Ok, thank you for replying
Viewing post in Yal's Procgen Curiosities comments
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
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.
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.