|
Post by Wade Monroe / MaelstormM on Oct 21, 2016 14:00:28 GMT -5
hydroper ty Gamewise, I'm still figuring out Otakuman's new flow and screwing around with new block interaction means so I can hopefully get to the point I can just build levels in flash almost entirely by hand instead of plotting beforehand.
|
|
|
Post by theweapon2 on Nov 15, 2016 3:59:03 GMT -5
Any updates yet? Really like to see the final draft of Otakuman
|
|
|
Post by Wade Monroe / MaelstormM on Nov 27, 2016 0:53:18 GMT -5
Not yet, pinging ponging between Otaku Man's revisions, frustrating new block code, catching up on manga/anime, and facepalming myself so hard I nearly got a concussion after the election >.>
Edit ~~~
To kill time between raging at graphics making to pour more brain drippings here. Otaku Man's going to be changed to a more cycle based attack style with lots of options (hence my slogging away at graphic making for him). He's plotted go in a circle between a standing attack, move attack, rising attack, air attack, falling attack. I want him to have at least 2-3 means to choose from for each attack of the cycle, which means he needs a crap ton more attacks. So aside from tweaks to existing attacks he's picking up more spoofs from these places currently: Dragonslayer attack from Berserk, Chrysaor from Heaven's Lost Property, Fireseal from Guilty Gear, Excalibur from Fate/Stay Night, and dirks from Ellis in Battle Arena Toshinden.
So still need to plot a few other new ones outside of those if I decide to do away with his teleport up/down, but the idea at the moment would look like:
Standing: Sword of Light, Master Sword, Excalibur Move: Reverse Blade Sword, Dragonslayer Rising: Fireseal Air: Tessaiga, Zangetsu Falling: Chrysaor, Dirks
|
|
|
Post by theweapon2 on Jan 11, 2017 17:47:37 GMT -5
Will there be any updates this year? i'm starting to lose hope with the fact that there are hardly any updates anymore, but i already know why, i just don't want to wait a whole year or two for seeing a update to otakuman and the final drafts
|
|
|
Post by Wade Monroe / MaelstormM on Feb 20, 2017 13:24:13 GMT -5
Yeah, updates will happen this year too.
Latest diversions was after the disappointment that was Final Fantasy 15 dusted off the "Tales of" games that were sitting on my shelf for years and plowed through Tales of Zestiria, Tales of Xillia, Tales of Xillia 2, and Tales of Hearts R (On Playstation TV <3). Will be a brief window of tinkering on MMNR before next diversion of Tales of Berseria comes out in a week, then I'mma plow through that too. Funny to me that the Tales games seem to have left Final Fantasy in the dust RPG component wise.
Edit ~~~~
All of Otaku Man's graphics are done and in process of assembling his update now. Glad I can't think of any remaining boss that's going to require that much graphic making any time soon, cause that stuff sucks the soul out of me. Also gonna haveta change his room's background because while cute, the changing BG lost its charm to me, but that shouldn't take more than a hour or two to turn it into a convention hall-esque place. Gave Otaku a cheesy DBZ'ish glow for additional giggles.
So to build on the above post a smidge: Standing: Sword of Light (Slayers), Master Sword (Zelda), Excalibur (Fate/Stay Night) To Move: Reverse Blade Sword (Rurouni Kenshin), Dragonslayer (Berserk) To Rising: Fireseal (Guilty Gear), Dymlos (Tales of Destiny) To Air: Tessaiga (Inuyasha), Zangetsu (Bleach) To Ultimate (When low health): Tiara (Sailor Moon) To Falling: Chrysaor (Sora No Otoshimono), Dirks (Battle Arena Toshinden)
If things go according to plan by end of my next weekend should be another update put up. Will also be changing the play test code as I'm want to do so will PM the updated one out.
|
|
|
Post by Wade Monroe / MaelstormM on Feb 25, 2017 23:51:47 GMT -5
Update 2017/02/25 ~~~ Otaku Man's 3rd and last build is done (barring bugs) and up for viewing pleasure. Still trying to fix up a few unexpected odd bugs in game with vehicles and fusion probably caused when tinkering with new block code. Once those bugs are tackled I'll have the next build up for all to play in. Edit: Found the vehicle/fusion bug and believe it's fixed. Playtest version should be updated now to include Otaku. Will be PM'ing out the new playtest code to those who responded to the last build. MMNR
|
|
|
Post by Wade Monroe / MaelstormM on Mar 4, 2017 1:07:22 GMT -5
Pro Action Football Man's final build (barring blah blah blah) is done and can take a peeksy on YouTube. Not a huge amount changed and (thank gods) didn't have a ton of graphic re/work to do.
His punt now creates a shock wave thing to make it more likely to connect (dropped damage a tad to compensate) and his bouncy ball shot is less random. He can now launch into a shoulder tackle after landing from a jump that will send you flying like his punt. He can also fire a straight shot instead of a bouncy one.
Once I have Celsius Man redone (Roughly same amount of work needed as ProAction here) then I'll update the playtest copy.
|
|
|
Post by Wade Monroe / MaelstormM on Mar 11, 2017 19:19:02 GMT -5
Celsius Man's 3rd draft is done. Decided to up the eye candy of his attacks a fair chunk as well as give a wider variety to his attacks to interact with the whole fire and ice gimmick he has going on. I can see Captain-Climate-Change going on either the really hard or really easy boss pile depending on how good a player is at reacting to the gimmick while ice dancing. Gonna do some more playing around in the guts of the engine before putting the next playtest up with him and Mr NFL in it. Going to undo the extra code in there for the attempt at new stage code and try reorganizing how things are drawn. If things go good, it'll be updated tonight, not so good ~2-3 days. Edit ========================== Alrighty, playtest is updated. So the next 2 fellers are ready to be shot in the face
|
|
|
Post by theweapon2 on Mar 14, 2017 15:49:42 GMT -5
You're getting closer to the end now! just don't get carried away with that Tales Of Series, i'm still itching to play the game
|
|
|
Post by Wade Monroe / MaelstormM on Mar 14, 2017 19:03:05 GMT -5
Well, closer to the end of the 20 robot master tweaking at least lol. Warlock Man is getting a Succubus and some eye candy changes at the moment. Also started the framework for the Next 'Next' engine to hopefully over the course of that will find several ways to improve the stages and block collisions for this to tackle the Crusher Block boss.
For the RPG's, all the Tales Of series main games are beaten, just got the extra dungeons left on a few. Began working on Star Ocean titles to catch up, but 'Star Ocean Until the End of Time' is proving infuriating. Like all the irritating things about RPG's... mindless grinding, ridiculous status ailments that can instant kill you (or your entire team) during trash monster fights, time wasting RNG elements, attacks during battle constantly missing because enemy moved 2 inches to the left or a ally knocked them down.
So trying to juggle a few hours on the game front, anime front, comic front, and programming now so all things keep making some progress.
|
|
|
Post by Wade Monroe / MaelstormM on Mar 16, 2017 23:15:25 GMT -5
Warlock Man's last draft is up for viewing on YouTube's. He was already pretty close to where I wanted him (Add Anarchy), so just tweaked a few numbers and added some eye candy. He only picked up one more move which is to summon a Succubus out to help him in addition to his Imp and Voidwalker. The Succubus only attacks you if you are on the same tier as her, the Imp now only shoots at you if you are on a different tier than it, and the Void Walker desperation serves to pressure the player to swap tiers like before.
Edit ~~~
Demo is updated to include Warlock Man now. And here's a brick of patch notes since last time I posted one.
2017/03/17 =============== General - Increased sound effects quality to 32kbps - Added a spam variable for a couple of the redone bosses to force them to have a breather between certain high priority moves Stages - Laid groundwork for huge platform handling change, another 5000000 things to redo but ultimately will simplify the stuff going forward for this and future games. Like being able to build the stages right in flash instead of needing to plot them out first. - Increased limits for stage complexity by like 40% more - Game might run slower on parts as it has 1.5 platform engines running until I get the optimizing done. Nunchaku Man - Fixed a sound glitch for when his smoke bombs land, should make it a bit more quiet. Sandstorm Man - Tweaked the eye candy some to look a tad better and differentiate from his attacks more - Did a small recolor For his sand dart/shot forming to help stand out from background more - Fixed a positioning bug that would let you just stand still and mid level cactus fly over you instead of hitting you Shaman Man - 3rd and last draft done Otaku Man - 3rd and last draft done Pro Action Football Man - 3rd and last draft done - Fixed a bug remnant from his prior build that would make him rapid fire his football cannon Celsius Man - 3rd and last draft done Warlock Man - 3rd and last draft done
|
|
|
Post by Wade Monroe / MaelstormM on Mar 18, 2017 21:18:14 GMT -5
Stealth Man's 3rd build is up for viewing. Changed up his box explosion to make it a bit more threatening, sped up a few moves, and added in some random sniper fire to go along with the flash bangs when he's low on health.
So that leaves Strider and Psycho for their 3rd drafts to be done. Much like Warlock and Stealthy here, they only need some cleaning up since they were pretty good already so barring nothing crazy happening shouldn't be to long to get them up. Will probably update the demo after they're all done up.
Then it'll be back to the eternal ponder of digging back into the platforming guts to try and get the levels fleshed out or moving on to the Wily boss tweaking.
|
|
|
Post by Wade Monroe / MaelstormM on Mar 26, 2017 0:18:26 GMT -5
Last build for this fellow, that leaves only 1 robot master to get their last draft done.
Went with giving Strider Bro more emphasis on using the walls for his attacks so in addition to his wall dash and spinning attack, he can also do a drop kick and summon his Ouroboros satellites via it. For giggles also gave him a normal launch attack to make the player have to dodge after being knocked into the air to avoid getting combo'd.
|
|
|
Post by Wade Monroe / MaelstormM on Mar 29, 2017 17:26:10 GMT -5
Last robot master's last draft. Not to much to change from how he was before. Just cleaned up the code, some colors, and added only 1 new move (spiders) so the player needs to keep their eyes in like 9 places at once.
At this point think there's no real getting around needing to rework the platforming elements to use some of the newer stuff I've learned so solve things like the occasional glitchy moving block and crusher blocks as well as keep doing the eternal quest of milking more horsepower out of it.
Demo will get updated probably sometime later today. After that update could be a hefty timegap since changing the platforming and some other of the guts will involve probably d**n near breaking the engine.
Edit ~~~~ Demo is updated now, so all 20 fellows should be ready for face shooting.
Figure worth showing off for contrast with the last few vids where the bosses are stomping a hole in my face at times, that once you are fully loaded they can be plowed through (at least on normal difficulty). Will be putting out another smaller patch to the demo to fix a few things that cropped up while making the above video. So that leaves the patch notes at....
2017/03/29 =============== Performance - Updated code so that simultaneous baddy shots shouldn't all be able to take affect at once resulting in crazy amounts of damage. - Updated code so that simultaneous baddy collisions hits shouldn't all be able to take affect at once resulting in crazy amounts of damage. - Tweaked enemy character drawing management to try and milk some more horsepower out of engine. If anyone notices some invisible enemies during the redone boss fights (since not bothering with others til' I get there) let me know cause means I pooched something lol. - Tried to reduce number of events called to spare more pony power. Stealth Man - 3rd and last draft done Strider Man - 3rd and last draft done Psycho Man - 3rd and last draft done
|
|
|
Post by theweapon2 on Mar 30, 2017 3:36:09 GMT -5
I'm interested to see the story scenes and missions next
|
|
|
Post by Wade Monroe / MaelstormM on Apr 22, 2017 18:06:48 GMT -5
Still pondering the story scenes. Leaning heavier and heavier towards trying to get 3D models toon shaded to be 8bit'ish.
Update related, with the next Next engine showing signs of life started the fun & tedious of gutting this feller and more or less redoing everything... again >_> Gonna be a good bit before the next update to the demo.
Pondering's so far (see brain dripping topic) led to deciding: - Changing stage size to match graphics without scaling, so it'll be 280x210 instead of 560x420. Hoping removing the scaling will help nurse some more horsepower out on that front. - Upping the frame rate to 60 so that the new platforming guts should be more accurate. Means re-tuning everything though to half the distance and twice the frame delay on everything. - Changing health bars and damage to be something like 1/25th of what they were.
Edit ~~~~ More things being scrambled as I'm knee deep in butchering this things gets: - Fusion armors/modes are being changed to behave more like Jet/Marine sections rather than anytime anywhere. Since they were intended for use for extra mechanics during stages going to just restrict them to said parts of the stages to be sure no shenanigans during boss fights. - Rush Armor (Speed up) is going to be changed to something else since doesn't have enough unique feel to it. Pondering moving blocks around, grappling hook effect, stealth, or some other effect that differs much more from regular mode. - Re-pondering adding a 3rd vehicle mode for driving ala' MM Battle N Chase.
Edit 2 ~~~~ Got the primary guts of it back together now. Stage can spawn, populate itself with baddies and blocks, busters can hit and kill things and drop items. With the core of the engine running again, now working on the fancier parts like moving platforms, special weapons, and more little baddies back in there. Once I have a couple stage sections up in the new intro stage with some baddies I'll upload a new playtest build.
Goal now for the redesigned intro stage is to get the player used to jumping, sliding, charged shots, interaction with objects, and which shots are considered blockable ones for things like shield weapons and Protoman. Ideally without murdering them while getting exposed to them to learn.
For Jumping, I figure a few blocks of varying heights and distance that need to be cleared should teach a player how high and how far they can leap. Sliding figure I'll put a wind effect that you need to slide under to get past. Charge shot required to blow up a wall to proceed. Keycard interaction bit to unlock a door. Lastly needing to activate a barrier on yourself to get passed some repelling blockable shots. If not intuitive enough, think I'm going to have Eddie hanging out on each screen to talk with.
|
|
|
Post by theweapon2 on May 15, 2017 1:53:29 GMT -5
Just wanted to ask a question if its allowed on this thread, Do you think putting up a game over screen in your game would be silly? How about a screen showing a picture of the Earth Exploding With A game over message saying "The World Was Destroyed by Evil, Try Again!" I felt like asking
|
|
|
Post by Wade Monroe / MaelstormM on May 15, 2017 13:42:05 GMT -5
Once upon a time I would of been all down for tossing up a "Game Over" screen if the player failed enough and boot them back to the title screen. Nowadays though, overall in general outside of some niche games, I don't think a player should ever really run into a traditional "Game Over" screen. The second part you mention about showing the Earth exploding with a snappy message though I do agree with as long as it's not a traditional "Game Over" screen and booting the player back to the title. Adding a good (and brief) extra scene to particular losses I think adds some extra kick to them and can draw you in a tad more. Close to the bad ending in Chrono Trigger: www.youtube.com/results?search_query=chrono+trigger+bad+endingThat's sorta what I was aiming at with Jaguar and Next's fatality's. They explode you and the planet respectively, hopefully delivering the sense of overwhelming power and consequence for losing to them unlike a normal death in the game from say a bottomless pit, but ultimately it is a game so you come right back to go again.
|
|
|
Post by theweapon2 on May 15, 2017 19:05:56 GMT -5
Ok then, how about a little something extra then? If you get a game over in MMNR, the planet gets destroyed, then the screen slowly fades to black with two dark evil big eyes and i mean BIG EVIL eyes with small red dots in the pupils similar to your main character rick's eyes in the comic but much more smaller and wider and a message at the bottom saying "The world was destroyed by evil, try again!", how about that?
|
|
|
Post by Wade Monroe / MaelstormM on May 15, 2017 22:56:19 GMT -5
To me, could do all that but drop the "Try Again" part. Just be like "The world was destroyed by evil...". Since it's a game and the player lost I feel the Try Again part mostly goes without saying and the gravity of the loss feels a bit diminished and cheesed when you include 'Try Again'. Maybe if it was a game in the arcade that was trying to gobble up your quarters so you couldn't afford a bus ride home, include the 'Try Again' bit to bait them.
Specific to MMNR though since there's no longer any continues since I ultimately do want people to eventually win without to much rage quitting a specific Game Over screen wouldn't really work. Just the over the top fatalities in the last few bosses I think work more or less.
----
Related to the next build, if everything goes according to plan Friday or Saturday I should be able to get one up for goofing around in to see how the performance with all the changes (encryption program be hating now). Will just be one section in the new intro stage with a few enemies and some of the more annoying moving blocks (figure might as well get the tough ones out of the way). No crusher block yet though... gotta build up my courage to tackle that programming boss. There will also be a ton of other changes such as removing mid buster type charges, stage freezing, and the life/energy bar changes to name a few.
|
|
|
Post by Wade Monroe / MaelstormM on May 20, 2017 19:54:22 GMT -5
Rebuilt engine is up for first eyeballing. As with the other versions, there is a long period at the beginning as it goes through encryption. www.aggamare.com/g/mmnr/MMNR_TestTest.htmlSee stuff below for more info, though not all of it can be readily seen in this one. Use browsers zoom as desired for display size. Most stuff isn't back in yet so think of this as nothing more than a glorified performance test for lag. Abuse the Exit option and playtest resets as needed if chokes up. From here on out, all updates will relate only to this new version. For playtesters, the debug code is still the same as the last effective one. The only thing that really matters for this particular build is to see if it runs any smoother than the old one performance wise and no slipping through blocks. Things that are in this fella: - 1 Stage section with a few baddies to test in Intro Stage. - 1 Stage section with a working Stereo in Dr Light's Stage. - Mega is only playable character. - Rush, Tango, Beat are mostly in there. - Mega's 3 different busters are in there. - If unlocked by debug, Special Weapons Arsenal Storm down to Jaws Wave are tweaked. Everything outside of those will most likely result in a crashy crash. 2017/05/20 =============== Performance - Continued cleaning up code and trying to eliminate more redundant checks created over the years. - Default size is now 1:1 at 280x210 instead of upscaled (Had to halve every single speed/distance value in the game). - Default framerate is now 60 from 32 (Had to halve every single speed/distance in the game in addition to the above, as well as double the delays of everything). - The drawing functionality for entire game overhauled again. - The way stages are built and controlled in game totally overhauled. - Improved shot/effect handling to try and free up more horsepower. - Did some overdue cleaning to variables, variable calls, functions, and function calls to try and free up more horsepower. General - Health and Energy bars reduced from 1000 to 40, all damage/cost effects in game getting retuned. - Energy Cap now works based off energy spent, for every 20 spent the cap drops by 1. - Removed 2nd charge level. After scrutinizing it some the game mechanic really just revolves around lots of little shots or one time big shots, dropped time to hit max charge a tad to compensate some for the bit of damage loss by squeaking out the occasional Mid charge shot that used to occur. - Fusion modes will be restricted to their respective puzzle parts similar to vehicles to avoid shenanigans during boss fights and stages. - Mobility Fusion mode (Rush Armor) current function is out, not enough spice to it. New function for it still pending pondering. - Car Vehicle sections back on the pondering table ala' Battle N Chase. - Platforming interactions completely overhauled, shouldn't be able to 'slip' through like before. At least I haven't been able to reproduce it in all my time with new engine. - For what it's worth, capped extra lives at 99 in case some crazy grinding is done during a stage before they're reset on map. - Added several new BGM's plotted for to stereo. Shark Man (By Old Code) - Fixed Sharky CheepCheep so it's not invisible anymore, victim of the last horsepower pass. Stealth Man (By Old Code) - Made it so the Sniper Shot wouldn't start (no change if already in progress) if boss was already dead.
|
|
|
Post by theweapon2 on May 20, 2017 23:46:31 GMT -5
So we won't be able to play as the other 3 characters from now on?
|
|
|
Post by Wade Monroe / MaelstormM on May 21, 2017 10:35:24 GMT -5
They be outty until I get that far in the polishing. The only goals for this new version at the moment is if there are any platforming oddities and that it runs smoother.
|
|
|
Post by Wade Monroe / MaelstormM on May 29, 2017 17:24:11 GMT -5
Aiming for Sunday to Monday for the 2nd version of the rebuilt engine to put uploaded. Hoping to have 1 stage section for each of the robot master stages up and with it's gimmick in it for goofing off with, the long awaited rematch with my nemesis the crusher blocks in Arsenal Man's stage. The 20 robot master weapons for Mega back in and rearranged with the new damage/energy scales (will be retuning the energy costs at some point). The menu's for virus curing and leveling up also back in. The extended goal being to start getting the robot masters 3rd drafts moved over to the new engine. Fingers crossed. Update ----------------------------------- Reworking the homing weapon code and Rush Marine kicked my butt so didn't get nearly as far as I had wanted for this update /cry. But did learn another brick of stuff so guess it was worth it. Still the biggest thing for eyeballing is if it runs any better. 2017/05/29 =============== General - Level Up menu is tweaked and accessible again (Talents not really reworked though for bugs, just the menu is accessible) - Virus menu is tweaked and accessible again. - Virus curing to recover older weapons no longer costs bolts in addition to virus samples. - Plasma, Brick, Shark, and Balloon Man stages have a section up each to play with some stage gimmicks on the new engine. Use exit from pause menu to leave'm. - Marine mode reworked. Mega Weapons - All 20 MMN Robot Master Weapons have been reworked and should function now. - Homing weapon AI and functionality changed, shouldn't be noticeable outside of now using rotation on the projectile. Will make things odd when redo'ing Spark Chaser probably but that's the fun of programming. Rebuilt engine is up for first eyeballing. As with the other versions, there is a long period at the beginning as it goes through encryption. Use Browser Zoom function to change size. www.aggamare.com/g/mmnr/MMNR_TestTest.html
|
|
|
Post by theweapon2 on Jun 2, 2017 21:46:01 GMT -5
The Gameplay runs a lot smoother but i noticed some things in this new update:
- Megaman doesn't have the 2nd charge shot anymore (i mean the shot that looks like a big blue energy shot, not the 3rd charge shot) - At the end of megaman's jump he stays in the air for nearly a second then drops back down - When Megaman is walking through Dr. Light's House it doesn't have a section where you go from the upgrade room to the virus curing room and so on, this game shows megaman just strolling through all the sections of the house at once
But As i said it runs great, Rush marine works fine what's wrong with it?
|
|