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Post by Rockman Striker on Apr 9, 2016 16:02:54 GMT -5
Oh yeah, I had forgotten how cool SkullMan.Exe was, I had too google him to remember better. My reaverbot certainly does look like him but it was unintentional. (BTW: It seems Hitoshi Ariga has a Deviantart page -I've extracted that image from there- unless of course, it's a fake account...) Small update on the game: Lock-On function is almost complete, all I have to fix are some glitches on the animations. I want the characters to face the direction they're currently running to while lock-on is not enabled, but face always at the front when the lock-on is active, so the player can run backwards and shoot at the same time, however I have one particular problem in which this backward running animation overlaps the normal running animation even when the down key has been released, resulting in a hilariously moonwalking scene. The way I work is I have two separate files, each for one character. I focus my attention in one of the girl's files while I'm adding a new feature, once I think I've achieved what I wanted I save everything, of course, and then open the script files of each girl side by side, I copy the new changes over to the next file and rewrite some parts according to the situation. I think this method is faster than making small changes to both files as I was doing in the past, so I'm working faster than before now. I really want to release a new test build in a couple of months, and maybe I'll release a new demo version including the first level, which happens to be the tutorial ruin. My intentions, if everything goes as I expect, is to have something definitive this year, I will stop making changes to the basic scripting as I've realized It will be impossible for myself to release a bugless product as I intended since the beginning. I've been refining the basic stuff for about 6 years, redoing everything from scratch whenever I learn new modeling and programming methods, and that's for the mayor part why this project is delaying so many years. So I'm now resolved to keep working on the important pieces (Level design, enemy programming and such) in order to advance further and focus less on trying to fix every glitch I encounter while programming the basics. So I'll release newer test builds and let you decide what bugs or glitches should take priority to fix and what others you can live with. I hope this small change will make the project advance faster, and release the first chapter anytime soon on this year.
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Post by Rockman Striker on Apr 16, 2016 15:12:37 GMT -5
It seems that whenever I found an annoying glitch I can't fix and I post it here, I suddenly found the way to fix it the next day! so, thank you... I guess? The glitch I'm talking about is the one that made the running animations overlap the previous; after I got that annoyance out of the way I was able to work faster on finishing the lock on system, so I made a small video showing how it looks like in motion: Some things to highlight are the change to an over-the-shoulder perspective while lock on is active, that small gray rectangle on the bottom-right corner of the screen that's going to be used as a mini-map and a small change on the buster's rate of fire, which is again defined by how fast you press the shoot key, so the buster stats now are as follows: -ATK = Do I need to explain this one? -ENG = Defines how many bullets are shot before a small cool down time -RNG = Self explanatory -RPD = Defines cool down time, And lastly, damage receiving system is also complete, I didn't enjoy watching the girls suffer while being continuously attacked, but I had to make sure that they can suffer correctly. So I'm pretty sure another annoying glitch MegaTuga mentioned some time ago is also fixed. Let me search his post... A minor note btw, but the death animation starts right as HP reaches 0 no matter where the respective girl is, so I could hear Dash'es marvelous VA as Sera just fell on the floor.. no wait, she was being throw away so she knelled and then fell IN AIR. .... For some reason I laughed at that XD Took me a while to find that quote but there it is, It should be fixed now. Thanks for reading.
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Post by Rockman Striker on Apr 24, 2016 13:47:49 GMT -5
Hey guys! Wanna watch a Horokko mercilessly attacking a defenseless cube? Well here you go! This is a test of the new AI I'm going to use as a base for every reaverbot in the game. The Horokko now features three different attacks that are triggered according to the character's distance to the reaverbot. While next to the player, the Horokko will perform a headbut as seen in Namco X Capcom, being at mid-distance triggers the spinning attack and being far the Horokko will dash to the player in an attempt to avoid loosing its target. The Horokko model is new too but I'll show you that later.
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Post by HF on Apr 25, 2016 9:58:00 GMT -5
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Post by Rockman Striker on Apr 29, 2016 15:31:09 GMT -5
HF your ability to link Megaman Legends with Metal Gear is always amusing! I've put up a poll asking how the layout of dialogue cutscenes should look like in the game, because I can't decide how to do them, please cast your vote here: mmls.proboards.com/post/95395/threadAs always, I'm listening to your suggestions.
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Post by Rockman Striker on May 15, 2016 16:58:45 GMT -5
New Horokko model fully textured: Beginning preparations of a new debug room for the latest test build codenamed; "Balfura" I will do my best to make it available some time before June 7, I want to make a special event to commemorate TMS' 6 years of development. Stay tuned!
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Post by Rockman Striker on May 22, 2016 18:55:40 GMT -5
Introducing to you the new debug room for the "Balfura" build: Probably HF will remember Metal Gear's VR missions: But I was trying to emulate the training room from Spiderman for the Ps1: i.ytimg.com/vi/Bdsm8pJZorI/maxresdefault.jpg
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Post by HF on May 22, 2016 20:47:43 GMT -5
Introducing to you the new debug room for the "Balfura" build: Probably HF will remember Metal Gear's VR missions. But I was trying to emulate the training room from Spiderman for the Ps1: i.ytimg.com/vi/Bdsm8pJZorI/maxresdefault.jpgI'm also getting a mix of 80s Transformers and X-Men's Danger Room vibes to the screenshot you posted. And TRON (the films), of course.
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Post by Rockman Striker on May 26, 2016 21:22:10 GMT -5
Get ready to remember those license tests! Everything is going according to planned except for one thing, for some reason whenever there are more than one Horokko on screen only one will play its animations. As always, there are no errors on the console so I have no idea what's wrong. I may have to modify the AI script a little.
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Post by Rockman Striker on Jun 7, 2016 15:14:30 GMT -5
This project has become six years old today, and I can't believe that it's still in early stages, however there's room for rejoice because it's the only project I had inverted so much time, affection and passion. That's why I'm going to hold a Mega Event, similar to last Irregular Hunter Showdown I did a couple years ago, except that this will be bigger, there will be more winners and for the first time if you want to participate you don't have to log in on Facebook, I will open a thread here where you'll enter your submissions and you're already competing against the people on Facebook!
I will release the newest test build, along with the rules for the event during this week. Thanks for reading!
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Post by Rockman Striker on Jun 13, 2016 14:49:19 GMT -5
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Post by lvtion on Feb 18, 2017 19:47:15 GMT -5
Hello there, I found your Youtube channel (OP) by mistake without even knowing where it came from (here!). How would I go about donating you some hardware to help with your modelling? I have a great 3D mouse I bought and turns out I need to know what I'm doing with it to better use it, and then I found your project. I'm a big blender fan. I've used it since 2008 but never actually took the time to study. Just kinda found out things on my own, but not an advanced user in any way. I am however a huge Legends fanactic and programmer. If I can help with this project in any way, let me know. I'd like this mouse to go to better use seeing as though I've only worn down the chrome lettering lol www.amazon.com/gp/product/B00283VWK4/ref=oh_aui_detailpage_o08_s00?ie=UTF8&psc=1 << this is the mouse I have. I'd love to see some output from this other than my diddling.
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Post by Rockman Striker on Feb 19, 2017 0:43:08 GMT -5
Wow, that mouse is awesome! I didn't even knew that stuff existed! I think I might be able to learn quickly how to use it, and it will certainly improve the workflow of the project, however, I'm afraid there are some things to consider: First of all, I mainly work on Ubuntu and I don't know if it will work on that OS, I also live in Mexico and I don't know if you or I may have to pay some taxes for the shipping (I believe these taxes are usually kinda high) and lastly, I'm currently not working on this project (because life) and I may take some more months on "vacation" I really appreciate your offer and your sincere interest on this project but I can't accept your donation if I'm not going to use it for the purpose it was donated for. There is, however one way you can still contribute to the project, and that is to play the game, share it with your friends and comment here your thoughts and all constructive feedback (or negative feedback if you think is needed) you have. You can find the latest build of the game over at Sky Pirate Arcade, the play button on my facebook page will lead you there: www.facebook.com/themastersystemgame Thanks again for your kind offer, I'm waiting to read your thoughts on the game.
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Post by Avegodro on Mar 1, 2017 10:29:43 GMT -5
Vacation time eh? Well when my machine quits being a piece of crap, I'm gonna download the latest version and play it, leave ya some feedback.
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Post by Rockman Striker on Jul 30, 2017 23:18:19 GMT -5
Hey guys! There's something that has been on my mind from a long time concerning the development of this project and I've finally decided to ask your opinion about it, the one question I want to have an answer for is: Is this the right direction I should take with this project?
Let me give you some more info: Some time ago I've posted that I would try to create original games so I could put a price tag on them and maybe dedicate my life to become a game developer, I still have the same intention, I've already have several ideas for cool projects and I even created some technical demos, however I always remember this project, the love and work I've invested on it makes me want to finish it even knowing that I might not get an economical profit out of it; being realistic, even though I'm single with no real responsabilities I still need money to continue living normally, so I pondered the idea of turning this fan game into an original "IP". Creating an spiritual successor of an unreleased fan game is not common I guess, but it certainly will help me to keep working on a project I have sincere faith and love on it.
If I were to turn this project into my own original property I could use all the existing code, but replace the character and enemies' models, some animations might be reused too. The story would be modified a little but the overall plot would remain intact. Legends' fans would clearly see the parallels on the game and my story, but I'll try to create something new and different. In terms of money, the game will now have a moderate price (This is the whole reason I might modify the game, after all) but since this is the Internet, I would not get mad if some people would share it with others so they can play it for free.
So, what do you think? Good idea or bad idea? would you like to keep supporting this project even if it changes? Would you like to play on a new system? "The Nova System"?
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