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C# MegaMan Engine - Enemies and Fun Stuff.avi

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Uploaded by on May 6, 2010

This update is mostly about some fun things I've coded in as entities, rather than actual engine updates. It's my demo stage again, and I'm showcasing some classic enemies and yoku patterns.

Things I did change in the engine:

* An old and persistent collision detection bug is now fixed (hopefully)
* Yoku blocks persist off screen (fixes a bug, seems to introduce another)
* Boss names are drawn on the stage select screen
* You have 3 lives, then game over, which takes you back to stage select right now.

No download yet, but I'll get that up soon.

If you like my engine, please subscribe. Also, please FAVORITE this video! It's the best way to spread the word around!

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Gaming

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Standard YouTube License

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Uploader Comments (Tesserex)

  • It looks really good. You can see the movements being really close to the nes mm engines.

    I downloaded the last version with framework 3 but I haven't been able to play it. It seems that when you put a real number in XML entities, it does not take it. For example, in the bosses.xml, line 21, magnitude is at 8.5 but if I put an integer value, like 8, and now it does works. Do you kwon why it is like that?

  • @xbvg Thanks! Did you make sure the number is still in quotes? The XML larder requires that.

  • dude you did REALLY good job on this! what game maker program did you use?

  • @ThHaloKitty I didn't use any game making program. I coded it from scratch in the C# programming language. As far as I know this is the most complete engine to be written this way.

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All Comments (11)

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  • may i please have the source?

  • a question men, is it possible to change the main character?, i want to put roll on it

  • super smart bro, i want to be able to do something like this but i'm lazy. keep the good work up

  • This looks very promising! I'm tempted to try out the engine and make a fangame, but I already know that I will be too lazy to make all he original sprites needed... >_<

  • @Tesserex

    Sorry, the problem comes from my computer system. I'm configured to english canadian, meaning real number are with a , instead of a .

    This does not make a diffrence in C++ but it does in C#. Changed the regional settings and voilà! Worked fine.

    It's almost exactly the same as the real megaman. I'm very impressed, specially on the fact that it's not from a GM dev. This is, without a doubt, the best mm engine ever. Hope to see more soon.

  • Wow! Does this use MDX , XNA or something else? I would really like to know, thanks.

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