[Game]: MegaMan Endless - Level Design Contest! - CLOSED
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MegaMan Endless - Level Design Contest! - CLOSED
- This contest is closed. Thanks for participating! -



[Image: mmendless-banner1.png]

- The Game -

Mega Man Endless is a large scale Endless Attack mode as found in Mega Man 9/10 and various rom hacks. It follows the standard formula with 5 micro level segments before a boss, and will feature 12 bosses and 60 levels. One lap is practically a full-length Mega Man game, and with online leaderboards it's quite the endless experience!
In addition to the Classic Mode it also features a Boss Mode, Timed Mode and Perfect Mode (1 HP and no weapons or item pickups).

This game is essentially complete except for levels, which brings us to...

- The Contest -

My level inspiration has dried up over the years from prior fangames, not to mention they weren't always well-received to begin with. So for a game like Endless that relies entirely on solid level design, I'd love for its levels to be a fanbase effort--your chance to put forth and play what you think a Mega Man level should be like!

This contest is in collaboration with SnoruntPyro, who made it possible with her efforts in tweaking my engine to make it accessible to non-GM users--as well as easy to submit custom levels--for her own level contest that ended recently with good results.
This means no coding or prior gamedev experience is required to take part!

- The Reward -

Winners will see that awesome level design idea they've always wanted to play featured in a 16bit fangame with a top-quality engine.

And their name in the game, naturally.

And... No, there are no prizes. This project is simply a tribute to our favorite Blue Bomber.

Still here? Wonderful, let's move on to...

- The Rules & Guidelines -

- Mega Man can slide, but no charge shot.

- Don't worry about graphics or music! Winners in Endless will have 16bit graphics and tunes chosen after the fact. Do what you want here, but generally sticking to these basic tiles would keep things super simple and easier for you to focus more on design and less on aesthetics.

- Levels must be 6 screens in length, starting and ending with a 32x64 teleporter (which can be set anywhere in the start/end rooms).
If 6 screens isn't enough for you there's no limit to how many levels you can submit, so go all out!
If on the other hand you simply can't finish a 6 screen level but have a killer idea for just a few screens, submit it anyway! It might be worked into something else and you'd still be credited.

- Though the devkit contains more, you can only use enemies and obstacles found on this sheet.

- Levels must be able to be completed without taking damage! Doesn't have to be easy, but it does have to be possible.

- Levels must be able to be cleared without requiring weapons, though by all means plan areas around clever use of them.
Note: the included weapons in the devkit won't be used in Endless; see the Resources for the Endless arsenal.

- Big/small health/weapon capsules can be placed where appropriate, but try to use sparingly. No 1-Ups or E-Tanks here.

- As an aside, your submission may be subject to minor tweaks if accepted, but full credit still goes to you.

- The Resources -
  • [spoiler=Weapons]Weapons aren't available to test in the devkit, but here's a demonstrative video and here are full stats and descriptions:

    Hyper Bomb - Energy Used: 2 / Base Damage: 1
    Hold up or down when firing to change the trajectory of a powerful bomb that explodes on enemy impact or after a few seconds. Explosion is multi-hitting. Can also destroy breakable blocks/walls.

    Leaf Shield - Energy Used: 4 / Base Damage: 3
    Can move around and fire it like modern shields; won't vanish on contact with weaker enemies.

    Magnet Missile - Energy Used: 1 / Base Damage: 2
    Will change direction to intercept enemies above or below it.

    Ring Boomerang - Energy Used: 1 / Base Damage: 2
    Returning weapon that can be fired forward, up or at a 45° angle. Essentially mimics Shadow Blade's behavior from Mega Man 3, but is multi-hitting and will never ricochet.

    Charge Kick - Energy Used: 1 / Base Damage: 1
    Slide faster with invincibility while damaging enemies. Continues through the air if you slide off an edge.

    Centaur Flash - Energy Used: 4 / Base Damage: 4
    Clears screen of weak enemies and delivers a crushing blow to strong ones.

    Boost Jump - Energy Used: 3 / Base Damage: 0
    Continuous mid-air jumping for reaching new heights.

    * Weapon stats subject to change if balancing is required
    ----------------------------------------------------------------------------------------------------------------------------------------------
    [/spoiler]
    (the following were created by SnoruntPyro for her original contest, so some details may not apply)
  • [spoiler=Controls]
    Z - Jump
    X - Shoot
    A - Previous Weapon Quick Switch
    S - Next Weapon Quick Switch
    Enter - Pause
    Arrow Keys - Move

    DEBUG AND CHEAT KEYS, AND SCREEN SIZES
    F1 - Resolution is 256x224
    F2 - Resolution is 512x448
    F3 - Resolution is 768x672
    F4 - Fullscreen
    F7 - Reset game
    1 - Toggle invincibilty (won't work if you just got hit)
    2 - Kills you if your health is full, otherwise refills your health
    ----------------------------------------------------------------------------------------------------------------------------------------------
    [/spoiler]
  • [spoiler=Video Tutorials]
    - Basics
    - Extra Tilesets + Custom Spawners
    - Setting Up Your Level For Submission
    ----------------------------------------------------------------------------------------------------------------------------------------------
    [/spoiler]
  • [spoiler=User Guide]
    SETTING UP YOUR LEVEL
    - First, create your room by right clicking and copying the room "level_template". Click on the "settings" tab in the room editor and change the name to (Your Username) (Level Name).
    - Next, click on the room 'initiate'. Go to settings and click on 'creation code'. There, you'll see a line that looks like this:
    //setUpLevel(1,level_test,"exampleMusic.ogg")
    - This is the (commented out) code to set up your level with the level select menus and to set up music for it. "setUpLevel" has three arguments - level slot, level room name, and filepath to the music. The filepath to the music has to be in quotes, but the other two don't have to. Just fill in the relevant info and you're good! Be wary, though, the game only supports 5 level slots, but you really don't need more than 1 in this context...
    - NOTE: YOUR MUSIC MUST BE IN .OGG FORMAT!

    HOW TO USE THE EDITOR
    - To place objects, select the "objects" tab on the interface on the leftmost side of the room editor. To select objects, click on the icon with the mouse towards the bottom of the interface. Then, a big popup will pop up, with tons of folders. Move your mouse over the folders to view them. Click on an object to set it to the object you're using, and then left click in the actual room to place it.
    - To mass-place objects, hold "Shift" as you place them. To delete objects, right click them. To mass delete objects, just hold down the right mouse button and drag it along the objects you want to delete. To access an object's creation code, hold CTRL and right click it, and choose "Creation Code".
    - To place blocks, select the "tiles" tab on the interface. Then, hit the icon with the mouse on it towards the bottom. You can then select from various "backgrounds" to use. Click on the tile you want to use, and place it anywhere.
    - Tiles have the same mouse actions as objects, minus the creation code.
    - To edit a room's height and width, and to edit its creation code, select 'settings'. DO NOT EDIT THE 'SPEED', 'ROOM CAPTION', OR 'PERSISTENT' options. Note that in order to have proper scrolling, width values must be a multiple of 256, and height values must be a multiple of 224.
    - In order to add a background to your level, select 'backgrounds', click on 'Background 1' in the menu, check 'Visible when room starts', and click on the mouse icon to choose between a background. If you want to make your background a solid color, just click on the box next to the Color text and choose your color.
    - To edit your spawn point in the level, select 'views', and edit the X and Y options for 'View in room'.

    LEVEL EDITING POINTERS AND TIPS
    - To avoid making unneccesary clones of objects, many enemies have "variations" that you can set by modifying the individual object's "creation code". To modify this, simply right click an object while holding the Control key and select Creation Code. The coding interface will pop up. All you have to do is type in "variation = (variation number)", with the variation number of the enemy being listed below. If you do not set the variation, the object will default to its first variation. If you set the variation to anything other than a listed value, the game will likely crash, so don't do that!
    - Some enemies have variations, ranging from simple color changes to custom variations with harder or easier attributes.
    - Usually, you want to make sure to uncheck the 'Delete underlying' box in the bottom left. Unchecking this box stops Game Maker from deleting objects that intersect each other. The only time you really want this checked is if you're filling blocks/ladders, to prevent unneccessary duplicate objects.
    - If you want to connect your screens instead of making them all individual and apart from each other, use the object called 'camera_setting'. Place that at the top left corner of the first screen in your row, then go into the creation code and type "numberOfScreens = (number of screens you want)".
    - To add a checkpoint to your level, place 'checkpoint_setting' in the top left of the screen you want to make a checkpoint, and then place 'teleport_block' objects around the center of the screen. These objects will define where Mega Man lands when he teleports in. You can have as many checkpoints as you want. Just make sure to not place one in the middle of a stretch of connected screens, otherwise the scrolling will be messed up.
    - Make sure that if you want to connect two screens downwards vertically, you place the object 'holedoor' at the bottom of the first screen.
    - Extend your tiles that touch the top of the room 2-3 tiles above the room. You can place tiles up there, even if you can't see it in the room editor.

    HOW TO USE CUSTOM SPAWNERS
    - Custom spawners are pretty powerful. With it, you can spawn any object in the game with any piece of code you can write. I'm not going to go into meticulous detail on how to do tons of different settings with these (consult your local Game Maker help file for that), so here's a general description of how they work and a thing you can do with them.
    - There are two types of spawners - interval (red) and continuous (green). These are labeled appropriately in the files.
    - Interval spawners will spawn one object at your defined interval. Continuous spawners will endlessly spawn an object at a designated interval for a designated amount of time, before shutting off and waiting another designated amount of time. Remember, for these time values, 60 = 1 second, 30 = half a second and so on.
    - Interval spawners require three values to be inputted - "code", "interval", and "object". "object" is the object the spawner will create (look at the list below for object names), "interval" is self-explanatory, and "code" is anything you might want to put in the creation code. Your code must be formatted 'like this'. If you do not want any creation code, just put code = ''.
    - For example, if you want a spawner that spawns an orange Killer Bullet every two seconds, you would input this in the spawner's creation code:
    interval = 120;
    object = killerbullet;
    code = 'variation = 3';
    - Semicolons are not required. You don't have to have exact spacing as well so you could just do "interval=120" or "interval =120" or "interval= 120" if you're so inclined.
    - The same applies for continuous spawners, except there are some extra variables. You still have to input "code" and "object", but there are three interval variables involved - "spawnInterval", "stopInterval", and "waitInterval". These are the gap between the spawning of objects, how many frames until the spawner stops, and its cooldown time, respectively.
    - For example, if you want a spawner that spews 10 regular bullets straight downwards with a gravity factor of 1 for 10 frames and then wait half a second before spawning again, you would input this -
    object = standard_bullet;
    code = 'grav = 1; sound_stop(sfx_enemyshoot); sound_play(sfx_enemyshoot)';
    spawnInterval = 1;
    stopInterval = 10;
    waitInterval = 30;
    - The sound code is not required, but it is nice to have sound for your spawners.

    NEAT CODING THINGS
    - This is mostly for custom spawners, but this can also be applied for custom resources and creation code and such.
    - Most enemies in the game have "hsp" and "vsp" variables, and some have a "grav" variable. "hsp" and "vsp" are horizontal and vertical pixels per frame, respectively. "grav" is gravity, and you'll generally want this to set to "1". This is the same gravity constant Mega Man uses on land. "0.5" is floatier, and "0.75" is in between.
    - If an object does not have "hsp", "vsp", or "grav" variables, you can substitute them with "hspeed", "vspeed", and "gravity" + "gravity_direction = 270".
    - Some variables might be nice to know. Mega Man's health is "global.health". His E-Tank and W-Tank values are "global.tanks_e" and "global.tanks_m" respectively. The power of his charge shot is "global.csp".
    - You can change Mega Man's keys. The variables are "global.key_up", "global.key_down", "global.key_left", "global.key_right", "global.key_a" (jumping), "global.key_b" (shooting), and "global.key_start" (pausing). For letter and number keys, type ord('key'), with 'key' being the letter/number of your choice (surrounded by ' on both sides). For something like Shift or Ctrl, it will be vk_key with key being the key you want, decapitalized. If this doesn't turn red in the code editor then you typed it in wrong. The Game Maker help file has a full list.

    ENEMY, CODE AND OBJECT NOTES
    - Make sure that when using any floor-tracking enemies (Spines, Spring Heads, Electric Gabyolls, and Garyobies) you set their boundaries by placing "marker" objects where you want them to turn around, unless you want them to run off ledges.
    - You can use the same "marker" objects to make Shield Attackers turn around prematurely, and make Crabbots turn around.
    - There are 8 slots for yoku blocks. They will appear continuously in the order they're numbered.
    - For code/custom spawner purposes, the standard_bullet object, which is used in almost all projectile-shooting enemies, will disappear if you set alarm[0]. So if you wanted to have a bullet only appear for a second, you would type in its creation code alarm[0] = 60.
    - Many obstacles and dynamic platforms have settings you can set in their creation code to change their behavior. These are listed in the 'ELEMENT VARIABLE LIST' section.
    - If you're going to create new enemies, copy existing ones, otherwise you're in for some pain. Make sure to modify their 'User Defined 15' event to have the object's name instead of whatever you copied it from.
    - Make sure to place Have Su Bees (the massive bees that carry hives) where you want them to fly TO, not where you want them to fly from.
    - Make sure to place Monkings (the Mega Man 2 monkeys) in the position you want them to fly and grab to.
    - Make sure to place Parasyus, Moles, M44As, Bombombs, and various other enemies that come down from the sky or from the bottom of the screen inside the screen you want them to appear in. Don't place them offscreen or they'll get scrolled offscreen.
    - If you want to place a gear + clown combo like in Metal Man's stage from 2, JUST place the gear. The clown will automatically appear and land on the gear. You don't have to do anything else special.
    - The "lowgravity_setter" (the moon) and the three purple gravity objects have different uses. The former, when placed, will apply low gravity globally throughout the entire level, so only place one. The latter three objects change Mega Man's gravity when he touches them, so place them as if they were blocks.

    ENEMY VARIATION LIST

    Met Beta & Charging Met & Scuba Met & Metrain
    1 - Default mode.
    2 - The shots are lined up instead of the top and bottom shots being slightly behind.
    3 - Will only shoot the center shot.
    4 - Shots are twice as fast.

    Blader
    1 - The enemy will be green.
    2 - The enemy will be blue.

    Spine
    1 - The enemy will be blue.
    2 - The enemy will be orange.
    3 - The enemy will be blue and always at max speed.
    4 - The enemy will be orange and always at max speed.
    5 - The enemy will be blue and always at minimum speed.
    6 - The enemy will be orange and always at minimum speed.

    Killer Bullet
    1 - The enemy will be red.
    2 - The enemy will be blue.
    3 - The enemy will be orange.

    Beak
    1 - The enemy will be orange.
    2 - The enemy will be red.
    3 - The enemy will be blue.

    Octopus Battery
    1 - It will be red and start moving downwards.
    2 - It will be red and start moving upwards.
    3 - It will be red and start moving leftwards.
    4 - It will be red and start moving rightwards.
    5 - It will be orange and start moving downwards.
    6 - It will be orange and start moving upwards.
    7 - It will be orange and start moving leftwards.
    8 - It will be orange and start moving rightwards.
    9 - It will be blue and start moving downwards.
    10 - It will be blue and start moving upwards.
    11 - It will be blue and start moving leftwards.
    12 - It will be blue and start moving rightwards.

    Flea
    1 - The enemy will be blue.
    2 - The enemy will be red.

    Screw Bomber
    1 - The enemy will be orange.
    2 - The enemy will be blue.
    3 - The enemy will be red.

    Watcher
    1 - Starts moving downwards.
    2 - Starts moving upwards.

    Fan Fiend
    1 - Normal behavior.
    2 - Pushes you twice as hard.
    3 - Pulls you in instead of pushing you.
    4 - Pulls you in twice as hard.

    M445
    1 - Starts moving downwards.
    2 - Starts moving upwards.

    Mole
    1 - Starts moving downwards.
    2 - Starts moving upwards.

    Garyoby
    1 - The enemy will be red.
    2 - The enemy will be orange.
    3 - The enemy will be red and always at max speed.
    4 - The enemy will be orange and always at max speed.
    5 - The enemy will be red and always at minimum speed.
    6 - The enemy will be orange and always at minimum speed.

    Power Muscler
    1 - The enemy will be red.
    2 - The enemy will be green.

    ELEMENT VARIABLE LIST
    To use these, go into the creation code of the object and type in the name of the variable, then an =, and then the value you want to set it to. As a general rule, -1 for any 'dir' variable is left, and 1 for any 'dir' variable is right.

    Yoku Block: 1 setting, 'variation', which changes the sprite.
    1 - Mega Man 4, Wily Stage 1
    2 - Mega Man 6, Wily Stage 2
    3 - Mega Man 5, Proto Stage 1
    4 - Mega Man 2, Heat Man
    5 - Mega Man 1, Elec Man
    6 - Mega Man 1, Ice Man
    7 - Mega Man 9, Plug Man
    8 - Mega Man 9, Endless Mode
    9 - Mega Man 10, Sheep Man
    10 - Mega Man 10, Enker

    Elec block and fire block: 2 settings. 'dir', which is self explanatory, and delay, which is the on/off timer. If you want it to shoot right, type dir = 1 in the creation code, and dir = -1 for it to go left. They will default to right. To change the delay, put delay = (your number here) in the creation code. It will default to 60 (a second in real time).

    Stationary magnet: 1 setting, 'dir'. Self-explanatory. Defaults to right.

    Quick laser spawner: 3 settings - 'delay', which is how many frames until the spawner shoots the lasers, 'dir', the direction (same values apply to this as the rest), and 'laserspeed', the speed of the quick lasers. delay defaults to 1, dir defaults to 1, laserspeed defaults to 16 pixels per frame.

    Gutsman lift: 1 setting - 'dir'. Self-explanatory. Defaults to right.

    Crashman lift: 3 settings - 'mdir' is the direction. Unlike other direction variables, you have to type out your direction. So 'up' for up, 'down' for down, 'right' for right, 'left' for left. 'hsp' is the starting horizontal speed. Negative numbers are left and positives are right. 'vsp' is the starting vertical speed. Negatives are up and positives are down. Keep these consistent with your mdir, otherwise glitches may occur. The lift defaults to going straight up.

    Poking needles: 1 setting - 'dir'. 1 is down, 2 is up, 3 is left, 4 is right. Defaults to down.
    [/spoiler]

- The Signup & Submission -

If you're interested in participating, just say so here and you'll be sent a PM with all the required materials, easy as that!

To submit your level from the devkit:
- Title your room "(Username) (Level Name/Number)".
- Go to the "File" tab at the top, and click on "Export Resources". Save the file as your username. In the popup that follows, uncheck every checkbox except "Rooms", and hit OK.
- PM the exported file to me and SnoruntPyro and you're good to go!

Feel free to post here with any questions or concerns, and have fun!

Submissions are due April 3rd!

- The Signees -



Devkit Update

Known Devkit Issues
  • Big Eyes may throw this error: [spoiler]ERROR in
    action number 3
    of Step Event
    for object bigeyeB:

    Error in code at line 9:
    if (hsp!=0 && BLK.object_index != quintform && (BLK.issolid == 1 || BLK.object_index == death))
    ^
    at position 40: Unknown variable quintform

    To fix it, open up the bigeyeB object, click on the "Step" event and open up the third block of code. From there locate that line and delete the following from it: hsp!=0 && BLK.object_index != quintform &&
    -------------------------------------------------------------------


  • Swimming Metalls may throw this error:
    ERROR in
    action number 1
    of Draw Event
    for object metallswimbubble:

    Trying to draw non-existing sprite.

    Simply locate the "metallswimbubble" object and define it's sprite to "spr_airbubble"
    -------------------------------------------------------------------
  • Some enemy collision boxes may differ slightly--Parasyu definitely--but hopefully not so much as to be problematic.

  • Bolton & Nutton's re-spawning behavior may be slightly quirky but I'm not certain.

  • Pole Eggs don't re-spawn when you shift from a room and back.

  • Walking Bombs jump forever against a tall wall instead of turning around after three jumps.

  • Holograns weren't re-implemented as there are too many complications and Endless engine integrations to bring over to the devkit perfectly, but the one among the devkit's original enemy selection was originally from Endless anyway so it should work to some degree.

  • Obstacles are unchanged and therefore still inaccurate. Some may serve better as conceptual placeholders while keeping its authentic behavior in mind.
  • [/spoiler]

    On Using Newly Implemented Enemies
    • Enemies direct from the Endless engine can now be found under 'Enemies -> MMEndless' and will have 16bit sprites, though the original devkit enemies are still available for backwards compatibility.

    • Usage of these enemies might be different than what you're used to. Generally you can just plop them down and they'll behave, but a few things to be aware of:
      • Some enemies like Mole or Claw spawners require parameters to be set through a "Room Creation Code" (ctrl+right click in the room editor). These parameters can often be found and explained under an enemy object's Create code.

      • If there's an enemy you need turned a certain way horizontally (like Blasters/Beaks) oftentimes all you'll need in the RCC is "image_xscale = -1;". Likewise for upside-down Screwdrivers it would be "image_yscale = -1;".

      • Sometimes you may need to set the room editor's grid setting from 16x16 to 8x8 to properly align an enemy.
    • As always, please feel free to ask any questions if something's not working or is confusing you!

    [Image: link-blykasdoor.png] [Image: link5.png]
    (This post was last modified: 02-07-2016, 10:53 PM by Blyka.)
    01-03-2016, 05:30 AM
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    Lamda Offline
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    #2
    RE: MegaMan Endless - Level Design Contest! - OPEN, ends 03/31
    I FUCKING KNEW SOMETHING BIGGER WAS PLANNED

    Anyway, send 'em on over, I'm rarin' to go two-for-two.

    Quote:Game making in 6 steps:
    1: Get assets and program
    2: Smash the two together until stuff happens
    3: Beat your face into your keyboard when stuff breaks/doesn't want to work
    4: Continue beating your face into your keyboard until you've smashed the right code
    5: Rejoice that it works and move on to the next thing
    6: Go back to Step 2 and repeat
    (This post was last modified: 01-03-2016, 05:56 AM by Lamda.)
    01-03-2016, 05:50 AM
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    iYamWhatIYam Offline
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    #3
    RE: MegaMan Endless - Level Design Contest! - OPEN, ends 03/31
    Hey hey, I have a hankering for this! I'd like the devkit, please.

    Novice animator and general animation fanatic, Bob Clampett advocate, and generally apathetic towards Mega Man as a character. Amateur chip musician, but that's second priority.
    Check out the CartoonCo blog!
    01-03-2016, 12:12 PM
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    Entity1037 Offline
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    #4
    RE: MegaMan Endless - Level Design Contest! - OPEN, ends 03/31
    Sign me up!!!!!

    Round two, FIGHT

    Programming a thing, ba da baa, programming a thing, ba da baa...
    01-03-2016, 01:21 PM
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    CosmicGem Offline
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    #5
    RE: MegaMan Endless - Level Design Contest! - OPEN, ends 03/31
    I couldn't get my level finished the last contest, so I feel compelled to start this one. Sign me up with that dev kit pls! Also, can I make my own music for my level? I know it isn't required but I feel it makes my level feel more custom.
    (This post was last modified: 01-03-2016, 01:45 PM by CosmicGem.)
    01-03-2016, 01:40 PM
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    The Stove Guy Offline
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    #6
    RE: MegaMan Endless - Level Design Contest! - OPEN, ends 03/31
    Sign me up
    01-03-2016, 02:03 PM
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    Entity1037 Offline
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    #7
    RE: MegaMan Endless - Level Design Contest! - OPEN, ends 03/31
    (01-03-2016, 01:40 PM)CosmicGem Wrote: I couldn't get my level finished the last contest, so I feel compelled to start this one. Sign me up with that dev kit pls! Also, can I make my own music for my level? I know it isn't required but I feel it makes my level feel more custom.

    You're making a six screen level exerpt for an endless attack mode, I'm not sure having your own music can be a thing.

    Programming a thing, ba da baa, programming a thing, ba da baa...
    01-03-2016, 02:30 PM
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    Rhythm Offline
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    #8
    RE: MegaMan Endless - Level Design Contest! - OPEN, ends 03/31
    you know what? I got a few ideas floating around that could be fun to experience. count me in. 6 screens shouldn't be too much of a backbreaker

    [Image: 67617b7e1d6Ur.png]
    01-03-2016, 03:38 PM
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    Blyka Offline
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    #9
    RE: MegaMan Endless - Level Design Contest! - OPEN, ends 03/31
    Wow, six signups already, thanks guys! Can't wait to see what you come up with.

    SnoruntPyro will still be handling matters pertaining to the devkit, including handing it out. If you already have it from before I think you can just get started, but I'll let her confirm that.

    (01-03-2016, 01:40 PM)CosmicGem Wrote: Also, can I make my own music for my level? I know it isn't required but I feel it makes my level feel more custom.

    Yeah sorry, in the spirit of keeping the game authentic 16bit Mega Man the music selection is going to be direct rips from Mega Man 7 or Wily Wars (selectable from the Options). Each level segment will shake up the music though; there won't be just one music track throughout the game.


    (01-03-2016, 05:50 AM)Lamda Wrote: I FUCKING KNEW SOMETHING BIGGER WAS PLANNED

    Heh, this actually wasn't planned from the beginning; I'd been wondering off and on how to go about doing something like this for about a year when I saw SnoruntPyro's contest, and thankfully she agreed to collaborate. :) It was a go when she mentioned a "super secret thing" and updated with some new enemies and obstacles I provided to get our engines synced up.

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    (This post was last modified: 01-03-2016, 04:56 PM by Blyka.)
    01-03-2016, 04:54 PM
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    SnoruntPyro Offline
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    #10
    RE: MegaMan Endless - Level Design Contest! - OPEN, ends 03/31
    Sorry guys, I had a super busy day so I wasn't able to send the devkits! I'll do that immediately.
    02-03-2016, 02:21 AM
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    Lamda Offline
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    #11
    RE: MegaMan Endless - Level Design Contest! - OPEN, ends 03/31
    So I'm confused. Is there a new devkit with the 16-bit versions of things added and the "only use these" list optimized, or are we running off the old one still?

    Quote:Game making in 6 steps:
    1: Get assets and program
    2: Smash the two together until stuff happens
    3: Beat your face into your keyboard when stuff breaks/doesn't want to work
    4: Continue beating your face into your keyboard until you've smashed the right code
    5: Rejoice that it works and move on to the next thing
    6: Go back to Step 2 and repeat
    02-03-2016, 01:48 PM
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    Blyka Offline
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    #12
    RE: MegaMan Endless - Level Design Contest! - OPEN, ends 03/31
    (02-03-2016, 01:48 PM)Lamda Wrote: So I'm confused. Is there a new devkit with the 16-bit versions of things added and the "only use these" list optimized, or are we running off the old one still?

    Running off the old one. The Endless engine (as seen in the weapons video) was finished last year in an older version of Game Maker, so the 8bit devkit is just being used for the creation and submission of level designs. Since Pyro's devkit was based on my engine you should be able to create with confidence that the transition will go smoothly as my core engine didn't change much (if at all) in the 16bit upgrade.

    Naturally would have been neater to create in a 16bit environment, but that would have been a lot of work on Pyro's end to convert even just Mega Man's sprites to the 16bit set, so since it's purely visual I figured the 8bit should get the job done.

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    (This post was last modified: 02-03-2016, 04:52 PM by Blyka.)
    02-03-2016, 04:50 PM
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    Lamda Offline
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    #13
    RE: MegaMan Endless - Level Design Contest! - OPEN, ends 03/31
    Yeah, how WOULD the palette system work on 16-bit sprites? Split the outline/shading even further and add in additional palette code for each new color?

    Quote:Game making in 6 steps:
    1: Get assets and program
    2: Smash the two together until stuff happens
    3: Beat your face into your keyboard when stuff breaks/doesn't want to work
    4: Continue beating your face into your keyboard until you've smashed the right code
    5: Rejoice that it works and move on to the next thing
    6: Go back to Step 2 and repeat
    (This post was last modified: 02-03-2016, 09:12 PM by Lamda.)
    02-03-2016, 09:11 PM
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    Blyka Offline
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    #14
    RE: MegaMan Endless - Level Design Contest! - OPEN, ends 03/31
    That's pretty much it. As I chose to go with MM3's engine (no charge shot) I got to skip the outline sprites and merge them with the face, but each shade of blue is its own sprite. That makes six extras per sprite, and six colors per weapon stored to draw them with over the face/outline sprite.

    Technically it could have been done easier had I used a single sprite with white and two grays, but that didn't look as nice or accurate so I went ahead with the tedious route. Authenticity for the win. :)

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    02-03-2016, 10:08 PM
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    Smedis2 Offline
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    #15
    RE: MegaMan Endless - Level Design Contest! - OPEN, ends 03/31
    i didn't get a chance to do anything last time because my version of the devkit was bugged but sure sign me up I guess

    i swear i won't try and shove in references to other video games in my level i mean i wouldn't be so silly

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    (This post was last modified: 03-03-2016, 12:42 AM by Smedis2.)
    03-03-2016, 12:15 AM
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    #16
    RE: MegaMan Endless - Level Design Contest! - OPEN, ends 03/31
    I haven't gotten my devkit yet... has anybody else got theirs'? I don't know if anyone else is having this issue.

    Also, is it okay to make more than one segment, or no?

    Novice animator and general animation fanatic, Bob Clampett advocate, and generally apathetic towards Mega Man as a character. Amateur chip musician, but that's second priority.
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    04-03-2016, 11:36 PM
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    #17
    RE: MegaMan Endless - Level Design Contest! - OPEN, ends 03/31
    (04-03-2016, 11:36 PM)iYamWhatIYam Wrote: I haven't gotten my devkit yet... has anybody else got theirs'? I don't know if anyone else is having this issue.

    Also, is it okay to make more than one segment, or no?

    We're reusing the devkit from MaGMML, just with Blyka's rules. I already gave you the devkit back for the normal contest.
    (This post was last modified: 04-03-2016, 11:43 PM by SnoruntPyro.)
    04-03-2016, 11:43 PM
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    #18
    RE: MegaMan Endless - Level Design Contest! - OPEN, ends 03/31
    (04-03-2016, 11:43 PM)SnoruntPyro Wrote: We're reusing the devkit from MaGMML, just with Blyka's rules. I already gave you the devkit back for the normal contest.
    Ah, okay! That's fine and dandy, thanks for answering that.

    Novice animator and general animation fanatic, Bob Clampett advocate, and generally apathetic towards Mega Man as a character. Amateur chip musician, but that's second priority.
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    04-03-2016, 11:56 PM
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    Blyka Offline
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    #19
    RE: MegaMan Endless - Level Design Contest! - OPEN, ends 03/31
    (04-03-2016, 11:36 PM)iYamWhatIYam Wrote: Also, is it okay to make more than one segment, or no?

    Absolutely. The more the merrier.

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    05-03-2016, 02:17 AM
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    Wkay Offline
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    #20
    RE: MegaMan Endless - Level Design Contest! - OPEN, ends 03/31
    I'm up for this. Tch, can I make this in a span of 26 days?

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    05-03-2016, 08:17 AM
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