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The Castlevania Dungeon Forums => Hardcore Gaming 101 => Topic started by: Dracula9 on April 30, 2016, 04:23:05 AM

Title: MMX: Variable Zero
Post by: Dracula9 on April 30, 2016, 04:23:05 AM
Kinda wondering why I never put a thread about this up here.

Anyway, this has been my project baby for some five-odd years now, going back when it didn't have a name or really even know what it wanted to be. Been a slow slow going to get it where it's at, but I'm okay with that as the current result's not too shabby.

So, where to start. I suppose I should give the standard briefing in that this is a MMX fan project, and as per the title is centered on Robot Jesu-err, I mean Zello Zelatin Zops--err, I mean Zero, with gameplay and a campaign arc exclusive to his route of things.

Plot helps, so let's divulge a bit of that. There's a TL;DR version and the full version, whichever is preferable.
(click to show/hide)
(click to show/hide)

(I feel it somewhat necessary to put it out there that the amount of canon-digging I've done for the Megaman series to write this plot (including the elements I've not posted) might very well give Umbra a run for its money. Shit's got more holes than the Castlevania continuity, yo.)

Now for the fun stuff. I could link to individual things, but posting the playlists where everything's up is much more pragmatic.

So here's the (publicized) OST thus far:
https://www.youtube.com/playlist?list=PLBdL0iJj-imbyvzo7EiZ7z_3ediMLJ3xW (https://www.youtube.com/playlist?list=PLBdL0iJj-imbyvzo7EiZ7z_3ediMLJ3xW)

And the gameplay/showcase playlist, though it should be noted that most of the videos in said playlist are dated in quite a few ways compared to the current build.
https://www.youtube.com/playlist?list=PLBdL0iJj-imaZnG7yk_2fkE23VH8-iyDc (https://www.youtube.com/playlist?list=PLBdL0iJj-imaZnG7yk_2fkE23VH8-iyDc)

Blaggggh, what else...a few screencaps! Some of them are older, though, and it'll be rather obvious which ones those are.
(click to show/hide)

A showcase of the main bosses and a few sprites of those which are done:
(click to show/hide)

And lastly, some .gifs of various stuff.
(click to show/hide)

So that's the flashy stuff I've got to show for it. I could do other things like post code or whatever but that's selectively interesting to I think like maybe five or six people on the entire board.

I'll update this thread of course, but if anyone's interested or cares enough for more "official" channels, I have this:

https://www.facebook.com/MMXVariableZero (https://www.facebook.com/MMXVariableZero)

Also, feel free to check out Jason Applegate (http://mrapplegate.deviantart.com/) and ToastieMan (http://toastieman.deviantart.com/) on dA, as they've been cranking out the conceptual art for a lot of the project so far and doing a damn fine job at it (though bear in mind some things posted might not be "in" anymore, or may be altered in appearance and storyline importance from the time in which the art was uploaded).

Anywho, that's all for now.  :)
Title: Re: MMX: Variable Zero
Post by: VladCT on April 30, 2016, 05:01:19 AM
A couple questions:
Title: Re: MMX: Variable Zero
Post by: KaZudra on April 30, 2016, 11:08:29 AM
About time you posted this...
I am greatly looking forward to it
Title: Re: MMX: Variable Zero
Post by: VladCT on April 30, 2016, 03:21:27 PM
Also something I just noticed: you seem to have some sort of Omega Boost mode in the works. Will that mode have adverse effects immediately or in the long run?
Title: Re: MMX: Variable Zero
Post by: Dracula9 on April 30, 2016, 03:44:11 PM
Command Mission isn't counted insofar that there are plot details directly referencing the events of it, but if it did this would take place after. Axl's off in another part of the world fighting, same as X.

Omega Mode is a lategame ability/password mode for subsequent playthroughs.
Title: Re: MMX: Variable Zero
Post by: ProjectDread on April 30, 2016, 04:15:51 PM
I had no idea you were a programmer. This was built in Game Maker: Studio? Looks awesome, can't wait to try it out!
Title: Re: MMX: Variable Zero
Post by: Dracula9 on April 30, 2016, 04:45:25 PM
I don't like Studio. This is being built in 8.
Title: Re: MMX: Variable Zero
Post by: BMC_War Machine on May 02, 2016, 07:16:38 PM
As an avid MM fan, this looks killer dude! I'm sure you got it covered but if you ever need some metal remixes let me know!  ;D
Title: Re: MMX: Variable Zero
Post by: Dracula9 on May 02, 2016, 09:59:44 PM
I'd never have a use for them in-game, but don't let me stop you if you want to cover any of the tracks.
Title: Re: MMX: Variable Zero
Post by: Dracula9 on June 13, 2016, 09:46:08 AM
Oh hey an update woop woop

So this stage is being constructed at last, much to my enjoyment. Nothing like killing things WAY UP IN THE SKY RIGHT IN THE MIDDLE OF A MOTHERFUCKIN' LIGHTNING STORM, right?

(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FUtLGVtj.gif&hash=1b2b66ea328e6f00e614cad2f523e9b0f7cda1ae)

Title: Re: MMX: Variable Zero
Post by: Dracula9 on June 20, 2016, 03:36:37 PM
Say hi to everyone's favorite bald antagonist!

(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FGuyY59b.gif&hash=f20e3a9cb49bce5c2827f2b44761f0b343198b0d)

(click to show/hide)
Title: Re: MMX: Variable Zero
Post by: theplottwist on June 20, 2016, 07:20:10 PM
How long to animate the green effect and how hard will be to animate it while Sigma moves?

And why does his cape "flash"? Is it like an hologram?
Title: Re: MMX: Variable Zero
Post by: Dracula9 on June 21, 2016, 03:39:29 AM
Just a scrolling layer underneath lines rendered transparent--not very difficult at all.

Yes. This body isn't entirely physical.
Title: Re: MMX: Variable Zero
Post by: Eric Roman on June 21, 2016, 07:53:47 PM
DISCO FLAMENCO.  Dude, this fan game looks fucking boss!!!  Also, that zombie holographic data Sigma looks DOPE!  Undead and virtual, it's totally in line with our current sentiments.  You definitely have something you can work with outside of this fangame. 
Title: Re: MMX: Variable Zero
Post by: Dracula9 on June 25, 2016, 08:49:45 PM
I got bored.





Title: Re: MMX: Variable Zero
Post by: Dracula9 on June 26, 2016, 02:19:40 PM
Yay mugshot stuffs

(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Forig01.deviantart.net%2F89f4%2Ff%2F2016%2F178%2F9%2F3%2Fmmx__variable_zero___tesla_coatl_mugshots_by_dracula9antichapel-da7tv9u.png&hash=dcfe31e2edbdc3758f8515f0c9173fcf7e7f61bd)
Title: Re: MMX: Variable Zero
Post by: Dracula9 on June 29, 2016, 03:19:47 PM
Psi-XI is starting to work as he should--if he knows where you are and you're not far enough away to elude him, not even stage obstacles will keep you safe.

(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FNRFQm16.png&hash=9b3ab88114aa8203262856082afae7dc3ad05831)
Title: Re: MMX: Variable Zero
Post by: Kale on July 01, 2016, 03:29:07 AM
Question, any reason you're using this sprite set vs x4/5/6?
Title: Re: MMX: Variable Zero
Post by: Claimh Solais on July 01, 2016, 05:31:15 AM
Question, any reason you're using this sprite set vs x4/5/6?

Can't really speak for D9, but the X4/5/6 sprite set are usually seen as inferior in quality, despite technically being better (larger, more colors, etc.) And I'd agree with that sentiment, that overall the X1/2/3 style just looks nicer.

Also, I'd imagine it's probably easier to design graphics in the smaller 1/2/3 style, anyway.
Title: Re: MMX: Variable Zero
Post by: Dracula9 on July 01, 2016, 04:26:33 PM
Because the PSX style is inconsistent as fuck and never really figures out what it wants to be, therefore I have no real consistent basis to go by in regards to emulating it. Seriously. Look at X, then at General, then at Eregion, then at Final X4 Sigma, then at Hell Sigma, then at Nightmare Mother, then at Blizzard Wolfang, then at the X4 stage select, then at Gamma Sigma, and then at the D-1000. Then try to find a consistent style. Trick question, you can't.

It's also rather ugly and overly shine-heavy and I really don't like it.

SNES style is much cleaner and gives me far more options for striking visual design that doesn't require whoring solid-white highlights on everything.
Title: Re: MMX: Variable Zero
Post by: KaZudra on July 01, 2016, 04:59:27 PM
Yeah, PSX MMX was very inconsistent,
X4 was pretty consistent, but all the pre-rendering in X5 and Blaze phoenix in general sports all the flaws.
Title: Re: MMX: Variable Zero
Post by: Dracula9 on July 04, 2016, 10:41:08 AM


Also, work has begun on a new enemy class.

(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FZHATRDd.png&hash=c74d79f217e5747b33d3e4c5a49a0fc42b1d3f5b)
Title: Re: MMX: Variable Zero
Post by: Dracula9 on July 08, 2016, 10:37:20 AM
Special ability writeup reveal time.

NOTE: All abilities, both passive and active, can be individually enabled or disabled in the pause menu at the player's discretion, so that everyone can set up a play style that best suits them. I'm currently mulling around the idea of having a limit to how many of each type (active or passive) or total that can be active at once, similar to the Part enhancements in X5.

(click to show/hide)

(click to show/hide)

(click to show/hide)

(click to show/hide)

(click to show/hide)

(click to show/hide)

(click to show/hide)

(click to show/hide)
Title: Re: MMX: Variable Zero
Post by: VladCT on July 08, 2016, 01:59:49 PM
Speaking of abilities, do you have any special canceling mechanics in mind?
Title: Re: MMX: Variable Zero
Post by: Dracula9 on July 08, 2016, 09:00:19 PM
Define what you mean by "cancelling" mechanics. Like, "stop doing this thing by doing this other thing?"
Title: Re: MMX: Variable Zero
Post by: VladCT on July 08, 2016, 10:03:12 PM
Yyep. Maybe I should've said combo mechanics instead.
Title: Re: MMX: Variable Zero
Post by: Dracula9 on July 08, 2016, 10:27:03 PM
Pretty much everything can be cancelled in some way, mostly by simply moving or inputting a different command. The ones that can't are generally fast enough to compensate.
Title: Re: MMX: Variable Zero
Post by: Dracula9 on September 01, 2016, 09:15:23 PM



Also featuring an environment boss.

(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FYXUpf6u.gif&hash=73a7ab260d0b82be19e8b94526f3bd54fb462f6b)

(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fimgur.com%2F4N4cYW4.png&hash=86a9b8dda3f4f289d2c04ed1592ac2c7f3b82775)

Yes he's a Serris reference shut up
Title: Re: MMX: Variable Zero
Post by: VladCT on September 02, 2016, 12:17:43 PM
Yes he's a Serris reference shut up
Well, as long as it doesn't constantly go VWORPVWORPVWORPVWORP...
Title: Re: MMX: Variable Zero
Post by: KaZudra on September 03, 2016, 11:00:05 AM
Based off my favorite Fusion boss? sweet!
good thing you removed any hanging areas.
Title: Re: MMX: Variable Zero
Post by: Dracula9 on September 09, 2016, 08:33:21 PM



EDITED by Moderation: I fixed your link.  When using the Youtube bbc tag, just include the part of the Youtube URL located after the "v=".
Title: Re: MMX: Variable Zero
Post by: Amaweks on December 03, 2016, 11:34:51 AM
Wow, I loved what I've seen so far, I can not wait to play your game.

Because the PSX style is inconsistent as fuck and never really figures out what it wants to be, therefore I have no real consistent basis to go by in regards to emulating it. Seriously. Look at X, then at General, then at Eregion, then at Final X4 Sigma, then at Hell Sigma, then at Nightmare Mother, then at Blizzard Wolfang, then at the X4 stage select, then at Gamma Sigma, and then at the D-1000. Then try to find a consistent style. Trick question, you can't.

It's also rather ugly and overly shine-heavy and I really don't like it.

SNES style is much cleaner and gives me far more options for striking visual design that doesn't require whoring solid-white highlights on everything.

Great choice by preferring the SNES style, I fully agree with your point of view. Old graphic limitations, such as the 8-Bit NES for example, forced artists to produce more "iconic" graphics. A dirt floor, or metal, does not have to be realistic, as long as you get a quick and clear idea of ​​what it's about. The SNES was the pinnacle of this kind of ghaphism for the Megaman series, with fewer restrictions, but still forcing artists to give personality to graphics. From the 4th game onwards the "need" for pre-rendered and more "realistic" graphics made everything more gray and without personality.