MaGMML2 - RELEASE, GO TO THE WEBSITE
#61
Custom pause menu made by iYamWhatiYam and Stove Guy!! <3 It's super great~
[Image: rBMnYt5.png]
(Exit utility not implemented yet)

But yeah!! Devkit progress is being made! And if you're getting impatient, I've decided to make the engine a collab thing due to how busy I'm going to be for the next two weeks, and people in the discord are gonna be helping out. So yeah! It's gonna be a thing!!
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#62
^ That pause menu looks awesome. Great job to those who made it Big Grin
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#63
Count me in i wanna make a level when you release the kit
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#64
Oh, quick request before you actually get levels.

Can you ask people to also include a link to a Youtube vid with the music in their level so that when the full game is out we can make a playlist with all the tracks?
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#65
Didn't find out about the first MaGMML until it was too late to enter, so I'm definitely interested in participating this time around.
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#66
That's too neat, but Sakugarne as a weapon... Undecided or just for display purposes? MM - Happy
[Image: self1_by_megamanno99-dakh6k5.png]
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#67
(09-10-2016, 03:33 AM)EXtremeXPerience Wrote: That's too neat, but Sakugarne as a weapon... Undecided or just for display purposes? MM - Happy

It's an actual weapon, as we voted on it. It has viability.
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#68
(09-10-2016, 08:40 AM)MrKyurem Wrote:
(09-10-2016, 03:33 AM)EXtremeXPerience Wrote: That's too neat, but Sakugarne as a weapon... Undecided or just for display purposes? MM - Happy

It's an actual weapon, as we voted on it. It has viability.

Well, that's even better than Rush Coil!
[Image: self1_by_megamanno99-dakh6k5.png]
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#69
That menu screen is excellent. One request—could we use the original graphic from MM4 for Flash Stopper? The new icon is a little confusing when there's already a recognizable icon out there, but more importantly, it looks to me like an ice cube (which maybe is the point, what with the freezing).
No matter where you go, there you are.
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#70
Haven't posted here in a while, heh. But yeah! The last two judges have been decided recently! Enjl and Garirry are filling in the last two judge slots.

And don't worry - there's been plenty of engine progress. Renhoek, The Stove Guy, WreckingPrograms, and Smedis2 have been helping out with the engine and because of that there are some SUPER cool things in it so far. If you want more frequent updates, join the discord~ :3
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#71
This is looking good! I wish my laptop was working again, I'd play the crap out of this.
I'm blue dabodedabodi
I'm cyan dabodedabodi
-Megaman
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#72
Super hyped for the engine. I'm really looking forward to judging all your levels! Big Grin
(The full set of judges is me, Pyro, ACE_Spark, Enjl, and Garriry)
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#73
I saw the Megaman competition here from the first one and was wondering if I could try to make a Megaman Level as well? I like to try using some quick lasers but will try not to go overboard too much with them though. I have some interesting ideas in my head for how to set up the pathway between the boss room to give a bit of a challenge rather then just walking there. I also like to try to make the check points a bit of a challenge and not the boring empty room of nothingness.

Is there a way that I could set Megaman's health to at least 6 bars max instead of the full 24/48? I want the game to be a bit more of a challenge. I also have an idea of what to do for the boss rooms though. Smile I just like the practice so I can get myself preped for my game I am developing. Smile
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#74
(22-10-2016, 05:30 AM)boltgreywing Wrote: I saw the Megaman competition here from the first one and was wondering if I could try to make a Megaman Level as well? I like to try using some quick lasers but will try not to go overboard too much with them though. I have some interesting ideas in my head for how to set up the pathway between the boss room to give a bit of a challenge rather then just walking there. I also like to try to make the check points a bit of a challenge and not the boring empty room of nothingness.

Is there a way that I could set Megaman's health to at least 6 bars max instead of the full 24/48? I want the game to be a bit more of a challenge. I also have an idea of what to do for the boss rooms though. Smile I just like the practice so I can get myself preped for my game I am developing. Smile

The engine isn't finished yet, but you can join the Discord for updates. I'm not sure about the health thing, though.
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#75
If you have to artificially limit the player character's health to make your level challenging, that doesn't give me faith in your skill as a level designer.

You can download WreckingProgram's MM engine (which is what this engine is going to based on afaik) elsewhere on Sprites INC and mess around with that.
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#76
@JupiHornet: I am not active enough to use a service like discord as I am a bit infrequent visitor. The health is something I trying to figure out.

(22-10-2016, 06:48 AM)JupiHornet Wrote:
(22-10-2016, 05:30 AM)boltgreywing Wrote: I saw the Megaman competition here from the first one and was wondering if I could try to make a Megaman Level as well? I like to try using some quick lasers but will try not to go overboard too much with them though. I have some interesting ideas in my head for how to set up the pathway between the boss room to give a bit of a challenge rather then just walking there. I also like to try to make the check points a bit of a challenge and not the boring empty room of nothingness.

Is there a way that I could set Megaman's health to at least 6 bars max instead of the full 24/48? I want the game to be a bit more of a challenge. I also have an idea of what to do for the boss rooms though. Smile I just like the practice so I can get myself preped for my game I am developing. Smile

The engine isn't finished yet, but you can join the Discord for updates. I'm not sure about the health thing, though.

@Jacquelinae: I am not looking to make the game more challenging I am just trying more of an experiment to see how it works so I can design mechanics for the game I am developing. Smile I have never designed a level before but I could design something on paper and see how it works.

How does the program handle things?

Could I make a starter stage like similiar to Megaman DOS?

(23-10-2016, 12:14 AM)M. Jacquelinae Wrote: If you have to artificially limit the player character's health to make your level challenging, that doesn't give me faith in your skill as a level designer.

You can download WreckingProgram's MM engine (which is what this engine is going to based on afaik) elsewhere on Sprites INC and mess around with that.
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#77
Since I missed the first, I'm definitely going to try and enter this time around. Good thing I have GMStudio Pro.

Hopefully there's enough room to experiment, since I'd like to maybe do something a bit different/more interesting.
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#78
(27-10-2016, 02:03 AM)Apihedron Wrote: Since I missed the first, I'm definitely going to try and enter this time around. Good thing I have GMStudio Pro.

Hopefully there's enough room to experiment, since I'd like to maybe do something a bit different/more interesting.

This engine uses Game Maker 8.1, not Studio. Though it really doesn't matter if you don't have it because it'll be provided for you.
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#79
(27-10-2016, 02:04 AM)Garirry Wrote:
(27-10-2016, 02:03 AM)Apihedron Wrote: Since I missed the first, I'm definitely going to try and enter this time around. Good thing I have GMStudio Pro.

Hopefully there's enough room to experiment, since I'd like to maybe do something a bit different/more interesting.

This engine uses Game Maker 8.1, not Studio. Though it really doesn't matter if you don't have it because it'll be provided for you.

I thought WreckingPrograms engine was compatible with both? Ah well.
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#80
(27-10-2016, 07:47 PM)Apihedron Wrote: I thought WreckingPrograms engine was compatible with both? Ah well.

Yeah, the engine itself was made for GM8.1 and Studio, but the one that's going to be used with MaGMML2 will be the 8.1 version, so you'll have to use Game Maker 8.1 for it (Studio COULD work but it'll just cause problems).
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