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fobwashed

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Giant Bomb quickie game jam

It's done =D

http://www.giantbomb.com/forums/general-discussion/30/megaman-x-giantbomb-game-now-available-for-download-d/570832/#7

Please head to above link to get download and leave any questions/bugs/comments there if possible =)

In the beginning

In honour of this new beta site and because I spent the last 4 months working on a vision engine followed by 2 straight weeks of working on just how doors function, I think I'll be spending the next two days or so on a quick and dirty single screen game jam related to Giant Bomb. I'll post details once I start tomorrow here. In the meanwhile, if anyone is interested in contributing some music or say some sound effect work, please let me know. I'll be handing all the programming and the majority of the art.

Since this is going to be a super small scale project, I'll prolly go with something simple, quick and easy. Right now it's a tie in my head between a Giant Bomb themed bomberman game and a Megaman boss rush. Maybe using some of the sprites from one of my previous blog posts.

I'm sort of leaning towards the Mega Man right now since I really don't want to deal with any net code as that'd make things difficult to the point that it'd prolly take longer than the 2 ish days I'm willing to devote to this thing. As awesome as a giant bomb bomberman would be. . . it'd be a really sad and boring single player experience =\

UPDATE

So I originally posted this on the beta site, but seeing as how all that's gonna disappear, figured I'd put it up here as well. I was gonna do it tomorrow but I sorta settled on the Megaman thing and wanted to get my hands dirty. I found a megaman spritesheet and just got started.

What I've got done so far is the bulk of MegaMan. He can move, jump, shoot. . . which is just about everything he can do. I was considering adding his slide but figured he wouldn't really need it.

I've also put in basic collision detection so that he knows when he's on the floor and when he's not. While it's not shown here since it's just one big floor and platform, he can also run into walls when I want them to be solid. I'm fairly happy with how simple everything seems to be but since this was originally an NES game, I don't know what I was expecting =P

I also added in some of the traditional megaman sounds we all know and love.

Finally, just for the sake of it looking like something Giant Bomb related and not just a remake of Megaman, I went ahead and threw in Ryddok.

Here's where I'm at as I go to bed -_-;;

Things to do.

I need to build out the HUD which will pretty much just consist of a life bar for Megaman and the Boss enemy. I think that'll be pretty easy to do, I just have to get around to it.

I need to draw and build out Ryddok as an actual boss character rather than have him just hovering and following Megaman around. I'm thinking this is where the bulk of my remaining time will go. I'm prolly going to settle for 1 or 2 ranged attacks, and some attack movement patterns. So, I'm guessing say 3 to 4 frames of animation per attack plus a taking damage sprite. Shouldn't be too difficult.

A title screen. Most likely, I'll just use that megaman pic I worked up of giant bomb so this also shouldn't be a problem.

This entire thing was built up from scratch with the exception of the megaman sprite sheet using XNA and C#. I'm pretty happy with the quick and easy progress and very hopeful to actually finish this thing in the next day or so. Once I finish, I plan on figuring out how to package it and share it with anyone who wants to give it a run -_-;;

Need Help With

I could still use some music if anyone is willing to take a stab at it. If not, I'll prolly just end up picking a favorite from one of the many available Megaman tunes. I'll also take any suggestions anyone has into consideration on what Ryddok's attacks should be. Hell, if you can work some pixel art magic, I'll even use what you put together =)

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fobwashed

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Edited By fobwashed

It's done =D

http://www.giantbomb.com/forums/general-discussion/30/megaman-x-giantbomb-game-now-available-for-download-d/570832/#7

Please head to above link to get download and leave any questions/bugs/comments there if possible =)

In the beginning

In honour of this new beta site and because I spent the last 4 months working on a vision engine followed by 2 straight weeks of working on just how doors function, I think I'll be spending the next two days or so on a quick and dirty single screen game jam related to Giant Bomb. I'll post details once I start tomorrow here. In the meanwhile, if anyone is interested in contributing some music or say some sound effect work, please let me know. I'll be handing all the programming and the majority of the art.

Since this is going to be a super small scale project, I'll prolly go with something simple, quick and easy. Right now it's a tie in my head between a Giant Bomb themed bomberman game and a Megaman boss rush. Maybe using some of the sprites from one of my previous blog posts.

I'm sort of leaning towards the Mega Man right now since I really don't want to deal with any net code as that'd make things difficult to the point that it'd prolly take longer than the 2 ish days I'm willing to devote to this thing. As awesome as a giant bomb bomberman would be. . . it'd be a really sad and boring single player experience =\

UPDATE

So I originally posted this on the beta site, but seeing as how all that's gonna disappear, figured I'd put it up here as well. I was gonna do it tomorrow but I sorta settled on the Megaman thing and wanted to get my hands dirty. I found a megaman spritesheet and just got started.

What I've got done so far is the bulk of MegaMan. He can move, jump, shoot. . . which is just about everything he can do. I was considering adding his slide but figured he wouldn't really need it.

I've also put in basic collision detection so that he knows when he's on the floor and when he's not. While it's not shown here since it's just one big floor and platform, he can also run into walls when I want them to be solid. I'm fairly happy with how simple everything seems to be but since this was originally an NES game, I don't know what I was expecting =P

I also added in some of the traditional megaman sounds we all know and love.

Finally, just for the sake of it looking like something Giant Bomb related and not just a remake of Megaman, I went ahead and threw in Ryddok.

Here's where I'm at as I go to bed -_-;;

Things to do.

I need to build out the HUD which will pretty much just consist of a life bar for Megaman and the Boss enemy. I think that'll be pretty easy to do, I just have to get around to it.

I need to draw and build out Ryddok as an actual boss character rather than have him just hovering and following Megaman around. I'm thinking this is where the bulk of my remaining time will go. I'm prolly going to settle for 1 or 2 ranged attacks, and some attack movement patterns. So, I'm guessing say 3 to 4 frames of animation per attack plus a taking damage sprite. Shouldn't be too difficult.

A title screen. Most likely, I'll just use that megaman pic I worked up of giant bomb so this also shouldn't be a problem.

This entire thing was built up from scratch with the exception of the megaman sprite sheet using XNA and C#. I'm pretty happy with the quick and easy progress and very hopeful to actually finish this thing in the next day or so. Once I finish, I plan on figuring out how to package it and share it with anyone who wants to give it a run -_-;;

Need Help With

I could still use some music if anyone is willing to take a stab at it. If not, I'll prolly just end up picking a favorite from one of the many available Megaman tunes. I'll also take any suggestions anyone has into consideration on what Ryddok's attacks should be. Hell, if you can work some pixel art magic, I'll even use what you put together =)

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salarn

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Edited By salarn

That's really cool.

Sorry I can't offer any music or art help, I'm just a programmer.

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fobwashed

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Edited By fobwashed

UPDATE

Noticed I was missing the stutter step, so I added it proper. It only activates during the slow acceleration phase of his movement and it goes directly into a standing fire rather than a running fire when used.

I've matched up the frames between the transition between different animations for running and shooting while running to have a constant flow.

Now blinks for 10 frames after 90 frame intervals of doing nothing.

I've fixed the resolution to match the classic NES 256 by 224 pixels and blown it up 3x instead of 2x for a larger play window.

added a life bar and placed it on the hud accordingly.

added damage via touch and updating damage information to life bar

reworked some of the collision detection with world

removed landing sound from playing if landing while hit

added flickering invincibility after a hit.

ended up making a 28 frame animation for when being hit rather than just flickering during the hit sprite because it turns out megaman's hit animation is actually pretty complex. A lot of subtle up and down sprite movement during a regular hit move.

added an animated sprite for the 3 sparks that appear over megaman's head when hit.

A bunch of other small tweaks here and there. With the damage put in, I think unless I put in pick ups, I'm almost completely done with megaman.

Video should be live once it's fully uploaded to youtube. prob around 5 min from now =P

To Do

All the things I haven't done from the first list. Mainly I want to work on some more AI and some attacks for Ryddok.

The beam in.

megaman death explosion.

Need Help With

if anyone is willing to pull some Ryan Davis voice clips that may fit in, that'd be nice =)

Still accepting any suggestions on his attacks.

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gaftra

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Edited By gaftra

Awesome! If you can't find anything music wise I'd rec some tugboat.

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Phatmac

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Edited By Phatmac

More people should check this out!

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myke_tuna

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Edited By myke_tuna

Great work so far. Looking forward to the end result.

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fobwashed

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Edited By fobwashed

Update

Hard to keep track of all the changes since I'm not writing them down.

Added enemy life bar.

Added 360 controller support.

drew a charging animation and separated the flames on his seat from the main sprite so that I can animate them separately.

added the bullets that are fired

added one enemy attack which consists of a two round burst of fire with slightly tracking bullets.

added a hit status for enemy during which they are temp invincible but they blink past their invincibility

added some AI that swaps between what the enemy character is doing

added left and right walls that the player can not go through on either side of the boss room

Video will show once done uploading in around 5 min.

To Do

I think I may have his second attack be a wave of humming birds. I feel it's thematically proper considering the source of this image. Most likely, that one plus the physical swoops and I think I may be done with the mechanics of the fight itself.

add death states to megaman and ryddok

add some/any music.

maybe have ryddok's life bar fill up at start of match.

I'm not entirely sure how much more I'm going to do tonight since I've got plans and I've already dumped around 6 hours into this today. Also, I'm prolly busy this weekend =\ I think it's unlikely this will be finished until Monday but the time commitment I'm putting in is about on par with what I wanted it to be. Most of the heavy lifting seems to be done and the remaining bits are for fun. It's funny how much faster things go when I'm not building out an engine to scale to something huge and just slipshod putting things together. It's still pretty neat code but it's nowhere near as modable (?) as my usual stuff.

Thanks for readin and as usual, any suggestions or contributions are very welcome. =)

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ThePhantomStranger

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This is amazing. Wish I could help but not a sound/visuals guy...

Interested to see how far you'll take this seeing as you're indicating it won't be very far.

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Sinusoidal

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Edited By Sinusoidal

I've got a couple of tracks lying around that might go alright:

And maybe for death music:

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fobwashed

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Edited By fobwashed

@Sinusoidal: That Hello Destruction is promising. Do you have it in a wav format by any chance? preferably somewhat compressed so it's not too huge -_-;;

Update

I've added quite a few things and I've completely lost track of most of them so bear with me if I'm missing stuff or repeating at this point.

added a bunch of new classes that handle some of the new attacks Ryddok has including humming birds and crazy flying around.

this involved drawing up a few new sprites for ryddok.

implemented warping in and resets to life so I can just fade to black and restart the level on player death.

player and boss deaths are properly displayed now in the classical Megaman explosion.

replaced previous bullet sound with Ryan's Uh uh uh uh that may be recognized by duders.

various tweaks to parts of the engine and code that allow things to run a bit more smoothly.

Video should be up in the next 10 to 15 min.

To Do

I'm in the home stretch. At this point, I just need to create a start, game over and credits. I'll also have to tweak the difficulty a bit by messing with the variables on attacks, damage and frequency of certain things. I'd also like to build up a bit more of an interesting background that has a bit of GB flavor to it but that's just icing that isn't really necessary. . . then again, so is the title screen and everything else =\

I'm calling out again in hopes that someone can provide some hot sounds for Ryan. In particular, I'm looking for a sound byte for him while he's doing his little summon of humming birds and also maybe something he can scream or whatevs when he's charging around.

In any case, this is just about finished so I'll tinker with some things and try to work up the remaining screens and have it up by next week sometime for people to try out.

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Sinusoidal

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Edited By Sinusoidal

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fobwashed

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Edited By fobwashed

@Sinusoidal: 32 megs is a little big but I can prolly manage it. Please E-mail it to fobwashed@hotmail.com . I may just fall back onto a classic boss encounter song or something, but I like the new tunes =)

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Sinusoidal

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Edited By Sinusoidal

@Fobwashed: Good morning. I can't email attachments larger than 25megs. I uploaded it here.

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Edited By csl316

Looks neat so far.

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Little_Socrates

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Edited By Little_Socrates

Can we give Fobwashed Community Member of the Year yet?

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Edited By Phatmac

You're in a Mega Man game!

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coaxmetal

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is this open source by any chance?

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fobwashed

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Edited By fobwashed

@riboflavin: I might release the code in its entirety when I decide not to work on it anymore =P Though, really it's all pretty simple/basic stuff. It's an NES game after all!