Progress on Enemies

Hey there Hunters,

I've been working on setting up the base system for enemies and it's just about done. I had quite a difficult time with it, and it's still not quite how I want it but I guess I can just extend it if need be from here. Not everything is finished yet, but I want to discuss what my plans are for this enemy system.

Multimedia Fusion 2 on Steam!

If you're a Steam user like myself, you might already know about Steam Greenlight. If you're not familiar with it, basically users vote on games and software (usually indie developed) to be added to the Steam library for purchase.

If possible, you guys should support Clickteam and Multimedia Fusion 2 and help get it on Steam. If the application is greenlit, Clickteam is thinking of possibly changing the pricing, so if you think MMF2 is too expensive, then I suggest you take this opportunity and vote. =)

A bit of a postpone

This is in regard to the next test build. I've mentioned this already, but I do appreciate the help and support I've been getting the last couple weeks. I've been hard at work addressing the issues and suggestions received and the next build is pretty much already done.

However.

While I have spent a great deal of time making numerous internal changes, they do not quite show in the perspective of the player. The last test build (Build 039) was already quite barebone, 040 is not very different. Because of that, I've decided not to release Build 040 and instead ask that you wait for 041.

If all goes well, Build 041 should have enemy and/or boss systems in place. The engine is nearing completion so I will not be making a habit out this.

Importing Objects

Sup all,

As the X Editor is now, all objects (this includes things like platforms, doors, boxes, or whatever; basically anything you can interact with in someway) can only be selected from a pre-implemented set of resources. Obviously, this is a big issue when creating creative and personal levels. For the last few weeks, I've been trying to remedy that.

Starting Public Testing

This might get a bit lengthy...

Due to me having slown down dramatically, I have been unable to follow up with a lot of my testers and have lost quite a few of them. I've decided that the privacy curtains on this project need to be lifted, so that testing can no longer be bounded by the thing I'm so very lacking; Time.

X Engine Testing


Please read instructions carefully before posting anything.

A little something...

Glad so many of you are still interested after my extended absence. I don't quite have the time to work on the X Engine as much as I did prior unfortunately, though don't think that means I'm stopping. Just that progress will be a bit slower.

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.

Progress Report

Greetings all! How has the new year been treating ya? Apologies for being absent for the last few weeks, I've been extremely busy. Small post this time around but I feel I should share what little tidbits I can.

Background and Music Options

It's been a very slow month for me thus far. I had planned to implement atleast one of these by the beginning of week, but I unfortunately got through neither. Regardless, I will still discuss what I have planned so far. Since these two things have not been fully implemented, the images posted are only mockups. However they do fully show what the final implementation will generally look like.

Object Parameters

Hello again everyone. I finally got my Internet back, so I should be picking back up on things. Then again, finals are starting and I've been really focused on that.

Anyway, Parameters are something I brought up in a previous post. Unfortunately there weren't working exactly as intended it, so I ended up removing it from the first build of the level editor. It's been reworked and seems to be working correctly now. Even though I briefly talked about it before, I want to go into greater detail of how important parameters are.

Unfortunate Hold Ups

How was everyone's Thanksgiving last week? Nommin' down those avians!

This post is going to be mostly short and personal. Just a bit of warning if you really don't care.

Tiny Updates

First off, big thanks to the lot of you who applied for testing. Though I didn't get quite as many people as I hoped for, many of you are doing a great job with picking out issues. I hope everyone will continue at this speed. I'm sure many of you can see that while things look nice on the outside, things are not quite sugar and rainbows on the inside. That's alright for now, the sooner these issues are spot out, the quicker they can be repaired. So thanks again in that regard.

Okay, that's taken care of. Now for the updates.

Call for more testers!

I thought the testing phase would go by pretty quickly, but I seem to have lost contact with majority of my testers. So I want to pick up some new blood. If you're interested please contact me either by email located on my Blogger profile or on my YouTube account.

Keep in mind, I'm looking for folks that will thoroughly test for issues, and not just play for fun. If you know you can't do that, please don't bother. I only need a small handful, so not everyone will be accepted.

Good ol' Egoraptor

Something I forgot to post yesterday for some reason. Most of us have probably seen it already but if you haven't, Egoraptor recently did another episode of his 'Sequelitis' series with Classic Mega Man and Mega Man X. It's quite hilarious and entertaining as well shed some light on very basic game design.

There is a lot of language in this, so if you're a baby and get offended easily, I would avoid it. If not, you can check the video after the break.

Where yo demo at?

This will be a short post, but let me get some things out of the way first.

First off, I apologize for posting this so late into the week. I got into a bit of trouble recently and I really wasn't in the mood to do anything.

Secondly, something I neglected to bring up on my last post for some reason; I thank everybody that contacted me both about the spriting job and just motivational e-mails. I really only expected 1 or 2 people to message me about the job, but I somehow got double that. Thanks again guys, you're all my property now =).

Third, if you are a tester, Build 037 will be uploaded within the next few days. If there's any confusion regarding anything please let me know.

And finally, another apology...

Level Performance

Greetings all,

I took quite a bit of a break, but now it's time to get back into it. I've been stressing a lot with school lately, so I haven't gotten as much as I wanted done (Ya, more excuses) but I'll get there eventually.

I've been tweaking the way the engine reads/runs levels created with the editor and I believe I've come up with a suitable execution. There won't be any pretty pictures this time since it's difficult to convey, but I'll try to explain what's going on the best that I can.

Rewritting Tile Bytes

For the most part, I mainly focused this week on bug fixing. There's still a lot I need to take care of but I'm hoping to get most of them out of the way by the end of the week. But that's not anything interesting to discuss so I'll skip that.

One of the other things I tried to add was background tiling through objects. It might be a bit difficult to explain what that is, but I'll try.

Value Changing

Pretty sure that I said this recently, but I'm trying to allow the user to do as much as possible without having to rely on MMF2. One way I thought to improve that was to allow for complete value and physics changes straight from the engine itself.

Changes in Build 036: Part 3 (Final)

Sorry this is a few days late, I had a very busy weekend. I'll try not to make a habit of it.

So anyway, we have our damage system in place with a handful of enemies and stage obstacles to enhance gameplay in each level. But now we need an actual level. So I'll talk about one of the more important features I've been working on: the level editor.