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