Mega Maker (calling all MegaMan fans)
#16
Posted 20 July 2017 - 02:57 AM
Some of the design choices kinda make no sense to me though.
Whenever you connect large areas with a floor or ceiling tile the game fills in different types of blocks in the middle.
I chose a metal floor from Mega Man 3 and I made the floor, then I decide to put some ledges on the floor and the maker filled in the ledges with rocks.... Keep in mind the floor tile I chose was metal.
There are some odd physics quirks as well.
The falling blocks from Gyro Man's stage in Mega Man 5 are pretty glitchy.
All that aside it is quite a neat little thing that lets you make Mega Man levels.
You can mix and match tiles from all 6 NES Mega Man games.
I heard from the dev that tiles and enemies from Mega Man 9 and 10 will come in updates eventually.
I recommend you guys try it out for yourselves.
#17
Posted 20 July 2017 - 11:30 AM
Maybe they'll make more games but I guess that could go either way.
And GameMaker is a good platform for projects and games like this. It gets a lot of flack for being "simple", but hey, Undertale was made in GM and look how well received that was.
#18
Posted 20 July 2017 - 11:56 PM
Level ID: 48976
The Knightman Cometh.
I tried to make an Always Sunny in Philadelphia level where you play as Dayman (Flameman's item only) and infiltrate Knightman's dungeon.
#19
Posted 21 July 2017 - 07:25 PM
Level ID: 48976
The Knightman Cometh.
I tried to make an Always Sunny in Philadelphia level where you play as Dayman (Flameman's item only) and infiltrate Knightman's dungeon.
That was a fun decent level
I recorded my playthrough.
(I made another level)
Cousin willys billabobs place
Level ID (52258)
- thepsynergist likes this
#20
Posted 21 July 2017 - 07:50 PM
Awesome, glad you liked it. I'm making another one with custom music, and the boss plays more like a puzzle, getting to him is the hard part. It'll also be a lot longer.
#21
Posted 21 July 2017 - 10:23 PM
Can you disable the new abilities they've added to the Top Spin and Charge Slide? That's an important option to have. I don't like that there is a sprite for checkpoints, the original games just dropped you at a checkpoint if you died.
#22
Posted 22 July 2017 - 02:09 AM
Can you disable the new abilities they've added to the Top Spin and Charge Slide?
I don't believe so. You could try suggesting this on their forums, but if it's implemented then the level list will probably need to be given some way to indicate which version of the weapons are in use.
I don't like that there is a sprite for checkpoints, the original games just dropped you at a checkpoint if you died.
The PSP remake of the first game had visible checkpoint flags when you played in the 'New' style. That's also where the Party Ball object is from.
- Cukeman likes this
#23
Posted 22 July 2017 - 02:48 AM
Interesting. I'd be curious to know if you can turn on/off the slide, and choose whether or not to have either version of the charge shot (5's was larger than 4's), not to mention the various pre-Rush Items, and the multiple versions of Rush. Man, stuff like the Super Arrow, rotating magnetic platforms from MM9, and moving block pathways from MM5 have so many possibilities. I should probably stop asking so many questions.
#24
Posted 30 July 2017 - 12:47 PM
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users