Excellent, so theres no hinderance whatsoever, anymore? If people wanted, they could create any stage from the Gameboy games that had a 1 tiled gap at the end of a tunnel exit. That includes Stone Man's stage in MMIV and a Metal Man's Stage in MMII. I guess I can fix that wall in the Gimmick Stage where I recreated the tunnel room from Metal Man's stage.
Yea. It had to do with the slide detector object rather than the players collision mask. All I did was shrink the width of the back side of it by 1 pixel. Though I was a bit worried about this. I feared that if the player was still within a number of pixels of where the tunnel is, that the player would unintentionally get pushed backwards out of the wall. This was actually true when I cropped the slide detector too far backwards. The original intent was to make the slide detectors width the same as the player to prevent any backward pushing.
Okay. But I have a question on the engine...
My fangame that I've been working on will be laid like this:
- Intro Stage
- 8 bosses to select
- Intermission stage
- 4 more bosses to select
- Another intermission stage
- Dr. Wily Stage, consisting of two parts.
For the stage select, is it possible to have like 8 bosses or more to select instead of 4. In the current version of N-Mario's engine, he uses the Mega Man III-style stage select. I was wondering if he could implement the Mega Man IV-style stage select, with modifications to select up to 15 stages, if plausible.
You could theoretically make a stage select screen up to 8 robot masters. Just that you would need smaller graphics for them due to the GBA/GB screens size. Unless you resized the game engine's application window to the NES size, and modify the code to work in NES style. Or you can keep the GBA screen window, and remove the graphical frame border that MM Mania used (like our fan game). Then you may be able to fit 2 more robot masters on each left/right side. But that's just me thinking. After this game, I could fix the MM engine to still be GBA sized, just remove the border entirely as an example to show you what I mean.
I just made this in a few minutes.
If you removed the frame border for your own fan game, and kept the GBA size, an example of a robot master stage select screen could be something like this. Of course the BG graphics can be changed.
Okay, but the problem is that I'm not a programmer when it comes to handling Multimedia Fusion 2. Maybe someone who knows in-and-out on N-Mario's engine will help me out... I hope.
MMF2 should be really easy to use by anyone. I could show a screen shot of what the script looks like of one of the objects behaviors. As long as you understand the basics of movement, collisions & everything, it's kind of like a director making a movie. Programmers get to direct what each object does, and how they should react to things in their environment.
If you want to learn programming, you could give WarioWare DIY for the DS a try. It's basically a game about making games. It teaches you about things like switches, animation, and you go through the tutorial of making a game. Although it is limited to tapping, and limited triggers, it's basically the same style of standard game design.