I'll put the next progress video up in about 3 days. There are several things in this video which are slightly innacurate which have already been corrected. A lot of new things have been done too.
Using the colour swapping command in MMF 2, and 2 x 3 counters each containing 1 of the 3 RGB values from the previous colour swap (so you know which 2 RGB values to swap).
There are 2 colours you need to swap in every case. Eg the item1,2 and 3 colour scheme is red and white. Then to swap to another 2 colours u need to know the previous 2 colours (each colour is represented by a number for Red, a number for Green, and a number for Blue content). To store that information I use 6 counters, (3 for storing 1 colour eg red, 3 for storing the 2nd colour eg white). Then you use the values of the counters to tell MMF which colours to swap.
Actually you could do this more easily using a single active object which is a solid square, you change the colour of the square to store the previous color.
Then you pick the color of the square at any pixel as the color ur going to swap. No need for 3 counters that way.
@RichhhR May be easy to make power-ups by making the original character be destroyed after getting a power-up then creating the character with the power-up power. And you add the power-up special powers.
I could get a playable demo (multiplayer on same PC but not online) up in a few months, maybe single player practice vs boss AI. But finished online game? Depends what happens when I experiment with MMF 2's internet multiplayer capability. Things might go horribly wrong from there but I hope not. :o
I don't know much about it, but just looking at it briefly I think Kaillera only works with ROMs. This game will be an .exe file or imbedded in a webpage with its own multiplayer internet servers etc if/when finished.
I'm quite sure it can't be made into a ROM, nor can anyone modify ROMs enough to make the original Megaman 2 a multiplayer game. But I don't know much about that either.
Okay, guess I'll just have to wait for the release of this. Updates on when its availabe would be appreciated. I'd also be glad to help with any testing of it if thats needed.
did that just say...sh*t?...........agh....
SuperMinorMiner 8 months ago
God damn that MMF2 default sprite.
You show him!
claniraq 1 year ago
This took months? All of this can be done in a few hours or a day :P.
GamesterX23 1 year ago
Looks damn good. The controls look tight and I can't really see any difference to the real thing. Looking forward to more.
OrinCreed 2 years ago
I'll put the next progress video up in about 3 days. There are several things in this video which are slightly innacurate which have already been corrected. A lot of new things have been done too.
RichhhR 2 years ago
This looks like it will be awesome for Online Multiplayer when its finished =)
P.S Rich told me to comment cos he is a "wang" of a brother XD
Castraphobia 2 years ago
appart from the music, the demo looks promising, good to see some actually still play the best NES game ever :)
SaucisseMerguez 2 years ago
How did you do your color change?
Sodisna 2 years ago
Using the colour swapping command in MMF 2, and 2 x 3 counters each containing 1 of the 3 RGB values from the previous colour swap (so you know which 2 RGB values to swap).
RichhhR 2 years ago
To clarify:
There are 2 colours you need to swap in every case. Eg the item1,2 and 3 colour scheme is red and white. Then to swap to another 2 colours u need to know the previous 2 colours (each colour is represented by a number for Red, a number for Green, and a number for Blue content). To store that information I use 6 counters, (3 for storing 1 colour eg red, 3 for storing the 2nd colour eg white). Then you use the values of the counters to tell MMF which colours to swap.
RichhhR 2 years ago
Actually you could do this more easily using a single active object which is a solid square, you change the colour of the square to store the previous color.
Then you pick the color of the square at any pixel as the color ur going to swap. No need for 3 counters that way.
RichhhR 2 years ago
@RichhhR May be easy to make power-ups by making the original character be destroyed after getting a power-up then creating the character with the power-up power. And you add the power-up special powers.
sskorpiana 3 weeks ago
Awesome. Any estimation of when this will be available to download?
HumanoidHammond 2 years ago
I could get a playable demo (multiplayer on same PC but not online) up in a few months, maybe single player practice vs boss AI. But finished online game? Depends what happens when I experiment with MMF 2's internet multiplayer capability. Things might go horribly wrong from there but I hope not. :o
RichhhR 2 years ago
I see. So this runs as a different game, and can't just be made into a rom to use with Kaillera?
HumanoidHammond 2 years ago
I don't know much about it, but just looking at it briefly I think Kaillera only works with ROMs. This game will be an .exe file or imbedded in a webpage with its own multiplayer internet servers etc if/when finished.
I'm quite sure it can't be made into a ROM, nor can anyone modify ROMs enough to make the original Megaman 2 a multiplayer game. But I don't know much about that either.
RichhhR 2 years ago
Okay, guess I'll just have to wait for the release of this. Updates on when its availabe would be appreciated. I'd also be glad to help with any testing of it if thats needed.
HumanoidHammond 2 years ago
I've added all the menu/intro/boss/select screens and I'm now working on the platform collision/movement including riding the items.
RichhhR 2 years ago