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Comments for Megaman EX (Alpha 3)

Return to Megaman EX (Alpha 3)

A new version of this scenario was uploaded on Thu Feb 06 21:44:46 UTC 2014 +Published source code!
A new version of this scenario was uploaded on Thu Mar 13 06:04:45 UTC 2014 +Added yes/no Dialog Boxes +Added code to locate the game file's location so you don't have to manually hard-code in the location of the file that stores the custom level data +Added a yes/no dialog box that asks for permission to create a folder to store custom level data in +Almost completed checkpoint functinality (just needs to be implemented and tested/refined) +Added some music files for future use
Entity1037Entity1037

2014/3/13

+Added respawning
A new version of this scenario was uploaded on Thu Mar 20 08:55:29 UTC 2014 *Finished Checkpoint Functionality *Changed CheckpointLine into checkpoint, and is no longer bound do a width of 25 pixels P.S.: Please report any bugs you find.
Entity1037Entity1037

2014/3/20

Wow, really stupid programming logic-screw up is cauing one checkpoint to fill all of the available check point saves. Let me just fix that really quick...
A new version of this scenario was uploaded on Fri Mar 21 22:30:39 UTC 2014 *Fixed problem that caused one checkpoint to be repetitively saved in every checkpoint save available. -respawning in an area close to a scroll stopper may cause the screen to spazz uncontrollably
A new version of this scenario was uploaded on Tue Mar 25 06:57:21 UTC 2014 *FIXED HORRIBLE SCREEN SPAZZING GLITCH THAT HAPPENS WHEN YOU RESPAWN (ftw)! (I still don't know why it happens, but it seems to be gone now...)
A new version of this scenario was uploaded on Tue Mar 25 08:28:28 UTC 2014 +Added a convert option to instantly turn a custom level into Greenfoot coding to allow for easy hard-programming of custom levels
A new version of this scenario was uploaded on Tue Mar 25 08:43:48 UTC 2014 *Tweaked an error message
A new version of this scenario was uploaded on Tue Mar 25 23:08:47 UTC 2014 +Added new test levels!
A new version of this scenario was uploaded on Wed Mar 26 18:37:43 UTC 2014 +Added test level SpikeFall *Fixed a respawning error
Entity1037Entity1037

2014/3/27

ATTENTION: my next thing to work on is wall jumping. So... don't expect very many updates for a while...
A new version of this scenario was uploaded on Thu Apr 10 01:29:27 UTC 2014 +Added EnemySpawn.class *Labled the sprites array's elements in X.class
Entity1037Entity1037

2014/4/10

-Removed EnemyMarker.class
Entity1037Entity1037

2014/4/10

GAA I FORGOT TO PUBLISH SOURCE CODE! -_-
lordhersheylordhershey

2014/4/10

NNNOOOOOOOOOO!!!!!!. I wish the share thing would remember that you had shared the code and it would auto check the box. Maybe they can make it a user pref? Maybe a pref already exists?
A new version of this scenario was uploaded on Thu Apr 10 21:50:10 UTC 2014 PUBLISHED SOURCE CODE
A new version of this scenario was uploaded on Fri Apr 11 18:39:42 UTC 2014 +Added and almost completed custom key bindings *Changed some things in the Main Menu -Removed Gallery Level
A new version of this scenario was uploaded on Sun Apr 13 09:07:07 UTC 2014 *Completed Customizable controls for keyboard! And I know, I'm stalling implementing wall jumping. It will happen eventually, so don't worry
A new version of this scenario was uploaded on Sun Apr 13 09:31:16 UTC 2014 *Fixed Options Menu FPS issue -Removed yet-to-be-used songs in order to severly cut publishing/downloading time of the scenario
Entity1037Entity1037

2014/4/14

Ops, I forgot to add in a check to see if UserInfo is available when the player spawns. It's causing the game not to load if the UserInfo is not available. I'll fix this really soon...
A new version of this scenario was uploaded on Mon Apr 14 19:16:21 UTC 2014 *Fixed issue that caused XEngine not to load when attempting to load when unable to access UserInfo
A new version of this scenario was uploaded on Tue Apr 15 18:35:23 UTC 2014 *Improved spike hit detection -Spike will not destroy the player in some conditions when they are intented to
A new version of this scenario was uploaded on Sun May 04 09:24:46 UTC 2014 *Changed hit detection so that Matter objects collide with colored parts of other objects' images instead of just the width and height of the objects' image -Odd bug that causes matter objects to sometimes fall into the floor slightly when falling from a high place (it WILL be fixed, don't worry!)
A new version of this scenario was uploaded on Sun May 04 21:34:57 UTC 2014 +Added glowing effects!!!
A new version of this scenario was uploaded on Mon May 05 00:08:18 UTC 2014 +Added flashes to enemies when they're hit
A new version of this scenario was uploaded on Mon May 05 20:47:02 UTC 2014 +Added Brick +added wall
A new version of this scenario was uploaded on Tue May 06 18:35:10 UTC 2014 *hit detection glitches almost fixed (technical wise, although not performance wise)
A new version of this scenario was uploaded on Wed May 07 02:53:39 UTC 2014 *Impoved GroundDetectionVisualization position
A new version of this scenario was uploaded on Wed May 14 18:35:10 UTC 2014 *FIxed hit detection glitch, and are now fixing image placement issue
A new version of this scenario was uploaded on Thu May 15 00:05:10 UTC 2014 *improved character image placement
A new version of this scenario was uploaded on Thu May 15 04:55:14 UTC 2014
A new version of this scenario was uploaded on Fri May 16 18:36:58 UTC 2014 +Segmented block placing grid *fixed some things *slightly increased jump height
A new version of this scenario was uploaded on Sat May 17 04:28:28 UTC 2014 +Added wall sliding... although there are some glitches when sliding to the ground on a wall to your right (I'm not sure what's causing them...)
A new version of this scenario was uploaded on Sat May 17 08:56:56 UTC 2014 *fixed problems with wall sliding
A new version of this scenario was uploaded on Mon Jul 28 20:03:42 UTC 2014 +Added frame skipping (not fully, though)
A new version of this scenario was uploaded on Thu Jul 31 05:23:57 UTC 2014 *fixed glitchy animations +fully added frame skip to dashing +added frame skip to spinning of AwesomeFace.class +added frame skip to buster charging +added frame skip to recoil animation +tweaked collision detection line placement
Entity1037Entity1037

2014/7/31

I would like to point out that having low FPS(less than 15FPS it seems) will cause glitchy hit detection, and clipping through objects.
A new version of this scenario was uploaded on Thu Jul 31 06:52:39 UTC 2014 *Greatly improved sprite positioning NOTE: Any sprite jiggering is strictly due to lag effecting the screen scrolling speed.
A new version of this scenario was uploaded on Thu Jul 31 07:10:48 UTC 2014 *increadibly minor tweaks
JetLennitJetLennit

2014/8/29

Are you still working on this?
Entity1037Entity1037

2014/10/16

I just now found your comment. I'm working on a physics engine in Eclipse right now for my Independent Study Technical Applications class, so no.
lordhersheylordhershey

2014/10/16

Sounds like an aggressive project. How much code have you written so far?
Entity1037Entity1037

2014/10/20

So far I have a working game window, tile mapper, and the begginning of the Actor stuff, along with a moving test enemy (it just moves in a line, but it's a start!). At the moment I'm seting up all of the classes for in game objects, and other things. I'm kind of trying to make a similar set up to Greenfoot's actor and world classes.
Entity1037Entity1037

2014/10/20

I do have a lot of tutorials I've being going off of as help, as well as the LWJGL and Slick.
Entity1037Entity1037

2014/10/20

Oh wait, I also have tile map editing in game with the mouse.
Entity1037Entity1037

2015/1/5

Lol wow. I have improved a good amount sense I last worked on this. And if anyone is curious: the physics engine in Eclipse that I've been making works seemingly flawlessly from what I can tell. I'm just now getting to creating menus to, and so far the menu isn't functional yet as I have no idea how to paint a texture into another texture with lwjgl+slick.
lordhersheylordhershey

2015/1/5

Seems pretty good, though I found this on the test stage, I can jump and sort of cling to the wall, You can only leave the wall by walking in the opposite direction. Is that a bug or a feature?
Entity1037Entity1037

2015/1/5

lordhershey that is a glitch with the wall sliding/jumping that I can't figure out. I have no idea why it happens or why the sprite goes nuts. :/ Wall sliding works perfectly fine if you fall without jumping and push against a wall. IDK
lordhersheylordhershey

2015/1/5

It is not too bad of a glitch, could be used to the players advantage at times I think. Need to put some bad guys in there.