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Author Topic: What are you guys using to make fangames?  (Read 7470 times)

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January 12, 2012, 12:00:45 AM
Reply #30

Offline Joseph Collins

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Re: What are you guys using to make fangames?
« Reply #30 on: January 12, 2012, 12:00:45 AM »
Quote from: "Beed28"
Now, for the new engine, if anyone can make a flipped gravity mechanic, add Rush Coil, add a sample Wily Castle map, and replace Proto Man with Mega Man, it will make my dreams come true.

...

Or is that too much to ask?
Now, I think N64Mario was working on, or had already finished, an inverted-gravity engine.  I could easily be wrong about that, of course, but that seems like the kind of thing he'd do.

Of course, Blyka's video only previews one stage... so perhaps the gravity-inversion coding exists already...  And I know there's already a Wily Castle map coded, so there ya go.  :3

January 12, 2012, 12:37:25 AM
Reply #31

Offline Beed28

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Re: What are you guys using to make fangames?
« Reply #31 on: January 12, 2012, 12:37:25 AM »
Actually, I've been looking at the engine itself in Game Maker. There's quite a lot of stuff lacking, such as customisable controls, NSF support, Rush Coil, reversed gravity, moving platforms, and of course, our lovely Wily Castle map.

January 12, 2012, 01:06:19 AM
Reply #32

Offline Joseph Collins

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Re: What are you guys using to make fangames?
« Reply #32 on: January 12, 2012, 01:06:19 AM »
That's odd...  That's real odd, in fact.  Most of that is in either SuperDanny game... but not the public engine?  Huh...

January 12, 2012, 01:16:41 AM
Reply #33

Offline Dr. Freeman

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Re: What are you guys using to make fangames?
« Reply #33 on: January 12, 2012, 01:16:41 AM »
Most likely to avoid having people make bad fangames, and make people actually know how to use Gamemaker before making a game.
Because (and trust me, I've seen it) if you make an engine with all the things you need, people will make crap. And so much of it.

January 12, 2012, 01:25:23 AM
Reply #34

Offline Galaxy Sisbro

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Re: What are you guys using to make fangames?
« Reply #34 on: January 12, 2012, 01:25:23 AM »
People keeps complaining about MF2 being bad for megaman fangames. You know why? Most of the people actually makes crap with it. And, let me rephrase that, MF2 is pretty good, the games aren't.

N64Mario is enough of what you need, Beed. Learn how to use MF2 and you're done with your fangame.

January 14, 2012, 04:36:37 PM
Reply #35

Offline Donutyoshi

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Re: What are you guys using to make fangames?
« Reply #35 on: January 14, 2012, 04:36:37 PM »
To be honest, while N-Mario's engine is actually pretty good seemly. He never truly finished it, as it's very incomplete from what I heard from my friend Mistergambit (Which is the same guy making Megaman F). To be honest, you'll need some programming knowledge to make a full-lengthed MM fangame.


I actually have some Wily Map thing programed myself, good luck getting in the engine though when I find that .gmk file of it.

And is someone going to hound for that Mega Man Unlimited MMF2 build? I heard Mex has it.

January 14, 2012, 07:42:14 PM
Reply #36

Offline Beed28

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Re: What are you guys using to make fangames?
« Reply #36 on: January 14, 2012, 07:42:14 PM »
Argh! Why did he have to have Proto Man in there? It's extremely tedious trying to replace him with Mega Man.

I think I'll try to do the stage layouts before I do the Robot Masters. I've already got ideas and names for them.

January 14, 2012, 11:19:10 PM
Reply #37

Offline Hallan Parva

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Re: What are you guys using to make fangames?
« Reply #37 on: January 14, 2012, 11:19:10 PM »
I started on boss AI first :ugeek:

boy that turned out to be a fun "experiment"

February 17, 2012, 03:09:59 PM
Reply #38

Offline Yoku Man

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Re: What are you guys using to make fangames?
« Reply #38 on: February 17, 2012, 03:09:59 PM »
Making a fangame engine has turned out to be a bit of a hassle for us Mega Man fans. There doesn't seem to be a legitimately finished and public engine that any of us can respectfully use. It would be cool if one did exist, but I guess you folks are right that it might encourage many bad fangames.

You guys have mentioned my mate N64Mario countless times. Yeh its a shame he never finished his engine. We found out he had issues with global objects and it caused lots of lag. But since MegaPhilX has changed engine from MMF2 to C++, N64Mario hasn't been too inclined to finish his MMF2 Engine since.

But lately he has expressed interest in finishing it again, as he thinks he may have worked out how to get rid of the lag. Once that problem is sorted, there could indeed finally exist an engine, that has all those features you guys covet, such as Reverse Gravity, Transitions, Boss Rooms, Rush Coil, etc.

Once Mega Man Unlimited is finished, I myself have desires to start my own fangame. I've been pondering the idea of a Gameboy Mega Man engine, to recreate the style and physics of the gameboy games (Particularly MMV).

February 17, 2012, 04:30:19 PM
Reply #39

Offline Donutyoshi

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Re: What are you guys using to make fangames?
« Reply #39 on: February 17, 2012, 04:30:19 PM »
Oh hey it's nice to see you, StarSimsUniverse here.

February 28, 2012, 04:58:02 PM
Reply #40

Offline Super Guy

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Re: What are you guys using to make fangames?
« Reply #40 on: February 28, 2012, 04:58:02 PM »
I use Game Maker to make Murkekow Next.