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Megaman 3D engine test
mr.mario |
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and you people thought Mugen coded in GML would never work
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I been working on this for a couple of days so I thought I'd show it off, basically I'm making a classic style 3D megaman game that is likely to be my NCFC entry, I didn't make the models I converted them to .obj files from the quake 2 megaman mod and use Marzipan to turn the walk models to .man animation files, I did edit the texture to make it far less ugly though, anyway whats featured in this installation: Walking: up to move forward, left and right to turn, no walking backward or strafing yet mega buster: press z to fire and hold Z to charge, the acuall shot right now only changes in size when you charge so its not that noticable thats about all there is in this demo, as programming hasn't been going on that long warnings: although the walls are visible, they are not tangible, you can walk right through them I can't seem to figure out how to make the buster shot appear at the end of the buster, I know the coordinates of the end of the buster but when the model rotates those coordinates change in the next demo: jumping sliding enemies aiming along the Z axis locking on to enemies first level (well a level, megaman games don't typically have ordered levels  ) sounds planned playable characters Megaman Protoman Bass(possibly) also, I need a modeler, I took the megaman model from a quake mod but I have no others (I found a metool but it was WAY too high poly) if you model for me you must also create a uv map, I can make the texture but I can't UV map anyways heres a screen:  and heres the link: http://www.sendspace.com/file/rhvvlbC+C please
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mr.mario |
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and you people thought Mugen coded in GML would never work
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| QUOTE (OniLink10 @ Jul 22 2008, 08:21 PM) | I just think the Texture should be Changed. It's creepy. Oh, and the Turning is wrong. Press Right you turn Left, Press Left you turn Right. EDIT: Hey, maybe you could use stuff from Megaman Legends/Megaman 64. That was a great game. |
The texture is the best I got ,if someone volunteers to make it better I'll upload it , and the left right thing is my fault, I'll upload a fix tommorow, and the only system I know how to rip from is the NDS providing the games use the NSBMD format and there aren't even any classic megaman games for the DS so using ripped 3D stuff isn't an option, I just got lucky in finding a quake 2 megaman that I could convert to obj files
This post has been edited by mr.mario on Jul 22 2008, 10:15 PM
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mr.mario |
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and you people thought Mugen coded in GML would never work
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| QUOTE (orange452 @ Jul 23 2008, 11:35 AM) | | so that .man file is just 1 model file but with multiple models saved in it, and game maker cycles through all of those models to animate it? cool, I have used marzipan, but I didn't know it could do that.... |
yep, feel free to use marizipan open animation option to look at it to see how its done although the speed value of the cycling is different in the man file then it is in the game, but thats because I don't use the animspeed variable the loader script retrieves, and to eveybody complaining about the model/texture, it's only temporary so everyones just gonna have to deal with it untill either I find or someone makes me a better one, infact if you have any 3D modeling experience and no how to export .man files using marzipan you can feel free to replace the ones included in the game, and if you want a better texture feel free to edit it, I've done the best of my abilities, here it is anyways I'll look around for some better models This post has been edited by mr.mario on Jul 23 2008, 02:13 PM
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