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Author Topic: Mega Man / Rockman Clone (Project Hikari)  (Read 16376 times)

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ZackTheHuman

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Re: Mega Man / Rockman Clone (Project Hikari)
« Reply #15 on: October 22, 2013, 07:59:37 am »
It's been really crazy lately, but I've managed to find some time for another update! Some important features have been implemented and are featured in this update video:

http://www.youtube.com/watch?v=Phft_qie7tI

I narrate this video (for the first time!) and point out the features. Some of the things (besides bug fixes) are:

  • Palette swapping has been implemented
  • Shared palettes have been implemented
  • Boss door transitions have been implemented
  • Simple UI elements -- menu, icons, etc.
  • Enemy spawners can spawn a number of enemy instances at a configurable rate

In reply to grmbl: Thanks! I'm glad to see someone enthusiastic about this little project of mine. It's very encouraging!
« Last Edit: October 22, 2013, 08:01:27 am by ZackTheHuman »
Project Hikari Dev Blog: http://hikari.zackthehuman.com/blog/

legendarysnake

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Re: Mega Man / Rockman Clone (Project Hikari)
« Reply #16 on: August 27, 2014, 10:48:57 pm »
Nice Project, Keep working.
Megaman is very cool.
Try make a rockman X, Snes Style when you finish the hikari project.

ZackTheHuman

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Re: Mega Man / Rockman Clone (Project Hikari)
« Reply #17 on: September 02, 2014, 05:21:30 am »
Tonight I posted a new update video on YouTube:

http://www.youtube.com/watch?v=xYFb4g5Kc_4

Lots of work has been done internally to the game, which, of course, you can't see in the video. I've been working on getting boss battles working, and you can see that in the video along with a fun bug I encountered while recording. Small tweaks have been made to player controls; you can't slide in to walls, you can't shoot while sliding, you can cancel slides by jumping, etc.

Here are some of the other things that have been done since the last update:

  • Added the ability for objects to change their rendering order (essentially z-indexing)
  • Bubbles spawn from Rock's mouth when he's under water
  • Re-implemented fading using shaders instead of lame tricks
  • Gave the scripting layer the ability to detect Rock's feet position, and also made it possible to configure enemy instances with different settings
« Last Edit: September 02, 2014, 05:26:15 am by ZackTheHuman »
Project Hikari Dev Blog: http://hikari.zackthehuman.com/blog/

 

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