Dingux versionw as updated with fixes to run on old Dingux versions. Also, a CDROM version for Playstation 2 was added, you just need to burn the ISO file into a CD, put in the drive of a modded console and it will run, the saves will now be stored in the memory card #1.
After five years in development, several 0.1 versions, a lot of betas and one RC, we finally are ready to launch the first stable version of Rockbot, 1.0.0!
It still have some bugs, issues and improvements in mind for the future, but we worked really hard to fix all important problems and this new release is solid and contains a ton of fixes and small touch that make us very proud. There are several Mega Man engines out there, but you will find Rockbot’s unique features as really great multi-platform ports and an editor that allows you to change almost all aspects of the game a plus for people looking not only to play a game, but also to create their own.
New in this version:
- Fixed cumulative memory usage due to not releasing memory NPC and Object lists when finishing stage
- Fixed memory leaks in projectile, map and stage objects
- Reduced package sizes for some platforms
- Do not show empty-text dialogs
- Several small graphics positioning fixes
- Add “breath” bubble when player is underwater
- Add several people who helped in the credits
- The credits on intro screen now show the same credits from the ending, avoiding duplication
- Android port now correctly upgrades data when installing a new version over an older one
- Android back key now is equivalent to “ESC”
- Add elegant “leave” message and confirmation dialog. Update code to not use exit() unless critical.
- Do not show dash/shield buttons on Android’s on-screen touch controls
- Fix player sliding out of screen
- Fix 3rd-level tiles not showing when doing the boss door animation
- Windows now have an installer
- Pandora build and package
- Several fixes in NPC Artificial Intelligence (AI)
- Remove unused code
- Windows and Linux now save data to user home directory, allowing multiple users to have their own saves in same computer
- Faster screen transitions
- Fix platforms not returning after used, even if player dies
- Improve stairs leaving and grabbing and making impossible for player to grab it once hit while on stairs
- Reviewed stages and re-balanced difficulty
- Fix freeze weapon not working or stopping whole NPCs after leaving stage
- NPC jump includes collision detection
- Added icon and background for PSP port
- Teleport animation for Coil/Jet items. Do not allow to use it inside a wall.
- Several fixes for game freezing and other issues that avoided one to finish the game
- Avoid using SDL_SetColors as much as possible, as this is the most time-expensive method used
- Several other fixes
It is with enormous pleasure that we do the kick off for version 1.0 our our dear game/engine, Mega Man(Rockman)-style. In a long journey we faced several obstacles working on each person free time without any gains, but happy with the acknowledge that Rockbot already received, even without a real stable version.
Rememberings aside, what the RC in this version name means? RC is short for Release Candidate, a version already stable and polished enought to even becode the final release; that is not the case of Rockbot, as we already have plans for a second RC. In short, no new features to be implemented, no critical bugs (except for a feew platform-specific) must exists until the final version to be released, after what we start working on 1.1 that will be just an incremental release, nothing radical.
A warning for Android users: due to a limitation in the native SDK, you must uninstall previous version before installing a new one. We are looking for a solution to this issue, so users can upgrade it normally.
- All stages were revised and improved
- New port for Nintendo Wii (thanks to Akira Faganello for testing)
- Platforms now have some nice animation when activated
- Editor supports “beaten” mode to see how finished stages will look if revisited
- Editor can swap stages order
- Better weapon balance and vulnerabilities
- Fixes for Dynamite when he uses freeze on player
- Direct correspondence between stage-number and weapon-number
- Fixes in colorcycle
- Clean editor code to remove several uneeded pointers
- New images for Android on-screen controls
- Reordered stages (skullcastle#1 was the 5th one)
- Fixes for weapons not showing in the weapons-menu
- Freeze weapon shoots normal projectiles after activated
- Improved intro
- Improved ending
- Better intangible timing after hit (both player, enemies and bosses)
- Improve config menu, ask for restart when changing video mode, change keys.
As usual, the game can be obtained from our downloads page.
Hello, I am Hunter Trammell, an artist helping Iuri with his amazing game, Rockbot: Kyoto Evolution!!
Though while I did have fun playing the game, I think I had more fun re-doing the art, and working on some new art.
But again, this game is AMAZINGLY AWESOME. But be warned; the game is as Tough As Nails! Are You?
The Kyoto police-bots are going to win this fight! Even if they lose all of their lives and Health packs in the process.
This game is well-coded, however there are still glitches and bugs to be squished with the Linux Boots.
[I'm a Windows guy, so... yeah..] If you find any glitches in the PC/Mac/Linux or any other ports, please don’t be upset.
Iuri is hard at work on coding this project, and I’m working on the art and my own projects. [Plus highschool]
I might do a Q&A or something on here later on down the line of Rockbot’s development.
I want to thank those of you who downloaded and enjoyed the game. It means a lot to us at Upperland.
I hope to see you guys very soon.
This is a higly improved version over the previous one, with several bugs fixed. We hope you enjoy it!
Available in the downloads page.
Improvements in this version:
- Highly improved artificial inteligence
- Several new enemies
- New logos for Upperland and Mega Man’s 25th anniversary
- Game over when lives goes under zero
- Several corrections and improvements in editor
- Parabole function for jumps ad projectiles
- Higher time for enemies and bosses invencible time after hit
- Higher damage taken by player
- Positioning use float points for exact diagonal to a point
- Selection between Rockbot and Betabot is done only on “new game”
- Better credits on ending
- Better graphics from our new partner Hunter Trammell
- Better speed on Playstation 2 and PSP
- Better stage backgrounds
- Bigger initial stage size
Now that Rockbot is reaching the 1.0 version (ETA first semester of 2014), it is time for other people to start making games by using the editor. As, for what I know, this was only used by me, the user interface can be confusing. So I will explain the basics of editing players, enemies, bosses, objects, maps with this tool in hope someone find useful. The posts on this series will not follow the tab order, but a logical one, as there is no sense in creating an enemy without a map to put them.
Name: the name of the game you are creating/editing
Special Item #1: Remember Mega man 2 items #1, #2 and #3? Rush Jet/Coil? Same thing. Pick, between the items you created the one player will be able to call upon selecting on weapons menu. The items can be created at “Objects” tab.
Special Item #2: Same as above.
Semi-Charged Shot: The editor allows you to create projectiles at “Projectiles” tab. You must create one that is the semi-charged and set it here. Why this is here and there isn’t the full charged shot? Because this one is common to all players, while the full can be set differently for each player.
Stage-Faces: Remember the Mega Man 2-10 stage select screen with 8 bosses and later Dr. Wily face? Well, here you can set the icon image for each stage. The stage name is editable at “Stages” tab. For each stage, you set an image.
A stage consists of three maps, that can be linked (remember climbing a ladder on Mega man and the screen scrolls up-down slowly? This was a map transition) between themselves. The stage tab edit have a name, usually the boss name, and, for each player, two diaglos; one in the stage beggining and another when reaching the stage’s boss. You can set, in this tab, the stage name, boss name, boss face (that will appear on the dialog, not to be mistaken with the stage select face), answer player is where you select witch player you are editing the dialog for – the boss dialog is the same for them all, but the player text is not. Also stage dialogs is used on start of the stage, while boss dialogs is the one used when you reach the boss room to face him for the first time. If a stage is already beaten, no dialogs will be shown, as the boss room is now empty.
Note that boss face can be any face you like, the player can speak with someone else, like a companion or communication center, like in Megaman X series.
Here you can edit some aspects of the character the gamer will control while playing your game.
Name: Player name. This will appear on dialogs the player speaks.
Hit Points: Hotal damage points the player can receive. Default is 28, we recommend to keep this way or lower only, as the game does not support other values much well because of the number of lines in the energy bar.
Has Shield: If the player can use a shield button to avoid being hit by projectiles.
Max Shots: How many simultaneous projectiles from regular weapon (special weapons taken from bosses hay their own limit) the player can fire up at same time in the screen (one one of those vanishes, you can fire up more).
Touch Damage Reductor: The player can take less damage from touching enemies. Minimal damage is always 1, but if the touch damage is 4 and you set this to 1, the player takes only 3 points of damage reduced from his total energy points.
Jump Gravity: This is the value substracted from player’s jump speed each frame he is moved when the jump if going from ground to up, or increasing speed when going down in the jump. Higher values make the jump shorter, while higher values make is longer and slower.
Jump Speed: initial jump speed. You can combine this value with gravity to make a really slow or fast jump. Player with both and find values you like.
Move speed: how fast the character moves. Two is a value similar to Mega Man, higher is faster.
Can Slide: If enabled, the player will slide can can pass small holes of only one tile size where normally the player can’t fit; otherwise it will dash and the player height isn’t affected by the movement.
Charged Shot: The projectile this player fires when fully charged.
The graphics used by the player can’t be set from the editor yet, instead it uses the pN.png file from data/images/sprites folder, where N is the number of the player, eg p1.png, p2.png.
You all know that Rockbot is inspirated by Mega Man (Rockman) classic game series, and I am a big fan of Kenji Inafune, the designer of the series.
So, well, he left Capcom, that later simply killer all Megaman projects, sadly. So, he is now at his own company, and asked US for help! That is it! We can help out to make a spiritual sucessor of Megaman, a game called Might no 9!
So, you can go to Kickstarter page, and donate money to the project, as I already did of course. For just $20 you can get to fund the game and get it for free when it is launched! And more, they will hear US, the funding team, about HOW we want the game!
Cool, isn’t? We could not be happier with the idea, as Rockbot was also created with the same principle: make the platform action old style games alive!
Please, you also need to donate and help! Let’s do something amazing together.
As Rockbot is a project, basicaly, made only by one person, sometimes I need to take “vacation” from it to rest, play videogames and relax a bit, mostly when my day-work leaves me with no desire to code (AKA, I am in a boring project). And that was what happened in the last two months, I’ve played a lot of Playstation 3, emptied the mind, and now, slowly, I’m returning.
I reorganized a lot of tasks ahead, making each beta version smaller and adding a 7th beta to the list. Those last versions tend to be really slower because I have to face off some bugs that are still from the project start and are mostly difficult to solve. Anyway, in a general way, what we have ahead is:
BETA5 (DONE): lots of bug-fixes, skull castle stage intro with path indicator, move some classes to sub-folders in project, experimental android port, remove threads, fix dynamic background flickering, centewred-weapon can be destroyed, fixed technobot colorcycle affecting menus, fix crash when leaving game, fix turn in NPCs, add in-game config, a beaten stage can have a different tileset and background, NPC with static background, add weapon support in editor and more, .
BETA5 (Ongoing): stages adjustments, replace copyrighted tiles by free or custom ones, break bosses artificial inteligence into new chain system, add option for PSP to change between fullscreen or windowed, fix for transition screen and dynamic backgrounds, gravity-level for NPCs, destroy NPC centered-weapon by using TNT Flash, editor adjustments and code cleaning.
BETA6: better teleporting stop-method by checking first non-blocking tile (from bottom to top), better ending credits, move drawing methods to draw class, bolts and shop, AI jump-up and jump-down, fix max projectile logic for weapons, setup rock and beta differences.
BETA7: fix for 3rd level of tiles on transition screen, remove build warnings in all platforms, implement different frame sizes in game collision, create spawn-npc AI action, NPC death AI, action, NPC hit AI action, optimize memory usage by using game_data directly when a copy is not needed, new/better intro.
RC1: optimization, reduce memory usage
After 1.0: Ports for Dreamcast, XBox, OSX and Wii; more optimization and code checking with cppcheck and coverity