UPDATE: Fixed missing links in downloads page, sorry for that
This long awaited release has been delayied several times for adding support for a new platform, the Playstation portable (PSP) and making sure it is a solid, with few bugs version. I hope the delay will pay off and you will enjoy a great game, that still have problems and is not finished, but is finally taking shape enought for a decent test-run, as now you can finish the game from start, or simply input a password and go right to the final stage
Go to the downloads page, and get it for any of the platforms supported: Windows, Ubuntu 12.10, Linux(TGZ), PSP, PS2 and Dingux (we’ll also try to make Open Pandora packages soon) give a try!
- Memory leaks fixed
- Killing NPCs drop items
- Editable colorcycle
- Editable link to final boss teleporter room (one has 8, other has 9 teleporters)
- Editable “can fly” property for NPCs
- Better edition for boss faces on stage
- Do not show empty dialogs
- Editable Artifical Inteligences for non-boss NPCs
- Fix the old scroll-lock (screen not moving) bug
- Disappearing blocks
- NPCs returning after dead when out-of-screen
- Logic in editor for jet and coil items
- Logic in game for drop items
- Save on quit/leave
- Fix sound in PS2
- Can set NPC weapons (2) on editor
- New font, new music, new graphics
- SEVERAL, and I mean really SEVERAL bug fixes
- Interrupt charging on door, death and when leaving stage
- Save Castle stages
- Password system
- PSP Port
- 5 Skull Castle stages (with no NPCs yet)
- Apebot’s stage is abnormally slow in handhelds
- Using L/R with no boss beaten shows an invalid weapon with skull as icon
- Placing Coil item to your left makes player under it, being not able to move until it disappears
This release is a tribute to all people of the beloved city of Santa Maria (Saint Mary) where I lived for more than 10 years and suffered a horrible tragedy yesterday. Rockbot is with all the families and victimis at his mechanical heart.
Get it, as usual, in the downloads section.
While we prepara for beta3, we are also looking to the future releases to plan witch features will be incorporated in each one, here is a small glimpse of what will be made:
Beta3: bug-fixing, new Artificial Inteligence (A.I.) system, A.I. for all bosses, Jet item, Coil item, better sprite system in editor and game.
Beta 4: bug-fixing, password system, in-game settings, skull-castle stages, better colision system using different sizes for each individual frame, projectiles/weapond editing
Beta5: bug-fixing, large code-optimization, refine editor and disable all non-used fields, key-config setting
Beta 6: better intro, better ending, inter-stage sequences like Ninja Gaiden, start porting (Android, Dreamcast, XBox, PSP)
RC: After that, a series o Release Candidate versions will be released, keeping file-format compatibility and focused only on bug fixing. Versions 1.X will have automatic file-format conversion, so; if you create a game using 1.0, the file should work fine on 1.X editor (and after adjusts to fill the new parts, playable).
Version 1.1: Artificial Inteligence editing, optimization using threads, create multiple NPCs using the same graphic-file with different colormaps
Version 1.2: Implement two simultaneous players
This surely will take a longe time, as this is a one-man project, but having a road map is good to keep us motivated to create a game that people will enjoy and a future engine that people will use to make their own Megaman-like games> Please, keep an eye on us and get reasdy to test beta 3 next need
Today is a very special date, as Rockman (Megaman in USA) celebrates it’s 25th anniversary!
Watching the release of Street Fighter vs. Megaman that was made by a fan and now supported by Capcom-Unity also makes a homebrew developer like me smile a bit and again focus on working in Rockbot’s code once again after a while.
And for that special date, I need to write an explanation on Rockbot’s current status:
The lack of news was due of me being a bit tired, as a single person developing almost everything into a game sometimes becomes boring, you have no one to exchange ideas with or some support when doing hard tasks. With day-work requiring much of my strenght and causing pain in my spine due to long hours sitting in a chair in front of a PC, Rockbot work was put aside for a few months.
In the last week I was finnaly able to resume working on it, and already coded all of Ape Bot’s Artificial Inteligente (AI) and great part of Daisie Bot’s too. Most of work is to create small functions such as “jump_to_player” where the enemy will execute a jump in the direction of the player, function that will be used not only by robot masters, but also small enemies. Another area of work are special attacks and improving a lot of the projectiles system, so it supports a large number of attack types and variations. In short, a lot of boring work that will drasticaly improve all enemies on the game and, when you play our next beta and face Ape Bot, you WILL undoubtly understand
So, when is the next release? Well, I have 10 days of vacations in this year’s ending, that probally win’t help much, as I will travel and won’t have much time to code, but in february I’ll get more 20 days, so expect something in middle-march. Our plan is have all bosses working fine – instead of just standing there – and special weapon (coild, jet) working again, and with some luck, get sound working on PS2 and get a build for PSP.
That is it, good christmas and happy new year to everyone!
Added PS2 version in the downloads page. For now, sound isn’t working and I could not identify the reason, as my dev enviroenment for the PS2 needs adjusts that I’ll make during the week (I need to buy CDROM medias to burn ps2link with the correct IP configurations for my current network). This version also will NOT work from a burnt CDROM.
I bought a new hardware to be supported soon… wait for news!
Added Open Pandora package in downloads, thanks to sigma nl for the port!
We are having a hard time to compile the game for Playstation 2, and it shall take a bit long until we sucefully port it as the SDK for this system is not supported for more than two years and no one have the needed knowledge to help us fix the issue with linker. The good news is that a new portable system should soon join the official supported devices, is all goes well.
Hey all. First, my apologies for not updating the blog in such a long time; second, let me explain the lack of news lately. I bought a new 40″ LED/LCD TV and a Playstation 3 console, that, by itself explains why I’m not currently working on Rockbot.
I’m getting a lot of fun playing some new-gen games, and thus, there is very little time for developing at home; plus, its getting really cold on south hemisphere, so, staying in front of the computer isn’t very compelling. The good news, is that I disliked a lot Megaman 9 and 10, I think the levels are just cheap, with a dificulty that remembers Megaman 1, with traps that are placed not to make things harder, but to just kill the player until he memorizes the whole stage.
I plan to soon resume work on bug fixing and a new missing new features on Rockbot, and to begin, I’ll be adding some changes, such as resolution, that will be now 320×240, that is the size of Dingoo A320 screen and is well supported in PS2. This will not only fix some bugs, but also, better support porting stages from Megaman, as the NES is 224 vertical lines and we were using only 200 so far. Also, each player sprite will have its own size for colision, making it much better.
Next beta also will feature stages filled with enemies instead of empty ones, so keep tuned.