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Messages - NebulaBlack

Pages: 1
1
Fan Games / Re: Megaman λ Development Blog
« on: September 02, 2015, 08:17:42 PM »
I can't believe I.S.I.L. (I refuse to insult all ladies named Isis) can affect...wait! Where did you say you're from again?

Turkey. It affects you when you have a bussiness in Iraq. :/

Best of luck to you, mate.

Thank you :)

2
Fan Games / Re: Megaman λ Development Blog
« 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. :(

3
Fan Games / Re: Megaman λ Development Blog
« on: July 06, 2015, 09:04:50 PM »
Have been working on something else lately :)

4
Fan Games / Re: Megaman λ Development Blog
« 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)

5
Fan Games / Re: Megaman λ Development Blog
« 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

6
Fan Games / Re: Megaman λ Development Blog
« on: June 05, 2015, 12:46:49 PM »


Profile File System is in :)

7
Fan Games / Re: Megaman λ Development Blog
« 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)

[spoiler=Some Screenshots]

[/spoiler]

8
Fan Games / Re: Megaman λ Development Blog
« 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.

9
Fan Games / Re: Megaman λ Development Blog
« 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.



10
Fan Games / Re: Megaman λ Development Blog
« 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. :)


11
Fan Games / Re: Mega Man: Infamous Intent (MM:IFI)
« on: May 01, 2015, 05:13:32 PM »
Oh, wow, this looks awesome. Really liking the health bar and overall visual style. Is it too much to ask for the logic behind the scrolling? I am having a really hard time trying to get it right & smooth for my game.

12
Fan Games / Re: Megaman λ Development Blog
« 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.


13
Fan Games / Re: Megaman λ Development Blog
« 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  :'(

14
Fan Games / Re: Megaman λ Development Blog
« 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.

15
Fan Games / Re: Megaman λ Development Blog
« 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.

Quote
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.

Quote
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 :)

16
Fan Games / Re: Megaman λ Development Blog
« 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)

17
Fan Games / Re: Megaman λ Development Blog
« on: April 21, 2015, 05:37:09 PM »
*Reserved for keeping track of devblog updates*

18
Fan Games / 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.

19
Fan Creations / Re: Madness Overlord
« on: October 31, 2013, 05:17:22 AM »
Ahaha, thanks. That's all for today I guess :P



20
Fan Creations / Nebula's Sprite Workshop
« on: October 31, 2013, 04:56:04 AM »
Yeah, I am back! I kind of lost the access to my old account. (cant even remember the username) so here I am. Previously known as Sapphire*9.
Here's some stuff I did lately.




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