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Messages - GameDragon

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1
Fan Games / Re: Megaman X:Rise
« on: December 26, 2011, 08:19:04 AM »
Really glad you're still working on this. I hope to see more soon. =D

2
Fan Games / Re: Megaman X:Rise
« on: November 08, 2010, 06:57:58 AM »
I can definitely see the Falcon Armor influence.

I'm pretty fond of the camera position you used while on the Chaser. Looking great! ;)

3
Fan Games / Re: Mega Man X: Corrupted (flash fangame)
« on: November 08, 2010, 06:53:50 AM »
What if Megaman could attack other games like Spiderman and Batman as he goes through the platforms and other characters as bosses.

That has got to be the single best idea I've heard since... pretty much ever. owob

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Fan Games / Re: My RockMan X Fan game (Still untitled)
« on: October 23, 2010, 05:12:39 PM »
In that case, I think you should work out the bugs before you continue to pile on more of them.

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Fan Games / Re: My RockMan X Fan game (Still untitled)
« on: October 20, 2010, 11:15:24 AM »
I meant with X actually on the air dashing bit, though I'm using Flash Player 8.

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Fan Games / Re: My RockMan X Fan game (Still untitled)
« on: October 16, 2010, 11:05:23 PM »
Definitely making progress. The attacks, particular for Zero, aren't very responsive at all.
I also noticed if you press or hold up during a dash jump, that'll let you air dash again. Not sure if thats intentional or not.

7
I like the second one better as well.

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Fan Games / Re: Megaman: Triple Threat
« on: August 27, 2010, 10:31:54 AM »
Actually tried this the other day. I loved it.

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Fan Games / Re: Megaman X:Rise
« on: August 26, 2010, 04:38:23 AM »
Ah sweet, you posted your game here too.

I see you're after the MMX9 offer as well. Good luck with that. ;)

10
Anime & Manga / Re: One Piece
« on: July 08, 2010, 08:26:50 AM »
Rayleigh, the most badass person in the OP universe, and that's a REALLY high bar. Also, his swimming all the way to Amazon Lily was not only an incredible display of badassery, but also a big [tornado fang] you at devil fruit users saying "[tornado fang] you, who needs superpowers? Look at me, I can swim, you'd only sink like a rock." XD

This. Badass indeed.

11
Fan Creations / Re: MM Fanprojects
« on: July 06, 2010, 09:39:48 AM »
Man it looks like Tarbo-san is making this little fangame look good...but i was caught by...Wait Who's the name of the Tauros lookin guy?

That would be Taurus Fire/Ox Fire.

Wow, this is looking awesome so far! *o*

12
Fan Games / Re: X Engine
« on: July 06, 2010, 08:40:54 AM »
You're 100% right on pretty much everything. MMF2 platform engine is horrible. I also use float point and fast loops for my movement.

As for the fast looping, it's not necessarily how many times you run the loop (though that does play in the matter), but how many times that loop is actually called or even how many fast loops you're using at once. Having a fast loop that runs 200 times on one event, shouldn't do anything to your performance. But if that same loop is in say, 5 events, then ya, that's gonna cause problems. Unlike MMF2's action events, fast loop events are still read, even if the conditions don't meet. I've heard of the grouping method on Clickteam forums. I've never had to try it myself, but I can see how that would help, since you could disable any fast loop events that don't need to be read.

Assuming fast loops are your issue. You need to look into how many are running at once, and limiting/disabling the ones that don't need to be used 24/7.

13
Fan Games / Re: X Engine
« on: July 06, 2010, 05:24:29 AM »
I can definitely relate with the fast loops. Those gave me a great deal of problems too. It goes without saying that you shouldn't use fast loops unless you need to, especially ones that constantly repeat. The times you do need to fast loop, it's probably best to limit it as much as possible. For example, in my engine, every enemy has built-in collision detection and gravity using fast loops. The most obvious way to go about it was to run the loop the same number of enemies. That by itself caused tremendous amounts of lag. The best way I found to approach it, was to run the loop the number of enemies onscreen. That made a huge difference.

If you can't limit a loop in anyway, then it might be best to just event them out manually. As sloppy as that is, it does make a performance difference. You should also try building in HWA if you haven't already. I'm sure it'll make things a little better.

14
Fan Games / Re: X Engine
« on: July 06, 2010, 04:16:07 AM »
Ya know. I can't remember if I already asked this in an earlier post or video or not, but I was wondering. How are you controlling the color schemes of X when you use different weapons? Are you using MMF2 HWA and using pixel shaders? Or are you doing it through MMF2's color replacement? I oddly remember something like that you used the colro replacement for the weapon colors, and just "animated" him flashing when you charge the X buster. But I'm not sure if this is still the case, or if you improved on the functions of the color swapping.

At first, I was using MMF2 Color replace, and that was working fine for a bit. But as I started to progress and add more animations, the lag got more and more noticeable. At the moment, MMF2's color replacement isn't even an option, so HWA shaders had to be used. I've kept palette changing to a minimum, the only time shaders are used are for weapons. Any other time the palette needs to be changed, it's done through animations.

15
Fan Games / Re: X Engine
« on: July 04, 2010, 08:34:05 PM »
Axl is a basic gameplay element now thanks to X7/X8, and he has some nifty and commonly used attributes, such as hovering and multi-directional firing mechanics. The teleport switching also is. Room/screen switching is also a basic function found in almost every X game.

Regardless, the engine is primarily based on X1 - X3. The only thing so far that steps outside that boundary is the weapons.

Sub Tank and Talyn are spot on. This isn't a fan game at all. I had only planned to add the necessities of an X game, Axl was not one of them.
At the moment, I have no desire to add Axl in, but if someone is willing to whip up a decent sprite sheet for him, I'll think about it.

16
X / Re: Do you like Axl?
« on: July 04, 2010, 07:55:18 AM »
Just to touch on this, since I didn't in my previous post.

I think the way they're planning it, which may not have been intentional from the beginning, it looks like they are going for sets of three. X1-3 was mainly X centric, and showing X's growing potential. X4-6 was mainly Zero centric, revealing the Wily connection, and Wily's continued presence. X7-8 so far have been very Axl centric, with his appearance along with the copy chips.

I think they're trying to do it in sets of three. 1-3 X, 4-6 Zero, 7-9 Axl, and ideally a 10 just to tie up all the lose ends and bring it to a finale ending where all characters reach their final conclusive story closure.

From a plot point, you're 100% right. But I also felt Axl overshadowed X in terms of gameplay too. Going by X8, X automatically loses his uniqueness by not being the only playable ranged hunter. On top of that, Axl being able to fire repeatedly and in multiple directions, as well as having the extra ability to hover and roll makes X pretty much worthless. Even more, Axl can also use his weapons an infinite amount of time. It's not until X can fire giant lasers (Icarus Armor) that he's anywhere close to Axl's level.

17
X / Re: Do you like Axl?
« on: July 04, 2010, 07:42:17 AM »
I think only X3 and X4 flat out say it. I don't recall it in the English X2, which I recently replayed. That and you actually DID fight Zero in X2 (usually). The only thing in the English script that semi resembles it is Sigma wondering why Zero didn't follow his orders despite him thinking it was Zero's destiny.
Having beaten X2 just yesterday, it doesn't flat out say X has to fight Zero until X3. X2's ending vaguely mentions "something" must be sacrificed in order to obtain peace.

As for Wily, he is somewhat mentioned by Sigma's final words in X2, "...the last of the doctor's creations."

18
X / Re: Do you like Axl?
« on: July 04, 2010, 03:52:10 AM »
I feel that Axl overshadows X too much. Atleast in X7/X8.

19
Fan Games / Re: X Engine
« on: July 03, 2010, 11:07:05 PM »
I was planning on adding Zero eventually, but I never thought about calling him like you do in X3 o.O.

Thanks for the suggestion, I'll look into it.

20
Fan Games / Re: X Engine
« on: July 03, 2010, 08:59:52 PM »
In all honesty, I think MMF2 is a LOT easier to work with.  It has a nice interface. Also there are little to no loading times in games made with MMF2. Unlike Game Maker Games where everything is loaded at the start.

I would have to agree. The load times are really noticeable with GM games.

21
Fan Games / Re: X Engine
« on: July 03, 2010, 07:55:00 PM »
My original idea was to have one weapon from each X game, but no one seemed to like that :P. Regardless, I wanted to atleast use two of my favorite weapons, with some minor changes, obviously.

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Fan Games / X Engine
« on: July 03, 2010, 09:40:51 AM »
Hello all. A few of you may already know about this project from YouTube or other Mega Man fan game sites. I was quite surprised when I realized I never posted here.

Anyway, I've been working on this X Engine for several months now. It's been slower than I originally thought, but it's still moving along pretty well. This engine was made using Multimedia Fusion 2 and will be open sourced when finished. Currently, there isn't anything playable, but hopefully I can keep all of you interested until then. Not much else to say, so here's something to look at.




And here's a video. Enjoy.
http://www.youtube.com/watch?v=ihaKLtHG3j0

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