Editor UI Changes

Hey there everyone. This weekend I finished off the changes to the latest build of the X Engine, so if you're a tester and haven't noticed it yet, go check it out.

I've yet to release the complimentary editor build, as I'm still working on it, mainly ensuring that everything is usable. I've done some very small changes to the user interface to help with that.


For a comparison, check out my older post here.

A few weeks ago, back in the far away year of 2011, I showed the interface for editing stage music. Since then, I've done a little placement changes here and there. As I was working on it, I realized that some buttons were either redundant or completely unnecessary. It isn't that much different as the overall idea is still the same. Regardless I think this version is bit more aesthetically pleasing.

The other thing I changed was the UI for loading levels. It previously used a very standard file selector but there were two problems with that. The first being that you could select a level from any place on your hard drive. That might sound like a good thing, but the issue there is that the engine requires level be in a certain folder in order for it to read and load information correctly. So loading from anywhere other than the required folder would be pointless. The second problem was that even if it was in the correct folder, you could potentially load files that were not even made for the X Engine (if one were silly enough to rename files or something). Not a common problem, but still there.

This new level selector checks all levels in the required folder and ensure that each one is genuine and compatible with both the engine and editor. On top of that, it organizes it so that you can clearly indicate which levels will appear on the Stage Select screen on the engine, and which level can be played standalone as well as give some basic info like map size and object count.


Before I can finish off this build of the editor, I need to ensure that the process for importing animated backgrounds is clean and functional. If all goes smoothly (and it almost never does), then this will be the last major changes I make before I get to work on the demo. So that's good news for everyone.

I hope that was somewhat interesting. As always, please leave any comments you have below. If you like what you see, please subscribe and follow to this blog.

Until next time everyone!

21 comments:

  1. It looks so sleek and clean! I can't wait to use it! I am seriously gonna buy MMF2 just to use this to it's fullest. Can't have a game without bosses and custom armors and weapons, now can we?

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  2. Interesting read. Not sure if you mentioned this before or not but is there any chance that zero will be added to this engine?

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    1. Yes, I've mentioned it atleast two dozen times, haha.
      Zero will be added to the engine at some point.

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  3. This is seriously the neatest thing I've seen in Multimedia Fusion 2!

    I recently came upon your project and thought it was just another engine for making a game, not a project for making a game creator! :D
    Badass.

    I'm a huge MegaMan fan, with my own copy of MMF2, (got it with the intent of making a fan megaman game, but never have the time), and am very interested in giving this thing a try someday. :-)

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    1. If you ask me, I'd say it's still "just another engine" (then again, there aren't any good Mega Man X engines available, which is why this project exists), it just strives to achieve a little bit more.

      Regardless, thanks a ton for checking in and commenting. Always a pleasure to meet more Mega Man fans.

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    2. Hi i am Dragoon ;) Nice Engine ;)

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  4. Very cool what you're doing here, this is now a site I check regularly.

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  5. nice site and engine mister, keep your good work.

    Saludos desde chile :D

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  6. Impressive. I'm looking forward to this release, I've a Mega Man X fangame idea for a while and would love to utilize this to make "Final". I'd love for the engine maker/s in question to assist me as well, but hey, babysteps =P

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  7. Awesome. Keep it up!
    Aaand: I want to be a tester. Can i be one of them. P.S. I want to really help you, not to play for fun.
    My contacts: GMail: viralhaze@gmail.com
    Skype: viralhaze666
    MSN: viralhaze@gmail.com
    Thanks.

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  8. so this is dead? shame

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  9. It might take some extra owrk, but is there any way you could program it so it can automatically extract animations from a simple sprite sheet?

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    1. I plan on doing this eventually, but it will not be fully automated, it's just not possible. There has to be atleast SOME input.

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  10. It's been a good while since the last update, hope all is well. What's going on at this point or are you giving it a rest for a bit?

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    1. I am working on the engine as I type this. I've had unexpected life issues kept me from really doing much. Even now progress is still slowed pretty drastically.

      When I have something really worthwhile to post, I will do so. Until then, please be patient. It shall hopefully be very soon.

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  11. I'm glad to see you're still working on the engine, but I've a few questions...

    1. Although I know the X Engine is "Megaman X" based, is it possible to have an entirely different character with a completely different move-set (say fists are used for him/her instead of a buster) as the main character, with X not being in the game at all or shown up in cutscenes/ as an opponent to fight?

    2. Is it possible to have a character select for a stage (like X5 & X6), and/or the tag-team system (like X7 & X8)?

    Since you're still working on the engine, I know you don't have a definite answer for these, still I'd like an answer regardless please (if it isn't too much trouble)...

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    1. All of that is possible if you're familiar with MMF2. I won't be implementing that myself though.

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  12. You plan to make a tutorial about put custom enemies, bosses and stuff?

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    1. I don't know. That's a lot of extra work for one person. I already have enough on my plate as is.

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