Thanks! My own engine made with MMF's events, the latest video is on my page and I will be putting update videos up when there is progress. I might do also do a tutorial soon for MMF users. :)
A demo isn't available yet but you can see more recent update videos on my page or by clicking on the annotation link on the bottom right of this video.
I think MMF2 is ideal for remaking 8bit and 16bit games especially platformers. But this project has taken over 1 year so far and was helped by using FCEUX to run the original game frame by frame to analyse movement and animation in pixel and frame precision, and to rip/record media. The attention to detail is painstaking. If you want 90% accuracy it won't take anywhere near as long as 99%+, but in any case you will probably have to make a game engine from scratch.
Yeah Been looking into the Whole Engine Movement Side Of Things!!
The In-Built Movement Is Very Glitch'y !! And Will Not Do for Any Serious Type Of Movement!! Found Some Good Examples!! And Just trying to Add To Them!(To Start)
And I Agree 99%+ Is Always Worth The Extra Work!!
As Your Game Shows!!
Look Forward To Seeing The Finished Game!!
Keep At It..
Will Be Worth It, Any1 With Half A Brian Can See That!
But Obviously Some People (Geomegamario) Hasn't Even Got Half !!!
I stumbled across this project whilst looking for unrelated Mega Man 2 info and I just thought I'd drop a comment to show my support - I really hope you'll eventually find time to continue with this as it looks really promising. :)
I've been working on it recently, I'm just trying to sort a trigonometry-related thing for it to be ready for the next video. A few tiny fixes and it'll be ready for a demo.
I've been studying and into megaman since before the PSone days, but but basicaly i'm not a noob, or whatever else YT labels idiots as. but when is this coming out?
Couldn't say, but I'm going to release another video this month and you'll see some gameplay. Half the bosses are playable now (Metalman, Woodman, Heatman, Crashman) I just want to iron out little glitches and finish the last bosses.
@RichhhR That's cool. so do you have a timeline for that demo? and how long will it take to do the last 4 bosses? So this game basically is set up in the transporter room battles and you pretty much do one on one battle?
There should be another video this month. I think the last 4 bosses will take between 1 month and 4 months depending on how much uni work I have. Probably about 3 months until theyre video-ready. Maybe 4 months until they're beta-ready.
At the moment the game mode will be fighting the bosses each seperately on their original stage part, and fighting them all together again in the Wily Teleporters room. Then I'll try to make it online multiplayer. Then maybe more modes.
Yes. I'm also trying to catch up on a lot of uni work but I should be uploading another big update in the next month. Note this isn't the most recent video on youtube either.
100% trial and error at first, then getting some help from the Clickteam forums and looking at examples. Mostly trial and error. Started with Klik and Play. Try looking for tutorials for your type of game (eg platformer or beat-em-up), and ask on the Clickteam forums.
1:can you PM me when its done cuz i may forgot about the game XD
2:when you finish your game wanna join my game? its called "MegaMan Battle Network Ultimate" it will include navi's from the bn games and some from the anime too
I was going to release an engine demo but it would be a lot more fun to play when the first boss is done, so I think I'll do one more update video (end of this month) then release a demo with the first boss about a month later.
If you can explain what you mean exactly, I can add it in. :)
If you mean Co-Op (eg 2 players playing through the normal single player mode simultaneously, ie. Megaman and Protoman) then that mode is planned to be a feature.
I'm not sure if I'll use Megaman 2's levels as that may be a bit boring. At the moment I'm thinking of taking levels from popular NES games like SMB, Castlevania, Metroid, Contra/"Probotector", or I could make new ones.
I was thinking of trying to keep the stages from MM2 for multiplayer battles but modify them so they are completely traversible/reversible (adding ladders or whatever is needed).
thanks RichhhR im a megaman pro and always had ideas of multiplayer megaman games (also a multiplayer megaman X game) good to see an awesome idea put to work :D
Two things: First, things looks absolutely amazing. I love the megaman games and I would love to help you beta test this or something if you'd like.
Second, when I see stuff like this, it makes me think the game I'm working on (working very hard on) is utter crap. I bet my physics engine isn't nearly as advanced as yours. Using arrays for movement? I just barely converted to fast loops a few days ago.
The only reason to use arrays was to get the highest level of accuracy possible to the original MM2 game, getting frame by frame control. Otherwise you can get great platform movement with fast loops and floating point numbers (non-integers) a lot quicker. You can probably get just as accurate movement without arrays but it just seemed to make sense to me.
For fun. No, but I may expand on this, eg adding co op. I'm doing frame by frame comparison. My own code from scratch. Some fast loops, some frame by frame, some using velocities which are compared directly to the ROM as they run simultaneously.
Don't think I have anything that does voice chat. Sorry. :(
Also, how are you controlling whether he uses the mega buster out sprites, or his hand throwing object sprites? Are they separated objects,or are you composing these images through new animations (past animation #'s 11 or 12), all in one active object?
Anyways, understandable about any kind of school work, whether its regular school, college work, exams. Whatever it is, I know how they usually are. Take your time. ;)
I think there may be a bug with MMF and trying to force an animation to a frame, so I tend to use a different animation for each frame to solve this (again, can be tedious). All the animations for megaman are done in one Megaman object, possibly with the exception of his teleporting, although right now I can't remember and I'm in a uni library away from home! :p
Really? but wouldn't that revert the animation back to frame 1 if you change the animation?
I would think making his shoot anims and throwing arm animations as one separate object. Just make megamans idle anims invisible, and the buster out sprites visible where needed.
it doesn't matter because each animation represents a frame with that method, so by changing animation you are essentially changing frame.
Example:
Running1
Running2
Running3
Are all 1frame-long MMF animations switched between to make the running animation effect.
But I'm sure your way is simpler as with a lot of things I've done here. I didn't have open source code in mind so I did whatever was easiest. Also in the beginning I used Megaman for collisions so this was simpler then.
It's just that your skills make it look like you are actually recreating MM2 events very accurately. while my method requires more active objects, yours seems to work better limiting to 1 object. Although you would have to keep maintaining the # of custom animations. For example if you added rockman sitting down sprites from shaking stages, you'd have to redo all the animations over again, increasing the anims by 1.
Where my logic seems to have more freedom over new anims. So I'm not sure. X_X
Thanks, your method is probably simpler and infact there is probably no performance difference if u destroy the invisible objects and recreate them, and negligible different if you don't. Your way is also easier I think but I don't know exactly what you mean by doing all the animations again. It's events which can become long-winded because I have not structured them into groups.
My game is not programmed with open-source expansion in mind, only accuracy.
Thanks for your support. The game is intended to be online multiplayer capable, but its still in early stages. The basic engine is not quite finished yet. A 2 player demo should be out in the next 2 months.
Impresive,
Tutorial pleasee?
Just wanted to know, is this your engine or do you use Platform extension?
StevenGamingTV 5 months ago
@StevenGamingTV
Thanks! My own engine made with MMF's events, the latest video is on my page and I will be putting update videos up when there is progress. I might do also do a tutorial soon for MMF users. :)
RichhhR 5 months ago
@RichhhR Thanks for the quick reply, I'm going to subscribe to you =]
StevenGamingTV 5 months ago
@FlameDragon400
Haha, yes :p :D
RichhhR 10 months ago
So far so good.
seekertosecrets 11 months ago
where i download it
brenauereiner 1 year ago
@brenauereiner
A demo isn't available yet but you can see more recent update videos on my page or by clicking on the annotation link on the bottom right of this video.
RichhhR 1 year ago
Sweet!
As I'm Just getting into MMF2 Myself !!
It's good to See What can Be Done! Have So Many Game from My Youth I'd Like To Re-Make!!
Just Hope I can get to grips fully with MMF, To Do them Justice!!
As For This!! - Wicked Mate!! Keep Up the good Work!!
Look Forward To Seeing The Final Game...
coxyofnewp 1 year ago
@coxyofnewp
I think MMF2 is ideal for remaking 8bit and 16bit games especially platformers. But this project has taken over 1 year so far and was helped by using FCEUX to run the original game frame by frame to analyse movement and animation in pixel and frame precision, and to rip/record media. The attention to detail is painstaking. If you want 90% accuracy it won't take anywhere near as long as 99%+, but in any case you will probably have to make a game engine from scratch.
RichhhR 1 year ago
@RichhhR
Yeah Been looking into the Whole Engine Movement Side Of Things!!
The In-Built Movement Is Very Glitch'y !! And Will Not Do for Any Serious Type Of Movement!! Found Some Good Examples!! And Just trying to Add To Them!(To Start)
And I Agree 99%+ Is Always Worth The Extra Work!!
As Your Game Shows!!
Look Forward To Seeing The Finished Game!!
Keep At It..
Will Be Worth It, Any1 With Half A Brian Can See That!
But Obviously Some People (Geomegamario) Hasn't Even Got Half !!!
coxyofnewp 1 year ago
this isn't multiplayer at all it' just bullshit!
Geomegamario 1 year ago
@Geomegamario
Look at the most recent video.
RichhhR 1 year ago
I stumbled across this project whilst looking for unrelated Mega Man 2 info and I just thought I'd drop a comment to show my support - I really hope you'll eventually find time to continue with this as it looks really promising. :)
qazimod 1 year ago
@qazimod
I've been working on it recently, I'm just trying to sort a trigonometry-related thing for it to be ready for the next video. A few tiny fixes and it'll be ready for a demo.
RichhhR 1 year ago
I've been studying and into megaman since before the PSone days, but but basicaly i'm not a noob, or whatever else YT labels idiots as. but when is this coming out?
Jstruzz 1 year ago
@Jstruzz
Couldn't say, but I'm going to release another video this month and you'll see some gameplay. Half the bosses are playable now (Metalman, Woodman, Heatman, Crashman) I just want to iron out little glitches and finish the last bosses.
RichhhR 1 year ago
@RichhhR can you put a beta out, of what you have so far? for peeps to try out? ( like me)
Jstruzz 1 year ago
@Jstruzz
I want to iron out all the little glitches but I will put a demo out before doing the last 4 bosses.
RichhhR 1 year ago
@RichhhR That's cool. so do you have a timeline for that demo? and how long will it take to do the last 4 bosses? So this game basically is set up in the transporter room battles and you pretty much do one on one battle?
Jstruzz 1 year ago
@Jstruzz
There should be another video this month. I think the last 4 bosses will take between 1 month and 4 months depending on how much uni work I have. Probably about 3 months until theyre video-ready. Maybe 4 months until they're beta-ready.
At the moment the game mode will be fighting the bosses each seperately on their original stage part, and fighting them all together again in the Wily Teleporters room. Then I'll try to make it online multiplayer. Then maybe more modes.
RichhhR 1 year ago
@RichhhR
Thanks for sharing all this, So when will the 1st demo be available?
Jstruzz 1 year ago
@Jstruzz
Hmmm, maybe 1 month.
RichhhR 1 year ago
are you still working on this?
AaronPr19 1 year ago
@AaronPr19 Yeah, but this month I can't really because I have a tonne of uni work including a dissertation and exams.
RichhhR 1 year ago
This video is old. Are you still working on this project?
GMFreaksAdverts 1 year ago
@GMFreaksAdverts
Yes. I'm also trying to catch up on a lot of uni work but I should be uploading another big update in the next month. Note this isn't the most recent video on youtube either.
RichhhR 1 year ago
@RichhhR Also, another question. Will you be making a single player mode as well so we'll be able to play the original?
GMFreaksAdverts 1 year ago
@GMFreaksAdverts
Can do but why not just play the ROM?
I'll do the multiplayer mode first anyway.
RichhhR 1 year ago
i have mmf2 too can u teach or tell me how u leanred
chaosblast09 2 years ago
100% trial and error at first, then getting some help from the Clickteam forums and looking at examples. Mostly trial and error. Started with Klik and Play. Try looking for tutorials for your type of game (eg platformer or beat-em-up), and ask on the Clickteam forums.
RichhhR 2 years ago
oh ok kewl
just i wanna ask some things...
1:can you PM me when its done cuz i may forgot about the game XD
2:when you finish your game wanna join my game? its called "MegaMan Battle Network Ultimate" it will include navi's from the bn games and some from the anime too
CreepyDogWorld 2 years ago
i wanna play it ;-;
CreepyDogWorld 2 years ago
@CreepyDogWorld
I was going to release an engine demo but it would be a lot more fun to play when the first boss is done, so I think I'll do one more update video (end of this month) then release a demo with the first boss about a month later.
RichhhR 2 years ago
Will there be a two player hot seat, where you can play all the stages and bosses with your friend?
RascalKyng 2 years ago
@RascalKyng
If you can explain what you mean exactly, I can add it in. :)
If you mean Co-Op (eg 2 players playing through the normal single player mode simultaneously, ie. Megaman and Protoman) then that mode is planned to be a feature.
I'm not sure if I'll use Megaman 2's levels as that may be a bit boring. At the moment I'm thinking of taking levels from popular NES games like SMB, Castlevania, Metroid, Contra/"Probotector", or I could make new ones.
For now I'm doing the vs mode.
RichhhR 2 years ago
You should keep it all in the megaman universe for co-op..
make re-vamped two player stages, but megaman style.
RascalKyng 2 years ago
I was thinking of trying to keep the stages from MM2 for multiplayer battles but modify them so they are completely traversible/reversible (adding ladders or whatever is needed).
RichhhR 2 years ago
@RichhhR
Now THAT would..... be...... AMAZING!
MadMonk131 2 years ago
when is this game coming out?
Sexaman69 2 years ago
Should be a demo out by November (1-2 bosses).
The Megaman-vs-boss part should be finished by early next year. Another release will come then, and the game will keep being added to.
RichhhR 2 years ago
thanks RichhhR im a megaman pro and always had ideas of multiplayer megaman games (also a multiplayer megaman X game) good to see an awesome idea put to work :D
Sexaman69 2 years ago
Very cool! :D
I Luv MegaMan & Multiplayers of it ^^
U shud also check out Zero Crisis, seen a vid on Youtube, search for "megaman zero crisis" ;)
Oh yeah, nice work, keep it up ^^
LareCat 2 years ago
Looks amazing, I would love to see more of this.
MexicanSunflower 2 years ago
Two things: First, things looks absolutely amazing. I love the megaman games and I would love to help you beta test this or something if you'd like.
Second, when I see stuff like this, it makes me think the game I'm working on (working very hard on) is utter crap. I bet my physics engine isn't nearly as advanced as yours. Using arrays for movement? I just barely converted to fast loops a few days ago.
I'm very impressed. Very nice work, my friend.
vertigoelectric 2 years ago
Thank you very much.
The only reason to use arrays was to get the highest level of accuracy possible to the original MM2 game, getting frame by frame control. Otherwise you can get great platform movement with fast loops and floating point numbers (non-integers) a lot quicker. You can probably get just as accurate movement without arrays but it just seemed to make sense to me.
RichhhR 2 years ago
Why re-creat e MegaMan2 engine? Wouldn't you rather do a new megaman game instead of re-creating an existing game but with online features?
And where are you getting your velocity #'s from? Are you using your own code, or borrowing code from static platform engine tutorials?
My new MM engine uses a mix of floats & fast loops. How are you controlling yours?
Nice work though. Looking good. :)
N64Mario 2 years ago
For fun. No, but I may expand on this, eg adding co op. I'm doing frame by frame comparison. My own code from scratch. Some fast loops, some frame by frame, some using velocities which are compared directly to the ROM as they run simultaneously.
RichhhR 2 years ago
I'm using arrays rather than floats to recreate the sub pixel movement. Very tedious! Thanks, your engine looks lightyears above the rest.
RichhhR 2 years ago
Arrays, huh? Interesting.
I'm mixing my codes with fast loops and floats. Mainly for proper deceleration purposes on the ice floors,and other neccessary things.
I am also experimenting with reverse gravity situations, ala MM5 Gravity Man stage. XD
Next time you are on, perhaps share codes?
N64Mario 2 years ago
If we can use voice chat, I have RSI and hate typing! :( Also have uni exams atm and crap loads of work so this is kinda on hold.
RichhhR 2 years ago
Don't think I have anything that does voice chat. Sorry. :(
Also, how are you controlling whether he uses the mega buster out sprites, or his hand throwing object sprites? Are they separated objects,or are you composing these images through new animations (past animation #'s 11 or 12), all in one active object?
Anyways, understandable about any kind of school work, whether its regular school, college work, exams. Whatever it is, I know how they usually are. Take your time. ;)
N64Mario 2 years ago
I think there may be a bug with MMF and trying to force an animation to a frame, so I tend to use a different animation for each frame to solve this (again, can be tedious). All the animations for megaman are done in one Megaman object, possibly with the exception of his teleporting, although right now I can't remember and I'm in a uni library away from home! :p
RichhhR 2 years ago
Really? but wouldn't that revert the animation back to frame 1 if you change the animation?
I would think making his shoot anims and throwing arm animations as one separate object. Just make megamans idle anims invisible, and the buster out sprites visible where needed.
N64Mario 2 years ago
it doesn't matter because each animation represents a frame with that method, so by changing animation you are essentially changing frame.
Example:
Running1
Running2
Running3
Are all 1frame-long MMF animations switched between to make the running animation effect.
But I'm sure your way is simpler as with a lot of things I've done here. I didn't have open source code in mind so I did whatever was easiest. Also in the beginning I used Megaman for collisions so this was simpler then.
RichhhR 2 years ago
It's just that your skills make it look like you are actually recreating MM2 events very accurately. while my method requires more active objects, yours seems to work better limiting to 1 object. Although you would have to keep maintaining the # of custom animations. For example if you added rockman sitting down sprites from shaking stages, you'd have to redo all the animations over again, increasing the anims by 1.
Where my logic seems to have more freedom over new anims. So I'm not sure. X_X
N64Mario 2 years ago
Thanks, your method is probably simpler and infact there is probably no performance difference if u destroy the invisible objects and recreate them, and negligible different if you don't. Your way is also easier I think but I don't know exactly what you mean by doing all the animations again. It's events which can become long-winded because I have not structured them into groups.
My game is not programmed with open-source expansion in mind, only accuracy.
RichhhR 2 years ago
Impressive fidelity to the original NES incarnation. But with the hint of exciting new features! What more could a Megaman fan want?
TCB123 2 years ago
Online feature multiplayer confirmed? Looks really good so far, keep up the good work!
TrickyClock2007 2 years ago
Thanks for your support. The game is intended to be online multiplayer capable, but its still in early stages. The basic engine is not quite finished yet. A 2 player demo should be out in the next 2 months.
RichhhR 2 years ago