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  • Impresive,

    Tutorial pleasee?

    Just wanted to know, is this your engine or do you use Platform extension?

  • @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 Thanks for the quick reply, I'm going to subscribe to you =]

  • @FlameDragon400

    Haha, yes :p :D

  • So far so good.

  • where i download it

  • @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.

  • 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

    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

    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 !!!

  • this isn't multiplayer at all it' just bullshit!

  • @Geomegamario

    Look at the most recent video.

  • 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

    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?

  • @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 can you put a beta out, of what you have so far? for peeps to try out? ( like me)

  • @Jstruzz

    I want to iron out all the little glitches but I will put a demo out before doing the last 4 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?

  • @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

    Thanks for sharing all this, So when will the 1st demo be available?

  • @Jstruzz

    Hmmm, maybe 1 month.

  • are you still working on this?

  • @AaronPr19 Yeah, but this month I can't really because I have a tonne of uni work including a dissertation and exams.

  • This video is old. Are you still working on this project?

  • @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 Also, another question. Will you be making a single player mode as well so we'll be able to play the original?

  • @GMFreaksAdverts

    Can do but why not just play the ROM?

    I'll do the multiplayer mode first anyway.

  • i have mmf2 too can u teach or tell me how u leanred

  • 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.

  • 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

  • i wanna play it ;-;

  • @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.

  • Will there be a two player hot seat, where you can play all the stages and bosses with your friend?

  • @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.

  • You should keep it all in the megaman universe for co-op..

    make re-vamped two player stages, but megaman style.

  • 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

    Now THAT would..... be...... AMAZING!

  • when is this game coming out?

  • 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.

  • 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

  • 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 ^^

  • Looks amazing, I would love to see more of this.

  • 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.

  • 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.

  • 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. :)

  • 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.

  • I'm using arrays rather than floats to recreate the sub pixel movement. Very tedious! Thanks, your engine looks lightyears above the rest.

  • 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?

  • 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.

  • 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.

  • Impressive fidelity to the original NES incarnation. But with the hint of exciting new features! What more could a Megaman fan want?

  • Online feature multiplayer confirmed? Looks really good so far, keep up the good work!

  • 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.

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