Mega Man Starbound - Galaxy's Champion

Yoku Man · 189821

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Offline IQ-0

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Reply #100 on: March 15, 2012, 04:20:56 AM
As far as me using green for the flooring, besides it being a complement to orange, there is a color called electric green thus where I got the idea to use that color.



Offline N-Mario

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Reply #101 on: March 15, 2012, 07:13:58 AM
- Just fixed a couple of errors with the yoku block. The block itself is now an invisible collision box. The actual graphic in the game is now just a whole sprite with the shadow overlay. (Originally I had the shadow separate from the yoku block. This is not the case any more)

- Also fixed the player getting stuck in the yoku block if it appears right on him.

- Elec Man stage theme song added. :)
(Although I'm not fond of the way how the mid-looping code works. I've always had trouble with looping stage theme songs from the middle correctly in MMF2. Oh well.)



Offline Yoku Man

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Reply #102 on: March 15, 2012, 01:34:18 PM
Looping seemed fine to me in the application version I just checked. Yet to try the Flash version. Seemed seemless to me. Bravo! And its in awesome stereo too! I advise you folks to put on headphones and hear Elec Man's gameboy theme in all its stereo glory.

So far I'm really impressed with this first room of the engine, especially in the B/W version, its indistinguishable from the original Gameboy game as regards feel, look and physics.



Offline OBJECTION MAN

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Reply #103 on: March 15, 2012, 02:00:24 PM
I noticed the buster shot lost some of it's color definition. I fixed that, and also colored the effects with a yellow color set.

As far as the Mega-Arm goes, if you're using it, what coloring should be done. In some way, the fist is large for the non 'energy ball' sprite. Makes me wonder if it itself is suppose to be a shaped energy glowing arm, which would make it yellow. Or, perhaps its just larger to justify the larger hit box, though, it flashes so fast between that and the 'energy ball' sprite, that it shouldn't matter. With that in mind, I colored a few variations.

Also, I'd mark the blue buster shot in the official cancelled title as a 'work in progress' coloring. It just doesn't make much sense. I believe it's some weird hold over in progress coloring based on Megaman's palette itself. Given this, I made a new coloring.


http://img855.imageshack.us/img855/8914/yokummmmegamanobjmancol.gif


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Reply #104 on: March 15, 2012, 05:24:41 PM
A common MMF2 issue (any game that involves shooting and jumping), when you press left and right like crazy while shooting and shooting, sometimes the bullets shoots backwards instead of in front of you. XD

Fix that whenever you feel like it. ;3

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Offline N-Mario

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Reply #105 on: March 15, 2012, 05:55:10 PM
I noticed the buster shot lost some of it's color definition. I fixed that, and also colored the effects with a yellow color set.

As far as the Mega-Arm goes, if you're using it, what coloring should be done. In some way, the fist is large for the non 'energy ball' sprite. Makes me wonder if it itself is suppose to be a shaped energy glowing arm, which would make it yellow. Or, perhaps its just larger to justify the larger hit box, though, it flashes so fast between that and the 'energy ball' sprite, that it shouldn't matter. With that in mind, I colored a few variations.

Also, I'd mark the blue buster shot in the official cancelled title as a 'work in progress' coloring. It just doesn't make much sense. I believe it's some weird hold over in progress coloring based on Megaman's palette itself. Given this, I made a new coloring.


http://img855.imageshack.us/img855/8914/yokummmmegamanobjmancol.gif

Actually, the bullets were light blue, as shown in some of the Mega Man Mania screens.
http://www.gamefaqs.com/gba/919406-mega-man-mania/images/gs_screen-2
http://www.gamefaqs.com/gba/920888-mega-man-anniversary-collection/images/gs_screen-9

Hmm..... Some of the earlier screen shots MegaMan was shooting yellow bullets. o_O
http://www.gamefaqs.com/gba/919406-mega-man-mania/images/screen-7
http://www.gamefaqs.com/gba/919406-mega-man-mania/images/screen-13
http://www.gamefaqs.com/gba/919406-mega-man-mania/images/screen-14

So I wonder if they got changed to blue when they clanged it to Anniversary Collection.


A common MMF2 issue (any game that involves shooting and jumping), when you press left and right like crazy while shooting and shooting, sometimes the bullets shoots backwards instead of in front of you. XD

Fix that whenever you feel like it. ;3

Hmm.... I don't know if I ever noticed that. If it happens in my game I'll see what I can do.



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Reply #106 on: March 15, 2012, 06:44:10 PM
Or maybe it is a graphical bug or wip color based on Rock's pallet?

...When Larry the reploid accountant goes maverick of his own accord, he's certainly formidable during tax season, but he isn't going to provide X the challenge needed to make him grow as a warrior and reach his potential.


Offline Yoku Man

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Reply #107 on: March 15, 2012, 07:33:21 PM
With permission from NMario, I've added a link, in the first post, to his Live Broadcast Channel on Twitch TV. It is there that he and I have been spending most of our time developing the engine. He broadcasts so I can view his progress and properly direct him as to what I want. Would be cool to get fans inputs on his progress as he works too.

He's streaming now as I post this message!

http://www.twitch.tv/nmario84



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Reply #108 on: March 15, 2012, 09:27:03 PM
Okay. I think I've fixed the bullet issue now, from what me and Starsims tested. :)

Also changed the color of the bullet to yellow.



Offline OBJECTION MAN

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Reply #109 on: March 15, 2012, 09:38:58 PM
Actually, the bullets were light blue, as shown in some of the Mega Man Mania screens.

Yeah. I know. I said that in my post, and gave my thoughts on why already. I know I can be long winded but please read the things I say at least.

Recap: Blue bullets don't make sense, probably a bug or work in progress thing.


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Offline Yoku Man

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Reply #110 on: March 15, 2012, 10:28:01 PM
After the rest of the Shutsugen Blocks are done, from what I hear, next on the agenda for the engine will be ladders, then sliding. (Then I assume Screen transitions) With those vital components added, we should be able to test and navigate entire levels we then put into the engine.

Then Coming soon: Air Man, Top Man and Ring Man stages.



Offline Flame

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Reply #111 on: March 15, 2012, 10:58:46 PM
TBH, I thought it was odd that they were blue, but rolled with it anyway since it looked interesting at any rate.

...When Larry the reploid accountant goes maverick of his own accord, he's certainly formidable during tax season, but he isn't going to provide X the challenge needed to make him grow as a warrior and reach his potential.


Offline Yoku Man

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Reply #112 on: March 15, 2012, 11:20:35 PM
TBH, I thought it was odd that they were blue, but rolled with it anyway since it looked interesting at any rate.

But now... Look! They're Lemons!! Egoraptor will be pleased! Tee hee!

It was a tough decision but I decided on yellow in the end. Merely the roll of the dice for me, as both colours seemed suitable.



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Reply #113 on: March 16, 2012, 12:31:43 AM
You can still call them Yoku blocks. It's a preferred fan-name, either that or just simply call them disappearing blocks (English). ^^;

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Reply #114 on: March 16, 2012, 03:56:49 AM
But now... Look! They're Lemons!! Egoraptor will be pleased! Tee hee!

Is it just me, or has someone been playing too much Portal 2? Or is this of another case? o_O
Cause in the middle of the that game, it pretty much makes good use of lemons. ^_^



Offline VixyNyan

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Reply #115 on: March 16, 2012, 04:02:11 AM

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Reply #116 on: March 16, 2012, 04:45:18 AM
But now... Look! They're Lemons!! Egoraptor will be pleased! Tee hee!

It was a tough decision but I decided on yellow in the end. Merely the roll of the dice for me, as both colours seemed suitable.

RIDIN' ON CA-owait that's X

anyways it all looks great so far. nice work.

but is there any way to reset to the title in the engine?

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Offline N-Mario

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Reply #117 on: March 16, 2012, 05:07:13 AM
RIDIN' ON CA-owait that's X

anyways it all looks great so far. nice work.

but is there any way to reset to the title in the engine?

F2 (I think) resets the entire application. But I can make it reset to the tile, or to the stage select screen if necessary. :)


http://www.youtube.com/watch?v=8FpigqfcvlM#t=8m48s

Oooh  FFFF Me I completely forgot about this. I remember watching it from before! I donno why I didn't think about this. XD


Updates:
- Fixed some conditions to the fan to only work at a certain height (I forgot this, as originally if someone placed a fan too high, the player would still keep moving backwards).
- F3 now jumps to the title screen.
- F5 now jumps to stage select screen.
- Fixed a couple of other known errors, & one of the global objects went off sync for some reason. This happened to me before in one of my other previous works.



Offline IQ-0

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Reply #118 on: March 16, 2012, 07:48:50 AM
http://www.1ccgaming.com/mmgbcc/ringmanmm4gb.png

Ringman taken care off and for those wondering where I got the color idea from:
http://www.gamefaqs.com/gba/919406-mega-man-mania/images/screen-11

The spikes color was inspired by Battletoads level 4.




Offline OBJECTION MAN

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Reply #119 on: March 16, 2012, 02:09:33 PM
The blue blocks getting a black as it's darkest shade, looks really weird since the empty vastness of space, is a lighter blue color. I'd say lighten up the blue black's black color. That seems to be how the screen shot shows it anyway. Yellow beam ending bits could use some contrast too.

Otherwise looks really nice. Too bad they won't actually be used in the long run.


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Offline Yoku Man

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Reply #120 on: March 16, 2012, 05:57:08 PM
Yellow beam ending bits could use some contrast too.
Otherwise looks really nice. Too bad they won't actually be used in the long run.

Don't worry they will be used. In the end, the engine will become a seperate entity. We'll just copy the engine and work from those templates to make the new Fangame. The engine will remain so that fans can make their own fanagmes from it too. It'll be fully playable with the 4 robot master stages NMario is coding and show off all the features that the 5 gameboy games had.



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Reply #121 on: March 16, 2012, 07:02:07 PM
Will you be using the Mega Arm as the default weapon? I really liked that in V.


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Offline Yoku Man

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Reply #122 on: March 16, 2012, 07:08:40 PM
Will you be using the Mega Arm as the default weapon? I really liked that in V.

Yep, Mega Man is facing the Stardroids again, so he'll definately be needing that effective weapon against them.



Offline N-Mario

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Reply #123 on: March 17, 2012, 12:23:38 AM
All 4 Yoku Blocks fully functional in the first area of Elec Mans stage. :)
They may have some very minor issues later when the stage is almost done. Though we should be able to handle it when we come across that bridge later.

(My old examples & how-tos I've done in the past really do come in handy.) ^_^



Offline IQ-0

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Reply #124 on: March 18, 2012, 06:59:11 AM
fixed Ringman stage:

Darkened yellow blocks. Changed spike color to that of the ladder. Replaced the black with the blue mentioned. The original file is still visible by adding a 2 at the end of the file name. You can change the gate color and Wily logo color if you want in the end. I color those to match Megaman's color when he obtains that weapon.