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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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 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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sluuuuurp
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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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