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.

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.

Changes in Build 036: Part 1

Before I start posting about my current progress, I need to show some of the important changes done to the engine in the last 15 months. I won't cover everything, as some of it honestly isn't too interesting but I'll be sure to hit get important points. Not sure how many parts I'll be splitting this into yet.

Due to the numerous bugs and laziness on my part, this is stuff even most of my testers do not know about. So let's get it started. This is going to be long, so gear up.

First, I'm gonna talk about the changes to the damage system.

Let's start this up!

Greetings all!

I realize it's been a long time since theres been any new information on this engine. The last video was already over a year ago... wow, time flies. I've been wanting to get a new video up for awhile now, but I don't have as much time as I used to anymore unfortunately. Of course, that also means I can't work on the X Engine as much as I want to either. Now, don't take that the wrong way. I've still been working on it as much as I can and it's still progressing very nicely.