GameMaker: Studio

GameMaker: Studio

Megaman Dos Remake 2.20B
 This topic has been pinned, so it's probably important
Willburb  [developer] Feb 12, 2016 @ 9:03am
Editor made example levels
I'll be updating this as I build more levels to showcase features of the editor. With more complex stages coming later! Feel free to use this discussion forum to post your own levels as well.



MoltenClockwork: A level based on both shadowmans and metalmans stage designs. Stage is fairly simple in design. Enemy placement could use some balancing however. Some features of the editor shown are: re-using rooms, looping back into an older room, water filled screens, boss doors being manually placed, and finally a custom boss with an AI simmilar to shadowman.

-updated with custom boss sprites for shadowman-

Download[dl.dropboxusercontent.com]



Woodman GB: Level is based off of the gameboy version of Woodman's stage. While being a simple level the level editor will show a large amount of screen re-use. As well as use of enemy layouts to make the start and end of the levels use the same screens, but different enemies.

Download[dl.dropboxusercontent.com]



MetalMan GB: Based on the gameboy version of metalman's stage, and following the designs of this incredibly anchient forum post[forum.rockmanpm.com] Gameboy always was a little tricky, so be prepared for some odd jumps!

-updated with custom sprites for metalman-

Download[dl.dropboxusercontent.com]



Wily 2 clone: What it says on the tin. This was mostly used for testing to see if the game had the same "feel". While not exactly the same, this level helped try and make the game as close to the real games as I could.

Download[dl.dropboxusercontent.com]



MetalWorks: A test level for the newly introduced boss builder. The level is only two screens, and dumps you right into a boss fight against a doc-robot with a metalman stye attack pattern.

-updated with custom sprites for metalman-

Download[dl.dropboxusercontent.com]



Fortress approach: Another test level. Designed mostly to see how well rained worked before it spun off into its own stage design. Ascending a skull fortress' canon tower before traveling across some kind of acid filled tank system within the fortress' wall. The boss isn't too inspired however. Simply using bitman as a filler to end the stage off with.

Download[dl.dropboxusercontent.com]


Hyper Storm H clone: Used to test and showcase custom tilesets. Stage is a clone of the wily tower boss of the same name. It has several minor changes due to the 14 vs 15 tile difference in vertical height of screens between the nes megaman, and sega genesis version. Along with an enemy changed at the end of the stage due to it not being present in the editor. Stage features a custom boss showing off the new airman style pushing and blowing attacks.

Download[dl.dropboxusercontent.com]
Last edited by Willburb; Jun 12, 2016 @ 8:55pm
< >
Showing 1-10 of 10 comments
Willburb  [developer] Apr 21, 2016 @ 9:52am 
While technically a bug on my end. The moving platform vanishing under the waterfall looked great, and something I never knew happend! (Not gonna fix that of course. Though the dome canon's shot vanishing under it will be hehehe. )
Schmiddi  [developer] Apr 22, 2016 @ 5:22am 
Glad you liked it, and yeah found that out with the waterfall and I thought, it would be a great idea to include. xD
Dink Weed Jun 3, 2016 @ 10:39am 
https://www.dropbox.com/s/1sglrxyalg015oc/Random%20and%20Short%20Factory.MML?dl=0
My first attempt at making a Mega Man level. Ever.
I think the name's pretty accurate.
Schmiddi  [developer] Jun 3, 2016 @ 10:52am 
Nice stage, hard and pretty cool
Willburb  [developer] Jun 3, 2016 @ 10:57am 
I like the multiple routes. You've got a clear idea of how to use the level layout editor. Remeber. Stages can be longer then 20 screens, ( you have 100 unique screens to work with, and any number of duplicate screens with 9 possible enemy layouts!) but stages longer then 20 often overstay their welcome and feel as though they drag out!
Schmiddi  [developer] Jun 3, 2016 @ 11:00am 
It's actually hard to know in which room you are. You should make a way to go to a room via UP LEFT RIGHT DOWN buttons.
Willburb  [developer] Jun 3, 2016 @ 11:09am 
There is a bit of an issue there. You aren't actually in the map when you edit screens. Each screen is like an induvidual picture. Each with their own set of enemy layouts. When you "place" the room on the map you aren't actually placing the room, but instead saying "use screen 4 with layout 0 here". To which you can have an entire hallway of just screen 4, but with different enemies. The entire stage could just be screen 4 if you want to go a bit crazy with it.

Pressing left and right Doesn't move you inside the map. It moves you through your deck of screens to make the level up with!
Schmiddi  [developer] Jun 3, 2016 @ 11:11am 
Oh I see, welp rip the idea.
Dink Weed Jun 4, 2016 @ 4:32am 
Thanks for the feedback, I actually wanted to make each route longer and more interesting but I was in a rush to complete the level so it felt kinda lacking after the checkpoint. Also, how can you tell if a screw bomber is gonna face left or right when editting the level?
Willburb  [developer] Jun 4, 2016 @ 5:12am 
They automatically attach to the wall next to them. I think attached to the left takes priority though if you put them between two walls, but if you just place them next to a wall they'll face properly themselves.
Last edited by Willburb; Jun 4, 2016 @ 5:13am
< >
Showing 1-10 of 10 comments
Per page: 1530 50