Mega Engine - Open-source Classic Megaman engine for Game Maker 8.1 and Studio 1&2!
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WreckingPrograms Offline
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#21
RE: Mega Engine - Open-source Classic Megaman engine for Game Maker 8.1 and Studio!
(26-08-2016, 03:42 AM)Thoron Wrote: Great job Wrecking!

Could we also contribute features to this engine as well? On my build, I have Bladers and Tellies working, a dedicated slide button, and floating damage numbers (like Super Fighting Robot).

I'm afraid adding more features increases the chances of engine clones being made with the engine. Engine clones are games that change little to nothing to the engine, and practically only use it as a level editor. Adding more features would encourage people to do this, and coming from the Mario fangaming community, I know how much of a problem engine clones can be (look at the Hello Engine to get a better understanding of what I mean). I really don't want to risk introducing these kind of fangames to the Mega Man fangaming community, so I'm afraid only truly important features will be added.
26-08-2016, 02:58 PM
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Schmidkalkan Offline
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#22
RE: Mega Engine - Open-source Classic Megaman engine for Game Maker 8.1 and Studio!
(26-08-2016, 02:42 AM)ApselTheBlue Wrote: awesome first update!

BTW.not sure it its just me but all of the sounds were replaced with windows sounds.

Nope, not only you.
26-08-2016, 04:21 PM
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WreckingPrograms Offline
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#23
RE: Mega Engine - Open-source Classic Megaman engine for Game Maker 8.1 and Studio!
(26-08-2016, 04:21 PM)Schmidkalkan Wrote: Nope, not only you.

There's a bug in Game Maker Studio that replaces all sound effects by Windows beeps. Try importing the .gmz file again until it works.
26-08-2016, 04:25 PM
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Schmidkalkan Offline
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#24
RE: Mega Engine - Open-source Classic Megaman engine for Game Maker 8.1 and Studio!
(26-08-2016, 04:25 PM)WreckingPrograms Wrote:
(26-08-2016, 04:21 PM)Schmidkalkan Wrote: Nope, not only you.

There's a bug in Game Maker Studio that replaces all sound effects by Windows beeps. Try importing the .gmz file again until it works.

Hmmm. Been trying to import for several times now, no success.

Also tried to redownload the engine, which also didn't help.
(This post was last modified: 26-08-2016, 05:00 PM by Schmidkalkan.)
26-08-2016, 04:58 PM
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WreckingPrograms Offline
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#25
RE: Mega Engine - Open-source Classic Megaman engine for Game Maker 8.1 and Studio!
(26-08-2016, 04:58 PM)Schmidkalkan Wrote:
(26-08-2016, 04:25 PM)WreckingPrograms Wrote:
(26-08-2016, 04:21 PM)Schmidkalkan Wrote: Nope, not only you.

There's a bug in Game Maker Studio that replaces all sound effects by Windows beeps. Try importing the .gmz file again until it works.

Hmmm. Been trying to import for several times now, no success.

Also tried to redownload the engine, which also didn't help.

That's weird, I think something went wrong in exporting the project then. I'll release version 1.2 tomorrow because 1.1 has some rather major bugs, so if you're willing to wait a day, I should be able to upload a .gmz that works for you.
(This post was last modified: 26-08-2016, 05:15 PM by WreckingPrograms.)
26-08-2016, 05:15 PM
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Thoron Offline
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#26
RE: Mega Engine - Open-source Classic Megaman engine for Game Maker 8.1 and Studio!
(26-08-2016, 02:58 PM)WreckingPrograms Wrote:
(26-08-2016, 03:42 AM)Thoron Wrote: Great job Wrecking!

Could we also contribute features to this engine as well? On my build, I have Bladers and Tellies working, a dedicated slide button, and floating damage numbers (like Super Fighting Robot).

I'm afraid adding more features increases the chances of engine clones being made with the engine. Engine clones are games that change little to nothing to the engine, and practically only use it as a level editor. Adding more features would encourage people to do this, and coming from the Mario fangaming community, I know how much of a problem engine clones can be (look at the Hello Engine to get a better understanding of what I mean). I really don't want to risk introducing these kind of fangames to the Mega Man fangaming community, so I'm afraid only truly important features will be added.

Oh alright, I understand. I'll hold off from developing in this engine until a few more revisions pass.
26-08-2016, 05:52 PM
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Entity1037 Offline
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#27
RE: Mega Engine - Open-source Classic Megaman engine for Game Maker 8.1 and Studio!
Do you think you could do ice physics?

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26-08-2016, 07:21 PM
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WreckingPrograms Offline
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#28
RE: Mega Engine - Open-source Classic Megaman engine for Game Maker 8.1 and Studio!
(26-08-2016, 07:21 PM)Entity1037 Wrote: Do you think you could do ice physics?

Sure, that sounds like a pretty important feature. Thanks for the suggestion!
26-08-2016, 08:21 PM
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Beed28 Offline
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#29
RE: Mega Engine - Open-source Classic Megaman engine for Game Maker 8.1 and Studio!
Some ideas to consider, ordered from high priority to low:

- Example of the teleporting hatches boss rush located near the end of the fortress, as that'll probably trip a few novices up a bit.
- Fortress map.
- Example of a fortress boss, preferably a huge one.
- Example of a screen affecting weapon, like Gravity Hold or Centaur Flash.
- Vertical boss doors (at the top or bottom of the screen, unless that's already in).
- Screen shaking (several kinds with several options, such as being able to knock Mega Man over like in Mega Man 1, or just "bounce" him up and down, kinda like in the Game Boy games).
(This post was last modified: 27-08-2016, 01:22 AM by Beed28.)
27-08-2016, 01:21 AM
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JohnLeagsdurg Offline
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#30
RE: Mega Engine - Open-source Classic Megaman engine for Game Maker 8.1 and Studio!
Game Maker 8.1 bugged off, and now i have to wait for v1.2 for GameMaker: Studio to release... ._.

27-08-2016, 12:19 PM
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CrimsonCamisole Offline
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#31
RE: Mega Engine - Open-source Classic Megaman engine for Game Maker 8.1 and Studio!
This is a great engine, something I've been looking for a long time! Definetely using this for Unparalleled.
One question: Does it include time bombs?

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27-08-2016, 12:30 PM
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WreckingPrograms Offline
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#32
RE: Mega Engine - Open-source Classic Megaman engine for Game Maker 8.1 and Studio!
Thanks for the suggestions everyone! I'll make sure to consider all of them.

CrimsonCamisole Wrote:One question: Does it include time bombs?
Nope, there are no time bombs I'm afraid, and they aren't a major enough feature to be included. However, adding them yourself shouldn't be too much of a problem since they are rather simple.
27-08-2016, 01:15 PM
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JohnLeagsdurg Offline
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#33
RE: Mega Engine - Open-source Classic Megaman engine for Game Maker 8.1 and Studio!
Are there any reasons why this engine should be considered "easy"? I'm gonna have to learn GML from YoYo Games before i might stretch myself into this engine. ._.

27-08-2016, 02:06 PM
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WreckingPrograms Offline
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#34
RE: Mega Engine - Open-source Classic Megaman engine for Game Maker 8.1 and Studio!
(27-08-2016, 02:06 PM)JohnLeagsdurg Wrote: Are there any reasons why this engine should be considered "easy"? I'm gonna have to learn GML from YoYo Games before i might stretch myself into this engine. ._.

It's hard to explain, but basically, I made sure adding common things like enemies, gimmicks, bosses and special weapons as easy as I could. In other engines, these things usually take a lot of time to set up, but here, that's not necessary (watch the tutorial videos to see what I mean). The code is also a lot cleaner than most other engines, which should save you a lot of time trying to understand what is going on programming-wise.
It's tough to see the difference if you haven't yet worked with any other engines, though.
27-08-2016, 02:12 PM
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WreckingPrograms Offline
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#35
RE: Mega Engine - Open-source Classic Megaman engine for Game Maker 8.1 and Studio!
Version 1.2 of the Mega Engine has just been released! Sorry for posting updates so rapidly after one another, but 1.1 had some rather major bugs that I wanted to fix as soon as possible. It doesn't just include bugfixes, though, it also has some new features (read the changelog below for more details). The problem where Game Maker Studio would replace all sound effects by Windows beeps should be gone now, too.

Unless more bugs will be found or more amazing features will be suggested, this is the final version of the engine.

Download:
Game Maker Studio
Game Maker 8.1

The downloads in the main post have also been updated.

Changelog:
-Fixed a bug where the game would display an error message when hitting Pharaoh Man with certain weapons
-Fixed a bug where using the Rush Jet to go through boss doors would allow the player to move earlier than intended
-Fixed a bug where despawned enemies would still be able to move, causing them to respawn prematurely after a few seconds
-Fixed a bug where the Rush Jet would not despawn by selecting a different weapon through quick weapon switching
-Fixed a bug where you could still jump on Rush Coil when it was teleporting out
-Added Yoku Blocks
-Added ice physics. Use objIce instead of objSolid to add ice physics to your floor
27-08-2016, 08:14 PM
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Renhoek Offline
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#36
RE: Mega Engine - Open-source Classic Megaman engine for Game Maker 8.1 and Studio!
he got to close to the wall on the floor and uh...
[Image: cZNYqSO.png]

also hitting him with star crash... Crashes the game.
(This post was last modified: 28-08-2016, 11:28 AM by Renhoek.)
28-08-2016, 01:18 AM
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JohnLeagsdurg Offline
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#37
RE: Mega Engine - Open-source Classic Megaman engine for Game Maker 8.1 and Studio!
Any chances for a save system?

28-08-2016, 11:00 AM
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WreckingPrograms Offline
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#38
RE: Mega Engine - Open-source Classic Megaman engine for Game Maker 8.1 and Studio!
(28-08-2016, 01:18 AM)Renhoek Wrote: he got to close to the wall on the floor and uh...
Hmm, I assume that has something to do with the mask width and X origin. I'll look into it.

(28-08-2016, 01:18 AM)Renhoek Wrote: also hitting him with star crash... Crashes the game.
Oh, I'm stupid, I added the Star Crash damage value to the GM8.1 version but forgot to add it to the GM Studio version. Thanks for telling me.


JohnLeagsdurg Wrote:Any chances for a save system?
I'm afraid that's not very effective. Every game uses a slightly different save system: some games have collectibles they want to save and some don't, and some games don't want a save system at all and instead implement a password system. A save system is hard to generally implement since it's different for every game, sorry.
28-08-2016, 12:47 PM
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JohnLeagsdurg Offline
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#39
RE: Mega Engine - Open-source Classic Megaman engine for Game Maker 8.1 and Studio!
(28-08-2016, 12:47 PM)WreckingPrograms Wrote:
(28-08-2016, 01:18 AM)Renhoek Wrote: he got to close to the wall on the floor and uh...
Hmm, I assume that has something to do with the mask width and X origin. I'll look into it.

(28-08-2016, 01:18 AM)Renhoek Wrote: also hitting him with star crash... Crashes the game.
Oh, I'm stupid, I added the Star Crash damage value to the GM8.1 version but forgot to add it to the GM Studio version. Thanks for telling me.


JohnLeagsdurg Wrote:Any chances for a save system?
I'm afraid that's not very effective. Every game uses a slightly different save system: some games have collectibles they want to save and some don't, and some games don't want a save system at all and instead implement a password system. A save system is hard to generally implement since it's different for every game, sorry.

But this engine only does passwords that DOESN'T contain the saved items (e-tanks, 1ups, etc.), right?

28-08-2016, 02:05 PM
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WreckingPrograms Offline
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#40
RE: Mega Engine - Open-source Classic Megaman engine for Game Maker 8.1 and Studio!
(28-08-2016, 02:05 PM)JohnLeagsdurg Wrote: But this engine only does passwords that DOESN'T contain the saved items (e-tanks, 1ups, etc.), right?

Actually, passwords aren't implemented at all. That's why the password section of the Game Over/Victory screen is blank.
28-08-2016, 02:18 PM
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