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> Megaman 3D engine test
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mr.mario
  Posted: Jul 22 2008, 05:05 PM
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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 cool.gif )
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 cool.gif

anyways heres a screen:
user posted image

and heres the link: http://www.sendspace.com/file/rhvvlb

C+C please


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Raccoon Sam
Posted: Jul 22 2008, 05:10 PM
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You need to get off your high horse.
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I can model and I can UV map.
I'll look into it asap.


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read it yo
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mr.mario
Posted: Jul 22 2008, 05:47 PM
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and you people thought Mugen coded in GML would never work
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oh I almost forgot, press space to center the camera behind you,

and at RS: do you think you could make a walk backwards animation for me, just edit the stand pose, and export each frame as a different model, I can just use marzipan to make the .man file for myself


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cyberkid
Posted: Jul 22 2008, 06:16 PM
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make me.
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no offence but that megaman is pretty creepy.

any chance of a megaman powered up version?


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mr.mario
Posted: Jul 22 2008, 07:16 PM
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and you people thought Mugen coded in GML would never work
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QUOTE (cyberkid @ Jul 22 2008, 06:16 PM)
no offence but that megaman is pretty creepy.

any chance of a megaman powered up version?

it's what I got, I didn't make it, and what is megaman powered up? (I haven't played megaman since the SNES one, 7 wasn't it?)


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OniLink10
Posted: Jul 22 2008, 08:21 PM
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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.

This post has been edited by OniLink10 on Jul 22 2008, 08:24 PM


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QUOTE (Xgoff @ Sep 10 2009 @ 06:11 PM)
did you try hello's engine

make sure to not ****ing change anything before using it!
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cyberkid
Posted: Jul 22 2008, 09:16 PM
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make me.
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QUOTE (mr.mario @ Jul 22 2008, 07:16 PM)
it's what I got, I didn't make it, and what is megaman powered up? (I haven't played megaman since the SNES one, 7 wasn't it?)

look it up on wikapedia, or google.

I hope you know what you are doing, not having played in forever.


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So much cooler than Mario.

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Dance my minions! DANCE!!!!!!!

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mr.mario
Posted: Jul 22 2008, 10:12 PM
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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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Mewizkuit
Posted: Jul 22 2008, 10:32 PM
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CHARMANDER
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Thats a pretty good Megaman model considering you made it using gamemaker.


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mr.mario
Posted: Jul 23 2008, 07:04 AM
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and you people thought Mugen coded in GML would never work
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QUOTE (Dr. Light @ Jul 22 2008, 10:32 PM)
Thats a pretty good Megaman model considering you made it using gamemaker.

that don't make any difference, gamemaker doesn't make the models it just imports them, I could use ripped TP models if I wanted to

plus, like I said in the first post, I didn't even make the model

This post has been edited by mr.mario on Jul 23 2008, 07:06 AM


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Raccoon Sam
Posted: Jul 23 2008, 07:10 AM
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You need to get off your high horse.
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QUOTE
do you think you could make a walk backwards animation for me, just edit the stand pose, and export each frame as a different model, I can just use marzipan to make the .man file for myself

I can't animate very fine, unless given much time and patience, sorry. Bones are still quite a challenge to me.


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mr.mario
Posted: Jul 23 2008, 07:15 AM
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thats fine, Man files aren't really animation in the normal sense anyway, there a text document that contain the coordinates of many different models stored in a way that gamemaker is able to cycle through them


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orange452
Posted: Jul 23 2008, 11:35 AM
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...and brotha, I hurt people...
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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....


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SuperMarioMaster
Posted: Jul 23 2008, 11:37 AM
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It's been real
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His face... but this game is preety cool


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MrGuy
Posted: Jul 23 2008, 12:36 PM
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NO WAY also im gay
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You could always just use sprites for this. IMO sprites > ugly models.

Also, PLEASE scale those textures. It'll look better that way.
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mr.mario
Posted: Jul 23 2008, 02:10 PM
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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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MrGuy
Posted: Jul 23 2008, 02:13 PM
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NO WAY also im gay
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All the textures you'll ever need, at hi-res quality:
http://www.filterforge.com/filters/

Go to the All Filters category and you'll see many different categories of textures, which you could probably use.
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mr.mario
Posted: Jul 23 2008, 02:26 PM
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QUOTE (MrGuy @ Jul 23 2008, 02:13 PM)
All the textures you'll ever need, at hi-res quality:
http://www.filterforge.com/filters/

Go to the All Filters category and you'll see many different categories of textures, which you could probably use.

not possible, gamemaker only supports 1 texture per model, using either sprite_get_texture(sprite,subimage) or background get texture(background) functions, there for all my texture have to be on one image which is wrapped around a model, the model you see attaced is exactly like the one that the game uses


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MrGuy
Posted: Jul 23 2008, 02:29 PM
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QUOTE (mr.mario @ Jul 23 2008, 03:26 PM)
not possible, gamemaker only supports 1 texture per model, using either sprite_get_texture(sprite,subimage) or background get texture(background) functions, there for all my texture have to be on one image which is wrapped around a model, the model you see attaced is exactly like the one that the game uses

Then make each wall/set of walls using one texture a seperate thing. That was for the environment textures, not Mega Man's.

EDIT: It looks like you've already done this, so just replace and have fun.

This post has been edited by MrGuy on Jul 23 2008, 02:30 PM
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mr.mario
Posted: Jul 23 2008, 02:43 PM
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QUOTE (MrGuy @ Jul 23 2008, 02:29 PM)
Then make each wall/set of walls using one texture a seperate thing. That was for the environment textures, not Mega Man's.

EDIT: It looks like you've already done this, so just replace and have fun.

I wouldn't worry about those much, its very temporary, levels in the real game will be much different


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