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MaGMML2 - RESULTS! THE WINNER IS REVEALED!
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SnoruntPyro Offline
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Post: #101
RE: MaGMML2 - Rules + Discussion. Testing Open!
TESTING IS NOW OPEN WHEEEEEEEEEEEEEEEEEEEEEEEE!!!

Link to the devkit is in the first post!
19-12-2016 08:01 PM
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ApselTheBlue Offline
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Post: #102
RE: MaGMML2 - Rules + Discussion. TESTING OPEN!
Nice. I played the heck outta the first one. Might actually make a level this time
19-12-2016 09:44 PM
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Beed28 Offline
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Post: #103
RE: MaGMML2 - Rules + Discussion. TESTING OPEN!
Are there any debug features for testing, like invincibility, infinite lives, or ammo refills?

And speaking of which...
(This post was last modified: 19-12-2016 09:50 PM by Beed28.)
19-12-2016 09:47 PM
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Entity1037 Online
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Post: #104
RE: MaGMML2 - Rules + Discussion. TESTING OPEN!
(19-12-2016 09:47 PM)Beed28 Wrote:  And speaking of which...

Why, CHEAT, of course. Okay, mostly just meme.

Also, there's an auto collision placing system that Stove Guy made. Don't think that's been mentioned in the thread yet. Basically do this on layer 1000000 in your room.


You can look at the room lvlCutman for an example. Don't worry too much about it though. There will probably be tutorial videos for the devkit like last contest for when the contest goes live. And none of it will be too complicated, I promise.

Programming a thing, ba da baa, programming a thing, ba da baa...
(This post was last modified: 19-12-2016 10:30 PM by Entity1037.)
19-12-2016 10:29 PM
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gone-sovereign Offline
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Post: #105
RE: MaGMML2 - Rules + Discussion. TESTING OPEN!
(19-12-2016 10:29 PM)Entity1037 Wrote:  There will probably be tutorial videos for the devkit like last contest for when the contest goes live. And none of it will be too complicated, I promise.

Have you got a tentative release date for those tutorial videos, Entity? I downloaded the devkit when it came out yesterday, installed Game Maker, and was looking through the provided .gm81 file, and I can confidently say I have no idea what I am doing (blame it on my inexperience with Game Maker). XD

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(This post was last modified: 20-12-2016 04:13 PM by gone-sovereign.)
20-12-2016 04:11 PM
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Awesomachine Offline
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Post: #106
RE: MaGMML2 - Rules + Discussion. TESTING OPEN!
Fiddled around with the engine a tiny bit, may try and make a stage if I can figure everything out. One of the first things I discovered is that I can place multiple playable Mega Mans (Men?), so obviously I must be some sort of genius level maker.
20-12-2016 06:26 PM
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Beed28 Offline
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Post: #107
RE: MaGMML2 - Rules + Discussion. TESTING OPEN!
So is there no lives system in this at all? There's no lives indicator on the pause screen, and the usual 1-UP item seems to give you full health.
20-12-2016 08:22 PM
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SnoruntPyro Offline
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Post: #108
RE: MaGMML2 - Rules + Discussion. TESTING OPEN!
Yeah, lives have been completely removed because they're dumb and just waste your time whenever you game over.
20-12-2016 08:25 PM
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ACESpark Offline
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Post: #109
RE: MaGMML2 - Rules + Discussion. TESTING OPEN!
And it's not like they're how you get out of stages you're struggling with. There's an exit option on the pause menu.

More to the point, they literately serve no point in a game like this. Even in MaGMML1, you always headed back to "The Quickening" to refill your lives when you moved forward with the game... it just all seemed.. pointless.

20-12-2016 08:31 PM
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ApselTheBlue Offline
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Post: #110
RE: MaGMML2 - Rules + Discussion. TESTING OPEN!
Never liked lives in platformers. I still have Mega Man 2 war flashbacks
20-12-2016 09:36 PM
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Flashman85 Offline
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Post: #111
RE: MaGMML2 - Rules + Discussion. TESTING OPEN!
(20-12-2016 08:25 PM)SnoruntPyro Wrote:  Yeah, lives have been completely removed because Flashman85 might make Maze of Death II they're dumb and just waste your time whenever you game over.

I'm on board with this idea. Seems like a good way to help standardize the difficulty in a game where each level will have its own difficulty standards.

No matter where you go, there you are.
20-12-2016 09:41 PM
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ApselTheBlue Offline
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Post: #112
RE: MaGMML2 - Rules + Discussion. TESTING OPEN!
Hey, how does the automatic collision system work? Tried using it but I did something wrong.
20-12-2016 10:35 PM
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ACESpark Offline
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Post: #113
RE: MaGMML2 - Rules + Discussion. TESTING OPEN!




This (was) part of a longer video, and hasn't been properly edited yet, but gives you an idea on how to use the automated collision system.

It'll probably be re-recorded at some point.

20-12-2016 11:08 PM
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ApselTheBlue Offline
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Post: #114
RE: MaGMML2 - Rules + Discussion. TESTING OPEN!
Thanks a ton!
21-12-2016 12:21 AM
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JoeReviewer Offline
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Post: #115
RE: MaGMML2 - Rules + Discussion. TESTING OPEN!
Maybe I'm being a dumb and it's mentioned somewhere/common knowledge, but do you need to purchase Game Maker in full to run the editor? I'm getting an error at launch saying this:

___________________________________________
ERROR in
action number 1
of Create Event
for object objGlobalControl:

Error in code at line 42:
global.font = font_add_sprite(sprMM9Font, ord(' '), false, 0);
^
at position 16: This function is not available in the Lite Edition.

____________________________________________

(bold done by me)

and the executable doesn't run. I just want to be sure before I spend money trying to fix it...!
21-12-2016 02:57 AM
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Garirry Offline
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Post: #116
RE: MaGMML2 - Rules + Discussion. TESTING OPEN!
Game Maker 8.1 is no longer on sale. Read the readme file included, install game maker using the included file if you haven't already, and enter the serial number (written in the text file) to unlock it.
(This post was last modified: 21-12-2016 02:59 AM by Garirry.)
21-12-2016 02:58 AM
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JoeReviewer Offline
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Post: #117
RE: MaGMML2 - Rules + Discussion. TESTING OPEN!
(21-12-2016 02:58 AM)Garirry Wrote:  Game Maker 8.1 is no longer on sale. Read the readme file included, install game maker using the included file if you haven't already, and enter the serial number (written in the text file) to unlock it.

Thanks! It turns out I was the dumb! Somehow I missed that readme, so thanks!
21-12-2016 03:04 AM
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WarioGuy Offline
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Post: #118
RE: MaGMML2 - Rules + Discussion. TESTING OPEN!
So, how do you add a background music in a level? I finished a level and it just needs music.
21-12-2016 04:30 AM
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lizardcommando Offline
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Post: #119
RE: MaGMML2 - Rules + Discussion. TESTING OPEN!
Hi guys! I just joined these forums just for this contest. I created some levels for that Endless Megaman contest. Hopefully, the lessons I've learned from the mistakes I've made for that contest can help me make a great level!
21-12-2016 06:08 AM
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CosmicGem Offline
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Post: #120
RE: MaGMML2 - Rules + Discussion. TESTING OPEN!
(21-12-2016 04:30 AM)WarioGuy Wrote:  So, how do you add a background music in a level? I finished a level and it just needs music.

Get a .ogg file for the song and put it in the same folder as the MaGMML gm81.
Then go into the creation code for the room (In the "Settings" tab) and put
"playMusic("YourFileName.ogg", loop, [true/false] volume"); [this should be from 0 to 1]
setMusicLoop(where your loop starts, where your loop ends);

Example

playMusic("Cutman.ogg",true,1);
setMusicLoop(4/85,80.2/85);


(:/ Sorry if this is wrong...)

21-12-2016 01:25 PM
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