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November 01, 2014, 05:52:45 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 7335 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
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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

Elrinth
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« Reply #15 on: October 28, 2012, 05:41:40 PM »

I'm writing everything from scratch so it's bound to be very bad controls in the beginning for everything. It feels very clunky at the moment. But all this will be fixed eventually Smiley
The whole UI will get much much better in time.

Yeah the cam speed will be adjusted no problem.

There are currently no settings files at all. I'll create a bunch of these. Everything must be modifiable and in an easy way Smiley

I'm rushing ahead and don't really care about the smaller details (which makes products feel solid) right now. I wanna make a playable metal man stage as soon as possible. I'm not far away.

And no, the sounds and graphics which are borrowed are just placeholders. I will make piece unique and brand new.

There's these things left before I can actually complete a metal man stage:
* camera on rail <- I begun implementing this tonight. this is to lock for example camera to only move in X and not in Y so when a player jumps the camera won't go up and down.
* fix camera on rail -> screen transition like megaman. aka gliding between some screens from different positions.
* apply force on player on certain areas, for example on the conveyor belt.
* create spiky death trap object. (will be scriptable in very later stage)
* create drilling enemy which moves vertically
* create jumping on spinning metal wheel enemy
* create metal samba-totem-enemy.
* create glider enemy
* load/save objects (right now these are just thrown away)

Maybe I'll try to add metal man boss aswell.

I'll maybe post a video tomorrow night with a fixed camera, depending on if anything else happens in my life. Got real time work to do aswell  Cry

Thanx alot for feedback and comments!  Gentleman
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Elrinth
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« Reply #16 on: October 29, 2012, 04:12:22 PM »

Not quite as easy as I had hoped it'd be... But here the CameraPoints are drawn. They are also connectable to eachother... I test draw vector from player to camerapoints.
Still not fixed so it's "on rails":
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Elrinth
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« Reply #17 on: October 29, 2012, 04:52:21 PM »

Youtube video of camera on rails working
http://www.youtube.com/watch?v=ik34ZRXoCdo

Now to implement features such as *borders to hide whatever's outside of camera. This way we can restrict the game to a certain resolution, while still allow the user to run any resolution he/she wants. So even if u have higher resolution, we can still restrict what can be seen. Will be good for multiplayer for example.

Also the mega man screen switch (game pauses and screen scrolls to new screen and game resumes with megaman on the other side of the screen).
After that I wanna try the autoscroll aswell  Well, hello there!

Now I say good night!  Noir
« Last Edit: October 30, 2012, 04:58:28 AM by Elrinth » Logged
Elrinth
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« Reply #18 on: October 31, 2012, 05:43:15 PM »

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

Fixed cams to finally snap correctly. Unless starting in mid of a vector. But if u design a level u hopefully won't be doing that Smiley I'll leave it for later bug fixies.

Now to fix megaman-screen-transitions
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« Reply #19 on: November 01, 2012, 11:45:05 AM »

Hand Thumbs Up Left A platformer (engine) these days written in C brings a tear to my eye.

Hand Point Right The character looks cool, but all I can see is megaman- especially when he's running. I'd separate your character from Capcom's a bit more.

Hand Joystick I think since the aesthetics already resemble NES, or if you were aiming for an NES feel with the engine itself, it'd be great to see perhaps some faux  limitations in action.
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