![]() Not everyone has graphical, or musical talents, and sometimes you want that little extra push. so play fair and don't look into spoiler tags in this thread. Note to Judges - I have no way of making it so you can't look at this thread. What sort of ideas do you think would be cool as far as stages go? The fire shooters iced over, lava pits turned into frozen floors. The enemies would be robots from the early games after years of neglect, so parts would be missing.Īnd obstacles would come in the form of exposed live wires, missing sections of floor, everything would be built around a general theme of ruin.Īnother concept I toyed with was a fire master's stage after it had been taken over by something like Blizzard Man or Ice Man. Everything would be corroded and breaking down or patched up hastily by the new occupants. Like how the Castle from 2 is never seen blowing up or being destroyed, it would evoke a classic MM game but in a state of decay. In short, the idea was that it wasn't Wily but a crazed fan of his that was behind everything and he took over an abandoned Wily castle. I had this idea for a fangame once, I never got any farther than some concepts and a few sprite sheets but I still like the idea I thought up for the fortress stages. Megaman V weapons color.png (Size: 12.75 KB / Downloads: 121) Ignore the mega man weapons at the bottom of the sheets. Nesterra.png (Size: 6.44 KB / Downloads: 120) Nesjupiter.png (Size: 8.5 KB / Downloads: 120) Nesneptune.png (Size: 5.54 KB / Downloads: 120) Nesmercury.png (Size: 5.71 KB / Downloads: 120) Extra attacks for bosses when their health is half gone.Stardroids have reaction frames for their weaknesses.I made this thread mostly to talk about this idea. Like have the bosses flinch when hit wit their weakness, a protoman mode. I've settled on a GBC aesthetic, not conforming exactly to the NES palette but still having an 8-bit aesthetic.Īnd then I got to thinking about maybe extra stuff. Okay, so I've been doing some graphic work for something I've been really aching to see: A full-color remake of the Mega Man V game for game boy. If you want to beta test, you could (I'm 99% sure this isn't against the rules, correct me if it is) post here: The final version of the map editor will look almost exactly like this, as I want to carry on the legacy of Game Dragon's amazing X Engine, which unfortunately died out:Īnimation editor (create, adjust, import/export) (haven't prettified it yet):Ĭlosed beta testing begins in January. This is the result of 10 days of work, though since then I've fixed some small inconsistencies, and yes, I've completely fixed all slowdown: Here's a video from Monday, it will do this more justice than hundreds of screenshots ever could. Share creations online via 1 file or download other people's creations and install in seconds.(low-priority) (Estimated completion date: November/December 2017) Simple Mega Man X-style music composer, ala Mario Paint Composer.Record your runs with a demo system, and upload them for all to view.TAS-mode, play the game frame-by-frame and with save-states.(Estimated completion date: September 2017) Example levels with custom scripted enemies, a boss, and a weapon.Create cutscenes and pre-boss dialogue custom for each character.Pre-made set of enemies, bosses, weapons, songs, and tilesets to choose from.Script objects/enemies/bosses/weapons/armor in Lua with full documentation.storing tiles as binary data, for extremely advanced users. Alternative, fast-running, small-size engine favoring pure accuracy e.g.Full SPC emulation for music and sound.Feature-rich, beautiful, and customizable level editor.Play as X or Zero (in all his Z-Saber glory).Pixel-perfect 16-bit Mega Man X engine. ![]() The project is aimed to be released in at least a very presentable state by Mega Man's 30th anniversary in December 2017, and the very early public beta is scheduled to be released some time in Summer 2017. Once this project is complete I plan on releasing a huge data dump with every little thing I learned making the engine. Right now, the game's physics are using the exact values from the ROM. I am doing very extensive research into the inner workings of the Mega Man X games to achieve a high level of accuracy. The end goal is to create a very customizable, easy-to-use yet advanced Mega Man X engine that is more faithful than anything seen thus far, including the Mega Man X Corrupted engine and Game Dragon's dead X Engine. It's a toolset to make your own Mega Man X adventures, you can make a standalone fan game out of this or you can upload and play levels online, endlessly, like it's Mega Man X Maker. Mega Man X++ is an open-source Mega Man X engine & game currently being developed in LÖVE and C++ by omegapixel (me). ![]()
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