I’ve been sick for the past couple of days, so I’ll make this brief. Been working on numerous things, most involving the remaining regular entity/enemy AI, so the blocks that phase in and out, lazer beams and even lighting changes in Quickman’s stage are all functioning (the lighting, however, restricted to that stage). I have yet to begin AI work on the sub-bosses and regular bosses. Also found numerous bugs in the editor which began to pop up when I began working on the Entity subcategory.
A curve ball comes your way that you weren’t expecting……well, for most. Yes, your computer screen (or other display device) is not screwing with you. This is indeed an editor designed to make Megaman 2 levels, and it is the 2nd main feature of this project with will be built-in. I held off on saying anything for a while because I wanted to have something presentable and in a fashion that it wouldn’t be complicated for anyone to make levels using it, not to mention that it’s been almost a year since the first demo, so it was like an anniversary gift. This was indeed used for making the 3 levels of the last demo, with the exception of enemy/entity placement (that is currently in the works).
This will be in the final version of the game, but unfortunately, any demo releases from here on out will unlikely have it included. This is because I’m working on it alongside the game engine, and anything can change between releases. Anyone that were to make levels in older versions might find themselves unable to use those levels with newer versions. The video below shows a quick example of using it, though quality isn’t exactly the greatest. It also shows the sub weapons.
- Air Shooter
- Crash Bomber
- Time Stopper
- Quick Bommerang
- Metal Blade
- Bubble Lead
- Atomic Fire
- Leaf Shield
I’ve been spending the past little while handling Megaman’s sub weapons, and with the exception of a few tweaks and a couple missing effects, they are all fully operational, including charging up and releasing Atomic Fire (which wasn’t as hard than I thought). The next thing on my list are the Item weapons (1, 2, 3) and platform rails (from Crashman and Wily Castle 4 stages) as they share a commonality of needing to interact with Megaman far more than anything else so far.
Alright, it’s been over 2 weeks since I released v0.2 of this project, and I got back from my vacation this past Saturday. Tired and sore from a week-long camping trip in a little place called Patricks Point, off the coast of northern California. It’s a beautiful place where you just relax, or go adventuring as you trek to different amenities. There’s a few other places around that area, like Fern Canyon, which have become tradition to go to with my family.
Anyways, even though I am back, I have family from Idaho and Indiana visiting for the week, so my plans to get back into MM2′s development are going to have to wait a little longer. But, I was able to make a few changes before I left for vacation which will be available in v0.3, whenever that comes out. Those changes include no insta-death to spikes when in the invulnerable phase after getting hit, the Battons behaving more appropriately, and something else that I can’t remember now.
Fun Fact: Many people don’t know this (and I didn’t know until last year), but Patrick’s Point was one of the places where they filmed scenes for The Lost World: Jurassic Park, particularly the basecamp/cliff scenes and when the Gatherers watched the inGen Round-Up. The picture above showing “Wedding Rock” can be seen in The Lost World during the inGen fly-in. The area they are standing on is actually a parking lot they had to fill in with dirt.
Fern Canyon, as mentioned earlier, was also used for The Lost World, where Stark is killed by Compys.
(Demo should run with all versions of Petit Computer now, but errors may crop up. If the QR code list still reads 99 on each code, then refresh the page. It should show 98 instead)
It is official. Demo #2, almost 11 months in the making after the first demo was released, is now available, either by the image, or through the website menu above. A lot of work was put into this version. The code was redone almost completely, resulting in more flexibility, and speed is very much improved when numerous objects are on the screen. All game assets are compressed and packed into GRPs that are packaged into the program file, so all the codes are set for a single file, unlike the last demo that had numerous files scattered all over.
Be aware that this demo contains custom-made levels. Because of this, the difficulty of each of them will vary, with some parts too easy, and some parts too hard. I did extensive testing to ensure that the areas are passable, but that will be up to you all to decide. The total QR code count is a whopping 98 codes, and this doesn’t even contain all the game assets. I’ve had requests to make the demo available in other ways, so not only can you scan the codes in from the website, but the codes themselves are available via TAR.GZ format, and even the PTC file that contains the demo is also available (for those that have trouble with scanning the low-error codes) so you can make the codes yourself at the Petit Computer website.
Other than the custom-made levels and major rewriting of the code, the demo contains the following that were not present in the previous version…
- More enemies.
- Health bar (yay!)
- Enemies drop items.
- Health capsules that actually work.
- Movement is more in-line with how Megaman should move.
- Death animation and checkpoint refreshing implemented.
- Runs smoother (just had to restate that again).
- Intro scene
1997 – August 1, 2013
Yep, the day after we took her to the vet, we went back again, and found out that she had a tumor near her liver/lungs, which is the likely reason why she wouldn’t eat or drink, and had a hard time breathing. Finding this out and the cost to do surgery, my mother and I had one option left. With as much care as we could give, we had her put down. I kept asking myself why we did this, but in the end, without drinking, her kidneys would have failed, and that would be more painful, not only for her, but for us as well. At her age, surgery might have only delayed the inevitable for just a little, not to mention she could have died during it. Like anyone that loses a loved one, I had myself a good cry. I’m much better now. She was never the kind of cat that would jump onto my bed and sleep with me, but the night before this, she continually requested that I be with her on the bed in the extra room she usually sleeps on, so for one night, I did. Perhaps she knew this was going to happen, I don’t know. All I know is that she’s in a better place now…..probably causing mischief.
So, what about the demo?
I wasn’t going to end this post in a sad way. Instead, I’m ending on a good note. As of this moment, the engine for the demo is complete, and all the enemies I plan to use are ready. I have made one custom level so far, and it seems to be in working order. The level itself took about an hour at most to make, but I need to manually add the enemies to it still. Shouldn’t be too hard as it is basically simple entries based on ID, and position within the level. Unlike the previous demo, this one has a few more things implemented that make it more Megaman-ish.
- An actual health bar
- Energy capsules increase health (finally). The rest aren’t implemented.
- Enemies randomly drop items.
- Death explosion and restart of the levels at designated check points.
So, I have about 2 weeks to get this all compiled together before I go on vacation, but honestly, I think I could manage it all within this week, giving myself some time to wind down (since preparing for vacation can be stressful).
Before you question why, let me say that I’m not depressed because of the game/demo. I’m still attempting to get the demo out before I leave for vacation in mid-August, but my depression is hindering it a little. The reason why I’m depressed is because my pet cat, Molly, is going through a rather uncomfortable phase in her life. About a month ago, we noticed that when she would breath, it sounded a little rough. So, we took her to the vet, but according to the vet, they said she seemed pretty healthy for her age, which if I recount, is about 16 years of age at least, and that she may simply have allergies. So, we accepted that diagnosis and thought she would be all right.
These past few days, however, she seemed to get progressively worse. Her breathing is even more rough to the point of wheezing. I can’t even recall the last time she coughed up a hairball, because I’m beginning to believe she is unable to cough any up now, perhaps because she’s getting weak. She doesn’t seem to be taking in much food and water. Even her favorite treats and canned foods go mostly uneaten. When she does attempt to eat/drink, she seems to have a really hard time. I’m guessing that it’s due to whatever is making it hard for her to breath, so imo, she’s weak because she’s not taking anything in because she doesn’t have the strength to clear her throat and breath normally.
Last night I kept tossing and turning in my bed, because every little noise crept into my room, and I continually imagined it was her crying out, so I barely got any sleep. We’re going to take her to the vet again today. I’m hoping that maybe they can do something to treat her that doesn’t involve emptying the little money I have in my finances. I know that at some point, there won’t be anything we can do, but I’d rather see if there are options, and if whatever this is is something easily treatable. I don’t think I could coup with the thought of her dying and me standing by doing nothing if there was something I could do. If we can’t do anything, then at least I’ll have the peace of mind that I tried when she does pass, but even after that, it’s going to be rough for me for a while as her memory will continue to hit me hard. I don’t take the passing of loved ones well.
So that’s the situation right now. I know you all are looking forward to the demo, but be aware that while I’m attempting to stay on schedule, these things inevitably happen to slow the progress.
As the title suggests, I’m hoping that by mid-August, I’ll have enough done to throw out another demo. I’ve been making some rather long (and successful) strides in the development as of late, not just of implementation, but also of optimization that is granting me a little more processing with each iteration of my work. I still haven’t gotten back to the point of being able to shoot like I did with my last demo, but I’ve been working back in collision detection between entities, and that is working splendidly. Been testing newly entered enemies and their added AI that weren’t in the last demo, and they are working fine too. The next step is to add the bullets back in and then get entity health back in so it’ll feel like a real Megaman game once again.
Unlike the last demo, which featured existing levels from Megaman 2, I’m going to go on a little tangent with this coming one and create a simple random one, so people won’t feel bored with going through the same levels they’ve gone through hundreds of times over with the original game. Give it a little spice to be nice. It probably won’t have a boss at the end, but I think having a randomly-made level to try out will suffice.
The reason why I’m aiming for a mid-August demo release is because in mid-August, I’ll be going on vacation, so I’ll likely be putting off the project during that, and with the anniversary of the first demo being 2 months away (meaning I have been working on this for about 10 months now), I feel a little break would do me some good, but I want to supply everyone with something during that break.
So, here’s hoping……
I just got done with a good ~3 hour session of tracking a bug in my graphic allocation functions for the game. It was one of those cases where the function was made months ago, but because I hadn’t really put them through heavy testing (due to not having enough resources to work with at the time), testing it got put off to the side. Everything worked great until yesterday when my program became unstable after a good deal of allocating/deallocating was done. Figuring out which function was making the problem was the easy part. The hard part was having to relearn how the function worked after months of ignoring it while working on other parts, and figuring out how to fix the issue. In any case, the bug has been fixed, as well as a few others that I had glanced over in my search, so I shouldn’t have that crop up anytime soon. It was stressful, and now I’m tired (it’s 2:39AM right now for me). Thank goodness it’s the weekend.
The introductory scene for Megaman 2 PTC is done….well….except for applying the audio to it. The audio has been done since last October, but it is not attached to my current work. It that will be easy to add once everything else is in order.