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A quite rushed decision, today I decided to give myself a little challenge. I've got until Christmas to prepare an entire stage on my X project and release it.
For fun, I'll also keep track of progress I have made each day, starting today (16 December), up to Xmas Eve (24 December). After that, I'll be studying, so it's a good way to go for a break.
Release Edit:
I decided to release this a bit early, since many people won't be here on Christmas Day or Eve, and better early than late.
v2 Edit:
Thanks to 's input I could improve some issues with the initial release.
I reduced some enemies' health, fixed some parts that were ridiculously hard, and added checkpoints.
I also did a few small stage changes, like blocking parts of the stage the player wasn't supposed to be at and making the platforms near the end of the second part easier.
Furthermore, there are many changes done outside of the Xmas Demo improvements, like updated animations and a pause menu that actually pauses.
Warnings:
This was made on a yet unstable version of a MegaMan Fan Game, so bugs are expected and many features may be missing or incomplete.
This was my first attempt at creating a soundtrack.
Demo:
Windows: www.mediafire.com/file/yx12x1k…
Mac: www.mediafire.com/file/0bqyw4n…
Windows v2: www.mediafire.com/file/798zbyf…
Mac v2: www.mediafire.com/file/48p57by…
16 December:
Today I've been focusing on conceptualizing the stage and modeling/texturing enemies and the boss. I started late (after 5:00 PM), but I'm hoping to make up for that by pulling an all-nighter.
Update from the next day: I failed to stay awake, but I managed to make models and textures of the boss and a few enemies.
17 December:
Starting near noon, I've been working on the stage. I decided on the topic and theme, and got something that looks okay.
I have to go to sleep early tonight so I couldn't get everything I wanted done. I've made 3 enemies, but two are of horrible quality. And I barely managed to make the third one in time. They will probably be improved tomorrow, but I'm happy I managed to at least get some basic behaviors made.
18 December:
Not as much was accomplished as I was hoping today, but there was still some progress. Some enemies now have more complicated behaviors and the boss is half way done. I also nearly finished a ride armor.
19 December:
I completed the first half of the stage.
20 December:
Worked more on the stage.
Added background.
Added sounds to enemies.
21 December:
Did some work on the second part of the stage.
Changed the health GUI.
22 December:
Made the second part of the stage.
Made death animation.
Added red health functioning similarly to how it did in X8.
Added a substitute player health display.
Plenty of work done on bugs and small things.
Today is the day the game gets into a state where it can be released. Anything not completed by Xmas will simply be missing features.
23 December:
Made stage and boss soundtracks.
Added flying enemy.
Release Date!
Dialogue.
Voice acting for some enemies and the boss.
Rewards.
Keyboard and Xbox controller tested
Jump: Z (Keyboard) and A (Xbox controller)
Dash: X (Keyboard) and B (Xbox controller)
Fire 1: A (Keyboard) and X (Xbox controller)
Fire 2: S (Keyboard) and Y (Xbox controller)
Character Change: F (Keyboard) and Right Trigger (Xbox controller)
Menu: Enter (Keyboard) and Start (Xbox controller)
For fun, I'll also keep track of progress I have made each day, starting today (16 December), up to Xmas Eve (24 December). After that, I'll be studying, so it's a good way to go for a break.
Release Edit:
I decided to release this a bit early, since many people won't be here on Christmas Day or Eve, and better early than late.
v2 Edit:
Thanks to 's input I could improve some issues with the initial release.
I reduced some enemies' health, fixed some parts that were ridiculously hard, and added checkpoints.
I also did a few small stage changes, like blocking parts of the stage the player wasn't supposed to be at and making the platforms near the end of the second part easier.
Furthermore, there are many changes done outside of the Xmas Demo improvements, like updated animations and a pause menu that actually pauses.
Warnings:
This was made on a yet unstable version of a MegaMan Fan Game, so bugs are expected and many features may be missing or incomplete.
This was my first attempt at creating a soundtrack.
Demo:
Windows: www.mediafire.com/file/yx12x1k…
Mac: www.mediafire.com/file/0bqyw4n…
Windows v2: www.mediafire.com/file/798zbyf…
Mac v2: www.mediafire.com/file/48p57by…
Daily Progress:
16 December:
Today I've been focusing on conceptualizing the stage and modeling/texturing enemies and the boss. I started late (after 5:00 PM), but I'm hoping to make up for that by pulling an all-nighter.
Update from the next day: I failed to stay awake, but I managed to make models and textures of the boss and a few enemies.
17 December:
Starting near noon, I've been working on the stage. I decided on the topic and theme, and got something that looks okay.
I have to go to sleep early tonight so I couldn't get everything I wanted done. I've made 3 enemies, but two are of horrible quality. And I barely managed to make the third one in time. They will probably be improved tomorrow, but I'm happy I managed to at least get some basic behaviors made.
18 December:
Not as much was accomplished as I was hoping today, but there was still some progress. Some enemies now have more complicated behaviors and the boss is half way done. I also nearly finished a ride armor.
19 December:
I completed the first half of the stage.
20 December:
Worked more on the stage.
Added background.
Added sounds to enemies.
21 December:
Did some work on the second part of the stage.
Changed the health GUI.
22 December:
Made the second part of the stage.
Made death animation.
Added red health functioning similarly to how it did in X8.
Added a substitute player health display.
Plenty of work done on bugs and small things.
Today is the day the game gets into a state where it can be released. Anything not completed by Xmas will simply be missing features.
23 December:
Made stage and boss soundtracks.
Added flying enemy.
Release Date!
Missing Features:
Dialogue.
Voice acting for some enemies and the boss.
Rewards.
Controls:
Keyboard and Xbox controller tested
Jump: Z (Keyboard) and A (Xbox controller)
Dash: X (Keyboard) and B (Xbox controller)
Fire 1: A (Keyboard) and X (Xbox controller)
Fire 2: S (Keyboard) and Y (Xbox controller)
Character Change: F (Keyboard) and Right Trigger (Xbox controller)
Menu: Enter (Keyboard) and Start (Xbox controller)
My cancelled fangames
I made a compilation of 7 of my cancelled fangame attempts a while back for Reddit, so I guess I should post them here as well.
http://www.mediafire.com/file/ampb7yditck4lh8/MegaMan+Builds.zip
There is a description in each file, but for the curious, here's a short overview of each game:
8bit:
Just the basic moveset and charging have been added in this 8-bit classic MegaMan project
Flat MegaMan X Planet:
The leftovers of MegaMan X: Duality
MegaMan X 3D:
The leftovers of XOver 3D
MegaMan X Engine:
Was meant to be open source, now it's dead.
MegaMan X Game:
Chibis
RockNRoll:
Another 8-bit thing
Starforce:
Overworld, the game
Summer summer
Everyone seems to be posting summer-related journals today, so here are my plans:
Stay home.
Should AskPromeAndPando be revived?
So it's been a while since I posted at ~AskPromeAndPando (https://www.deviantart.com/askpromeandpando).
Do you think I should start using it again?
MegaMan X 3D Open Source Engine For Unity
I promised that a while back, so here it is:
http://www.mediafire.com/file/89szsmxi0kbbigd/MegaMan+X+Open+Source+Engine.zip
Read the Readme files for information on how to add features like Characters and Skills
© 2016 - 2024 MegaChibisX
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well this journal confused me Ouo
new game updates? x3
new game updates? x3