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Comments for Megaman EX (Alpha 3)

Return to Megaman EX (Alpha 3)

A new version of this scenario was uploaded on Mon Nov 11 00:54:49 UTC 2013 +Inserted code to make megaman stop moving in mid air while dashing if the a and d keys are not being pressed
awesomehackerawesomehacker

2013/11/12

AWESOME GAME! I really like it and the Level Editor glitch doesn't really bother me because I don't really use it!
awesomehackerawesomehacker

2013/11/12

And I like pancakes And bacon And your game And GreenFoot And life
Entity1037Entity1037

2013/11/12

Thank you! :3
A new version of this scenario was uploaded on Tue Nov 12 19:22:50 UTC 2013 +Added MouseButton.class and made all actors that use the mosue a subclass of it +Locked Scenario *Improved coding that makes the screen stop scrolling (screen now alligns with the thing that makes it stop scrolling I.E. more precise screen control)
A new version of this scenario was uploaded on Tue Nov 12 19:34:01 UTC 2013 +Added MouseButton.class and made all actors that use the mosue a subclass of it +Locked Scenario *Improved coding that makes the screen stop scrolling (screen now alligns with the thing that makes it stop scrolling I.E. more precise screen control)
Entity1037Entity1037

2013/11/18

Note to self: implement background looping because I forgot to...
Entity1037Entity1037

2013/11/22

I've been unable to work on this scenario recently because I've been extremely busy, the Greenfoot editor is now blocked on my computer, and I'm sleep deprived (mainly because I have an after school activity that takes up like 2 hours followed by homework)... so... first world problems. :/
Entity1037Entity1037

2013/11/22

Let me elaborate: the Greenfoot Editor is blocked on my school's computers.
A new version of this scenario was uploaded on Mon Dec 16 06:58:22 UTC 2013 *Improved save and loading functionality (they actually work... kind of!). A fair warning though... UserInfo only allows to store about 25 objects, so.... :/ *Unlocked Scenario
A new version of this scenario was uploaded on Wed Dec 18 02:43:02 UTC 2013 *Compressed position data of objects by dividing them by 50 (should allow a few more objects to be saved) *Fixed error that caused the game's tracking coordintates to be off when reseting screen to starting position *Fixed method that deletes the current level
A new version of this scenario was uploaded on Wed Dec 18 04:04:24 UTC 2013 *Fixed most save/load issues (not counting the fact that there's hardly any available data)
Entity1037Entity1037

2013/12/18

by "available data" I meant space to store levels.
A new version of this scenario was uploaded on Wed Dec 18 04:09:32 UTC 2013 *Changed input dialog that appears when max save data is reached for a level to a dialog box
A new version of this scenario was uploaded on Wed Dec 18 05:59:00 UTC 2013 +Added enemy functionality to level editor vial EnemyMarker.class +Added ablility to test play GALLERY LEVEL when selecting Game Engine Test *Changed SymbolBlock to the "5" key
A new version of this scenario was uploaded on Wed Dec 18 06:02:35 UTC 2013 +Added enemy functionality to level editor vial EnemyMarker.class +Added ablility to test play GALLERY LEVEL when selecting Game Engine Test *Changed SymbolBlock to the "5" key
A new version of this scenario was uploaded on Wed Dec 18 07:40:56 UTC 2013 *Divided coordinates for saving by 25 to fix placement bug at grid positions 0 and -1
A new version of this scenario was uploaded on Wed Dec 18 08:03:37 UTC 2013 *Changed Level Editor Warning message (the computers at my school apparently just block online access to the scenario due to security, which causes it not to load).
FlicknFlackFlicknFlack

2013/12/18

pretty cool but maybe you could make diffrent binds for the action like awd (left up right) and space (jump) and esc (pause) and enter (shoot)
A new version of this scenario was uploaded on Thu Dec 19 16:14:52 UTC 2013 +Started working on options menu (kind of)
This is cool. Though I agree with FlicknFlack about the controls. They are rather fiddly.
A new version of this scenario was uploaded on Thu Jan 16 19:36:07 UTC 2014 +Started adding information dialog boxes for the level editor. Press "i" to view information about the currently selected brush. +Added fps display (Compliments to danpost)
Entity1037Entity1037

2014/1/23

I have successfully taught myself all I need to know about java that relates to files and file directories. Expect an option to save on-computer soon (you will need to download it and play it on your computer first, though...). Also, I've been quite busy lately, so you shouldn't expect any major updates for a while... Just to let you know.
A new version of this scenario was uploaded on Thu Jan 23 07:53:26 UTC 2014 +Added 2 information dialog boxes for the Level Editor brushes +Started adding Metall enemy Currently making preperations for on-computer saving for the level editor.
A new version of this scenario was uploaded on Thu Jan 23 07:55:09 UTC 2014 -Locked Scenario
A new version of this scenario was uploaded on Thu Jan 23 07:58:02 UTC 2014 -Locked Scenario
Entity1037Entity1037

2014/1/23

I forgot to mention, I'm currently working on some code that level's the player on the ground during animations so they don't appear in the air while dashing or similar. It's causing some glitches as you can probably see... I'll get those fixed soon.
A new version of this scenario was uploaded on Fri Jan 24 05:38:55 UTC 2014 *Tweaked some coding so that X isn't completely glitchy when the floorAlignment coding is implemented
A new version of this scenario was uploaded on Sat Jan 25 08:35:25 UTC 2014 +Added Dust class +Added VisualAffects class +Added sprite sheets for future use *Changed some things involving data that defines which enemy is being added *tweaked X's animation *Tweaked X's dashing speed and dashing duration *Changed Shot1 image
A new version of this scenario was uploaded on Sat Jan 25 08:45:49 UTC 2014
A new version of this scenario was uploaded on Sun Jan 26 02:18:43 UTC 2014 +Added AwesomeFace.class +Added Explosion.class *Changed how health is handled for Enemies
A new version of this scenario was uploaded on Sun Jan 26 07:18:57 UTC 2014 *Fixed Glich that caused X to glitch into the ground when blinking from taking damage
A new version of this scenario was uploaded on Sun Jan 26 20:21:41 UTC 2014 *Fixed glitch that caused X to glitch into things during the damaged animation
A new version of this scenario was uploaded on Mon Jan 27 03:25:09 UTC 2014 *Tweaked X's properties to better immitate the actual Megaman X games
A new version of this scenario was uploaded on Mon Jan 27 08:44:37 UTC 2014 *Tweaked X's jumping speed and duration to better match the actual Megaman X games *Decreased GravityTimeRateMax's value by 1
A new version of this scenario was uploaded on Mon Jan 27 19:01:26 UTC 2014 *Increased ySpeedLimit's value by 1 *Fixed glitch that caused X to glitch into places when short jumping with a 1 block high ceiling
A new version of this scenario was uploaded on Wed Jan 29 09:10:09 UTC 2014 +Added SpriteSheet.class +Added SpriteSheetMarker.class
Entity1037Entity1037

2014/1/29

LOL not sprite sheet, but SPIKE sheet.
A new version of this scenario was uploaded on Thu Jan 30 19:37:01 UTC 2014 +Implement things (I wrote this during 3rd period and I really need to get to lunch right no, so no detailed description until later) NOTE: I have not tested most of the updates yet.
A new version of this scenario was uploaded on Mon Feb 03 01:46:37 UTC 2014 +Added custom level select when launching the XEngine *Changed "Game Engine Test" selection to "XEngine" *Finished saving/loading to a file while playing game on the Greenfoot Editor *Finished checks that prevent certain features from being accessed depending on if you are playing it on the site while logged in/not logged in, or playing on the Greenfoot Editor *Fixed bugs in the MouseButtons' subclasses that caused notifications to appear at the incorrect circumstances *Fixed bug that caused all but one command in the LevelSettingsEditor.class to not be recognized
A new version of this scenario was uploaded on Mon Feb 03 01:53:12 UTC 2014 *Fixed error that caused a notification to appear on the gallery when it shouldn't
A new version of this scenario was uploaded on Tue Feb 04 04:32:55 UTC 2014 +Added some coding to BossDoor.class +Added custon Boss Door sprites for future use *Changed int ySpeedLimit in Matter.class to 7 *Edited saving/loading coding for BossDoor.class *Made it impossible to collide with spikes
A new version of this scenario was uploaded on Tue Feb 04 04:38:56 UTC 2014 -Blocked access to the Options Menu due to it's incompletion
A new version of this scenario was uploaded on Tue Feb 04 04:55:48 UTC 2014 +Added text to the Level Editor instructions
A new version of this scenario was uploaded on Tue Feb 04 04:58:21 UTC 2014 +Added text to the Level Editor instructions
A new version of this scenario was uploaded on Tue Feb 04 05:07:58 UTC 2014 *Fixed the newLevel command in LevelSettingsEditor.class
A new version of this scenario was uploaded on Tue Feb 04 05:14:40 UTC 2014 *Modified some strings
A new version of this scenario was uploaded on Tue Feb 04 06:53:58 UTC 2014 *Tweaked a notification for LevelSettingsEditor.class
A new version of this scenario was uploaded on Wed Feb 05 19:34:51 UTC 2014 +Started implementing checkpoints (unfinished)
Entity1037Entity1037

2014/2/6

Aw... I forgot to publish source code........