Metal Mage (project name)

Elrinth

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Hi!

I'd like to present to you a project I'm working on. It's a Mega Man-esque game engine in development which will eventually turn into a fun game very true to the older Mega Man-games.

some_tiles.png


The platform right now is PC only. Binaries I build are currently only windows7+ compatible, but it's fully possible to build it so it's working on Windows XP and maybe even earlier.
I'm hoping to touch Mac OS X and Linux at a later point when it's actually a game.

Key features:
* Game physics almost identitical to Mega Man by default (however fully customizable)
* In-game on-the-fly game editor (you should be able to change ANYTHING from inside the game)
* 2d platform game engine with no resolution restriction, however people may choose to restrict their levels to a certain view resolution. This will not affect the players resolution, it'll just add a black border on areas they aren't meant to see
* Multiplayer (this is something which I'd really love to implement) - this isn't something I'll prioritize for the actual game, but more something I'll focus on to get working with the engine in general. I want multiple players to be able to play and edit the same level at the same time. Think, dungeon master with players joining to play his level, while they play the level, he can make adjustments while they're playing.

I'm building everything with Visual Studio 2012 RC, WinAPI, OpenGL, OpenAL. This means the whole engine is very portable as the WinAPI part is only for entry point, window creation and input handling.
The game's source is maintained on bitbucket at the moment. But will eventuelly move to my own server.

The game will be available for free to everyone until I decide at some point I'd like to take money for it. This is very much further when I feel I've got an actual game and a proper own style. I'd like to become an indie developer and work 100% as a game developer where this game engine and games for it will be my main focus. For starters this engine will be 100% for 2d platformers, but there's nothing stopping it for being further developed into allowing shmups or top-down adventures being made in it. As a first game I'd like to create a megaman game, later on I'd like to create something like Zelda/Secret of Mana.

Here's tigsource thread about the game:
http://forums.tigsource.com/index.php?topic=29248.msg812472#msg812472

I will use this thread as a dev log and also answer any questions regarding my game.

By dev log I mean I will be posting youtube links which will show what the latest feature is.

My current goal:
* Implement Metal Man stage from Mega Man 2. Allow playing thru whole stage and everything should behave just like it does in Mega Man 2.
 

Elrinth

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Latest youtube video of my game engine:


chlog:
* added death traps
* added etank
* ability to turn on/off campoint lock and the display of the campoints.
 

Sop

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Did you make your own music for that?

Anyway, I'm currently developing an platformer-esque indie game with some friends.
 

Elrinth

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Did you make your own music for that?

Anyway, I'm currently developing an platformer-esque indie game with some friends.

* Yes, that is my Elec Man remix I just trixied together the other day...

* Awesome! Do you have screenshots or videos from your game?

I made a full fledged Flash Man remix with a friend from Finland. Check it out here: https://soundcloud.com/elrinth/elrinth-psynes-acid-flashbacks
Also got a Metal Man remix with my finnish friend almost done, but I'm not showing that one off until the whole stage is done. I'm sure some of u may like it. Also need permission from my finnish friend to use it.
 

Sop

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* Yes, that is my Elec Man remix I just trixied together the other day...

* Awesome! Do you have screenshots or videos from your game?

I made a full fledged Flash Man remix with a friend from Finland. Check it out here: https://soundcloud.com/elrinth/elrinth-psynes-acid-flashbacks
Also got a Metal Man remix with my finnish friend almost done, but I'm not showing that one off until the whole stage is done. I'm sure some of u may like it. Also need permission from my finnish friend to use it.
I have some concept art from it, but my artist friend has that atm (also placeholder art that I did which looks like crap :P) (it's sort of cave-story style but with RPG elements), and what did you use to make that mega man remix track? Never produced anything for games before, only dubstep house etc.
 

Elrinth

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I use the DAW Renoise mainly for my compositions. I use Plogue Chipsounds VSTi for chippy sounds and there's also a bunch of samples used. Like nes sfx, nes triangle,square,pulse,etc.

For my own game I'm probably going to let my big brother compose the music. He's worked with music his whole life whereas I've only started 3 years ago.
 

Elrinth

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A run-thru of what the Metal-Man stage looks like

chlog:
* Mostly bug fixes (regarding level save/load and campoints)
* Built whole Metal Man stage (sadly without it's objects and monster spawns)
* Audio engine fixed so it allows looped songs, and also it's properly done!

known issues:
* objects can cause crash when moved outside sections in world
* collision vs solo gap doesn't make player fall, he simply walks over it (ala super mario)
* collision vs gaps in walls make player lose fall-velocity
* when switching between campoints, there is one frame which it doesn't have a connected campoint therefore it blinks (the borders aren't drawn). Here I should rewrite code so it gets nearest campoint automagically
 

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