Version History
Beta Coming Soon!
6/28/06
Game runs better on all computers
Tunnelv2 is new and is 1/3 complete
Select works again
Mecha and Stickfigs now tie together
Spikev5 has been finished
6/10/06
The player's crosshair is accuarte now
Fullscreen mode has been added to the downloadable zip
6/9/06
From here out I'm only putting info that may affect the gamer on the update page
Stickfigs (a new level is mostly finished)
weapons are now scripted
game now auto updates through the megaman.bat or update.exe
1/6/06
made it so when a paralax layer has alpha = 0 it isn't drawn, even in select mode
made it so there are 255 variables that can be used. make commands to add/subtract/multiply/divide/copy variables (do all those with constants or other variables) and make it so you can use if statements on variables (< > = !=) so you can do some really cool stuff w/ it
1/5/06
made it so you could spawn confetti at the player's location from a script
made it so you can do a checkpoint from a script
1/2/06
converted all maps and scripts to most current format
finished merging tile and enemy scripts into a single language
12/30/05
made blood come out of enemies at the "red dot" instead of lower right corner.
merged tile and enemy script commands, converted enemies.dat
added support for /* */ style comments
added a command to teleport the player
12/29/05
fixed a problem where game would crash when there were no enemies left and then something tried to spawn a bullet
tile scripts can change the map now
made it so you can run scripts when you mouseon, mouseoff and click paralax layers. also made paralax layers able to display text
enemy scripts are pretty good to go, fixed a couple bugs. Need to convert bullets and items to scripts still.
12/28/05
full screen mode and changing resolutiong is in now
12/23/05
still working on enemy scripts, got most of the enemies are converted over, working on dracula.
12/17/05
added a bunch of script commands for enemies and got zombies and helmet men converted over to scripts
12/16/05
started adding enemy scripts in so enemies are scripted instead of hard coded, has a nested if system (:
11/13/05
temporary - for testing purposes: press l to get an extra life and press p to make a checkpoint wherever you want
11/03/05
started adding in moving platforms. added COMMAND_MPTELEPORT and COMMAND_MPSETMOVEMENT to control platforms from scripts.
10/26/05
added tile flags for: RGBA tint, flip XY, rotation, translate XY, Scale XY so we can re-use art as much as possible! (:
added COMMAND_KILLENEMIES and COMMAND_KILLBULLETS to disable all enemies and bullets with a single command.
added COMMAND_BOSSSPAWN to spawn enemies as bosses - only special ability with this is being able to specify a life bar and to be able to have a script for when the enemy dies or when you die.
10/25/05
made it so when enemys, bullets, player etc spawn its in world coordinates instead of tile coordinates
added COMMAND_IFPLAYERNEARER and COMMAND_IFPLAYERFARTHER so that you can test for player proximity in tile scripts
added COMMAND_IFONSCREEN and COMMAND_IFNOTONSCREEN so that you can make a tile do something only if it's on screen or off screen
10/24/05
internal adjusting - made object.posx,posy be the center of the object for reals, which fixed alot of bugs.
added command_playsound to be able to play sounds in scripts
6/22/05
added command_changemultitile to change lots of tiles at once
6/19/05
added in grenades and sooo much other stuff - lots of new bugs found
made it so megaman no longer uses the looking up and down sprites
finished reorganizing bullets
made dracula not spawn firehands, made his wall of fire fireballs go to other side
made it so you can put comments in map files
6/17/05
restructured how bullets and enemy bullets are stored to help maintain and add bullet types
added COMMAND_RANDOM to allow randomization (:
6/16/05
made his wall of fire attack take up 2 lanes and fireballs go at diff speeds so you have a chance to dogde
made draculas 5 way fireball lower so you get hit by middle if you just stand there
made dracula spawn 2x the badguys + a hand, with a chance of it being a fireball hand
added fireball tossing hand enemy
made it so enemies bleed a lil when shot and bleed alot when killed
made it so particles are only affected by tiles that are solid to bullets
restructured enemies so its easier to maintain them and add more
made it so you face the mouse cursor
fixed the issue with tile timer scripts that change their own tile
added a command to fade a paralax layer from 1 color to another over a given period of time
6/12/05
mouse aim for shooting in kinda (no art for it), old shooting still works too
Paralax layers added to map files and added script functions to control them
6/11/05
made it so when you exit a level it will send you to the next level that is specified or back to level select screen if it's set to "none"
made enemies and objects be affected by gravity on X,Y and friction/air friction
6/10/05
added in some sound effects
added background music ability to maps and made it so scripts can change background music
6/09/05
added in the hand enemy
rebalanced physics
made bullets move faster so you cant catch up to em when you run
6/08/05
when map list > 17 maps it starts listing them on a second column to the right
5/20/05
made walking based on physics instead of MovePlayer()
5/19/05
made X gravity work for the player,friction, air friction etc
5/18/05
made bullets go through invincible enemies (such as the fire dropped from the eyes and dracula when hes teleporting)
made player's x momentum work and made script commands to manipulate player's x,y momentum
5/17/05
added a spawn enemy bullet command to the scripts
worked on dracula so hes ready to look at
made it so there can be enemy bullets
made the set camera command in scripts scroll the camera smoothly instead of warping
fixed a bug where when you went to some maps and then to others it would bug out the game (fixed loadtiledeffinitions to properly initialize tile deff's)
5/16/05
for timers, shot blocks and triggers, made it so if you make the -1, it then requires a script code block for each, right after the tile deffinition.
added in a "trigger" flag for blocks, when you step in them they can change into another block
5/15/05
added fire dropping eyeballs
made ladders only require 20% of you to be on them to be climbed
made maps have background RGB in em so you can set the background colors
5/14/05
item's dropped from enemies cut to 1/3
bullet count problem fixed when shooting into walls
startup death bug fixed
object hit box test fixed
5/06/05
started adding in dracula boss monster
made it so bullets dont die when they leave the map (die on timer though)
better air control
fixed the problem w/ the lines in between sprites that shouldnt be there
made it so all tiles default to solid and solid to bullets except tile 0 which defaults to walk through and shoot through
maps are nameable now (blah.map instead of 1.map)
5/05/05
added in checkpoints, level exits and 2 new enemies
4/15/05
adjusted gravity for longer hang time in jumps
put in a death animation sequence from kian yay!
4/14/05
made blocks that you can shoot to make them change
when you die, animated tiles reset
4/13/05
1 ups actualy give you another life
enemies die from falling off the map
made it so you can have up to 65536 tiles defined instead of only 256
when you get hurt and are invulnerable, when you become vulnerable again if your touching something that should hurt you it will.
show number of lives in lower right corner
negative gravity can lift you off the floor now
you can have foreground tiles now
each rectangle can have it's own gravity setting
added in tile timers so after the timer expires the tile becomes a different block
make it so for each tile # you can specify the tile art to use (so 1 doesnt have to be tile 1 art) this is for blocks that look the same but act different
4/11/05
make megaman stay closer to center of screen
you can specify which direction an enemy faces when it's spawned
enemies spawned in StartLevel()
make monster spawns in map file
choose where megaman spawns in map file
being able to die from damage and level restarts
fall to your death in infite holes
make tiles that hurt you when you touch them
when gun is inside wall dont draw first bullet
made it so when you get hurt you flash and are invulnerable for a small amount of time - kinda sucky right now tho
made it so you can shoot up, down and diagonaly up and down
3/30/05
made it take parameters to the exe to allow turning on hitboxes and warping to whatever level you want
added to map file the ability to specify what map tile set you want to use
you can jump off a ladder now
made a new tile flag to be able to mark a tile as able to be shot through or not
made it so you can control yourself in the air (change direction to left and right)
fixed the bug where walking horizontaly on ladder makes megaman wig out
fixed the bug where when you press left and right at same time megaman poses
fixed bug where rectangles couldn't be joined to from the left
3/29/05
fixed shooting from a ladder
megman hitbox stays constant (when it changes it screws w/ collision detection)
if you walk down a ladder to the ground you get off automaticly
if you go too far left or right on a ladder you fall off
Now you are only considered on a ladder if ALL your tiles are ladders, not if ANY of your tiles is a ladder
3/28/05
made it correctly test for ladder w/ flags&ladder instead of flags==ladder
make it so you can climb up and down ladders and move left and right on them
made it so tiles only stop you if they have the solid flag on
made it so map file has tile deffinitions
3/27/05
made bullet limit be 100 and they come out as fast as you can shoot, they disapear when they hit enemys,walls or after 2 seconds
made enemys kinda follow physics
added auto screen scrolling
fixed collision detction for player and added falling
Contact Korgath or Atrix