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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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