Qwertman
Habarool
Work work work...
Posts: 736
|
Post by Qwertman on Jan 23, 2010 23:17:32 GMT -5
Looks ok. However by today's standards it certainly needs textures and anti-aliasing. Hope that's in the works.
|
|
duo
Gorubeshu
Posts: 261
|
Post by duo on Jan 24, 2010 15:40:06 GMT -5
Fab, I'm very happy for you! You'll see things getting on much faster. However, I still won't be able to play any of your games properly. Only panda3d has linux support, but no graphical interface
|
|
|
Post by nerdmccloud on Dec 9, 2010 6:47:07 GMT -5
hey this is a pretty good idea!.. put all the fangames togueter so everyone can see all many are out there.. awesome!..i hope i can have my game in there too once i finish! the engine im using,unity 3D suports webplayer and donwloadable exe files
i realy liked the 2D Sidescroller one =D
|
|
|
Post by fAB on May 21, 2011 15:37:13 GMT -5
All right, time for the full scoop on Megaman Digger! The short version is that I've started over on the project. The long version? Well, after pouring a lot of time into getting the 0.3 demo out for people to sample (Sep. 2009), I had to turn my attention to other projects and considerations for a good long while. As usually happens, it ended up being a lot longer than expected before I was able to dive back into Digger. I had literally gone about a year without even touching the game when I moved the project into Game Maker 8 and posted an intro video (Oct. 2010). History repeats itself and again from then until earlier this month I had not touched the project as my time was needed elsewhere. Not only have I been busy, but every time I've even thought of putting a little work into the game I've been overwhelmed by the need to add certain dreaded aspects into an old and very messy file. The original coding from 2008 was terrible and even used Game Maker's drag-and-drop actions in some places (EEK!). Subsequent work sessions at such widespread intervals left the entire game with varying levels of coding quality. This is why I've started over on the project. Of course, graphics, music and a lot of aspects can and will be carried directly over, but the slate is clean to begin with. At last today I've reached all the goals I've been working toward and am ready to give a full account of the progress I've been making since May 3rd! -- The movement engine for Megaman is totally new. It's way more efficient and smoother, and I mean waaaaay. Megaman also has his dodge-roll ability now (one of the aforementioned dreaded aspects). New sprites were created for the technique. All you have to do is press DOWN + JUMP, like a classic series slide. -- The special weapons (also dreaded) were given renewed thought, decided upon, sprited, and at last programmed into the game. They're now equipable from the pause menu (which was carried directly over from the old file) and have their own functioning energy bars that display both in-game and on the pause menu. -- I sprited and programmed a new, custom reaverbot to act as the new template for the rest of them. Megaman's collision handling with the reaverbots is more clean and efficient, and the reaverbots now have a collision system in place for attacks from the special weapons, which the game never had before. -- I added in a zenny drop system that sends a number of refractor shards (specified amounts and values vary by the reaverbot) flying in nice, little arcs when a reaverbot explodes. Energy Cubes have also been added in and will drop randomly. -- Death and Game Over aspects look about the same but are handled differently in the code, making things easier elsewhere when I don't have to keep putting in if statements for whether or not Megaman's object exists or not. FTW! -- The talking text box system is way cleaner and easier for me to use, and feels a little smoother in play. I also moved the interaction button to the UP arrow key on the keyboard. -- I carried over the Opening and Title Screen with small improvements to both as I went. Along with these came a new Controls screen where players can input which custom keys they wish to play with, or they can plug in and customize a game pad! -- Data was brought in and now has his own menu that allows you to recharge your energy and weapon energy, save your game, or just talk to him. -- Game saving and loading has been implemented, which means that the Continue option on the Title Screen is now functional. Just like in Legends, each file slot gives information on the saved location and play time. -- The music system has been much improved and applied. Issues caused by loading files have been sorted out. Game Maker Guru Blyka has been helping me out with a lot of this, code-wise certainly, but mostly in helping me approach the development process in the most practical way. As you can see I'm now facing this project one hurdle at a time, as opposed to jumping around to various aspects of the game. What I had before worked well for getting playable demos out, but it made it increasingly difficult to go back and add in new elements to things that had only been half completed. So the bad news with this approach is that you won't be seeing any new demos anytime soon. Everything else about this approach is good news. I'd like to end by apologizing to those who have been waiting so long to play this game. Even though it says right there on The Main Gate that "Multi-month gaps in activity are not unlikely," I still can't help but feel bad that I've left people hanging for so long. And of course I probably won't be able to keep up this progress pace for much longer, but the game now has a solid foundation to build on that won't be so daunting whenever I think about working on it a bit. Finally, a few development screenshots for good measure.
|
|
|
Post by Avegodro on May 21, 2011 16:09:01 GMT -5
Well progress is good no matter the pace. The game looks great and looks to be a challenging platformer. Well I think its time to go check some of the games and demos again.
|
|
|
Post by Santa Melty on May 21, 2011 20:45:21 GMT -5
Relating waaaay too much to that bit there. :03:
Anyway, sounds like you're making really good progress. Laying down some solid scaffolding to work around and all that. I actually wasn't able to beat the last MMD demo until not that long ago (Failed to realize I could just farm zenny at the start of the level and run back to town to buy upgrades if I was having issues), so it's good to hear that you're still working on it.
Looking forward to the trying the next release, whenever it may come. Don't feel rushed, though.
|
|
|
Post by Loken on May 25, 2011 22:36:46 GMT -5
I have not tried your original demo yet but progress is always good. Your discriptions of the new build sound promising and I'll be sure to try out anything demos you release. I can only wonder what Data will talk about . Also note Trigger trying to impress Roll with a hand stand.
|
|
|
Post by Pitch on May 26, 2011 0:49:54 GMT -5
Those notes were pretty interesting. What I had before worked well for getting playable demos out, but it made it increasingly difficult to go back and add in new elements to things that had only been half completed. So the bad news with this approach is that you won't be seeing any new demos anytime soon. I can relate here. The desire to make something that just works can really mess you up later down the line; and the bigger the project the worse it gets. And writing code that's easier to expand on is really frustrating because it takes so long to produce a working product. :06: I've had to completely overhaul code like that before, but rarely on something so large, thankfully. I can't imagine how much work went into all that stuff you described for MegaMan Digger there. (I sure would love to see what kind of source code you're dealing with...) All those new features sure sound cool, too. Can't wait to see the next playable demo! ... whenever that should be. (No rush.)I'd like to end by apologizing to those who have been waiting so long to play this game. Even though it says right there on The Main Gate that "Multi-month gaps in activity are not unlikely," I still can't help but feel bad that I've left people hanging for so long. I imagine this is mostly aimed at me. You've told me once or twice that I'm probably MegaMan Digger's biggest fan, at least. And I've been pretty consistently bugging you about this since at least October. So, err... yeah. Don't worry about it, eh. I know you put that disclaimer on the site for a reason, etc. I'll stop pestering you about it.
|
|
|
Post by fAB on May 29, 2011 17:24:20 GMT -5
Many, many thanks for your comments! I somehow thought there might be more people interested in this update, but I guess even though there's a lot of news there isn't really anything "new" for people to get very excited about. Not yet anyway.
@pitch That comment was intended exactly as written, not aimed at anyone. Though I can't deny it's nice to hear you say you'll stop pestering me about it. XP
|
|
|
Post by HF on Jun 8, 2011 22:04:17 GMT -5
With the way the money seems to drop, the Vaccuum Arm sounds really handy compared to the original games.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Jul 18, 2011 9:17:26 GMT -5
I am extremely happy that the Sky Pirate Arcade project is coming along so well.
I must admit that I enjoy playing the games; including Megaman Digger.
|
|
|
Post by fAB on Jul 26, 2011 14:49:07 GMT -5
^ Thanks, Steffie! Well Sky Pirate Arcade turned two years old yesterday. I was too tired to post about it because I spent every spare minute preparing for it. Blumebear's Great Escape Demo Version 0.6 -- Now in 3D!It's basic, rough, and has a few little bug/glitches, but it's playable!
|
|
|
Post by Dashe on Jul 26, 2011 17:12:22 GMT -5
Sweet--I gave this one a go myself. There IS only one house, no enemies, and no zenny to pick up, right?
I'm surprised you decided to put the spawn point so close to the finish line, too. It definitely looks sharp...I can't figure out how to get it in first-person like the screenshots, though. Playing Top-Down only really makes it hard to find that ramp to get onto the cliffs. I do like where it's going and look forward to seeing more in the future!
|
|
|
Post by Loken on Jul 26, 2011 17:46:35 GMT -5
Well it's really nice for what it is. The animations look good and the models and environment are even better. I'm sure it will great once there are enemies and such. BTW, I'm the top scorer . (I will beat your Skate or Cry score, even if I have to cry trying.)
|
|
|
Post by fAB on Jul 31, 2011 11:51:09 GMT -5
I'm surprised an actual, playable, 3D demo (no matter how limited) didn't grab more attention, but thanks for playing, you two.
There is indeed only one house, no enemies, and no zenny to pick up at this point. Right-Shift key puts you into Turret Mode so you can look around and aim. It'll be more useful when there are enemies of course.
That'd be cool if you could beat the SoC high, Loken. Keep cryin'!
|
|