MaGMML2 - RELEASE, GO TO THE WEBSITE
We originally wanted January 1st, but it seems we need more time. The current idea is around mid-January.
Programming a thing, ba da baa, programming a thing, ba da baa...
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The contest rules have been updated. Don't leak your level to the judges or else you'll receive a score penalty.
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I'm surprised the rules hasn't yet clarified the fact that you have unlimited lives in this and the resulting new role the 1-UP helmet has now.
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That's not really anything a rule should cover, it's more "a new thing about the game", really.
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(01-01-2017, 01:36 AM)Beed28 Wrote: I'm surprised the rules hasn't yet clarified the fact that you have unlimited lives in this and the resulting new role the 1-UP helmet has now.
(01-01-2017, 10:19 AM)ACESpark Wrote: That's not really anything a rule should cover, it's more "a new thing about the game", really.

Still, I think it's important to mention that detail in the contest description. It's a fundamental difference from any other Mega Man game that may impact level design, especially if people don't realize that the 1-Up helmet now functions differently. To that end, I think it's also important to clarify whether every level will be mandatory in order to beat the game, or whether there will be an option to skip or bypass some of them. I know I would've structured my MaGMML1 entry a little differently if lives were infinite, or if I had understood that players of every skill level HAD to beat my level to see the end of the game.
No matter where you go, there you are.
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(01-01-2017, 05:59 PM)Flashman85 Wrote: To that end, I think it's also important to clarify whether every level will be mandatory in order to beat the game, or whether there will be an option to skip or bypass some of them.
To reach the Wily Fortress, you won't have to get every element (maybe only get 75% of them...?), but there will be a reward for getting them all. Plus I plan to make any levels that are way too hard skippable.

I'll update the main post with extra info, too, in an hour or so. Maybe with submission stuff too even though it hasn't opened yet?
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@Flashman:
True, but it's still not exactly a contest "rule", and would fall under guidelines if anything. Yes I agree that any differences in the engine or to official Mega Man games need to be told up front.
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Also agreed, if something functions differently from normal then it's good to highlight that.

I do like that there are infinite lives, though. I think that makes a lot more sense for a contest-type deal like this. VLDC9 finally did that as well.
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Devkit has been updated again! The collision system has been redone by Stove Guy so hopefully moving platforms should be MUCH more stable now. Plus the game now comes with a manual for most, if not all the objects with special creation code options~!

ALSO WE MIGHT OPEN SUBMISSIONS SOON!! I'm really hoping for end of the week but it depends on if we accidentally run into new huge bugs or something (plus there's some major stuff that still has to be fixed like MM3 tile sliders....)

Also i updated the main post finally lol.........
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For those wondering just what exactly we have for example bosses this time round.. now, bearing in mind the original contest didn't have any...



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Hmm, I exported a few rooms of my own and the object which will control my level gimmick I was working on, but my rooms that I had imported into the new devkit had all of their objects erased (the tiles were left intact, however).
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I suggest exporting everything at once and importing the resources one by one, starting with sprites.
Trust me, It works.
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I have two questions so far about Nobel Nickels:
  • If there are any in the stage, do you have to collect them all in one go for them to register?
  • Does collecting them instantly give you them, or do you have to reach the level exit first?

(04-01-2017, 05:57 PM)BBLIR Wrote: I suggest exporting everything at once and importing the resources one by one, starting with sprites.
Trust me, It works.

That seems to work for the time being. Cheers!
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No, Noble Nickels are individual and are saved the moment you get them. At least, that's what's planned.
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Are custom Yoku Blocks possible with this engine without chainging their sprite (possibly using the Object setter)?
It would be kinda cool.
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Alright, I need some testers for my level concept I've been working on. The level itself is not completely finished, but it is in a somewhat playable state. If anyone is interested, shoot me a PM.
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(07-01-2017, 04:55 PM)Beed28 Wrote: Alright, I need some testers for my level concept I've been working on.

I'll throw this out there: I'm willing to playtest anyone's level; just shoot me a PM. I've got a lot of Mega Man and critical review experience under my belt, and you have my word that I won't steal your ideas for my own level or leak the details of your level to anyone else.
No matter where you go, there you are.
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(07-01-2017, 12:44 PM)BBLIR Wrote: Are custom Yoku Blocks possible with this engine without chainging their sprite (possibly using the Object setter)?
What do you mean by 'custom'? You can change the timing and sprites of yoku blocks with creation code variables. Check the Object Documentation text file for the options.

Btw - we're really hoping for submissions to open Monday but I don't want to confirm it just yet in case some huge bug pops up.
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Hey devkit's updated again whee!!!!
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I feel bad for triple posting but oh well ;p But uuuh, yeah!!! Cool announcement :3

SUBMISSIONS ARE OPENING TOMORROW, AT 12:00 PM EST!!!

Once 12 pm hits the devkit will update for the last time (hopefully) and then levels can GO!!! I'm super hyped for how this is gonna turn out <3~
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