptor to connect it to my TV so i can play it more properly and it looks great.
Title: Re: C# MegaMan Engine
Post by: Tesserex 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.
Title: Re: C# MegaMan Engine
Post by: Gatuca on April 25, 2011, 08:15:42 AM
well from what i understand, when something runs on fullscreen, is not actually making it bigger, but makes the video run at the same native resolution but filling the complete screen monitor, but is more like zooming out the video area as it play with uncompressed pixels, (the pixels are bigger on raw footage in fullscreen) as opossed to the video resize with actually upconverts the pixels to a more bigger resolution or in other words it renders the image to a bigger resolution that it has.


this is a little hard to explain, but try using an emulator of NES and compare with zoom windowed options, and then to use fullscreen native resolution like actual NES resolution but in fullscreen.
Title: Re: C# MegaMan Engine
Post by: Tesserex 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
Title: Re: C# MegaMan Engine
Post by: chimera_king on September 16, 2011, 02:25:14 PM
I like your engine, but after downloading CME 0.9, I can not seem to get much out of it. The XML opens just fine but how do you edit levels, add enemies, or do direct interfacing?

Posted on: September 15, 2011, 19:00:13
Tesserex thank you for helping me last night!
Title: Re: C# MegaMan Engine
Post by: Tesserex 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.
Title: Re: C# MegaMan Engine
Post by: RetroRespecter on February 15, 2012, 12:33:34 AM
 owob
Title: Re: C# MegaMan Engine
Post by: Turian on February 22, 2012, 09:56:16 PM
I have a question. As far a graphical assets go, can I use higher quality sprites than 8-bit?

For an example, If I wanted to update Mega Man's sprites set to look more like a HD sprite without adding frames, could I do that without crashing the engine?  What I am talking about is similar to what Capcom did for SSF2HD Remix. Note that things like scrolling, number of animation frames and such would not change, just a graphic swap. I took a class on C# about two years ago, and I messed around in XNA while I was in class. I think I will take a good look at your engine and see if I can figure out how it runs. Your doing an awesome job!
Title: Re: C# MegaMan Engine
Post by: Tesserex 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.
Title: Re: C# MegaMan Engine
Post by: Turian on February 23, 2012, 04:15:36 PM
That's awesome. Now, to re draw all of Mega man's frames in HD.
Title: Re: C# MegaMan Engine
Post by: Tesserex 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]
Title: Re: C# MegaMan Engine
Post by: RetroRespecter on June 16, 2012, 01:40:46 AM
Of course, we knew that you weren't done with this yet... '>.>
Title: Re: C# MegaMan Engine
Post by: Tesserex 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.
Title: Re: C# MegaMan Engine
Post by: Night on February 24, 2013, 03:14:53 AM
I hope you keep going strong and complete this someday. I really envy your skill and dedication.
Title: Re: C# MegaMan Engine
Post by: BeckaMan on September 27, 2013, 04:13:21 PM
- When trying to open game.xml I get this error:
"
There is a syntax error in one of your game files.

File F:\development\C# MegaMan Engine\CME-0.9\Demo Project\entities\bosses.xml
Line: 21
Entity: ZeroRock
Tag:Y
Attribute: magnitude

Movement magnitude must be a number."

Looking at the file I don't see a problem: <Y magnitude="8.5" direction="Up" /> ...?


- The editors I could open at all with visual studio 2012. what version should i use?


- Does the engine have gamepad support, if not, will you add it?  
Title: Re: C# MegaMan Engine
Post by: BeckaMan on October 29, 2013, 04:29:41 PM
still getting the error
can anyone help with this?
Title: Re: C# MegaMan Engine
Post by: Tesserex 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. (http://www.twitch.tv/tesserex436/) 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 (http://tesserex.github.io/C--MegaMan-Engine/).

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<
Title: Re: C# MegaMan Engine
Post by: RetroRespecter on March 05, 2015, 01:21:29 AM
YES!!! owob YES!!! owob YES!!! owob YES!!! owob YES!!! owob YES!!! owob YES!!! owob
Title: Re: C# MegaMan Engine
Post by: Tesserex 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. (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!
Title: Re: C# MegaMan Engine
Post by: RetroRespecter on November 01, 2015, 12:08:35 AM
Pre-Alpha? Perhaps, this will bring some people back to the forums.
Title: Re: C# MegaMan Engine
Post by: Tesserex on November 01, 2015, 03:32:41 PM
I guess you could call it alpha. And hopefully yes.
Title: Re: C# MegaMan Engine
Post by: Swithin on December 17, 2015, 12:53:44 AM
Hi Tesserex,

I've wanted to make a fan game for years, but I could never really justify spending the time. Long story short, I've always enjoyed spriting, composing, and drafting design documents for "hypothetical" projects (50% of the fun with 0% of the commitment!) but in the last few months I've found myself putting so much time into this one project that it has become a distraction from my other creative pursuits. It's in my system waiting to get out, and I've been running from it for over a decade - at this point I either take the plunge and crunch on it, or let it simmer down only to have it resurface again in six months. This happens to be an okay time for me, so I've decided to jump in. ^_^

I've been looking for an engine for the last few days, and while there are workable options, I really like what you're doing (also, I think I'm pretty much right in the middle of your target audience.) I know this is a long-burn project for you, and I understand your time-frame for adding the required features to support a fully releasable game might not work with someone looking to go into production this very instant, but I think we might be a decent fit. I've got a fairly detailed plan, a bunch of assets and ideas to test, and while I don't have any coding experience I am a bug-hunting machine (I've done several years software QA, both with publishers and in-studio.) Also, I'm patient and already expecting this to take a long time to get right.

Let me know if you're still looking for a fan game on which to collaborate (I plan on doing most of the rest of the work on my own, but I consider providing the engine at worst a 50/50 effort.)

Cheers,
Swithin