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 Post subject: Superdimentiobros Megaman Engine (UPDATED!!!!) (AGAIN!!!)
PostPosted: Wed Mar 30, 2011 7:22 pm 
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sluuuuurp
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A Megaman engine I made. It's for Game Maker 8.

Stuff it has:
Spoiler:

Stuff it needs:
Spoiler:

Download it here:
http://www.mediafire.com/?voxt1w8s24ialz8
Screenshots:
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Last edited by Friendly Dictator on Wed Jan 23, 2013 11:42 am, edited 4 times in total.
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 Post subject: Re: Superdimentiobros Megaman Engine
PostPosted: Wed Mar 30, 2011 7:24 pm 
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sluuuuurp
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More screenshots:
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 Post subject: Re: Superdimentiobros Megaman Engine
PostPosted: Wed Mar 30, 2011 10:49 pm 
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looking cool!

give me a sec to find game maker, and ill give the engine a whirl. ;)

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 Post subject: Re: Superdimentiobros Megaman Engine
PostPosted: Wed Mar 30, 2011 11:34 pm 
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Goodbye.
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hell,
this thing runs great,
only problem (besides what you noted) is a small glitch when you are in front of a latter.
(rock will vibrate and the landing sound keeps triggering)

otherwise, Great job!



also, I hope you don't mind, but I snagged one of your images and retextured it to pass time while downloading.
Image
:whoops:

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 Post subject: Re: Superdimentiobros Megaman Engine
PostPosted: Thu Mar 31, 2011 4:16 pm 
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Pootis
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MM2 had sliding...

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 Post subject: Re: Superdimentiobros Megaman Engine
PostPosted: Thu Mar 31, 2011 4:27 pm 
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sluuuuurp
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MarioBros 101 wrote:
MM2 had sliding...

No it didn't. Sliding first appeared in MM3
You might be confusing it with Mega Man II for the Game Boy, which I believe did have sliding.
Nite Shadow wrote:
hell,
this thing runs great,
only problem (besides what you noted) is a small glitch when you are in front of a latter.
(rock will vibrate and the landing sound keeps triggering)

otherwise, Great job!



also, I hope you don't mind, but I snagged one of your images and retextured it to pass time while downloading.
Image
:whoops:

Thanks!
And that picture looks awesome. How do you do those retexturing things?

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 Post subject: Re: Superdimentiobros Megaman Engine
PostPosted: Thu Mar 31, 2011 4:53 pm 
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Goodbye.
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superdimentiobros wrote:
Thanks!
And that picture looks awesome. How do you do those retexturing things?


Thanks :)
Its just a trick of taking the 8 or 16 bit colors and setting transparency and lighting so that a texture placed behind them shows through,
starting from lightest and darkening the texture accordingly,
the resulting shading makes the texture appear to take the shape of what you are applying it to.

difficulty very much depends on the detail level (how many colors) of what you are working on, and knowing what the material is suppose to be.

Im open for requests.

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 Post subject: Re: Superdimentiobros Megaman Engine
PostPosted: Mon Apr 04, 2011 7:49 pm 
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sluuuuurp
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I added killer bullets.

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 Post subject: Re: Superdimentiobros Megaman Engine
PostPosted: Thu Apr 07, 2011 7:40 am 
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sluuuuurp
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I added Petit Snakeys (Those little snake heads from Snake Man's stage)
Yeah, I was bored.

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 Post subject: Re: Superdimentiobros Megaman Engine
PostPosted: Thu Apr 07, 2011 8:00 pm 
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sluuuuurp
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And peterchy.
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DO NOT under estimate this lakitu to much or it will be the end of that life (note: do not over estimate him either).
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 Post subject: Re: Superdimentiobros Megaman Engine
PostPosted: Mon Apr 11, 2011 6:32 pm 
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sluuuuurp
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Added Robo-Rabbits and Fake 1-ups and Presses.
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 Post subject: Re: Superdimentiobros Megaman Engine
PostPosted: Tue Apr 12, 2011 7:59 pm 
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sluuuuurp
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I added disappearing blocks.
So once I release the the new version, you can make levels be insanely annoying with disappearing blocks.
Mua ha ha ha ha.
Attachment:
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 Post subject: Re: Superdimentiobros Megaman Engine
PostPosted: Wed Apr 13, 2011 6:23 am 
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In Donaldismo Veritas
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Instead of uploading all the screenshots to MFGG, feel free to use an image/file host, such as dropbox, imageshack, photobucket, etc.

I'll check your engine now, and tell you what I think about it.

EDIT: Pretty nice, but needs more commenting.

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 Post subject: Re: Superdimentiobros Megaman Engine
PostPosted: Wed Apr 13, 2011 7:59 pm 
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sluuuuurp
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Added a death system

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 Post subject: Re: Superdimentiobros Megaman Engine
PostPosted: Thu Apr 14, 2011 7:07 pm 
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sluuuuurp
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Updated!!!
The new version can be found here

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 Post subject: Re: Superdimentiobros Megaman Engine (UPDATED!!!!)
PostPosted: Thu Apr 14, 2011 9:59 pm 
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Goodbye.
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Getting better and better!

I know its only an engine, but I'd spread out the enemies a bit,
seems you get shot at from all sides allot

also, every enemy seems to drop an item.
not sure if this was intentional or not, though in the actual game i think the item rate was much lower.
heres what I would try (don't know if this will work or not btw since I don't know much about GM)
internal object value random 1-10 (make this string refresh as fast as possible)
1 large energy
2 small energy
3 large weapon
4 small weapon
5-10 null (drop nothing)

otherwise, great engine!

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 Post subject: Re: Superdimentiobros Megaman Engine (UPDATED!!!!)
PostPosted: Fri Apr 15, 2011 4:00 pm 
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sluuuuurp
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Added instant death spikes

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 Post subject: Re: Superdimentiobros Megaman Engine (UPDATED!!!!)
PostPosted: Sat Apr 16, 2011 4:32 pm 
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This is awesome!

Although, I don't know whether or not it's just me, but for some reason, Megaman's jumping somehow feels... different than the original games. It sorta feels like he was a little heavier in the original.

But meh, that's just my two cents. It doesn't really present a problem, in fact, it's actually good that he jumps higher now. But if you're going for an engine that will emulate the games pretty well, then you should look into it.

But still, it's just great that someone's making a Megaman engine! Keep up the good work!

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 Post subject: Re: Superdimentiobros Megaman Engine (UPDATED!!!!) (AGAIN!!!)
PostPosted: Mon Apr 18, 2011 5:38 pm 
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sluuuuurp
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Minor update!
Instant death spikes are now in it!
Download here

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 Post subject: Re: Superdimentiobros Megaman Engine (UPDATED!!!!) (AGAIN!!!)
PostPosted: Wed Apr 20, 2011 5:37 pm 
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sluuuuurp
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Added teleporters. I'll add water physics soon.

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