MegaETk WIP Update

MegaETkETk has posted some more information on his upcoming MegaETk version. MegaETk is a clone of Megaman. This clone takes it even higher than current Megaman games by adding a level editor in which the gamer could completely take control of the game. Some options even allow you to add bouncing effects to weapons, and create your own sprites. This has got to be one of the best homebrew games for the NDS right now that is still marked as a work-in-progress.

 

The game has been in production for several months now, and it is looking better and better each day! There was an early version of the game released to the public and showed how great the game was. I was blown away by how smooth the gameplay was, and even enjoyed it using DeSmuMe (NDS emulator) on my PC. So, now you are wondering what has been changed in the game, well here are the changes as told by ETk himself –

  • Fixed Collision system (yes.. once again)
  • Fixed “load event” code (loading items, monsters, etc..). This was making the game load a monster and unload infinite times at the same time (incl. gfx glitches)
  • Fixed hero arm. There is no space between the arm and hero in some angles now
  • Fixed x,y locations for where the shots appear (hero and monster shots).
  • New level system: now all level gfx+pal are saved once (making the .nds file smaller)
  • Added option to select tiles gfx and palette for each level (tool updated for this too). This is the 1st step to make the level editor too 🙂
  • Added 2 more particle colours
  • Optimized particle creation code (particles will be more “boom” now.. like moving more)
  • Now if all 128 sprites are in use, the game will show an Error message saying that if you continue it will have gfx glitches
  • Added more debug options
  • Added sounds: weapon 1 shot, item, hit floor (when falling)
  • Added an option to change what the shots will do when they make collision with walls: disappear, bounce forever, bounce X times
  • Added a counter for kill sprites (needed for flamethrower and future new effect)
  • Added new weapon: flamethrower
  • Added new weapon: bouncing-ball
  • Now monster will have gravity effects 🙂
  • New AI for specified monsters: jump if there is something in front of you that will not allow you continue walking (stones, etc..)
  • Added new monster: Blue Monster (doesn’t have a name yet xD)

Via ETk

MegaETkETk has posted some more information on his upcoming MegaETk version. MegaETk is a clone of Megaman. This clone takes it even higher than current Megaman games by adding a level editor in which the gamer could completely take control of the game. Some options even allow you to add bouncing effects to weapons, and create your own sprites. This has got to be one of the best homebrew games for the NDS right now that is still marked as a work-in-progress.

 

The game has been in production for several months now, and it is looking better and better each day! There was an early version of the game released to the public and showed how great the game was. I was blown away by how smooth the gameplay was, and even enjoyed it using DeSmuMe (NDS emulator) on my PC. So, now you are wondering what has been changed in the game, well here are the changes as told by ETk himself –

  • Fixed Collision system (yes.. once again)
  • Fixed “load event” code (loading items, monsters, etc..). This was making the game load a monster and unload infinite times at the same time (incl. gfx glitches)
  • Fixed hero arm. There is no space between the arm and hero in some angles now
  • Fixed x,y locations for where the shots appear (hero and monster shots).
  • New level system: now all level gfx+pal are saved once (making the .nds file smaller)
  • Added option to select tiles gfx and palette for each level (tool updated for this too). This is the 1st step to make the level editor too 🙂
  • Added 2 more particle colours
  • Optimized particle creation code (particles will be more “boom” now.. like moving more)
  • Now if all 128 sprites are in use, the game will show an Error message saying that if you continue it will have gfx glitches
  • Added more debug options
  • Added sounds: weapon 1 shot, item, hit floor (when falling)
  • Added an option to change what the shots will do when they make collision with walls: disappear, bounce forever, bounce X times
  • Added a counter for kill sprites (needed for flamethrower and future new effect)
  • Added new weapon: flamethrower
  • Added new weapon: bouncing-ball
  • Now monster will have gravity effects 🙂
  • New AI for specified monsters: jump if there is something in front of you that will not allow you continue walking (stones, etc..)
  • Added new monster: Blue Monster (doesn’t have a name yet xD)

Via ETk

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