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 Post subject: Make a Good Mega Man Level 2 (MaGMML2)
PostPosted: Mon Jan 09, 2017 7:35 pm 
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Hello, MFGGers! You may recall last year a contest being hosted by Pyro where the goal was to, well, make a good Mega Man level. That's exactly what's going on again, and things are looking better than ever! The devkit's reliability has increased significantly, so you'll be able to make your levels without having to worry about all the bugs.

What you call a "good" level is entirely up to you -- you can make any kind of level you want a reality. There is no quality control, so feel free to go nuts! I'll be posting the most important information you need to know in this thread, but if you want to know anything and everything, feel free to look at the original topic posted above. If you like the Blue Bomber, I would recommend giving this a shot; it's been a lot of fun for me! Who knows, maybe you'll be the one to take home the glory with first place?

With that said, get creating and have fun!

Spoiler:

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 [ca]
 Post subject: Re: Make a Good Mega Man Level 2 (MaGMML2)
PostPosted: Mon Jan 09, 2017 7:51 pm 
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Waifu Material
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Oh man this is my calling! Maybe gotta do it probably gotta do it gonna do it to it!

EDIT: Found a bug with battonton

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 Post subject: Re: Make a Good Mega Man Level 2 (MaGMML2)
PostPosted: Mon Jan 09, 2017 8:01 pm 
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Please direct all your bug complaints towards the Discord channel, thank you

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 Post subject: Re: Make a Good Mega Man Level 2 (MaGMML2)
PostPosted: Mon Jan 09, 2017 8:41 pm 
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gotta come up with something to top my entry from the last one!

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 Post subject: Re: Make a Good Mega Man Level 2 (MaGMML2)
PostPosted: Mon Jan 09, 2017 11:32 pm 
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I suppose this is a bit odd to say as someone who's only done GM8.1 projects, but...why not GMStudio? After MKF I can't imagine why anyone would want to deal with the merging business.

Also:

1. Precisely what is meant by "energy elements"?

2. Do we get to make our own bosses? Ah, we do have the option of making our own bosses.

3. Can we make our own boss weapons?

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 Post subject: Re: Make a Good Mega Man Level 2 (MaGMML2)
PostPosted: Tue Jan 10, 2017 12:48 am 
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What is the target screen count, i.e. how many full screens the level takes up counting the boss room?

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 Post subject: Re: Make a Good Mega Man Level 2 (MaGMML2)
PostPosted: Tue Jan 10, 2017 10:47 am 
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Magnemania wrote:
1. Precisely what is meant by "energy elements"?
Energy elements are essentially the exits.
Magnemania wrote:
3. Can we make our own boss weapons?
All the weapons you can use are already included in the devkit, so no.
Magnemania wrote:
I suppose this is a bit odd to say as someone who's only done GM8.1 projects, but...why not GMStudio? After MKF I can't imagine why anyone would want to deal with the merging business.
Uh...I'm not really sure on that one. My best guess is because it would be slightly easier to include it in the main build, but that would be something you'd have to ask Pyro about.
DracoHandsome wrote:
What is the target screen count, i.e. how many full screens the level takes up counting the boss room?
That's entirely up to you! While a typical Mega Man stage is around 25-30 screens long, you're free to make it as long or as short as you please.

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 Post subject: Re: Make a Good Mega Man Level 2 (MaGMML2)
PostPosted: Tue Jan 10, 2017 3:56 pm 
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hopefully going to make a level that doesn't take 30252052 years to complete this time!

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 Post subject: Re: Make a Good Mega Man Level 2 (MaGMML2)
PostPosted: Tue Jan 10, 2017 11:26 pm 
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Magnemania wrote:
I suppose this is a bit odd to say as someone who's only done GM8.1 projects, but...why not GMStudio? After MKF I can't imagine why anyone would want to deal with the merging business.

I'm not a huge fan of how Studio works, I find it more of a pain to use and it's also not abandonware.

 
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 Post subject: Re: Make a Good Mega Man Level 2 (MaGMML2)
PostPosted: Tue Jan 10, 2017 11:52 pm 
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Just a question, what do you get for a prize if you get placed 1st to 3rd?

 
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 Post subject: Re: Make a Good Mega Man Level 2 (MaGMML2)
PostPosted: Wed Jan 11, 2017 2:06 pm 
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There is no prize, but being in the top tier will hopefully be enough encouragement to do well!

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 Post subject: Re: Make a Good Mega Man Level 2 (MaGMML2)
PostPosted: Wed Jan 11, 2017 3:35 pm 
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Pyro wrote:
Magnemania wrote:
I suppose this is a bit odd to say as someone who's only done GM8.1 projects, but...why not GMStudio? After MKF I can't imagine why anyone would want to deal with the merging business.

I'm not a huge fan of how Studio works, I find it more of a pain to use and it's also not abandonware.


Ah. Right, I'd forgotten that YoYoGames was moving on from Studio. Alrighty then.

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 Post subject: Re: Make a Good Mega Man Level 2 (MaGMML2)
PostPosted: Fri Jan 13, 2017 11:35 pm 
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Submission process has been updated due to some levels not being imported properly.

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 Post subject: Re: Make a Good Mega Man Level 2 (MaGMML2)
PostPosted: Fri Feb 03, 2017 11:49 pm 
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Since Sprites Inc is down, and this is the only other forum thread of MaGMML2 with the entirety of the rules and links to all of the stuff (aka it isn't just "hey, come to Sprites Inc instead for this contest"), I guess this'll start being the main thread we'll use for it.

Also, Pyro has said that if Sprites Inc stays down for too long, that the contest deadline may be extended until around February 18th instead of the 13th.

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 Post subject: Re: Make a Good Mega Man Level 2 (MaGMML2)
PostPosted: Sat Feb 04, 2017 2:01 pm 
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Well if this is where we're asking questions now: How do I go about changing the sprite of an existing enemy? Mainly I'm just looking to change the palette. I know how to edit sprites within GameMaker, but do I have to make copies of all the sprites + relevant objects for my stage and if so, how should I name them? objEnemy_Username? Or is there another way to do it that isn't so cumbersome?

 
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 Post subject: Re: Make a Good Mega Man Level 2 (MaGMML2)
PostPosted: Sat Feb 04, 2017 2:40 pm 
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The best way would to duplicate the enemy sprite, name it what you want with the obj[sprite name]_[username] setup, and then you can either duplicate the enemy you want to have a new sprite and set its sprite to the new one, or you can put "sprite_index = [name of sprite here];" in the creation code of each enemy you put in the stage to set it to the correct sprite for each one. Although setting the sprite_index in the creation code won't work for every enemy, specifically if the enemy already has color variations, or sets the sprite to something different in their code by itself, since it'll just overwrite the sprite you set it to have. If the enemy has color variations or sets its sprite_index in the step code, then I can help you out if you need it.

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 Post subject: Re: Make a Good Mega Man Level 2 (MaGMML2)
PostPosted: Sat Feb 04, 2017 4:00 pm 
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Thanks, that seems to be working so far. None of the enemies I've used yet have color variations or change sprites.

But what about projectiles? If I have a modified enemy that shoots a projectile and I also want to modify its projectile (say, Crystal Joe) can that be done? Or am I better off duplicating the enemy and projectile objects in that case?

 
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 Post subject: Re: Make a Good Mega Man Level 2 (MaGMML2)
PostPosted: Sat Feb 04, 2017 4:47 pm 
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Since enemies and projectiles are different objects anyway, the easiest way to achieve that would indeed be to simply duplicate both (and change the code in the new enemy's object to create the new projectile).

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 Post subject: Re: Make a Good Mega Man Level 2 (MaGMML2)
PostPosted: Sat Feb 04, 2017 9:55 pm 
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Alright, that's easy enough.

Another question, what creation code do we need to add to Noble Nickels to get them to function? I tried adding one to my level and it gave me an error when I went to test it, I looked in the code for the object and it implies I have to add something to code for the object I placed in my level but I have no idea what it exactly is or how to parse it.

 
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 Post subject: Re: Make a Good Mega Man Level 2 (MaGMML2)
PostPosted: Sun Feb 05, 2017 9:36 pm 
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nickelNumber = [number];

You can have up to five.

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