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deadimp

MegaMan X Game Engine - Movement Demo (Direct3D Now Implemented)

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I've gotten down the basic movements of X in my hopefully-to-be-made fan game in C++, using my game engine, DGI, and I want to see what y'all think. Plus, now that I've added the new graphics engine, I've added some 'spiffy' effects to 'show off' what I now have in comparison to the old, crappy graphics engine. Please note that the basic movement hasn't changed from the original. Download: MegaManX_D3D.zip The Controls:
  • Left & Right - Move
  • Down - Duck
  • Z - Jump
  • X - Dash
  • C - Shoot (no charging yet)
  • Space - Toggle alpha blending for blocks
To Do List:
  • Fix movements (wall-climbing mainly)
  • Create Level Editor
  • Create Resource Manager (both of these are for my game engine)
  • Add Content (of course). More details on this soon... hopefully.
Also, it seems as though after replacing my graphics engine, the fixing I did with my window processes now makes it to where DirectSound isn't so [...] buggy, so I'll probably add sounds soon. Please tell me if this doesn't work on your computer. If not, please tell me your system specs. I know it works on a Windows XP Home Edition Computer, 256 MB RAM, 128 MB GeForce Gfx Card (my computer). Old Version 244 KB Do the lists seem a little... spacey? [Edited by - deadimp on June 20, 2005 2:58:12 PM]

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Thanks for the replies.
The source for a MegaMan example will probably come out when I (if I do) finally post a beta version of my game engine, as an example.

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hey, very nice!
although, being a fan of the original i cant help but pick at the wall jumping - it feels really strange moving into the wall first when you press the jump button and it seems it takes a little long to actually jump off the wall. also, i know in the originals (dont know if your aiming for this by the way - im assuming yes) when you jump off the wall you keep your momentum until you hit the ground if you jump away from the wall - i noticed in your demo you slow a bit after jumping off the wall.

those are the only very small things i could find to winge about [wink], so congratulations on getting it working so well so far - i think its great. i look forward to seeing a bit more of this soon [grin]!

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Right now I'm using a combination of DirectDraw and WinGDI (Windows XP Home Edition), which really... sucks.
Actually, I plan on ripping the current graphics engine out of my game engine and inserting some Direct3D 2D stuff in there. It'll be fun *cough*, but it'll be worth it.

As for the momentum, I though it was that way... Must look into this.

EDIT: Huh, never notices it was like that. I'll fix that once I get the chance.

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Well, if you're referring to the issue of the MegaMan copyrigths and such, I won't be selling it.

Thanks for the comments.

If anyone wants the Game Maker (www.gamemake.nl, v5.0) equivalent of this code, I have it on my site: http://deadimp.org/downloads/MMX_movement.zip - 244 KB. This code that I had made probably a year or so ago in Game Maker was the code I translated (and edited) into C++ to make this little demo, which will hopefully be incorporated into my game.

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Just FYI, it doesn't matter if you are planning on selling it or not, there is still good chance of getting a cease and desist order. Free game 'mods' that use commercial IP get shut down all the time. It is a misconception that just because you aren't planning on selling it, that it is then fine to use it.

Anyways, looks great.

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