Wednesday, October 2, 2019

Rush is (Finally) a Good Boi!

As you can see, I have begun coding weapons and adaptors for the game. First up is Mega Man's faithful doggo, Rush. But, I'm not gonna lie. After completing Rush Coil and working on his jet mode, I ran into a slew of problems. Mostly due to how the player interacts with him. Thankfully, after 24 hours of coding, recoding, cursing, and bashing my face against the keyboard, Rush is seemingly fully functional in game!


Up next will be work on Proto Man's and Bass's adaptors. See ya next time!

Saturday, July 27, 2019

Collision & Graphic Layers

Another small, yet fun update (for me at least). I started adding in a graphic layer to the game to cover up the collision layer. After some tinkering, though, I learned that it was VERY easy to create ANIMATED tilesets within Godot. So, why not recreate a couple of screen from the stage of the very first Robot Master I ever defeated as a kid. Can you guess who it is? Or which version of the game I was playing?

With that, I leave you with this screenshot. I'll try to shy away from stealing already existing tilesets in the future. But animating the lava elements of this section was so much fun. X3 Who knows? Maybe I can use this concept for a future project.



Tuesday, July 2, 2019

Hammering Away

Summer is upon us and I have a snippet of an update for everyone. I've been steadily hammering away at the game as much as possible. I tend to stick to one golden rule when working on a project such as this. "Always try to do SOMETHING each day. Regardless how small of a change it is." Aside from missing a day or two here and there, I think I've stuck to this rule fairly well given my hectic home life. Haha.

Anyhoo. Things are going well for the game after being brought from Clickteam Fusion to Godot Game Engine. All three playable characters have their individual movesets decided and implemented. The idea is to allow the player to bring two characters into a stage at a time, ala Mega Man X7/8. And each character will have their own section of the game that only they can traverse. (Example: Mega Man can get under low ceilings, where Proto Man and Bass cannot). This opens up a LOT of opportunities for exploration and extra goodies the player can stumble upon.

As of right now, I'm working on the menu screens, saving and loading data (option data for now. Game saves come much later), and adding the spawn points for the player when they begin, or continue in, a stage. On top of all this is the lovely (#notsolovely) debug menu that I've hastily slapped in to make things smidge easier. In the options menu, you'll be able to set the size of the game window, adjust the sound effect and music volume, adjust the controls, etc. All of which saves to a config file that auto-loads when the app is started. I'll be sure to include as many options as I can so you can customize how you want the game to look and play. After that, I will begin work on some actual stages to trod through, finish the pause menu, and maybe add in the quick-swap that Mega Man 11 introduced. Either way. The game is progressing, slowly but surely. ^_^

I hope everyone has a safe and fun 4th of July. I'll see you next time! Take care!

Friday, March 22, 2019

Testing Out Android!



The above is a quick test app that I threw together to test Godot Engine's Android exporting capabilities. To be honest? I'm happy with the results. Even on something as simple as what is shown in the video, running on my dinosaur of a tablet.

What does this mean?

Well, nothing yet. I want to focus on getting the game finished for Windows before I even consider this. But it does open the doors to porting the game to other platforms, Android included. Granted, the UI would have to be tweaked for touch controls for players that lack a physical controller. nd of course, optimizations aplenty. But it could mean that one day, you could play Mega Man Chronicles on the go! That in itself makes me a very happy dev.

Also, no. What is shown in the video is NOT the actual game. It was just a quick throw together that I whipped up for funsies. I'll make another video when MMC is farther along in development. As in, has a complete stage or two to look at. Until then. I'll keep everyone posted. Cya!