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998024 Posts in 39133 Topics- by 30539 Members - Latest Member: bigalphillips

April 17, 2014, 07:27:09 AM
TIGSource ForumsFeedbackDevLogsMetal Mage ~ MegaMan-esque game/engine in development
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Author Topic: Metal Mage ~ MegaMan-esque game/engine in development  (Read 6264 times)
Elrinth
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« on: October 25, 2012, 11:23:30 AM »

Hi!

I'm currently working on a Mega Man engine which I hope to turn into a full fledged game called Metal Mage (still just a project name). Basically it'll just be Mega Man 2 or 3 but in a fantasy setting with monsters, wizards and knights.

I'm developing the game engine in C++. Currently there will only be windows release of the game. But I'm really hoping to support both linux and macosx at a later time.

I'm not the greatest pixel artist in the world, but I'm a decent coder. But everyone started somewhere and hopefully in time, it'll look convincing and consistent Smiley

Here's a picture of what I'm hoping it can look like:


Here's my latest youtube video of the engine:
http://www.youtube.com/watch?v=EBe9_6hbU6Yw

Is it okay if I keep posting progress here in the form of youtube videos?
I don't consider myself anywhere near complete so I set DevLog - Just Started! 0% as icon, and it'll stay like so for quite awhile Smiley

I've got my todo list here incase anyone being interested:
http://todo.slutbossen.com
« Last Edit: January 15, 2014, 01:59:01 PM by Elrinth » Logged
happymonster
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« Reply #1 on: October 25, 2012, 11:43:32 AM »

Are they your graphics? They are nice! Smiley
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Elrinth
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« Reply #2 on: October 25, 2012, 12:10:58 PM »

Thank you Smiley

Yes, the graphics shown in the screenshot is 100% mine. In the video there are graphics which is borrowed. But in time it'll be 100% my own gfx.
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Siro
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« Reply #3 on: October 26, 2012, 07:25:04 AM »

This is a good idea! Now I really wanna try your engine... How much customization will be in there?

And your sprites look really good.
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kamac
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« Reply #4 on: October 26, 2012, 07:27:26 AM »

OpenGL? DirectX? SFML? SDL?

if(OpenGL || DirectX)
    Elrinth->TellVersion();

 Wink
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Elrinth
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« Reply #5 on: October 26, 2012, 12:27:32 PM »

New video... Added support for animating tiles... Yet you cannot set any time for them yet. Also made so they are synced with actual total game time. This way the animations will ALWAYS be synced.
http://www.youtube.com/watch?v=2dPL47tNhEI

New things since previous update:
Fixed level format so it saves level format version for every section. This way levels will never stop working! That is unless the saved-level-process breaks. Perhaps I should "test"-save the whole level to some temporary folder, and if that was possible, then it saves the proper save.

Answers to questions ppl have been asking. Everything must be customizable in the end, I'd like to make it just as powerful as any other game maker (rpgmaker, multimedia fusion, gamemaker, whatevah). But right now alot is static and hardcoded. Mostly because the UI is very handicapped because I didn't implement barely any things :D

UI currently only has: window, panel, tileset (with half-working horizontal & vertical scrollbar), selected-tile, button, text-button.
Planned for UI: checkbox, radiobox, imagebutton, textlabels, textbox (password, multiline, singleline), listbox (with list items), dropdownbox (with list items). Among other things

This is all coded with WinAPI (gives me input and let's me create a window) + Open GL. I've been able to remove all dependency dlls already. but pThreads.dll is still hanging around, but I'm not actually needing it atm. I'm really able to run it all in same thread. Ofc, the level streaming might be put in separate thread later. Same with maybe networking.

As for version of OpenGL!? I've not used anything fancy besides VBOs. So I'm pretty sure it'd compile for ogl version 3 somewhere.
« Last Edit: October 26, 2012, 12:45:37 PM by Elrinth » Logged
baconman
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« Reply #6 on: October 27, 2012, 12:52:39 AM »

Sweet project. Smiley

init Excite
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Elrinth
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« Reply #7 on: October 27, 2012, 07:28:05 PM »

Some progress:
http://www.youtube.com/watch?v=swIzQZYP0Y4&feature=youtu.be

* Added death animation(ish) simply 4 bullets thrown into all directions.
* Also removed collision for bullets vs tiles.
* Added ability to die from pits and similar. If damage set to 666, then insta death, even if u are in invincible mode (in megaman u are invincible for a short period after having taking damage). This is so these pits work even if u taken damage just shortly before.

Oh and it crashes in the end, hahaha Smiley
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Elrinth
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« Reply #8 on: October 27, 2012, 08:52:02 PM »

Blink

http://www.youtube.com/watch?v=Z6WhNAvhfVM&feature=youtu.be

Well fixed crashbug since previous version :D

Showing off the different layers, and also their special properties. For example, if a tile is collidable, if a tile is a death trap etc.

* Fixed so hp bar is properly updated if an object(player) is dropped and falls outside of bounds. (fixed after recording the video)
« Last Edit: October 27, 2012, 09:16:11 PM by Elrinth » Logged
SolarLune
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« Reply #9 on: October 27, 2012, 10:03:51 PM »

Hah, that looks pretty fun. Nice work so far - very smooth and Megaman-ish. I think the run animation should play faster, but otherwise, it's pretty great-looking so far! As a side-note, I wonder why nobody's made an online versus or co-op 2D Megaman-ish title. It could be fun.
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Elrinth
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« Reply #10 on: October 28, 2012, 03:21:36 AM »

Hah, that looks pretty fun. Nice work so far - very smooth and Megaman-ish. I think the run animation should play faster, but otherwise, it's pretty great-looking so far! As a side-note, I wonder why nobody's made an online versus or co-op 2D Megaman-ish title. It could be fun.

Actually there already is a 4 player coop MegaMan called Perfect Harmony. It isn't online however. http://www.youtube.com/watch?v=0J1wwBtAPjU
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Elrinth
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« Reply #11 on: October 28, 2012, 07:07:24 AM »

I can build it with vs2008 or 2010 if I wanna to support earlier windowses but I'm lazy, so there's only win7 binary atm. Microsoft promised Win XP support in end of year for VS2012. We'll see how that worx.

Here's something playable (requirements: windows 7!):
https://dl.dropbox.com/u/5145312/bin.zip

Can't do much tho. There's a readme which explains the buttons.
« Last Edit: October 28, 2012, 01:35:14 PM by Elrinth » Logged
baconman
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« Reply #12 on: October 28, 2012, 12:04:35 PM »

Sad /usingXP /maybesomeday
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« Reply #13 on: October 28, 2012, 02:34:12 PM »

Love the retro style, very sega genesis-like.
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« Reply #14 on: October 28, 2012, 03:00:38 PM »

Love the retro style, very sega genesis-like.
',:/

Aaaanyways, it seems like it plays well, the acceleration on the camera's a bit weird, and the editor controls take a bit to get used to.

Hopefully you won't be using the Megaman drop and shoot sounds in the final.
« Last Edit: October 28, 2012, 05:46:31 PM by DustyDrake » Logged

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