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[Fan Game] Mega Man X++ (The Ultimate X1-3 Engine / Mega Man X Maker)
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maskedbyte Offline
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Lightbulb Mega Man X++ (The Ultimate X1-3 Engine / Mega Man X Maker)
[Image: JXrvW0W.png]

Mega Man X++ is an open-source Mega Man X engine & game currently being developed in LÖVE and C++ by omegapixel (me). It's both an engine and a game. It's a toolset to make your own Mega Man X adventures, you can make a standalone fan game out of this or you can upload and play levels online, endlessly, like it's Mega Man X Maker.

The end goal is to create a very customizable, easy-to-use yet advanced Mega Man X engine that is more faithful than anything seen thus far, including the Mega Man X Corrupted engine and Game Dragon's dead X Engine. I am doing very extensive research into the inner workings of the Mega Man X games to achieve a high level of accuracy. Right now, the game's physics are using the exact values from the ROM.

Once this project is complete I plan on releasing a huge data dump with every little thing I learned [that you can't find just by simply checking the first page of Google] making the engine.

The project is aimed to be released in at least a very presentable state by Mega Man's 30th anniversary in December 2017, and the very early public beta is scheduled to be released some time in Summer 2017.

Planned features:
  • Pixel-perfect 16-bit Mega Man X engine. (Estimated completion date: July 2017)
  • Play as X or Zero (in all his Z-Saber glory). (Estimated completion date: June 2017)
  • Feature-rich, beautiful, and customizable level editor. (Estimated completion date: August 2017)
  • Full SPC emulation for music and sound. (Estimated completion date: N/A)
  • Alternative, fast-running, small-size engine favoring pure accuracy e.g. storing tiles as binary data, for extremely advanced users. (Estimated completion date: N/A)
  • Script objects/enemies/bosses/weapons/armor in Lua with full documentation. (Estimated completion date: August 2017)
  • Pre-made set of enemies, bosses, weapons, songs, and tilesets to choose from. (Estimated completion date: September 2017)
  • Create cutscenes and pre-boss dialogue custom for each character. (Estimated completion date: ???)
  • Example levels with custom scripted enemies, a boss, and a weapon. (Estimated completion date: September 2017)
  • TAS-mode, play the game frame-by-frame and with save-states. (low-priority) (Estimated completion date: November/December 2017)
  • Record your runs with a demo system, and upload them for all to view. (Estimated completion date: ???)
  • Simple Mega Man X-style music composer, ala Mario Paint Composer. (low-priority) (Estimated completion date: November/December 2017)
  • Play on Windows, Mac, or Linux.
  • Share creations online via 1 file or download other people's creations and install in seconds.

Here's a video from Monday, it will do this more justice than hundreds of screenshots ever could. This is the result of 10 days of work, though since then I've fixed some small inconsistencies, and yes, I've completely fixed all slowdown:





POW.
https://gfycat.com/DeficientPlayfulBluejay (how do I properly insert gfycats?)

Very WIP map editor, based on Game Dragon's "X Editor":
[Image: URFJeo1.png]

Animation editor (create, adjust, import/export) (haven't prettified it yet):
[Image: GcrYzFC.png]

Come visit the Discord server!:
https://discord.gg/uDvUXR3

Or the steam group!:
https://steamcommunity.com/groups/mmxpp

Or follow the weekly dev blog!:
http://megaman.world/news/megamanxplusplus/

Closed beta testing begins in January. If you want to beta test, you could (I'm 99% sure this isn't against the rules, correct me if it is) post here: http://megaman.world/forum/index.php?topic=199.0#msg724

[Image: SgZehRu.png]
(This post was last modified: 27-12-2016 01:32 AM by maskedbyte.)
15-12-2016 02:16 AM
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Kallisto Offline
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Post: #2
RE: Mega Man X++ (The Ultimate X1-3 Engine / Mega Man X Maker)
The hype is real! Smile
15-12-2016 03:08 AM
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iYamWhatIYam Offline
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Post: #3
RE: Mega Man X++ (The Ultimate X1-3 Engine / Mega Man X Maker)
holy fucking shit

this looks absolutely amazing, you and your team are absolute madmen

i love you for this

Mike Crain Wrote:lol i take history with a grain of salt, because it's always written by the victors
and i wasnt there
- Mike Crain; May 2, 2016
15-12-2016 07:46 PM
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maskedbyte Offline
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Post: #4
RE: Mega Man X++ (The Ultimate X1-3 Engine / Mega Man X Maker)
I'm developing it solo, since I can only program and lucky for me, this generally only requires programming to do, not custom art assets custom music etc.
(This post was last modified: 15-12-2016 08:11 PM by maskedbyte.)
15-12-2016 08:00 PM
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ApselTheBlue Offline
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Post: #5
RE: Mega Man X++ (The Ultimate X1-3 Engine / Mega Man X Maker)
Color me excited.
15-12-2016 11:31 PM
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maskedbyte Offline
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Post: #6
Wink RE: Mega Man X++ (The Ultimate X1-3 Engine / Mega Man X Maker)


16-12-2016 09:07 PM
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maskedbyte Offline
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Post: #7
RE: Mega Man X++ (The Ultimate X1-3 Engine / Mega Man X Maker)
And here's a very WIP animation editor I'm working on:


21-12-2016 03:27 AM
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ApselTheBlue Offline
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Post: #8
RE: Mega Man X++ (The Ultimate X1-3 Engine / Mega Man X Maker)
Loving it!
21-12-2016 03:35 AM
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SilentBobX Offline
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Post: #9
RE: Mega Man X++ (The Ultimate X1-3 Engine / Mega Man X Maker)
Very interesting. I'll keep my eye on this.
21-12-2016 06:28 AM
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Thoron Offline
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Post: #10
RE: Mega Man X++ (The Ultimate X1-3 Engine / Mega Man X Maker)
This looks quite impressive! I've been long awaiting a Mega Man X fangame or level maker.
21-12-2016 05:33 PM
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Beed28 Offline
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Post: #11
RE: Mega Man X++ (The Ultimate X1-3 Engine / Mega Man X Maker)
(15-12-2016 02:16 AM)omega Wrote:  Planned features:
  • TAS-mode, play the game frame-by-frame and with save-states. (low-priority) (Estimated completion date: November/December 2017)

Oh wow, that will be interesting to see. I could see that helping novice players if they find a level too hard. If you do add that, will we see a rewind feature as well?
22-12-2016 02:44 AM
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maskedbyte Offline
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Post: #12
RE: Mega Man X++ (The Ultimate X1-3 Engine / Mega Man X Maker)
(22-12-2016 02:44 AM)Beed28 Wrote:  
(15-12-2016 02:16 AM)omega Wrote:  Planned features:
  • TAS-mode, play the game frame-by-frame and with save-states. (low-priority) (Estimated completion date: November/December 2017)

Oh wow, that will be interesting to see. I could see that helping novice players if they find a level too hard. If you do add that, will we see a rewind feature as well?

Rewind is a completely different feature that would be much harder to do, so no. The closest thing you'll have is save states.
22-12-2016 03:24 PM
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maskedbyte Offline
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Post: #13
RE: Mega Man X++ (The Ultimate X1-3 Engine / Mega Man X Maker)
The editor (from an ugly prototype and good looking concept to a now-functional program) is coming along nicely:

[Image: URFJeo1.png]
27-12-2016 01:22 AM
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ApselTheBlue Offline
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Post: #14
RE: Mega Man X++ (The Ultimate X1-3 Engine / Mega Man X Maker)
>*-*)> Yes
27-12-2016 03:40 PM
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GavinDragon Offline
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Post: #15
RE: Mega Man X++ (The Ultimate X1-3 Engine / Mega Man X Maker)
i enjoy what your doing on your game i cant wait to try it out
29-12-2016 02:32 AM
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guitarShark Offline
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Post: #16
RE: Mega Man X++ (The Ultimate X1-3 Engine / Mega Man X Maker)
Is this still in progress?
09-06-2017 12:01 AM
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Garirry Offline
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Post: #17
RE: Mega Man X++ (The Ultimate X1-3 Engine / Mega Man X Maker)
I don't know how reliable this information is, but someone in the Discord claims to have spoken with the dev. Here's what he allegedly said.

09-06-2017 06:37 AM
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jns86 Offline
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Post: #18
RE: Mega Man X++ (The Ultimate X1-3 Engine / Mega Man X Maker)
I really hope this hasn't been abandoned. It looks so amazing!
20-06-2017 12:46 PM
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EXtremeXPerience Offline
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Sad RE: Mega Man X++ (The Ultimate X1-3 Engine / Mega Man X Maker)
(09-06-2017 06:37 AM)Garirry Wrote:  I don't know how reliable this information is, but someone in the Discord claims to have spoken with the dev. Here's what he allegedly said.


No problem for me. Hoping that if I have lots of time, I can code them, even Axl or Dynamo.

Only lots of time MUST be borrowed. Sad But let's keep our fingers, and toes, crossed. Someone or somebody will. Wink
21-06-2017 06:34 AM
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maskedbyte Offline
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Post: #20
RE: Mega Man X++ (The Ultimate X1-3 Engine / Mega Man X Maker)
Well... here's an update. WARNING HUGE POST!

X++ Roadmap/Todo, from beginning to end.

~July 2017
01. Create X's wallslide mechanic.
02. Create X's wallkick mechanic, including an anim class for the sparks.
03. Polish X's dash mechanic, using the anim class for the dash sparks.
04. Create X's basic shooting mechanic, override animations and spawn lemons.
05. Create X's getting-hurt state and invulnerability.
06. Create X's teleport-in / teleport-out states.
07. Add the "READY" animation and fade when spawning in. - YOU ARE HERE-
08. Create a simple, reliable demo system.
09. Add a minimalist title screen.
10. Add background demos.
11. Finish the camera.


~August 2017
12. Add support for custom tilesets in a level.
13. Add support for tile layers.
14. Add support for level backgrounds.
15. Add support for level-zipping.
16. Create a base enemy.
17. Convert notorbanger to the enemy base.
18. Implement AABB collision testing.
19. Create an AABB -> hotspot table function for easy world collision.
20. Add support for a "moving world" e.g. a base for moving platforms.
21. Add health bar.


~September 2017
22. Create X's charging mechanics.
23. Add bullet deflect for and "bullet erasure" for charged shots.
24. Add multiple charged shot types.
25. Add support for tileset information files (or similar).
26. Add support for ladder tiles, and X's ladder mechanics.
27. Finish boss doors.
28. Create a base boss.
29. Add support for animated tiles.
30. Add support for custom music in XEDIT.
31. Convert levels to a custom binary format.


~October 2017 (At this point, I will probably start streaming development.)
32. Add heart tanks.
33. Add 1-ups.
34. Add basic palette swapping support.
35. Add absolute minimal weapon support. (should be easy)
36. Add at least 5 actual enemies.
37. Add at least 2 actual bosses.
38. Add default boss selection screen.
39. Anything else I'm forgetting.

(Beginning of: I will not stream this part for security purposes.)
40. Set up a cheap server.
41. Add user accounts with heavy security.
42. Add server level distribution.
43. Add server level upload support.
44. Add server custom-content support.
45. Add a level sorting and searching system.
46. Add automatic updating. (?)
(End of: I will not stream this part for security purposes.)


~November 2017 (Closed beta begins.)
47. Prepare and upload teaser trailer.
48. Various bugfixes.
49. Add first time setup.
50. Add entity properties in XEDIT.
51. Various bugfixes.
52. Add overlay armor (sprite overlay).
53. Add override armor (sprite override, for the lazy).
54. Various bugfixes.
55. Add ride armor.
56. Add cutscene support.
57. Various bugfixes.
58. Add Light capsules.
59. Add hadouken/shoryuken.
60. Various bugfixes.
61. Add whatever else.


~December 2017
62. (It's a secret for now.)
63. Add at least 30 actual enemies.
64. Various bugfixes.
65. Add at least 10 actual bosses.
66. Various bugfixes.
67. Add at least 20 actual weapons.
68. Various bugfixes.
69. Add at least 2 actual armor sets.
70. Various bugfixes.
71. (It's a secret for now.)
72. Various bugfixes.
73. Transfer servers to a cheap VPS located in California or NY (>40GB SSD).
74. Stress test the VPS. Thoroughly.
75. Prepare at least 10 promotional videos (e.g. "Super Mario World in mega man x").
76. Prepare at least 2 actual trailers.


~January 2018 (YouTuber preview begins.)
77. Distribute to YouTubers and have them all upload on the same day.
78. Upload at trailers and promotional videos on the same day as the YouTubers upload.
79. Fix as many bugs as possible found within the next 24 hours.

~24 hours after YouTube previews and trailer upload.
80. Release on website and push from private bitbucket to public github.


Estimated release date... Anywhere from Early-December 2017 to Late-January 2018.

[Image: SgZehRu.png]
24-07-2017 12:23 AM
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