|
Post by Dashe on Aug 20, 2018 22:38:48 GMT -5
|
|
|
Post by Space Apollo on Sept 11, 2018 22:06:09 GMT -5
|
|
kion
Arukoitan
@kion_dgl
Posts: 193
|
Post by kion on Sept 14, 2018 12:23:17 GMT -5
Okay, to avoid double-posting outside of a research thread I'll go ahead and do the thing where I post, and then delete my previous post, so that it still gets the alert of a new post, without being a double post. So I'm pretty surprised that this actually worked, but I was able to import the Megaman model into the collision hull for testing, so here's a preview video: And here's the link for anyone who wants to try it out: mml.dashgl.com/islands/As for the Collision hulls, I'll upload and share them. That way anyone who wants to play around can throw it into their favorite programming environment and get started on scripting things out like, "this switch opens this door". And anyone with modeling experience can use the dimensions of the hulls to make stages that look like they actually belong in a game. And for enemies, Xinus has been nice enough to upload a lot of models, so those can be used as placeholders. Sealos Island
|
|
|
Post by Dashe on Sept 14, 2018 16:15:37 GMT -5
Awesome! Thanks for consolidating your posts! What kind of skill set is needed to evaluate room, door, and level scaling? Trege and I have gone over that in the past; assuming Mega Man has a square bounding box around him, the secret ledge would need to be 1x2 Mega Man sized bounding boxes, where the door is on the 2-unit end, since a wider door is two hypothetical Mega Man bounding box units. A switch is one Mega Man Unit wide, a skinny door is also 1 Mega Man Unit wide, and a normal door is 2 Mega Man Units wide. Overall, I'm guessing it would be less work to make the secret ledge higher and Mega Man larger, but I don't know much about throwing this stuff into engines or coding, I just have looked at the 5-Island gameplay videos way too often for my own good. Generally, your first floor dimensions look accurate. I'd recommend paying closer attention to the video footage than my maps, to be honest. The maps are more like a rough guide to layouts. The videos are always going to be more precise, especially regarding the ledge stuff.
|
|
kion
Arukoitan
@kion_dgl
Posts: 193
|
Post by kion on Sept 15, 2018 2:51:53 GMT -5
What kind of skill set is needed to evaluate room, door, and level scaling? Mostly patience. Right now I'm using grid paper to write down coordinates, entering the coordinates into the page, set the material for each face and then test with my approximated cylinder-tank controls and then repeat. I'm going to finish Sealos island stage 2 this way, and then I think I can change it so that you enter a min-x, min-z, max-x, max-z and a material number for each room, and a button to remake the map for faster testing. Trege and I have gone over that in the past; assuming Mega Man has a square bounding box around him, the secret ledge would need to be 1x2 Mega Man sized bounding boxes, where the door is on the 2-unit end, since a wider door is two hypothetical Mega Man bounding box units. For the player placeholder I approximated about 4 units in height and then about 0.5 units in diameter. I'm being really generous with the floor and doorway real estate as that can always be trimmed down later with walls. For the high jump, originally I had the height at 8 or 2x the size of my megaman placeholder. The demo with Miku that I copied from couldn't jump that high (though it probably could if I adjusted something) and after testing ended up lowering it. So it mostly seems to be a matter of testing and adjusting attributes until you find something that works. Thought in the case of that raised area in Sealos Island stage 01, I'm kind of confused at what the idea is behind the design. Is it meant to be something where the game shows you an area you can't reach so you know to comeback with the jump springs? Or do you start out with the jump springs and it's meant to be something hidden off to the side? Edit: Finished Stage 02 of Sealos Island. The .dae file has been added to my first post, and the live version is here: mml.dashgl.com/islands-tank/ I'm definitely going to have to start thinking about making a simple editor to make making these easier. Attachments:stage_01_04.dae (6.47 KB)
|
|
|
Post by Dashe on Sept 16, 2018 1:09:33 GMT -5
In the case of that raised area in Sealos Island stage 01, I'm kind of confused at what the idea is behind the design. Is it meant to be something where the game shows you an area you can't reach so you know to comeback with the jump springs? Or do you start out with the jump springs and it's meant to be something hidden off to the side? You start the game with jump springs, able to reach it. It's meant to be inaccessible until you get the Hyper Shell, which allows you to blast through crumbled walls, which I've marked on the maps as purple doors. Weirdly, I think they call the Hyper Shell something different in this game; that Rockman PM post doesn't seem to list it as one of the weapons. Maybe Roll just makes it for you automatically at Paulan 3. I think the only reason you get the jump springs at the start is because this particular game doesn't permit Mega Man to grab the edges of walls and pull himself up the way the normal games did. A lot of the platforming bits later on seem unnecessary because you can just use the jump springs to get on the ledges you're supposed to be making these precision jumps across. It might be a good idea to skew the elevation on some of those to actually make the challenge the devs might have wanted.
|
|
kion
Arukoitan
@kion_dgl
Posts: 193
|
Post by kion on Sept 21, 2018 22:37:02 GMT -5
I should probably figure out how to use a 3d editor some day. Until that day I guess I'll keep having to use a text editor, to make sure I don't loose it, here's the floor layout of stage 5 broken down into triangle faces.
|
|
|
Post by Dashe on Feb 8, 2021 21:42:20 GMT -5
|
|
|
Post by tunamac on Jul 24, 2021 22:05:42 GMT -5
Wow this looks very impressive! Is this still in production?!
|
|
|
Post by Dashe on Jul 24, 2021 23:37:49 GMT -5
Wow this looks very impressive! Is this still in production?! By "production," if you mean I'm still in the process of tediously watching the one existing video set of 5-island footage to draw as accurate a map set as possible, then yes.
|
|