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Author Topic: 0 Engine(Megaman X SNES)  (Read 7543 times)

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0 Engine(Megaman X SNES)
« on: October 17, 2012, 05:06:23 am »
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I am back from the dead to bring you some videos of my projects that I have been working on the past month or so.
0 Engine.

Megaman GB Engine Download: http://zfgc.com/forum/index.php?action=dlattach;topic=40129.0;attach=11807
<a href="http://www.youtube.com/watch?v=7dhlRTZ7m54" target="_blank">http://www.youtube.com/watch?v=7dhlRTZ7m54</a><a href="http://www.youtube.com/watch?v=eQGzjB5p5Ng" target="_blank">http://www.youtube.com/watch?v=eQGzjB5p5Ng</a>
<a href="http://www.youtube.com/watch?v=tvE_GaohDBs" target="_blank">http://www.youtube.com/watch?v=tvE_GaohDBs</a>
<a href="http://www.youtube.com/watch?v=RhT6AZmsp4o" target="_blank">http://www.youtube.com/watch?v=RhT6AZmsp4o</a>
<a href="http://www.youtube.com/watch?v=8jrG9gIW0C0" target="_blank">http://www.youtube.com/watch?v=8jrG9gIW0C0</a>
<a href="http://www.youtube.com/watch?v=4n4dmsa4sig" target="_blank">http://www.youtube.com/watch?v=4n4dmsa4sig</a>


BioHazard -temp name-.
<a href="http://www.youtube.com/watch?v=c1X5LR4WhVs" target="_blank">http://www.youtube.com/watch?v=c1X5LR4WhVs</a>
<a href="http://www.youtube.com/watch?v=43TtNQ4lIXQ" target="_blank">http://www.youtube.com/watch?v=43TtNQ4lIXQ</a>
<a href="http://www.youtube.com/watch?v=ErUvHGE3VLY" target="_blank">http://www.youtube.com/watch?v=ErUvHGE3VLY</a>
<a href="http://www.youtube.com/watch?v=foO9paAS8cw" target="_blank">http://www.youtube.com/watch?v=foO9paAS8cw</a>
<a href="http://www.youtube.com/watch?v=Ft1-P9_7wvs" target="_blank">http://www.youtube.com/watch?v=Ft1-P9_7wvs</a>
Both projects have more content in them on my end.  Just waiting on a good time to record some more. 
« Last Edit: October 24, 2012, 07:31:50 am by Theforeshadower »
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Re: BioHazard -temp title- and 0 Engine(Megaman ...
« Reply #1 on: October 17, 2012, 05:16:00 am »
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Welcome back TS  XD! I like the biohazard ones, but it sure does take a few of bullets to down a zombie.
You are going to make both games, or working with the Biohazard first  :huh:? You got alot going on with the first vids of Biohazard then MMX.
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Re: BioHazard -temp title- and 0 Engine(Megaman ...
« Reply #2 on: October 17, 2012, 05:25:14 am »
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BioHazard is my main focus.  0 Engine is for when I am having a mental block on what to add to BioHazard.
BioHazard is going to hopefully become original so I am mostly programming all the mechanics of the game and staying away from storyline elements for now.
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Re: BioHazard -temp title- and 0 Engine(Megaman ...
« Reply #3 on: October 17, 2012, 09:39:43 am »
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I need sleep, but tagging this topic for when i get up.

welcome back tfs :)
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Re: BioHazard -temp title- and 0 Engine(Megaman ...
« Reply #4 on: October 17, 2012, 07:30:23 pm »
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While Biohazard is looking pretty nice, I'm sick of survival horror games right now. I'm interested to see where that 0 engine goes though.
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Re: BioHazard -temp title- and 0 Engine(Megaman ...
« Reply #5 on: October 17, 2012, 08:25:15 pm »
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While Biohazard is looking pretty nice, I'm sick of survival horror games right now. I'm interested to see where that 0 engine goes though.

I been wanting to make a zombie game since 03 but due to poor skills  I never seriously attempted a game but maybe twice.

The 0 Engine would be implemented into a Protoman game i have a fanfic and scenario outline from a few  months ago that i wrote.
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Re: BioHazard -temp title- and 0 Engine(Megaman ...
« Reply #6 on: October 17, 2012, 09:31:18 pm »
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Both games look pretty cool. Not bad TFS :)
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Re: BioHazard -temp title- and 0 Engine(Megaman ...
« Reply #7 on: October 18, 2012, 01:37:16 am »
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Figured I would post my latest on 0 Engine.  Dashing, Hard Hats, mock level, etc.
<a href="http://www.youtube.com/watch?v=8jrG9gIW0C0" target="_blank">http://www.youtube.com/watch?v=8jrG9gIW0C0</a>

BioHazard is just waiting on me to make some more mock areas to incorporate saving/loading/picking up items and such.
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Re: BioHazard -temp title- and 0 Engine(Megaman ...
« Reply #8 on: October 18, 2012, 01:43:09 am »
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Figured I would post my latest on 0 Engine.  Dashing, Hard Hats, mock level, etc.
<a href="http://www.youtube.com/watch?v=8jrG9gIW0C0" target="_blank">http://www.youtube.com/watch?v=8jrG9gIW0C0</a>

Nice, looks like there was a small bug at 48 (run animation with no movement)? Anyway, I'm liking it, mostly because of the sword. :P
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Re: BioHazard -temp title- and 0 Engine(Megaman ...
« Reply #9 on: October 18, 2012, 01:46:03 am »
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Nice, looks like there was a small bug at 48 (run animation with no movement)? Anyway, I'm liking it, mostly because of the sword. :P
Yeah.  Every once in a while I get stuck in the floor after falling which shouldn't happen.  I have checks to see if I am in the floor and to move Zero accordingly when falling and such but sometimes it just seems to ignore the checks.  It is something I am looking into.  I also am having trouble with the corners when wall jumping. Zero like to get stuck into the corner of a wall if you land perfectly at it while falling.  You easily get out by jumping but obviously that is not what the player would want to see.
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Re: BioHazard -temp title- and 0 Engine(Megaman ...
« Reply #10 on: October 18, 2012, 02:08:32 am »
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...I have checks to see if I am in the floor and to move Zero accordingly when falling and such but sometimes it just seems to ignore the checks.  It is something I am looking into.  I also am having trouble with the corners when wall jumping. Zero like to get stuck into the corner of a wall if you land perfectly at it while falling.  You easily get out by jumping but obviously that is not what the player would want to see.

Are you using Game Maker for this? Either way, I had problems just like this in some of my earlier Game Maker platformer games. But I finally found out that's it's better to make sure you can't even get into a wall in the first place, rather than moving the player out of a wall if they are in one. I accomplished this by having a loop for x and y movement. It loops the amount of times equal to the x and y speed, moving one pixel each time. This removed any problems as it allowed me to do pixel by pixel collision checking. I did this in Spirit's Quest, only I had extra code that did move you out of a wall ONLY because the character had a big head and small body, which complicated things. Without the big head, it would have no collision issues that would need to have the character pushed out of a wall.
I made a platformer game called "Tiny Man" a long time ago, and I had problems with landing perfectly in corners as well, where I had to move the player out of the walls, and it was noticeable as well. This would also be fixed with that x/y pixel-by-pixel collision checking loop. I released the SQ project and uploaded it here: http://www.mediafire.com/?18f0bqyx60vl621 and that has the collisions and physics engine. You could check out the code and you'd be able to get an idea on what I mean by the whole x and y loop thing, if you don't already get what I mean.
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Re: BioHazard -temp title- and 0 Engine(Megaman ...
« Reply #11 on: October 18, 2012, 02:16:59 am »
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Downloading and will check it out.  The issue is that Zero shouldn't be gong into the floor anyway.  I think it has something to due with the vspeed at specific jump heights.  I can almost duplicate the bug 90% at a certain jump height which tells me that Zero is into the floor at a decimal value instead of an integer value which my checks are only for integers.

I will check out your code though after I get done messing with checking for decimals.

EDIT: Aha.  Just figured out a quick fix for now until I check out your code.
y = instance_nearest(x,y,objSolids).y - 22

I put that into the transition from falling into not falling.  Works.  Even fixes the corner issue.
Probably not the best fix but it works for now. 
« Last Edit: October 18, 2012, 02:23:54 am by Theforeshadower »
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Re: BioHazard -temp title- and 0 Engine(Megaman ...
« Reply #12 on: October 18, 2012, 08:29:13 am »
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Just derped around for about an hour to see how my 0 Engine would look in the Xtreme style( google Megaman Xtreme for more info).
I actually like the results more on this way than the SNES way.  However, the final product would be based on SNES graphics/gameplay/etc. so this new version is just me screwing around.

Anyway, just tossing it up here.
<a href="http://www.youtube.com/watch?v=eQGzjB5p5Ng" target="_blank">http://www.youtube.com/watch?v=eQGzjB5p5Ng</a>


Also, just implemented a spin slash into 0 Engine ;)  Reminds me of Luke Skywalker in the Super Star Wars games. XD
« Last Edit: October 18, 2012, 09:36:35 am by Theforeshadower »
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Re: BioHazard -temp title- and 0 Engine(Megaman ...
« Reply #13 on: October 18, 2012, 11:53:25 am »
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If you want your game to have good graphics, I'd recommend to keep using SNES Megaman, or if even possible, X4/X5/X6. You know, SNES has the highes quality (in my opinion), though X4 and forward show more details. Anyway, is up to you.
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Re: BioHazard -temp title- and 0 Engine(Megaman ...
« Reply #14 on: October 19, 2012, 01:48:25 am »
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Another video update on the 0 Engine.  Another enemy added. Moving platforms added.  Jump-slash added.  Some stuff refined.  Spin slashing is in the engine but I turned it off until I can fine tune it better.

Enjoy!
<a href="http://www.youtube.com/watch?v=4n4dmsa4sig" target="_blank">http://www.youtube.com/watch?v=4n4dmsa4sig</a>
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Re: BioHazard -temp title- and 0 Engine(Megaman ...
« Reply #15 on: October 19, 2012, 03:35:11 am »
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Wow, I can tell that some stuff has been refined just by watching the video. The moment you get a demo out, I'm totally gonna want to check it out.
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Re: BioHazard -temp title- and 0 Engine(Megaman ...
« Reply #16 on: October 19, 2012, 04:22:03 am »
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That new Zero vid looks really good man!  Keep it up!  My only critique is that the wall jumping looks a little choppy to me, but it could be lag in the video too.  Also as per personal preference I would get rid of the voice sound effects that go along with the sword slashing.  I don't know if it is just that it seems a little too overpowering with the voice or that it doesn't seem to fit quite right to me, but the voice doesn't quite fit with the voice that is used when he dies either.  Like I said though, that is more just a personal preference thing really.  I am really looking forward to seeing more!  Are those the same voice sound effects that the original uses?
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Re: BioHazard -temp title- and 0 Engine(Megaman ...
« Reply #17 on: October 19, 2012, 04:32:43 am »
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 the zero voices are straight from the english release of megaman x4 as is the saber slash sound.  No new video but double jump aka spin slash jump works great now.
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Re: BioHazard -temp title- and 0 Engine(Megaman ...
« Reply #18 on: October 19, 2012, 05:04:00 am »
Speed up Zero's slashing animation. Tweak the hardhat AI.. he comes up too frequently?

First thoughts, I guess. ;p Good work so far!
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Re: 0 Engine(Megaman X SNES) Demo Release(lol so...
« Reply #19 on: October 24, 2012, 07:30:53 am »
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I HAVE A DEMO FOR ALL OF YOU!!! Well, kind of.  Modified some of the engine to see how pliable it can be.  I hope you enjoy the result.
I do know of one bug where if you are near the floor and near spikes, Rock likes to bunny-hop.  Other-than that, if you find anything, let me know.
Kinda lost focus on BioHazard.  I am just adding stuff to 0 Engine and it's variants(Xtreme and Rockman GB).  Actually, it is alot of fun playing these old games and trying to emulate them.  Zelda games just seem to be overwhelming sometimes where-as Megaman games seem relatively easy but also satisfying to duplicate.

Download:
http://zfgc.com/forum/index.php?action=dlattach;topic=40129.0;attach=11807

Enough jabbering though.  Give it a shot!  Most sprites are taking from Sprites-Inc. though there are some I ripped.  I also ripped all the music and sound effects.
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