Trege
Poh
oro?
Meddling with Legends 1, Legends 2 and Mega Man 64 data.
Posts: 463
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Post by Trege on Jun 26, 2008 2:22:38 GMT -5
(Well I've chose to just update by posts instead, and whenever the project is finished update the first post.) Updates : Check newest post --------------------------------------- Check latest Update, for the link. and a Screenshot i88.photobucket.com/albums/k185/Alecsandar1111/Screenshot.jpg(If it crashes please, tell me and go ahead and provide feedback on bugs if you want, I think the system specs needed is pretty low but if it crashes it's probably your hardware doesn't support it, or a bug of some sort, in the game. some games I've made crashed on some computers and worked on others.) 2009-08-12 - Topic edited by EC
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Post by in·clover on Nov 12, 2008 19:41:53 GMT -5
D*mn, I didn't even know this thing existed until your uodate just now. Shame the links are broken and you've lost the game. Why does crap like that always happen? You don't have screenshots or anything?
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Trege
Poh
oro?
Meddling with Legends 1, Legends 2 and Mega Man 64 data.
Posts: 463
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Post by Trege on Nov 12, 2008 19:48:33 GMT -5
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Post by mirak on Nov 12, 2008 20:42:41 GMT -5
It seems nobody listens to me in this place. I keep telling everyone to do their resources first before making any code, but i think i'll have to buy some kind of an internet voice amplifier.
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Post by JMC47 on Nov 12, 2008 20:51:49 GMT -5
I'd have to disagree. Prototyping a project before the resources are collected is a very important part of the development cycle. It really helps to know how the game is going to play before you collect resources so you know exactly what you're going to need.
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Post by mirak on Nov 12, 2008 20:54:55 GMT -5
Prototyping =/= Writing all the code aimlessly. This case.Prototyping == Conceptualizing, sketching and resource planning (average size of in-game sprites, formats used on resources, screen size), sometimes involves writing the storyline and setting up the mood, genre and style. So *not* this case.I'd listen to that if i hadn't seen so many failures using that method, and because i actually have it easier when i know what resources i have. Why am i pointing out the first misuse of protoyping? Because you'll have to push in the resources one way or the other, which will mean have to fix any code you wrote so that it actually doesn't mess up the 64 x 64 sprite you're about to use since your current character had an unmasked sprite of 24 x 48.
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Post by in·clover on Nov 12, 2008 21:24:45 GMT -5
Both of you are right, actually.
It depends on what you are doing. As somebody who makes his own resources I have to say I don't depend on "finding" them, I usually make them as I go along. It helps to have resources at the ready that you can CHANGE when need be.
In short, you can't use resources without a game. And you can't have a game without resources.
@ Trege: did you make the engine yourself? For a second I thought you were doing another RPG Maker game. It looks pretty impressive. Care to divulge your secrets?
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Post by mirak on Nov 12, 2008 21:26:47 GMT -5
His secret is... zomg gamemaker
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Post by in·clover on Nov 12, 2008 21:30:59 GMT -5
I've never used GameMaker. He mentioned modifying the engine, so I thought he was coding in C++ or something. Ah, well. Looks excellent either way. Hope you pick the project back up over time.
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Trege
Poh
oro?
Meddling with Legends 1, Legends 2 and Mega Man 64 data.
Posts: 463
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Post by Trege on Nov 13, 2008 1:27:26 GMT -5
If I can't recover the files I'll just start from scratch again, although I could use some help, I'm not good at story writing, mainly just making engines, I'm also a bit lazy at animation as well, I was thinking about posting one other project just to get feedback however it's not legends so it wouldn't fit here.
( if you guys ever wanted to start a legends fangame in Game Maker I wouldn't mind helping, I'm not a expert at Game Maker, but I'm OK at it, and making engines is pretty fun to me.)
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Trege
Poh
oro?
Meddling with Legends 1, Legends 2 and Mega Man 64 data.
Posts: 463
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Post by Trege on Dec 5, 2008 1:50:13 GMT -5
Well, I bumped this because I'm reviving my fangame, I started it again from scratch and the results look pretty good so far. Updates : Smoother movement engine. Aiming system using the mouse. New incomplete stage for testing purposes. New Life bar with face animation depending on current HP. --------------------------------------- And now the download Link :] Old Link Removedand a Screenshot i88.photobucket.com/albums/k185/Alecsandar1111/Screenshot.jpg(If it crashes please, tell me and go ahead and provide feedback on bugs if you want, I think the system specs needed is pretty low but if it crashes it's probably your hardware doesn't support it, or a bug of some sort, in the game. some games I've made crashed on some computers and worked on others.) Edit 2: Oh yeah the controls. Z jump Hold X to shoot Release X to stop. Arrow keys move Up arrow key enter door to ruins. Aiming wherever the yellow electric cursor is. edit 3: if anyone wanted to help with a trigger sprite I wouldn't mind, I'm stuck with the Megaman ZX one, since I'm not good at drawing.
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duo
Gorubeshu
Posts: 261
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Post by duo on Dec 5, 2008 7:27:45 GMT -5
www.sprites-inc.co.uk/files/Legend/Trigger/It looks to be exactly what you need. Also, dont use midi files; the sound is usually different for every computer, and usually is pretty poor anyway. If the mp3s are any good lower the quality a little with an ogg converter. Theyll soud almost the same at around 500kb each. Then, you should eventually step up to a real programming language. There are a WHOOOOLE bunch you can pick from, python being the easiest (probably). pygame.org will let you use sdl, controllers, internet, etc., and since its python people might take your efforts more seriously. I bet there are more games that use pygame than game maker, but I don't know. Instead of a game maker program, you'll have something that can be run in windows, linux, mac. More people knowledgeable to videogames and programing in general will be able to help you.
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Post by mirak on Dec 5, 2008 12:14:26 GMT -5
Nah, stick to game maker and learn it's programming language until you master it dood. Fab and Blyka uses it, i don't see why you should not. For someone who is a begginer to programming, game maker is the best since it's language is pretty much pseudocode which is the base to every other language. A lot of people have the bias that GameMaker isn't powerful enhough to produce awesome games but that's not really true. Game Maker is in the "Above average" section of game compilers since it's quite better tnah Multimedia Fusion 2 which was supposed to be "the game maker of the century", it's also better than the torque game engine. Point taken, game maker does not support GOOD 3D games but who needs 3D when youre a begginer and don't know squat about programming? I really laughed out loud when i read duo's post about python , one of the most crappiest engines ever. I also laughed on the "there are more games made with pygame" part since game maker games, at this point, decimate them in numbers (Sure, you'll get more support from the python people, the question is ¿WHY WOULD YOU WANT MORE SUPPORT FROM THEM? LOL). The problem with pygame is that it's programming language IS easy to learn but it's virtually useless if you later want to go for another engine. Also, the games traffic suffer quite a loss against game maker because of this: Let's say you have your game complete, you export it and want people to play it, then you noticed almost no one played your game because people NEEDS to install pygame which also requires python in order to run the god dang program. Usually no one is going to play your game if, besides having to download it, have to install some weird crap on their computers that they have no need of. So seriously, if you select a programming language, python would be your worst choice. Also, duo's part about more people knowledgeable to programming helping you if you don't use game maker is a lie, if they can't help you with game maker's language then they fail to programming in general. God people and their ramblings of things they do not understand. But that's besides the point, keep using gamemaker for now. Now, as for the sound, if you do not have access to music other than MIDI then use MIDI and stick with it no matter what people tells you (again, fab and blyka have used them and i don't see why you should not), since their filesizes are small and portable, they also play on every computer with no need of installing any codecs or anything. If you have access to other formats such as .ogg or .mdl files then use them instead with .dll's (the yoyogames community has decent tutorials that teaches you how to make and use them.). Generally this is reccomended if you have decent gml (game maker's programming lang) experience, if not then just use MIDI's to your heart's content. On reviewing your engine: If you're going to use the cursor for aiming, then make the mouse left button shoot, since it's a pain to switch between controls. An ideal button set for this would be: - A S D for movement and W for jumping. - F for entering doors and interacting with objects - Mouse and mouse left click for aiming and shooting I wouldn't reccomend using the trigger sprite above for the only reason that it does not have a walking/running motion, only the skating sprite and i don't think it'll look good on your game, but do as you wish. I personally cannot aid you in graphics because i'm already working on Kick paprika. Other than that, most Horokkos hurt me, but there were some that just went through me without causing damage. Also, make megaman blink or something after he's been hit a couple of times so he can be invulnerable for a little while, since a horokko can grab you in a corner and have you there 'till you die. EDIT: Oh, and use CODE for the movement, since the drag and drop functions you used makes megaman moonwalk if you quickly press left after releasing the right button or viceversa. EDIT2: Also, game maker's default fullscreen function blurs the sprites and makes it look crappy, try using this guide to remove the blur: forums.tigsource.com/index.php?topic=3142.msg86809#msg86809
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Trege
Poh
oro?
Meddling with Legends 1, Legends 2 and Mega Man 64 data.
Posts: 463
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Post by Trege on Dec 5, 2008 12:47:55 GMT -5
I have access to OGG and other sound formats I just wanted to keep the filesize small I also have a good amount of sound converters and editor's on my computer. and I might not keep the cursor it was just something new I learned in GML and wanted to test it, I might just make a lock on button it feels more legends like to me. Yeah I do need to add a recoil so you can't be killed in seconds I'll probably make Trigger blink after he gets back up from knockdown. Oh and the moon walk glitch is my fault, I forgot to add something. Since I just started using X and Y for movement because the default movement makes the game look bad when used. And the glitch where the enemys walk through you, I forgot to make the shoot state vulnerable to enemy attack. and Duo thanks for the help, but I'm pretty used to Game Maker, and probably won't switch programs anytime soon, and I got most of my stuff from sprites inc, but thanks anyways. Thanks for the feedback and bug reports guys, it helps a lot. Edit : And I'll try out that code for better scaling.
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Post by mirak on Dec 5, 2008 13:08:13 GMT -5
Also, organize your sprite folders, my eyes almost bled when i saw the pile of sprites. Use inner folders or you'll get lost very fast.
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