alriightyman / megaman Goto Github PK
View Code? Open in Web Editor NEWThis project forked from ellioman/megaman
Originally based off of ellioman's Megaman, this project is aiming to be more of a Megaman Clone Engine
This project forked from ellioman/megaman
Originally based off of ellioman's Megaman, this project is aiming to be more of a Megaman Clone Engine
Add climbing ability to the Player
We need to add these! Here is the current list of powerup ideas:
The method that allows the player to leave the stage currently doesn't work. Possible reason behind this is that method still relies on the old Renderer/Texture/Material setup. Needs to be adjusted to use the animation controller instead.
Airman will jump forever when he reaches his jump phase. Should I rewrite the boss?
Original Airman used animation to control jumping. Need to rewrite boss completely.
Boss has 2 main phases:
Due to the addition of playing in widescreen, should the boss rooms be larger?
If so, compatibility for different aspect ratios should be thought out.
Each of the image frames are set up in a strange way for animation. Need to update all textures to Spritesheets. This should save some space in the file structure and just look better.
When the robot on the Kaminari Goro.prefab throws a projectile it tends to get stuck on the robot. Also, the behavior of the projectile is incorrect. It should arc upwards and then fall. Currently, it just moves diagonally downwards and disappears
Create parameters for the Player's animation controller to control animation flow. Also, fix any Player scripts that are currently playing animation to set the parameters instead.
Need to convert all the 3D rendering components to 2D. Also, remove the BoxCollider and replace it with a BoxCollider2D and change any instance or RigidBody to RigidBody2D.
Currently, the Player character has been converted and so has the large Flying Robot (Goblin).
The player code is becoming a bit of a mess. Might be worth rewriting in a FSM style instead.
States that could be created:
Create an abstract class called State that inherits from MonoBehavior and has the following methods:
It should also have the following Property: int Id (could use an enum instead)
Created States that inherit from that abstract class should not inherit from MonoBehavior since the Abstract class will do so.
Create an input system to use within the game instead of using Unity's input directly. This will allow me to use the new input system if I feel the need to switch.
The Level layout needs to be tweaked a little bit. Some areas are almost impossible to get through. And some jumps are too far to make.
Update the ReadMe as new features are added/deleted.
Create a Pause screen to select items and pause the action. You should be able to select a new weapon, assuming you have one, or a health container that was picked up.
A very basic pause menu has already been created. See commit: 49c01c3
The CharacterController2D that is being used is a little out of date. Upgrade the controller and test it to make sure it doesn't break anything.
CharacterController2D can be found here:
https://github.com/prime31/CharacterController2D
Fix the Players Death Particle Speed.
Install and convert the current input to use the new Unity Input system (currently in preview).
Information: https://docs.unity3d.com/Packages/[email protected]/manual/Installation.html
Documentation: https://docs.unity3d.com/Packages/[email protected]/api/UnityEngine.InputSystem.html
When falling off a platform, the walking animation is still being played. The falling animation should play instead.
Need to have the ability to transition between screens when hitting a transition point. The current implementation does not work as expected.
Expected Behavior:
Currently, the Health Bars are part of the Player Prefab. Also, Airman has his own attached to the prefab. There is no Weapon Bar so one will have to be created.
The original sprites used were from various different sources. Because of this, they are all of various sizes and quality. Scaling was used to scale them to the correct sizes, however it seems strange to scale something to it's "normal" size.
Need to either create new images at consistent sizes/resolution and update all animation/SpriteRenderer; or find images of each sprite at the correct sizes. It may be easier to recreate all the images then finding good quality images at consistent sizes.
Create an effect that shows the enemy is destroyed. Currently the enemies just disappear. There should be some sort of explosion when being destroyed.
Add ability to move a little bit forward when left or right button is tapped.
Boss doors need to be fixed especially after the 2D Conversion Project. This ticket relies on #23 Camera: Need To Properly Implement Screen Transitions
From what I have discovered about the flying electric robot and how we should be able to get Magaman to stick to the platform, everything code wise should be correct. It looks like the problem is with the collision itself. Not sure if it's worth taking a look at it now or after you finish converting everything to sprites but at some point we need to take a look at fixing the collision on this guy.
Add sliding ability
Currently, animation is achieved through setting textures based on what the object is doing. Some of these seem to be hard coded. Update all of the texture set animations, to proper animations.
Currently, the Player and the Flying Monster spawns are setup this way. However, these may need to be revisited for better animation implementation.
This ticket relies on #7 Update Textures to SpriteSheets
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