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Ok, thank you for replying

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I'm atleast thinking about getting the maria engine 64 to hopefully be able to modify it into a megaman legends/ megaman x type engine, could you please do a tutorial on such a conversion

Depends on what exactly you need that isn't in the engine already. Tank controls and shooting, or is it missing something more advanced?

well atleast a few things come to mind, for modifications into a megaman x engine wall jumping, wall sliding, a dash, a stage select, special weapons, controls to switch weapons, a weapons screen to switch between weapons and use subtanks from aswell as leave the level from, a blaster and z sabre like sword, heart tank or tank like items, aswell as things like subtanks to pick up, level (area) segmentation in order to help prevent (or atleast minimalize lag and keep the framerate up), and of course a really important thing would be controller controlls

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also I think I would also like to get rid of the in game level editor

I'd also like to know how to put together a level, I'm certain this different from using tiles in a 2d engine

That one is simple, at least - just remove the button object from the title screen when you're going to release your game. (It's intended to only be used for development, it's included in the demo to show off the intended workflow)

A lot of that would be pretty simple finite state machine stuff - e.g. if you detect a wall close to you when you're in midair, enter a "wall slide" state where you slowly move down until there's solid ground beneath you, and which lets you wall-kick...

Not sure if getting a 3D engine for a 2D game is the best choice, but I guess if you like "2½D visuals" (3D background elements but the game plays in a 2D plane) it could work out.

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I was thinking a completely 3d megaman x style engine that is better than Megaman X7's attempt, although I might possibly like to make afew 2d plane sections

I atleast used to had somewhat of an understanding of gamemaker studio, and (I'm pretty sure )the only 3d tutorials I've found are for first person, and generally afew years old, thats atleast the major reason I'm asking for atleast a tutorial

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atleast after the engine is modified into a megaman type one would it be alright if I released it for free so more people can be able to make 3d megaman fangames, and original titles

I'm not OK with edits of my paid engines/asset packs being released as competing asset packs, especially not for free.

ok, just thought I'd ask, how do I swap out 3d models for instance replace the maria model with a character model from the models resource

The models in the MariaEngine64 are all generated from code (path + config parameters + texture atlas), this is done in the skelani_init_all_models script. After you've defined a new model go to obj_player's create event and replace the line "skelani_load_model(smd_MARIA)" with loading the other model you want.

For external models, though... there's an OBJ (Wavefront) importer script in the open world project you could just copypaste over but there's sadly no support for using existing skeletal animation information in the model (Game Maker doesn't support skeletal animation natively so I had to make my own separate system)

If you're using existing model assets you might be interested in Snidr's Model Format, it's a free skeletal animation system for Game Maker. It's a bit tricky to set up (and requires you to convert the models to a different, custom format) but there's very few other options.

would it be alright if I had someone modify the engine for me, aswell as put any assets in it  I would need for a fangame and/ or indie game (or just straight up turning it into the game/ game engine I want made)