Changes in Build 036: Part 2

Hey folks, back again. Keeping this one really short, so let's roll into it.

This time I'll talk about implemented level features and gimmicks.


As I've likely mentioned before in a YouTube comment or two, I'm trying to implement as much foundation as I can for building a Mega Man X fan game. X games are divided into stages, and as obvious as this is, enemies are not the only obstacle you must past. Sometimes you have to battle against the stage itself.


At the time of my last video, there was only about 6 level gimmicks implemented in the engine. Currently, that number has risen to 25 including classic nightmares such as Yoku Blocks and Quickman Lasers. All of these can be easily placed and altered in any real level. Unfortunately, there's nothing much else I can say on the subject. Words and screenshots can only convey so much, so most of these I'll show in a video when I get around to doing that.

Not everything is fine and dandy unfortunately. I've admittedly been having some issues with the Mine Carts and Quickman Lasers. The carts require a lot of position checks that really bogs down the computer. Having two carts moving at once is pretty much impossible at this point. I've thought of using sensors as a replacement, but that overcomplicates things and makes level building that much harder. The lasers also gives performance problems when theres a lot of them active at once.


I haven't spent as much time as I wanted to trying to fix those issues yet, so I can't say if they're permanent or not for now. They still work properly when used sparingly, so that's enough for me right now. I have other things I want to focus on before I try tackling those problems.

Anyway, that's pretty much it for now. Sometime next week, I'll do one final post on the changes in Build 036. Take care til then.