Mega Engine - Open-source Classic Megaman engine for Game Maker 8.1 and Studio 1&2!
#41
(28-08-2016, 02:18 PM)WreckingPrograms Wrote:
(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.

So i'll have to work on my own save engine myself?
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#42
(28-08-2016, 04:09 PM)JohnLeagsdurg Wrote: So i'll have to work on my own save engine myself?

I'm afraid that's the case. I recommend using INI files to save your game, as they are both effective and easy-to-use, and Game Maker's default saving system is horrible.

There are plenty of INI files tutorials on the Internet, like this one:
https://www.youtube.com/watch?v=NH9JxykJb6k
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#43
Found a one-way block problem!

[Image: report.gif]
*chew*
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#44
(28-08-2016, 05:11 PM)Yozzaxia1311 Wrote: Found a one-way block problem!

It seems the video isn't available Sad
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#45
Converted the video to gif
*chew*
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#46
Hmm, I think I know what's causing the problem. I'll make sure to fix it as soon as possible, thanks for the bug report!
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#47
I also have a request; being able to transition upwards without being on a ladder.
*chew*
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#48
(28-08-2016, 06:20 PM)Yozzaxia1311 Wrote: I also have a request; being able to transition upwards without being on a ladder.

Since that is not in the original games, I will not include it in the engine, as many people would actually complain about it.
If you do want it, however, it's really easy to set up. Go to Scripts > Player > playerSwitchSections and go to line 75. Here, delete "&& climbing == true" and you should be able to transition upwards without holding on to a ladder.

(By the way, the jumpthrough platform glitch you reported earlier has been fixed, so version 1.3 will not have this problem anymore)
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#49
Thank you!
*chew*
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#50
[Image: ffd73b3c19bf95ccc4d01fd676bf173a.gif]

Uh yeah, no idea, I just shot my last ammo bar and that happens in the Pause menu.



Also quick fix for the StarCrash Damage for anyone.

Object/Boss/Pharaoh/objPharaoh - Create Event Code

Add this at the bottom.

damageStarCrash = 2; (Add any number you wan't, no idea what the damage is in GM8.1)







EDIT: Found another bug where the SparkManPlatform stops midair when you go into the pause menu.
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#51
Thanks for the bug reports! Both bugs have been fixed now, so version 1.3 will not have them anymore.
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#52
Make a version for the newer gms, bcause this one dosent load fmod
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#53
(30-08-2016, 06:17 PM)LemonPig Wrote: Make a version for the newer gms, bcause this one dosent load fmod

It works fine for me, could you explain the problem in a little more detail?
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#54
(30-08-2016, 06:22 PM)WreckingPrograms Wrote:
(30-08-2016, 06:17 PM)LemonPig Wrote: Make a version for the newer gms, bcause this one dosent load fmod

It works fine for me, could you explain the problem in a little more detail?
It says this:
ERROR!!! :: ############################################################################################
ERROR in
action number 1
of Create Event
for object objGlobalControl:


Error defining an external function.
at gml_Script_LoadFMOD (line 38) - global.dll_FMODSoundLoop3d=external_define("GMFMODSimple.dll","FMODSoundLoop3d",dll_stdcall,ty_real,5,ty_real,ty_real,ty_real,ty_real,ty_real);
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Script_LoadFMOD (line 38)
called from - gml_Object_objGlobalControl_CreateEvent_1 (line 35) - LoadFMOD();

Total memory used = 6882874(0x0069063a) bytes
**********************************.
Entering main loop.
**********************************.
---------------------------------------------------------------
minFPS, maxFPS, avgFPS
2147483647, -2147483648, 30
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#55
One thing I'd like to suggest is the addition of Bass and Protoman as available playable characters, like they were in Megaman 10. Alternatively, would you be willing to do a tutorial on adding additional playable characters and/or modifying megaman's basic abilities, should you want to do a game along the lines of ACE's Quint's Revenge games?
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#56
(30-08-2016, 07:31 PM)DamonaSchnider Wrote: One thing I'd like to suggest is the addition of Bass and Protoman as available playable characters, like they were in Megaman 10. Alternatively, would you be willing to do a tutorial on adding additional playable characters and/or modifying megaman's basic abilities, should you want to do a game along the lines of ACE's Quint's Revenge games?
Yes pls,i want to make duo and trio both playable
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#57
(29-08-2016, 04:09 PM)WreckingPrograms Wrote: Thanks for the bug reports! Both bugs have been fixed now, so version 1.3 will not have them anymore.

MM - 1up can't wait! everything seems to work for me except the aforementioned starcrash bug, I didn't run into any other bugs yet. Any chance on adding magnet beam?

(30-08-2016, 07:28 PM)LemonPig Wrote:
(30-08-2016, 06:22 PM)WreckingPrograms Wrote:
(30-08-2016, 06:17 PM)LemonPig Wrote: Make a version for the newer gms, bcause this one dosent load fmod

It works fine for me, could you explain the problem in a little more detail?
It says this:
ERROR!!! :: ############################################################################################
ERROR in
action number 1
of Create Event
for object objGlobalControl:


Error defining an external function.
at gml_Script_LoadFMOD (line 38) - global.dll_FMODSoundLoop3d=external_define("GMFMODSimple.dll","FMODSoundLoop3d",dll_stdcall,ty_real,5,ty_real,ty_real,ty_real,ty_real,ty_real);
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Script_LoadFMOD (line 38)
called from - gml_Object_objGlobalControl_CreateEvent_1 (line 35) - LoadFMOD();

Total memory used = 6882874(0x0069063a) bytes
**********************************.
Entering main loop.
**********************************.
---------------------------------------------------------------
minFPS, maxFPS, avgFPS
2147483647, -2147483648, 30

How did you even get that? Were you trying to change something, or did you try to open the 8.1 version in GMS?

EDIT: Did you change the order of rooms? It's an important order for initializing all the correct content.
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#58
(30-08-2016, 07:28 PM)LemonPig Wrote: It says this:
ERROR!!! ::
...
Basically what galaxyflowers said. You can change the order of the rooms however you like, but you must always make sure rmInit is the first room in the game, otherwise errors will pop up.
If rmInit is the first room, however: could you tell me which version of GM Studio you're using?



DamonaSchnider Wrote:One thing I'd like to suggest is the addition of Bass and Protoman as available playable characters, like they were in Megaman 10. Alternatively, would you be willing to do a tutorial on adding additional playable characters and/or modifying megaman's basic abilities, should you want to do a game along the lines of ACE's Quint's Revenge games?
I'm afraid Megaman will be the only playable character in this engine. As I stated before, I do not want to add too much content, especially if it's not truly necessary, since adding more and more content greatly increases the chances of engine clones being made with this. Sorry!


galaxyflowers Wrote:can't wait! everything seems to work for me except the aforementioned starcrash bug, I didn't run into any other bugs yet. Any chance on adding magnet beam?
Glad you're liking it so far! I won't add any special weapons to the engine anymore, though, so I'm afraid the Magnet Beam will not be added. If you plan to add it yourself, I recommend using objTopSolid and giving it an image_xscale to match the Magnet Beam's size.
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#59
(31-08-2016, 05:52 AM)WreckingPrograms Wrote:
(30-08-2016, 07:28 PM)LemonPig Wrote: It says this:
ERROR!!! ::
...
Basically what galaxyflowers said. You can change the order of the rooms however you like, but you must always make sure rmInit is the first room in the game, otherwise errors will pop up.
If rmInit is the first room, however: could you tell me which version of GM Studio you're using?

Well unfortunately I'll need to bite my tongue because I, too, am getting a LoadFMOD error after updating GMS tonight. It's version 1.4.1760.

Basically says:
error defining external function in script LoadFMOD on lines:
38, 41, 110, 206, 214, 386


and obvi its being called from objGlobalControl line 35
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#60
I have GameMaker: Studio (the free version) but these errors coming from the version makes me want to use GameMaker 8.1 because this engine was made natively in 8.1.
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