Post subject: Mega Engine - Open-source Classic Megaman engine
Posted: Mon Aug 22, 2016 4:58 pm
Wreck 'n get stomped
The Mega Engine is a free open-source Classic Mega Man engine for Game Maker Studio 2, Game Maker Studio 1.4 and Game Maker 8.1, built around the idea of combining accuracy to the original games with being flexible and easy-to-use. It aims to take the best of all entries in the Classic series and combining it in one engine. Being built from the ground up, this engine is the result of three months of work; while this may seem like a short development time, I did not cut any corners in regards to quality.
The engine has several features, including:
60 FPS Classic Mega Man gameplay
Flexibility in adding or changing content in the engine
Accurate movement, physics, object interaction and more
Sliding and buster charging (can be disabled with ease)
Collision with solids, jumpthrough solids, ladders, spikes and water
A “section system” as present in the Classic titles, including proper screen transitions
Several built-in special weapons, with flexibility in adding new ones or changing existing ones
Built-in enemies, as well as flexibility in adding your own
Three example gimmicks included in the engine, and flexibility in adding your own
An example Robot Master with full AI, and flexibility to add your own bosses
A customizable title screen, stage select, boss introduction screen, weapon get screen, game over screen and pause screen
E-Tanks, M-Tanks, health drops, weapon drops and extra lives
Fully functional checkpoints
To make this engine as easy to use as I could, I made a video tutorial series on how to use the engine. A playlist of the series can be found here: http://bit.ly/2bc7HQE
I also recorded an engine playthrough to showcase most of the features it has:
Screenshots: Spoiler:
F.A.Q. Spoiler:
Q: Why would I use this engine over other Game Maker engines? A: Most engines tend to try and accomplish only what is necessary for the example level(s) and do not consider flexibility and ease of use; the Mega Engine does account for all that. Plus, this engine is fully compatible with Game Maker Studio, unlike most other engines.
Q: What is the engine’s frame rate? A: The engine runs at 60 frames per second (assuming your PC can handle it, of course)
Q: I don’t want sliding and/or buster charging in my game. How do I disable them? A: Go to Objects > Player > objGlobalControl and open the Create event code. Upon scrolling down, you will encounter a section called “Option variables”. Here you will see the variables global.enableCharge and global.enableSlide. Set either of them to false to disable the ability.
Q: Where can I view the credits of the game? A: The credits can be found in the Game Information.
Q: I ran into a bug! How do I report it? A: Bug reporting is very appreciated! You can either post a message in this thread or send me a private message to report bugs. I will make sure to check both this thread and my private messages regularly.
Q: I have an idea or suggestion for the engine, where do I post it? A: Ideas, suggestions, feedback and criticism are always welcome. Please post them in this thread or send me a private message.
Ideas, suggestions, feedback and criticism are very appreciated, so feel free to let me know about your opinion!
[img]http://i.imgur.com/Tzy8LkV.png[/img]
The Mega Engine is a free open-source Classic Mega Man engine for Game Maker Studio 2, Game Maker Studio 1.4 and Game Maker 8.1, built around the idea of combining accuracy to the original games with being flexible and easy-to-use. It aims to take the best of all entries in the Classic series and combining it in one engine. Being built from the ground up, this engine is the result of three months of work; while this may seem like a short development time, I did not cut any corners in regards to quality.
The engine has several features, including:
[list][*]60 FPS Classic Mega Man gameplay
[*]Flexibility in adding or changing content in the engine
[*]Accurate movement, physics, object interaction and more
[*]Sliding and buster charging (can be disabled with ease)
[*]Collision with solids, jumpthrough solids, ladders, spikes and water
[*]A “section system” as present in the Classic titles, including proper screen transitions
[*]Several built-in special weapons, with flexibility in adding new ones or changing existing ones
[*]Built-in enemies, as well as flexibility in adding your own
[*]Three example gimmicks included in the engine, and flexibility in adding your own
[*]An example Robot Master with full AI, and flexibility to add your own bosses
[*]A customizable title screen, stage select, boss introduction screen, weapon get screen, game over screen and pause screen
[*]E-Tanks, M-Tanks, health drops, weapon drops and extra lives
[*]Fully functional checkpoints[/list]
To make this engine as easy to use as I could, I made a [b]video tutorial series on how to use the engine[/b]. A playlist of the series can be found here: http://bit.ly/2bc7HQE
I also recorded an engine playthrough to showcase most of the features it has:
[video]https://www.youtube.com/watch?v=LmcvNggdHew[/video]
[b][u]Screenshots:[/b][/u]
[spoiler][img]http://i.imgur.com/XJZS7cZ.png[/img][img]http://i.imgur.com/SUy3G24.png[/img][img]http://i.imgur.com/vVXtP6f.png[/img][img]http://i.imgur.com/ru0RW0q.png[/img]
[img]http://i.imgur.com/oTpTlc6.png[/img][img]http://i.imgur.com/L8737bo.png[/img][img]http://i.imgur.com/iTgC9XA.png[/img][img]http://i.imgur.com/xq4dEG8.png[/img]
[img]http://i.imgur.com/hXTp3Yj.png[/img][img]http://i.imgur.com/1bbgLE7.png[/img][img]http://i.imgur.com/m5tSFL9.png[/img][/spoiler]
[b][u]F.A.Q.[/b][/u]
[spoiler][b]Q:[/b] Why would I use this engine over other Game Maker engines?
[b]A:[/b] Most engines tend to try and accomplish only what is necessary for the example level(s) and do not consider flexibility and ease of use; the Mega Engine does account for all that. Plus, this engine is fully compatible with Game Maker Studio, unlike most other engines.
[b]Q:[/b] What is the engine’s frame rate?
[b]A:[/b] The engine runs at 60 frames per second (assuming your PC can handle it, of course)
[b]Q:[/b] I don’t want sliding and/or buster charging in my game. How do I disable them?
[b]A:[/b] Go to Objects > Player > objGlobalControl and open the Create event code. Upon scrolling down, you will encounter a section called “Option variables”. Here you will see the variables [i]global.enableCharge[/i] and [i]global.enableSlide[/i]. Set either of them to [i]false[/i] to disable the ability.
[b]Q:[/b] Where can I view the credits of the game?
[b]A:[/b] The credits can be found in the Game Information.
[b]Q:[/b] I ran into a bug! How do I report it?
[b]A:[/b] Bug reporting is very appreciated! You can either post a message in this thread or send me a private message to report bugs. I will make sure to check both this thread and my private messages regularly.
[b]Q:[/b] I have an idea or suggestion for the engine, where do I post it?
[b]A:[/b] Ideas, suggestions, feedback and criticism are always welcome. Please post them in this thread or send me a private message.[/spoiler]
[b][u]Downloads[/b][/u]
[url=http://www.mediafire.com/file/8nmbcdt49bdo664/MegaEngine_v1_6_GMS2.zip]Game Maker Studio 2[/url]
[url=http://www.mediafire.com/file/0wwk95a8b25ng58/MegaEngine_v1_6_GMS.zip]Game Maker Studio 1.4[/url]
[url=http://www.mediafire.com/file/dxcod0dwfymss7i/MegaEngine_v1_6_GM81.zip]Game Maker 8.1[/url]
Ideas, suggestions, feedback and criticism are very appreciated, so feel free to let me know about your opinion!
Last edited by WreckingPrograms on Sat Oct 28, 2017 2:32 pm, edited 8 times in total. _________________
Post subject: Re: Mega Engine - Open-source Classic Megaman engine
Posted: Mon Aug 22, 2016 5:19 pm
Mr. Awkward's Lab Assistant
I see it's kinda like a half port/half remake of Blyka's Mega Man Engine, only it actually works correctly in Studio. Good Job. Although I did notice a glitch (Or is it not actually a glitch?): Mega Man can only begin charging his mega buster when not sliding.
I see it's kinda like a half port/half remake of Blyka's Mega Man Engine, only it actually works correctly in Studio. Good Job.
Although I did notice a glitch (Or is it not actually a glitch?): Mega Man can only begin charging his mega buster when not sliding.
Post subject: Re: Mega Engine - Open-source Classic Megaman engine
Posted: Mon Aug 22, 2016 5:27 pm
Cliax Codec X Splatoon
Which MFGGer would ever make a Megaman fangame? Looks pretty nifty from a first glance. I didn't take a look at the code yet so I can't comment on that, but I assume it's prettier than Hello's one.
Which MFGGer would ever make a Megaman fangame?
Looks pretty nifty from a first glance. I didn't take a look at the code yet so I can't comment on that, but I assume it's prettier than Hello's one.
_________________
Cliax Codec is a combination of top-down and third-person shooter. The gameplay will blend platforming, puzzle and shmup elements together to create a unique gameplay experience. You will take control of four playable characters which rise against a team that seemingly wants to take over the world - but are their motives really that cliché, or are there deeper motives behind their actions?
I see it's kinda like a half port/half remake of Blyka's Mega Man Engine, only it actually works correctly in Studio. Good Job. Although I did notice a glitch (Or is it not actually a glitch?): Mega Man can only begin charging his mega buster when not sliding.
I tried working with Blyka's engine but I quickly noticed it was far from flexible and adding anything was a pain, so that's when I said to myself "I can do better than this!" and made this engine. About that "glitch": that's actually present in the classic games from MM5 onward, so I left it in intentionally.
Thanks for the feedback guys!
[quote="[url=http://phpbb.mfgg.net/viewtopic.php?p=490963#p490963]Mocgames998[/url]"]I see it's kinda like a half port/half remake of Blyka's Mega Man Engine, only it actually works correctly in Studio. Good Job.
Although I did notice a glitch (Or is it not actually a glitch?): Mega Man can only begin charging his mega buster when not sliding.[/quote]
I tried working with Blyka's engine but I quickly noticed it was far from flexible and adding anything was a pain, so that's when I said to myself "I can do better than this!" and made this engine. About that "glitch": that's actually present in the classic games from MM5 onward, so I left it in intentionally.
I see it's kinda like a half port/half remake of Blyka's Mega Man Engine, only it actually works correctly in Studio. Good Job. Although I did notice a glitch (Or is it not actually a glitch?): Mega Man can only begin charging his mega buster when not sliding.
I tried working with Blyka's engine but I quickly noticed it was far from flexible and adding anything was a pain, so that's when I said to myself "I can do better than this!" and made this engine. About that "glitch": that's actually present in the classic games from MM5 onward, so I left it in intentionally.
I guess I never noticed that before now, and I can confirm it's like that in MM5.
[quote="WreckingGoomba"]Thanks for the feedback guys!
[quote="[url=http://phpbb.mfgg.net/viewtopic.php?p=490963#p490963]Mocgames998[/url]"]I see it's kinda like a half port/half remake of Blyka's Mega Man Engine, only it actually works correctly in Studio. Good Job.
Although I did notice a glitch (Or is it not actually a glitch?): Mega Man can only begin charging his mega buster when not sliding.[/quote]
I tried working with Blyka's engine but I quickly noticed it was far from flexible and adding anything was a pain, so that's when I said to myself "I can do better than this!" and made this engine. About that "glitch": that's actually present in the classic games from MM5 onward, so I left it in intentionally.[/quote]
I guess I never noticed that before now, and I can confirm it's like that in MM5.
Post subject: Re: Mega Engine - Open-source Classic Megaman engine
Posted: Mon Aug 22, 2016 10:09 pm
Ooh, this looks pretty interesting! I haven't taken a look at the code yet, but knowing how clean and easily understandable the code in your basic platformer engine from 2014 is, and I'm sure this one has clean and understandable code too!
Ooh, this looks pretty interesting! I haven't taken a look at the code yet, but knowing how clean and easily understandable the code in your basic platformer engine from 2014 is, and I'm sure this one has clean and understandable code too!
Post subject: Re: Mega Engine - Open-source Classic Megaman engine
Posted: Tue Aug 23, 2016 9:25 am
I, Papyrus, am awesome!
DJ Coco wrote:
Which MFGGer would ever make a Megaman fangame?
*raises hand very slowly* I even tried to edit Hello Engine 5.1 into a Hello-styled MegaMan Engine (as in a MegaMan Engine with a lot of functions whilst being accurate to source) just for that. I did not came very far, but still further than expected.
Now, about this engine, I sadly have neither 8.1 nor Studio, so I sadly cannot try it out myself. Because of that, I would like to ask how accurate the physics are to the original and how accurate the fade-ins/fade-outs are to the original and whenever it has all the extra quirks like the game pausing while filling up your energy. Because I might have to ask WreckingGoomba for coding guidance in order to progress with my own thing.
Other than that, I can say that based on the screenshots, it at least looks good. So yeah, good luck, WreckingGoomba. I hope to see it more updates to it incase you still have future plans in mind.
[quote="DJ Coco"]Which MFGGer would ever make a Megaman fangame?[/quote]
*raises hand very slowly*
I even tried to edit Hello Engine 5.1 into a Hello-styled MegaMan Engine (as in a MegaMan Engine with a lot of functions whilst being accurate to source) just for that.
I did not came very far, but still further than expected.
Now, about this engine, I sadly have neither 8.1 nor Studio, so I sadly cannot try it out myself.
Because of that, I would like to ask how accurate the physics are to the original and how accurate the fade-ins/fade-outs are to the original and whenever it has all the extra quirks like the game pausing while filling up your energy. Because I might have to ask WreckingGoomba for coding guidance in order to progress with my own thing.
Other than that, I can say that based on the screenshots, it at least [i]looks[/i] good. So yeah, good luck, WreckingGoomba. I hope to see it more updates to it incase you still have future plans in mind.
Post subject: Re: Mega Engine - Open-source Classic Megaman engine
Posted: Tue Aug 23, 2016 11:34 am
Wreck 'n get stomped
TrinitroMan wrote:
Now, about this engine, I sadly have neither 8.1 nor Studio, so I sadly cannot try it out myself. Because of that, I would like to ask how accurate the physics are to the original and how accurate the fade-ins/fade-outs are to the original and whenever it has all the extra quirks like the game pausing while filling up your energy. Because I might have to ask WreckingGoomba for coding guidance in order to progress with my own thing.
Other than that, I can say that based on the screenshots, it at least looks good. So yeah, good luck, WreckingGoomba. I hope to see it more updates to it incase you still have future plans in mind.
You can download the Standard version of Studio for free, so if you really want to use the engine, you should be able to. I made the physics as close to the originals as I could, and according to feedback I got, that seems to have succeeded. The fade-ins/outs do not alter the palette like in the NES games, because I felt like that was way too much trouble for a minor feature, but the speed of the fade-ins/outs are the same as the originals. The game does pause while your energy is being filled up, and it probably has other quirks you have in mind, too.
I sadly cannot give everyone personal guidance as I don't have enough time for that, but there are video tutorials that should help you out regarding the engine (the playlist can be found in the main post).
[quote="TrinitroMan"]Now, about this engine, I sadly have neither 8.1 nor Studio, so I sadly cannot try it out myself.
Because of that, I would like to ask how accurate the physics are to the original and how accurate the fade-ins/fade-outs are to the original and whenever it has all the extra quirks like the game pausing while filling up your energy. Because I might have to ask WreckingGoomba for coding guidance in order to progress with my own thing.
Other than that, I can say that based on the screenshots, it at least [i]looks[/i] good. So yeah, good luck, WreckingGoomba. I hope to see it more updates to it incase you still have future plans in mind.[/quote]
You can download the Standard version of Studio for free, so if you really want to use the engine, you should be able to. I made the physics as close to the originals as I could, and according to feedback I got, that seems to have succeeded. The fade-ins/outs do not alter the palette like in the NES games, because I felt like that was way too much trouble for a minor feature, but the speed of the fade-ins/outs are the same as the originals. The game does pause while your energy is being filled up, and it probably has other quirks you have in mind, too.
I sadly cannot give everyone personal guidance as I don't have enough time for that, but there are video tutorials that should help you out regarding the engine (the playlist can be found in the main post).
Post subject: Re: Mega Engine - Open-source Classic Megaman engine
Posted: Wed Aug 24, 2016 1:08 pm
I, Papyrus, am awesome!
WreckingGoomba wrote:
You can download the Standard version of Studio for free, so if you really want to use the engine, you should be able to.
I sadly cannot give everyone personal guidance as I don't have enough time for that, but there are video tutorials that should help you out regarding the engine (the playlist can be found in the main post).
It's not because of money problems, it's because Studio is highly unstable and can easily corrupt your project's workfile so hard that you're forced to start back at square one.
Because of that, I rather want to use Game Maker 8 instead. And now, I did not wanted personal guidance on how to use an engine I wont be able to use anyway due to Game Maker Studio, but guidance on how to implement some of your engine's features into my MegaMan engine (which will be for the Game Maker 8 users like me).
[quote="WreckingGoomba"]
You can download the Standard version of Studio for free, so if you really want to use the engine, you should be able to.
I sadly cannot give everyone personal guidance as I don't have enough time for that, but there are video tutorials that should help you out regarding the engine (the playlist can be found in the main post).[/quote]
It's not because of money problems, it's because Studio is highly unstable and can easily corrupt your project's workfile so hard that you're forced to start back at square one.
Because of that, I rather want to use Game Maker 8 instead. And now, I did not wanted personal guidance on how to use an engine I wont be able to use anyway due to Game Maker Studio, but guidance on how to implement some of your engine's features into my MegaMan engine (which will be for the Game Maker 8 users like me).
The downloads in the main post have also been updated.
Changelog: Spoiler:
-Fixed a bug where despawned gimmicks would leave their collision mask behind -Fixed a bug where changing the weapon order in the pause screen would mess with quick weapon switching -Fixed a bug where changing the weapon order would cause the game to select the wrong weapon upon opening the pause menu -Fixed a bug where weapons in the right column of the pause menu used another weapon's ammo bar -Fixed a bug where Big Eyes would fall through the floor when changing direction near a wall -Changed the "DontUse" folders to have less confusing names -Added numerous symbols and numbers to both fonts -Added the Star Crash to showcase how to add shield weapons to the engine -Added the Rush Jet, as I got asked multiple times how to add this -Added support for enemy protection on only one side; this can be useful for enemies like Shield Attackers -A custom game icon is now used, as well as a custom loading image for Game Maker 8.1 -The credits can now be found in a seperate text file, but you can still find them in the Game Information, too
Version 1.1 of the Mega Engine has just been released!
Download:
[url=http://www.mediafire.com/download/opyio9dr5o67kzg/MegaEngine_v1_1_GMS.zip]Game Maker Studio[/url]
[url=http://www.mediafire.com/download/3r2bj3r85jl6rh9/MegaEngine_v1_1_GM81.zip]Game Maker 8.1[/url]
The downloads in the main post have also been updated.
Changelog:
[spoiler]-Fixed a bug where despawned gimmicks would leave their collision mask behind
-Fixed a bug where changing the weapon order in the pause screen would mess with quick weapon switching
-Fixed a bug where changing the weapon order would cause the game to select the wrong weapon upon opening the pause menu
-Fixed a bug where weapons in the right column of the pause menu used another weapon's ammo bar
-Fixed a bug where Big Eyes would fall through the floor when changing direction near a wall
-Changed the "DontUse" folders to have less confusing names
-Added numerous symbols and numbers to both fonts
-Added the Star Crash to showcase how to add shield weapons to the engine
-Added the Rush Jet, as I got asked multiple times how to add this
-Added support for enemy protection on only one side; this can be useful for enemies like Shield Attackers
-A custom game icon is now used, as well as a custom loading image for Game Maker 8.1
-The credits can now be found in a seperate text file, but you can still find them in the Game Information, too[/spoiler]
Post subject: Re: Mega Engine - Open-source Classic Megaman engine
Posted: Sat Aug 27, 2016 4:17 pm
Wreck 'n get stomped
Version 1.2 of the Mega Engine has just been released! Sorry for posting updates so rapidly after one another, but 1.1 had some rather major bugs that I wanted to fix as soon as possible. It doesn't just include bugfixes, though, it also has some new features (read the changelog below for more details). The problem where Game Maker Studio would replace all sound effects by Windows beeps should be gone now, too.
Unless more bugs will be found or more amazing features will be suggested, this is the final version of the engine.
The downloads in the main post have also been updated.
Changelog: Spoiler:
-Fixed a bug where the game would display an error message when hitting Pharaoh Man with certain weapons -Fixed a bug where using the Rush Jet to go through boss doors would allow the player to move earlier than intended -Fixed a bug where despawned enemies would still be able to move, causing them to respawn prematurely after a few seconds -Fixed a bug where the Rush Jet would not despawn by selecting a different weapon through quick weapon switching -Fixed a bug where you could still jump on Rush Coil when it was teleporting out -Added Yoku Blocks -Added ice physics. Use objIce instead of objSolid to add ice physics to your floor
Version 1.2 of the Mega Engine has just been released! Sorry for posting updates so rapidly after one another, but 1.1 had some rather major bugs that I wanted to fix as soon as possible. It doesn't just include bugfixes, though, it also has some new features (read the changelog below for more details). The problem where Game Maker Studio would replace all sound effects by Windows beeps should be gone now, too.
Unless more bugs will be found or more amazing features will be suggested, this is the final version of the engine.
Download:
[url=http://www.mediafire.com/download/zm29pkzs0e8tqvy/MegaEngine_v1_2_GMS.zip]Game Maker Studio[/url]
[url=http://www.mediafire.com/download/a1dchzwsh4ige36/MegaEngine_v1_2_GM81.zip]Game Maker 8.1[/url]
The downloads in the main post have also been updated.
Changelog:
[spoiler]-Fixed a bug where the game would display an error message when hitting Pharaoh Man with certain weapons
-Fixed a bug where using the Rush Jet to go through boss doors would allow the player to move earlier than intended
-Fixed a bug where despawned enemies would still be able to move, causing them to respawn prematurely after a few seconds
-Fixed a bug where the Rush Jet would not despawn by selecting a different weapon through quick weapon switching
-Fixed a bug where you could still jump on Rush Coil when it was teleporting out
-Added Yoku Blocks
-Added ice physics. Use objIce instead of objSolid to add ice physics to your floor[/spoiler]
Post subject: Re: Mega Engine - Open-source Classic Megaman engine
Posted: Fri Sep 02, 2016 10:00 am
Marle's my waifu
Whenever I try to run the game it throws a lot of errors at me about defining an external function at gml_Script_LoadFMOD. If I keep ignoring those errors I can still play the game fine and the music works too so I'm not sure what that's about.
Error Spoiler:
Code:
___________________________________________ ############################################################################################ ERROR in action number 1 of Create Event for object objGlobalControl:
Error defining an external function. at gml_Script_LoadFMOD (line 38) - global.dll_FMODSoundLoop3d=external_define("GMFMODSimple.dll","FMODSoundLoop3d",dll_stdcall,ty_real,5,ty_real,ty_real,ty_real,ty_real,ty_real); ############################################################################################ -------------------------------------------------------------------------------------------- stack frame is gml_Script_LoadFMOD (line 38) called from - gml_Object_objGlobalControl_CreateEvent_1 (line 35) - LoadFMOD();
Whenever I try to run the game it throws a lot of errors at me about defining an external function at gml_Script_LoadFMOD. If I keep ignoring those errors I can still play the game fine and the music works too so I'm not sure what that's about.
Error [spoiler][code]___________________________________________
############################################################################################
ERROR in
action number 1
of Create Event
for object objGlobalControl:
Error defining an external function.
at gml_Script_LoadFMOD (line 38) - global.dll_FMODSoundLoop3d=external_define("GMFMODSimple.dll","FMODSoundLoop3d",dll_stdcall,ty_real,5,ty_real,ty_real,ty_real,ty_real,ty_real);
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Script_LoadFMOD (line 38)
called from - gml_Object_objGlobalControl_CreateEvent_1 (line 35) - LoadFMOD();[/code][/spoiler]
Post subject: Re: Mega Engine - Open-source Classic Megaman engine
Posted: Fri Sep 02, 2016 11:49 am
Wreck 'n get stomped
Vertette wrote:
Whenever I try to run the game it throws a lot of errors at me about defining an external function at gml_Script_LoadFMOD. If I keep ignoring those errors I can still play the game fine and the music works too so I'm not sure what that's about.
This seems to be a bug in the newest version of Game Maker Studio. I'm still looking for a fix, but since FMOD is not within my control, I can't guarantee that I will find one.
[quote="Vertette"]Whenever I try to run the game it throws a lot of errors at me about defining an external function at gml_Script_LoadFMOD. If I keep ignoring those errors I can still play the game fine and the music works too so I'm not sure what that's about.[/quote]
This seems to be a bug in the newest version of Game Maker Studio. I'm still looking for a fix, but since FMOD is not within my control, I can't guarantee that I will find one.
Post subject: Re: Mega Engine - Open-source Classic Megaman engine
Posted: Fri Sep 02, 2016 3:46 pm
Wreck 'n get stomped
Version 1.3 of the Mega Engine has just been released! This update only contains bug fixes, but they are some rather major ones. The most notable bug that has been fixed is the bug where LoadFMOD() crashes the game in GM Studio 1.4.1760. Upon further inspection of the error messages, I came to the conclusion that I didn't need any of the newly-broken functions, so I messed around in the LoadFMOD() script and prevented these broken functions from loading. Now the error messages shouldn't pop up anymore.
From now on, I won't add any more features to the engine, as I feel like it has all necessary content right now. If there will ever be another update, it will be one with just bug fixes.
The downloads in the main post have also been updated.
Changelog: Spoiler:
-Fixed a bug where LoadFMOD() would crash the game in GM Studio version 1.4.1760 -Fixed a bug where hitting Pharaoh Man with the Star Crash in the GM Studio version would display an error message -Fixed a bug where Pharaoh Man would clip inside the floor when turning around near a wall and jumping -Fixed a bug where placing two jumpthrough solids on top of one another would cause Mega Man to fall through the bottom one -Fixed a bug where walking from conveyor belts to a floor would cause Mega Man to die
Version 1.3 of the Mega Engine has just been released! This update only contains bug fixes, but they are some rather major ones. The most notable bug that has been fixed is the bug where LoadFMOD() crashes the game in GM Studio 1.4.1760. Upon further inspection of the error messages, I came to the conclusion that I didn't need any of the newly-broken functions, so I messed around in the LoadFMOD() script and prevented these broken functions from loading. Now the error messages shouldn't pop up anymore.
From now on, I won't add any more features to the engine, as I feel like it has all necessary content right now. If there will ever be another update, it will be one with just bug fixes.
Download:
[url=http://www.mediafire.com/download/ad4of35qddpgp3c/MegaEngine_v1_3_GMS.zip]Game Maker Studio[/url]
[url=http://www.mediafire.com/download/nktn12qqudxpbgm/MegaEngine_v1_3_GM81.zip]Game Maker 8.1[/url]
The downloads in the main post have also been updated.
Changelog:
[spoiler]-Fixed a bug where LoadFMOD() would crash the game in GM Studio version 1.4.1760
-Fixed a bug where hitting Pharaoh Man with the Star Crash in the GM Studio version would display an error message
-Fixed a bug where Pharaoh Man would clip inside the floor when turning around near a wall and jumping
-Fixed a bug where placing two jumpthrough solids on top of one another would cause Mega Man to fall through the bottom one
-Fixed a bug where walking from conveyor belts to a floor would cause Mega Man to die[/spoiler]
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